Brave Nine - sootressed
All players who participate in the Brave Nine Steam Playtest will receive daily rewards simply by logging into the game!
These rewards are to help you enjoy the game and get a head start on your progress.

The daily rewards will include a variety of items, such as Gold, Diamonds and Legend Scrolls.
The rewards will be delivered to your in-game mailbox each day.

To receive the daily rewards, you must log into the game during the playtest schedule.
The playtest will take place from July 7th, 02:00 AM to July 10th, 05:00 AM (UTC).
*Please note that the rewards will not be carried over to the official release.

Daily Rewards List
  • Diamond x50,000
  • Gold x200,000,000
  • Legend Scroll x1,000
  • Premium Scroll x1,000
  • Horseshoe x30,000
  • ★6 Rune Piece x250 Selection Ticket x300
  • ★4 Rank-up Star x50
  • ★5 Rank-up Star x50
  • Awakening Crystal x10,000 per type
  • ★5 Skill Book x100
  • Legend Skill Book x50
  • ★5 Soul Gear Selection Ticket x50
  • Ancient Coin x10,000
  • Stein Ink x50,000

Daily Reward Schedule (Added!)
[Day 1]
  • July 7th, 13:00 PM ~ July 8th, 04:59 AM (KST & JST)
  • July 7th, 04:00 AM ~ July 7th, 19:59 PM (UTC)
  • July 7th, 12:00 PM ~ July 8th, 03:59 AM (CST)
  • July 7th, 06:00 AM ~ July 7th, 21:59 PM(CEST)

[Day 2]
  • July 8th, 05:00 AM ~ July 9th, 04:59 AM (KST & JST)
  • July 7th, 20:00 PM ~ July 8th, 19:59 PM (UTC)
  • July 8th, 04:00 AM ~ July 9th, 03:59 AM (CST)
  • July 7th, 22:00 PM ~ July 8th, 21:59 PM(CEST)

[Day 3]
  • July 9th, 05:00 AM ~ July 10th, 04:59 AM (KST & JST)
  • July 8th, 20:00 PM ~ July 9th, 19:59 PM (UTC)
  • July 9th, 04:00 AM ~ July 10th, 03:59 AM (CST)
  • July 8th, 22:00 PM ~ July 9th, 21:59 PM(CEST)

[Day 4]
  • July 10th, 05:00 AM ~ July 10th, 14:00 PM (KST & JST)
  • July 9th, 20:00 PM ~ July 10th, 05:00 AM (UTC)
  • July 10th, 04:00 AM ~ July 10th, 13:00 PM (CST)
  • July 9th, 22:00 PM ~ July 10th, 07:00 AM(CEST)

We hope you enjoy the daily rewards and we look forward to seeing you in the playtest!
Jul 6, 2023
xiuzhen idle - 天野小茫
版本号0.0.7.15
2023年7月7日
调整
1.神国战斗时无法改变上阵领袖的专精职业。

修复
1.修复了神游时按esc会呼出系统菜单的问题。
2.修复了暂停后神国建筑进度条会继续增长的问题。
3.修复操作屏蔽系统的异常显示问题。
4.修复了神国战争掠夺模式触发占领结算的问题。
5.修复战裂神舰攻击弹道异常问题。
6.修复了神国舰队补充后舰队信息不刷新的问题。


《星际工业国》序章试玩版本定于7月18日上线免费试玩!
《星际工业国:崛起》试玩版:https://store.steampowered.com/app/2497430/_/

