Creature Lab - marek.grzywacz
Hi, serial mutant producers!


First - thank you for your understanding! We have informed you that we had taken another
day to prepare a solution for save games/sending scientists to missions issue. However, it
turned out that this problem is particularly complicated to resolve from a technical standpoint.We are working hard on it and consider it our highest priority. We will provide the promised solution ASAP, but it didn’t make it to the today’s patch.

However, we are delivering fixes to other persistent issues in today’s patch, including the much-requested revision of custom substance naming. From now on your custom names should appear on the map and everywhere else, which will help you locate substances on your terms - please note that you have to rename the substances again (as the new system works upon confirming the custom name you're entering).

We have also amended the issue with Dark Web missions, where players were asked to deliver not the type of limb that they really should deliver. More info on fixes is in the patch notes below.

We have also decided to present you with a visual roadmap of our future updates. Hope it will give you full clarity of what are our plans for supporting Creature Lab.

We also want to send special thanks to all the people whose feedback is helping us to combat the most persistent issues in the game. Especially those community members that send us their DxDiag files, save files, and other data that help us directly in locating and reproducing the issues. Big kudos!
Patch 5 for Creature Lab + Roadmap

As for the roadmap, you can find info on our plans for further patches, including content updates below.



The patch introduces the following changes:

  • removed the issue with saving custom names for substances, and made the custom names visible on the map, and every other place they weren't properly displayed
  • resolved the issue of missions in the Dark Web improperly communicating which type of limb is to be delivered to fulfill the commission
  • slowed down the default speed of the combat visualization and added buttons to speed up, slow down or pause the combat
  • added a bilingual pop-up during language change that informs the player about the need to close the game and restart it to change to the desired language
  • blocked the possibility of pouring elixirs (non-mutagen mixtures) into the stasis chamber and added a text informing what should be done to use the stasis chamber properly
  • revised the text suggesting using wrong elements in the second mission based on drinking an elixir
  • repaired the texts that displayed code fragments instead of proper icons
  • added certain missing text fragments in all supported languages
  • minor revisions to the Chinese-language translation
Please also know that we are working on all the technical issues reported by you:

For the black screen issue upon trying to run the game, we have determined from the data gathered from players that the most likely reason for the issue may be that system configurations don't meet the minimal requirements for the game - but we continue to investigate further.

For the map freeze issue, we made progress in pin-pointing the possible sources of the issue, however we are still seeking videos of the issue happening, so if you have such a video or would be able to make one, we would be grateful if you sent it to our way at marek@imagepower.pl, on the Steam forum, or via our Discord. We also would be grateful for DxDiag.txt files to check if the configurations have a part in generating the issue.

As usual, we invite you to use our dedicated bug reporting thread in our Steam discussions:
https://steamcommunity.com/app/1309990/discussions/0/3809529789908529375/


And remember that you can ask us directly about anything via Discord:



https://store.steampowered.com/app/1309990/Creature_Lab/
Jun 20, 2023
Lost Lives - Maystra
A small technical update has been released that fixes most of the serious bugs.

Here is the list of changes:
  • Fixed synchronization of corpses
  • Fixed desync associated with player inventory and AI
  • Fixed a bug where AI opponents could not be looted
  • Fixed bugs when players displayed incorrect equipment
  • AI now fire bursts, slightly increased the delay between shots with a single weapon (SKS, MP-133)
  • Minor AI logic tweaks
Schmaragon Playtest - mogadishu
Introducing persistent credits. In the future, they will be used for different purposes.
Peaceful Lands - SigmosGames
Hello everyone,
Next Fest for Peaceful Lands has started and we will be live during this festival.
Don't forget to come to the broadcast that we have booked on June 21th at 10 AM CEST.

You can also join our Discord to ask our devs any questions you may have:


Also don't forget to give the Peaceful Lands Demo a try: https://store.steampowered.com/app/2407870/Peaceful_Lands_Demo?snr=1_7_15__13
Jun 20, 2023
Manic Archers - Ancient Most High
  • Fixed ice spikes freezing the owner
  • Reduced wolf health so the powerup becomes less dominant
Helicopter Gunship DEX - Jimmy Arcade
Finally got the update built and working!! This one has been a bit of challenge due to hitting a 4Gb file size limit in Unity which comes with no warning and continues to work correctly in the editor - it just breaks your game when building!

