STAR WARS Jedi: Survivor™ - EA Star Wars

The latest patch (Patch 5) for Star Wars Jedi: Survivor has arrived.

Patch 5 Details

Here are the fixes you can expect with this patch:
  • Improved content caching to reduce hitching.
  • Improved thread handling when raytracing is turned off.
  • Fix for an issue where lowering the PC visual settings would incorrectly lower your resolution scale if FSR is disabled.
    Note: if you previously disabled FSR and are playing on a lower visual quality, you may want to readjust your quality settings.
  • Fix for a reset button not responding on PC when using both controller and keyboard.
  • More robust detection of pre-order and deluxe content in-game, preventing players from only randomly having access to the content.
  • Various performance fixes.
  • Stability improvements.
  • Various collision and navigation improvements to prevent issues where characters get stuck out of bounds.
  • Fixed an issue where Drya Thornne would become invincible.
  • Music fixes for scenarios where two different themes would collide.
  • Fixed an issue where Bode wouldn’t grab the senator during some New Game+ playthroughs.
  • Fix for a bug where the Skriton wouldn’t appear correctly.
  • Fix for Dagan not appearing correctly in a cinematic.
  • Fixed some rare instances of players being unable to progress further in the game even after reloading.
  • Fix for a bug where the Gorocco would disappear mid-combat.
  • Fix for an issue where Cal would get stuck in a specific Blaster state if dying while in it.
  • Fix for a bug where BD-1 wouldn’t be able to open a door.
  • Fix for void tear interactions not working correctly.
  • Fix for trying to load corrupt save games sometimes leaving you in the main menu. It will now correctly attempt to load your backup save.
  • Improved UX for Koboh matter turrets that players were previously unable to exit out of.
  • Fix for the Rancor and the Wampa not correctly leaving Cal's XP behind when he respawns.
  • Fix for a bug where the Skills menu wouldn't correctly close.
  • Improved sync for sound during one of the cinematics.
  • Fix for the environment not loading correctly on Koboh after Cal respawns.

More patches to come!

We’re still hard at work to improve your experience with Star Wars Jedi: Survivor. Please let us know if you run into any further issues and keep an eye out for future patches.
Bullet Runner - Bonus Stage Publishing
Without any further explanations, see what skills gained from 2000 hours of playtime looks like.


Can you beat this?

Play the free prologue now:

https://store.steampowered.com/app/2343570/Bullet_Runner_The_First_Slaughter/
Unoffensible Playtest - Arnold
The wheelchair movement that was in the 'menu part' of the game, is now also implemented in the game itself. The gist of movement is the same, but the distance between your head and controller determine the speed. It needs a bit more love, but it is functional.
Teleport movement and snap turn have been disabled, but they will return as a setting before release. Let me know on the community hub if you miss them.

The towers now follow a more realistic quadratic drag formula when being thrown or falling. The main benefit is that extremely violent throws (sometimes caused by tracking issues) are now damped fast enough to not always overshoot the level.

The 'help-drone' will now hover over the closest location that has context help. Making it more obvious which things can be interacted with.

The second mission was way too hard, so you now get some more time and towers. The idea of the game is that you will be pushed to continuously do stuff, while also allowing time to look around to keep an overview of the battlefield. This mission is very much still on the 'Panic' side :-) but its mostly the secondary objective that gives issues.

Annoying pitch changes in audio while moving have been fixed.
May 17, 2023
Sphere 3 - Evanesca


Today, during the maintenance, the following changes were made to the game:

The ability to block messages from specific players in the chat ("black list") was implemented.
The 16th season of the Furious Arena has started.
The 30th season of the PvP Arena has started.
Added a ban on the use of abilities between the open world and the zone of obelisks.
On castle zones, respawn points are now included in the castle zone - so that when transitioning zones, the effects imposed on the character are not removed.
The Furious Arena location was updated.
The broken chat entries when picking up loot was fixed.
The capacity of the passive effects interface has been expanded.
To make it easier to identify aggressive monsters, the name of non-aggressive monsters is now orange instead of red as before.
The "Victory Day" event has been completed.

We wish you a pleasant game!
Bread & Fred - Lectril
Hello, friends! Thank you so much for your love and support! To thank you all for your interest and enthusiasm, we are now officially announcing that the game will be available in simplified Chinese at launch!

Multiple other languages will also be supported including German, Japanese, Spanish and more. For full details, please check out the store page.

We hope you'll continue to add the game to your wishlist and if you have any ideas, please feel free to let us know in the comments here!

The penguins are looking forward to meeting you all!
May 17, 2023
AvaKit - PLUME D INC
We implemented v1.0.2 update and received several bug issues. Hence, we implemented urgent hot fix.

Loading previously used device
  • Loading previously used camera device when rebooting AvAKit
  • Loading previously used caemra device after importing or changing VRM
Screen related bug fixed
  • Bug fixed - screen minimizing after clicking VRM or sticker upload button
  • Bug fixed - screen minimizing after pressing a button that escape the AvaKit (such as Windows button)
Tracking annotation popup location modified
  • Tracking annotation popup is located at the middle of the screen when implementing eye and depth calibration
Blendshape expression improved
  • Blinking motion improved for some VRM models
Anti-aliasing quality improved
  • Rendering quality improved
We always look forward to your precious opinions and suggestions.


Backpack Hero - alex_duck_dt
Hey, Backpackers!