《星际工业国》正式版:https://store.steampowered.com/app/2423620/_/


《修仙立志传》目前处于抢先体验测试阶段,可玩性与数值持续优化中。
诚邀加入真爱Q群:850550123(三群)刚建立一秒
欢迎任何建议、意见及bug反馈,也欢迎有志同道合的朋友加群聊sao!
Depersonalization - Meow-白条
BUG FIX
Fix the bug that a softlock will occur while using items abnormally.
Fix the bug that the trait [Broken Memories] can not be triggered correctly when Inherit the ending of modules.
Fix the bug that a occurrence of black screen because of the death during combat and fix the bug that the event interruption cannot be plotted normally.
Fix the bug that the Awaken effect of trait [Serial Killer] can't be taken effect normally.
Fix the abnormal history texts display in the text module.
Optimization
Adjust one of the bosses HP. Now it will no longer be unable to trigger the plot because of the early killing of the Flower of Blood.
Optimized the issue of no transition in the battle stage change shots.
Feedback & Bug report link: https://docs.google.com/spreadsheets/d/181XJdypLrqmH7_XLNXtuljfNafG7J2HQCtFD5E54tjE/edit?pli=1#gid=0
Alone in the Stars: Survivor - JustinSix
New:
  • New biome called Frosty Fractalia bringing the total biomes to 5. Along with the new biome there's a new variant of 1 enemy and 3 brand new enemies. Bringing the total enemies to 20, not counting each enemy now having stronger emotional variants.(4 variants of each enemy: Apathetic, Sad, Scared, and Angry)
  • Emotional enemies and bosses. These function as "elite" enemies or mini bosses. They have the title of the enemy and their emotion above their name, as well as be radiating the color that matches their emotion. Emotional enemies have more health, damage, and can give you negative status effects based on what emotion they have. Based on their emotion they also have resistances and weaknesses to different emotions. If you use the same emotion as they are you will do little damage, but if you use an emotion that is one above there's you'll do bonus damage. Bosses also have the resistances and weaknesses based on their emotion now, as well as scaling health and damage based on current difficulty. Emotional enemy spawn frequency is based on how far you are into a run, just as the last update introduced scaling health, now emotional enemies frequency and which emotions the enemies can have will change as you go through a run.
  • First melee weapon, Energy Sword. You can attack with left click, and block damage by holding down right click.
  • New gun called Elemental SMG. It has low base damage, but gets 2x chance to inflict status effects.
  • Inventory screen reworked to show more info and be more readable. Weapons will now have the emotion they drain above them in inventory. All buffs you get throughout a run will be shown here now. Elements that were too small were enlarged and the layout was shifted slightly to accomadate for this. A different font was also swapped to for all the texts.
  • New variations for every biome's discs. 2 new layouts the discs can now spawn in. These additions drastically improve variety in runs.
  • New model for the shrines in the game.
  • Some bounciness physics added to the main character's angler.
Changes:
  • Mini map has been reworked slightly to have a legend in the top right. Should make it more clear that the map is a point of reference for the general points of interest and objectives, not something to follow directly from point to point.
  • When you pick up a weapon from a chest now it's automatically swapped to.
  • Sicklus and bluzzas now fly higher off the ground.
  • Short cooldown added to swapping weapons with scroll wheel to prevent swapping more weapons than intended with one "scroll".
  • Only one active quest is shown now in the HUD at a time now. Before up to 3 were shown and it took up too much of the screen. You can still choose to track no quests in menu and then you will have no quests covering HUD.
  • Ending of the tutorial loads main menu now instead of loading into the main game. Loading from the tutorial to the main game had a crazy load time, and it's much quicker to load back to menu and then load up the main game.
  • Removed loading saved runs. This will come back in the future, I haven't removed the functionality of saving, just the loading of saves. The reason I've chosen to remove it at this time is with all the new systems, additions, and changes the first thing to always break is saving/loading. When the games in a more stable place with all the systems done, I will add back saving and loading runs. With run times being relatively short right now, loading saves isn't currently essential.
Balance:
  • Adjusted costs of meta progression items.
  • Buffed Velocity Vitality buff by doubling the % increase in movement it gives you.
Fixes:
  • Some guns SFX weren't adjusting properly with SFX slider. This should be fixed now.
  • I fixed an error that popped up after launching the game when not having a profile already made. I believe this was causing a crash for some players. Need to watch out after this update to see if the crash still happens.