Anyway, I have now implemented a much better way of managing large volumes of data by using asset bundles and it has been on my Radar to upgrade for a while - I just wasn't expecting to have to do it right now!

Essentially the new system allows me to store assets into neat external files and then load what I need from those files rather than embedding them into the scenes directly. This allows me to control exactly when things are loaded and, more importantly, allows me to dumb the information out of RAM when no longer needed.

This is most evident on the Norway map that used to consume nearly 8Gb RAM now, once assets are dumped, only uses about 5Gb. This is most important for Steam Deck users who have just 16Gb of shared RAM/VRAM and might allow them to push detail settings higher - although I haven't yet tested this or ensured that the dumping of information happens at the right point to prevent the memory crash on Norway.

UPDATES

1. Implemented new storage system for assets.

2. Added visible IR models/textures to all helicopters, weapons and weapon racks. You can now see your wingman in the IR camera view making night missions much easier.

3. Fixed a bug where opening the mission planning map after the mission had started would cause your wingman to be reset back to their starting point and strip all their weapons.

4. Fixed the wingman's gun turret so it no longer walks rounds onto target. It now fires at the target straight away.

5. Added in LOD levels for pilot and co-pilot models

6. Added in LOD levels for weapon racks

7. Optimised main rotor and tail rotor blur effects to be more performant.

These updates modify a number of core systems and while I've tested as much as possible there is a very high chance of ground breaking bugs. Please feedback anything you spot ːsteamhappyː

NEXT UPDATE

There are a few outstanding things from the failed update that I need to re-introduce. One of those is the modifications to the IR camera so that the sky appears much darker than it does currently.

I will also be implementing a few minor tweaks to the Wingman's A.I. so that they launch missiles more accurately. At the moment, if they are moving quickly, they tend to waste the 1st missile. This occurs more often with the TOWs as they launch them towards the ground with not enough time to recover.

Next week I will be focusing on the Wingman's ability to attack multiple targets, use the Sidearm missile and have configurable speed modes which will allow them to fly NOE (Nap of the Earth) when moving more slowly.
Jun 20, 2023
Echo Point Nova - mattlarrabee
Hi everyone,

Thanks for playing the game and thanks for all the feedback! I put together a patch that addresses what I thought were the most important things to get sorted ASAP.

Please continue to share your ideas via the steam community forum and the Discord!

Discord link here btw:

https://discord.gg/67Qzr64f6v

-MattWLA


Major changes:
  • Can rebind movement keys
  • Can invert mouse pitch
  • Can toggle ADS
  • Made player character taller
  • Made power swap animation quicker

Minor changes:
  • Prevent mouse movements and analogue movements from being bound
  • Pressing escape during bind capture now cancels rebind
  • Increased sensitivity cap for gamepad aiming
  • Added icon for mouse thumb button
  • Can rebind inventory/travel menu
  • Disable aim adjust option
  • Disable auto aim adjust for mouse
  • Higher default FOV: 95
  • Fix binds labelled wrong in input rebinding
  • Boost volume of hoverboard
  • Fix insane tab menu speed boost glitch
  • Stop auto aim when target dead
  • Add demo msg to pause screen

Ara: History Untold - Ara: History Untold
Throughout the history of humankind, people from all cultures and time periods created monuments and artifacts that truly reflect human excellence. Ara: History Untold allows players to enrich their civilization's history with accomplishments like these by including Triumphs. Triumphs in Ara are a specialized type of Improvement that represent some of the greatest monuments and creations ever built.

Not only do Triumphs enhance a Nation's history, but they also provide powerful abilities that can greatly support any strategy. However, creating a Triumph is no easy feat - it often requires specialized items that have to be researched then crafted before work can begin. Triumphs also require more space, so while regular Improvements need just one zone in a region, Triumphs require the entire region.


This is a screenshot of the requirements for building a slightly more advanced Triumph, the Hanging Gardens of Nineveh.


This is a screenshot of Stonehenge in the process of being built.

Despite the many prerequisites to crafting a Triumph, the results are well worth it. Triumphs serve as impressive centerpieces to each City they're a part of while also providing powerful boosts. Also, only one of each Triumph can be built in a world, so the first Nation that is able to start construction on the Hanging Gardens of Nineveh will be the only Nation in the world to have them.



This is a screenshot of a completed Stonehenge.