We’re incredibly excited to let you know that Backpack Hero was chosen from among 44 titles as the best game and received the Community Vote Award at Digital Dragons - one of the most prestigious game industry events in Central Europe! Since participants were the jury in this category, we're really honored to be chosen by not just players, but also fellow developers and publishers




Thank you for your support, we couldn't have done it without you! Even though our dev team members couldn't be there in person (thanks to our pals from Different Tales for accepting the award on our behalf!), we're super grateful for all the votes and the time you took to check out Backpack Hero during the event.

Also, congratulations to the Sacrifire, Tarnished Blood and Wandering Village teams for taking the podium! Check out those three games if you haven't already!

https://store.steampowered.com/app/1970580/Backpack_Hero/
May 17, 2023
Boneraiser Minions - caiys
//misc changes
- Elven Wayfinder boss: There's now a chance he'll attack from a random side instead of always the closest side (just to spice up his attacks).
- Bosses now ignore being pushed out about by other enemies (the Werewolf Prince was getting slowed down by his Werewolf chums).

//bug fixes
- When boneraising a Meldus or Mighty Meldus minion the sacrificed minions could sometimes be a minion that had already previously been sacrificed.
- Bonebrobigly Destineous boneraise: This could give a Big Bro that would take it above its max cap or one you haven't yet discovered.
- Compendium - Minion Boneways: The Giantous Sinner was incorrectly called Giant Deamon.
- Magma Gargantuan minion: This wasn't being classed as a Giant for max cap and group tag purposes.
- Restless Abyss map: Some enemies had a habit of getting stuck just outside the doorways if you were stood close to an outside wall.
- Restless Abyss map: Some floor effects were appearing below the floor layer just below the hole (eg Bell-ead minion attacks).
- Elven Wayfinder boss: If he attacked from a side that was close to the edge of the map then it could cause issues when he attempted to land (such as falling to the bottom of the map). He will now always attack from the side closest to the middle if you are stood near the edge of the map.
- Elven Wayfinder boss: If he landed inside of a blocking object then he would instantly snap to below it (instead he'll now fall more gracefully).
- Elven Wayfinder boss: During his ballista attack minions would attempt to move towards and attack him above the top of the screen (which could cause issues if he was above the map).
Rule the Waves 3 - Death
After the mid-1940s, jet aircraft enter the scene. Existing aircraft carriers will have to be rebuilt to handle jet aircraft, adding blast barriers and angled flight decks. As carriers will need to be larger to handle heavier jet aircraft, carrier sizes will grow. Eventually, supercarriers of upwards of 60,000 tons will be the norm.

A carrier in the jet era.

The battleship will still have a role to play, but it will be eclipsed as the ultimate expression of naval might by the large aircraft carrier. Jet aircraft will eventually evolve to have allweather and day and night capabilities, but already in the final years of WW2, the missile makes its appearance. At first primitive, with limited range and easy to counter with jamming, guided missiles can still cause grievous harm to surface vessels. This leads to the development of anti-aircraft missiles to give ships longer range air defences against all these threats.

Existing ships can be rebuilt, or completely new missile cruisers constructed. Anti-ship missiles do not consume all that much space, and can be accommodated by most ships. On the other hand, anti-aircraft missile systems and their attendant radar arrays are huge and will take up most of the space on a ship. This will tend to lead to missile cruisers specializing into either anti-aircraft or anti-ship roles.

A fairly typical cruiser in the missile age.

Missiles are initially limited to line of sight, but with improved guidance systems will get longer ranges and even over the horizon capabilities. On the topic of missile combat and missile damage, real world historical experience is limited. A number of ships have been hit by missiles, with a wide variety of results, some being sunk by one missile hit, others taking multiple hits to sink. But there are no examples of large, armoured warships being hit by missiles, so the effectiveness of heavy anti-ship missiles on a dreadnought battleship is really unexplored. That means that the game relies more on informed speculation in the area of missile effectiveness than with, for example, torpedo or shell damage.

Missile damage in game is simulated with more variability than other types of hits. Generally, missile hits are treated as very large HE shells in game with additional incendiary effects (unspent fuel starting fires). They will do more limited damage if they hit the armoured belt, but can do substantial damage to superstructures, and often cause fires.

Incoming missiles

With additional technical development, you will be able to set up strikes from multiple platforms, including land missile batteries and missile submarines.

Setting up a missile strike on enemy ships.

This concludes the Dev Diaries for Rule the Waves 3. We hope these diaries have given you some insight into the breadth of the wargaming experience this game can offer. Over 80 years of naval warfare, starting with ironclads duking it out at 1000 yards and ending with missile shots from over the horizon. No other game covers such a long period of modern naval warfare, or gives such an insight into how technology, ship design and tactics interact and develop over time.
ShiodomeTrainSimulator - くれみぃー><
It has been a while since we have updated the game. We have been busy lately, so it has been delayed, but we are working hard and making steady progress.
This time, the series SR4000 will be able to operate commercially. Originally, the series SR4000 could be seen passing each other on opposing trains, but now they can officially operate on the commercial operation schedule.
As a generation, the series SR4500 is imagined to be a sister type of the SR4500 series. It is the newest series of trains.

In addition, the benchmarking capability has been added.
Benchmarks are strongly considered for the trial version that will be added in the future. We will try to implement it in the production version for now and if there are no problems, we will include it in the trial version. We will inform you of the differences between the trial version and the full version when the trial version is released.
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