These are just some of the earliest Triumphs to build in Ara, and we're excited to showcase more in the coming weeks. Be sure to stay tuned!

https://store.steampowered.com/app/2021880/Ara_History_Untold/
Wild West Dynasty - SwordsOfTheSouth


What is Public Staging?
It is the modus operandi of working with a second version of the game, on which new patches and updates can be applied and tested before they are integrated into the regular live version of the game. This means that one or more updates can first be tested before they are made available to all players in Early Access.

How to join the public staging?
Some of you probably have not done this before, so we have a small guide:

Prerequisite:
You must have Wild West Dynasty in your library – obviously.

The procedure
  • Open your game library.
  • Right click on Wild West Dynasty.



  • Open properties.
  • Select the tab "BETAS".*



  • Enter this password into the field below the drop-down menu: fQZQ9qeeJhpa
  • Click on "CHECK CODE".
  • Use the drop-down menu and select “public_staging”. This is the public stage version.
  • Click on "Close".


Steam should now download this version of the game.

IMPORTANT! PLEASE SAVE YOUR GAME ON THE LIVE VERSION AS A BACKUP COPY BEFORE ACCESSING THE PUBLIC STAGING BUILD!

Just in case something goes awry!

The saves can be found here:

Windows > user > Your user name >AppData > Locallow > MPS > wwd

*Steam labels all those builds as "betas” even if they are technically not betas, don’t let it confuse you!

The notes

Added
  • Hoof sounds
  • Additional plant and flower seeds, season specific (new seeds can be bought in Taxation)
  • Dung (can be picked up near the cows in Taxation and used as fertilizer)
  • Flower pots (crafted at Workbench (Tinkerer)
  • Collectible flowers on the map

Updated
  • Moved the sun
  • Adjusted map
  • Changes to starter cave
  • Streamlined quest indicators on compass
  • Items after picking up full chest will be returned to inventory
  • Blood decals for several animals
  • Removed left over NPCs
  • Improved thunder mug counting (early pick up will not break quest)
  • Bucket weight
  • Muzzle flash for all colt models, missing hit layer for rifle
  • Made bigger animals harder to kill
  • Optimized shop window (looks, mechanics and performance)
  • Fields can now be placed and used without a barn
  • New decals for field states (fresh, seeds, watered, plants)
  • Fields now need fertilizer (craft from Dung at Workbench (Tinkerer))
  • Dryer and pantry functionality: dryer turns harvested plants into seeds, food items stored in the pantry spoil more slowly
  • Crashed wagon destruction
  • Changes to directional keys work on foot and on horseback
  • Improvements to first person tool animations
  • Improved horse movement (less chances of getting stuck)
  • Rabbits spawn further away from Taxation and will no longer terrorize the citizens there
  • Plants now need 2 seasons to grow
  • More resources can be bought in Taxation (seeds, dung, and fertilizer)
  • All languages

Fixed
  • Ghost material not appearing on every LOD of walls
  • Loading of houses if game was saved in a different language than used for loading
  • Disappearing fences on save/load
  • Settler assignment issues on save/load
  • Disappearing arms in first person for several items
  • Tool animation in first person (stone axe, wooden hammer)
  • Disappearing mother in certain camera angles
  • Several buildings could not be destroyed
  • Work benches not showing in inventory after crafting
  • Vendor interaction prompt missing for Momma J.
  • Improved butter cookies to make them eatable
  • Recipes using wrong type of corn
  • Healed wounded boars on the prairie
  • Lake collider
  • Ranged weapon damage (+ headshot damage multiplier)
  • Weapon weight
  • Falling and teleporting Roger
  • Dialogue loop with The Stranger (A Friend in Need)
  • Player crafted oil barrel functionality
  • Bed indicator
  • Potential fix for “spreading blackness” issue in specific cases
  • Placing farm plot on another farm plot
  • Water tower requiring city to build
  • Floating planks in several buildings
  • Floating thunder mug
  • Key binds cannot be exited with ESC
  • Key binds not always saving correctly
  • Jack Just’s disappearing head
  • Some floating plants
Jun 20, 2023
Escape the Backrooms - futurizegamedev
  • Fixed an issue where the game would sometimes crash when leaving the Cave System.
  • Fixed an issue with the falling rock physics.
  • Fixed a level 10 skip.
...