ICARUS - Shamm
Week Eighty Three features two revamps of existing in-game systems, alongside the addition of a new type of ammo for firearms.

Armor Piercing Ammo has been added, and we’ve paired this with an overhaul of the Hardened Point Damage System, providing a more scalable and effective process for calculating the impact of stats when targeting different Hard Points on different creatures.

The Orbital Workshop has also received a UI pass, aiming to make it easier to navigate to make room for new items in the future.

Jump in and have a read.



Armor Piercing Ammo

This week we’re adding a new ammo variation, Armor Piercing. This will be available for firearms, while crossbows already have this perk innately.

Armor Piercing Bullets for firearms come with the Hardened Point Penetration stat, essentially bypassing the hardened hitbox areas of animals, allowing you a little more success if your accuracy isn’t up to par.

Armor Piercing Bolts have also had their stats adjusted, in most cases replacing the Hardened Point Damage perk with Hardened Point Penetration, although in some cases Hardened Point Damage still exists.



Armor Piercing Changes

We’re using this update to provide a rebalance for the stats around hardened point damage and perks related to combat.

With our Week 36 update, we introduced more detailed hitboxes on creatures that included weakened and strengthened zones on their body. To achieve these, we used a stat called Hardened Point Damage to increase or decrease the damage done to the hardened points on creatures such as horns, tusks, shells, skulls, etc.

All creatures started with a value of -75, meaning that the player's damage was reduced by 75% for the toughest hard point zones, and regular hard point zones started at -37.5 (a 37.5% reduction).

On Crossbows we had stats that would reduce this value (move it closer to a 0% reduction), for example, a +75% improvement which meant that even when hitting the toughest hard point, you would deal 100% of the possible damage.

The issue, however, with this approach was that you would also receive the buff when hitting regular hard point zones, which only received a 37.5% reduction. This meant that players would end up delivering 37.5% MORE damage than intended (-37.5%+75%= +37.5% excess), an unintentional buff that broke the balance of the system.

We have reworked the damage alongside introducing the new Hardened Point Penetration stat, giving us three stats we can interchange to provide the right balance:
  • HardenedPointPenetration
  • HardendPointDamage
  • HardendPointProtection
The new Hardened Point Zone damage modification stat works as follows:

Creatures start with a 75% reduction in damage (HardendPointProtection)

HardenedPointPenetration is a percentage value between 0-100 on weapons and ammo that reduces that -75% closer to 0%. A 0% HardenedPointPenetration means -75% damage reduction, and a 100% HardenedPointPenetration means a 0% damage reduction.

When and only if HardenedPointPenetration reaches 100% (0% damage reduction) do we apply the HardenedPointDamage Stat.

Here’s an example scenario to consider:

#Discussions_QuoteBlock_Author
Crossbows have an innate HardenedPointPenetration of 100%, meaning all their shots, will bypass hardened points (the damage reduction of -75% is reduced to 0%).
So using Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase)

- Normal: 81-90
- Hardpoint 81-90
- Extra Hard Point 81-90

With the Notch attachment, Crossbows do +25% damage if hitting a hardened point if the penetration is 100% (which in this case it is). This is the HardenedPointDamage stat coming into play.

Metal Bolts (81-90) with Basic Crossbow (0% projectile damage increase) with prototype Notch (+25% Projectile Damage, +25% HardPointDamage)

- Normal: 102 - 113
- Hardpoint 126 - 140
- Extra Hard Point 113 - 127



Workshop Revamp

The Orbital Workshop has received a UI revamp, designing it to be more like the blueprint trees on-planet, utilizing multiple smaller trees rather than one large tree.

This change provides a cleaner experience and helps us balance each branch individually and provide a singular path focused on specific tools and items.

The revamp will make it cleaner to add lots more Orbital Workshop items in the future. As some of you have seen in our patch notes we’ve been working on new items as part of our next major expansion New Frontiers and the current layout was getting a bit crowded.

With this change, some items are now locked behind an increased number of lower-tier items, while others will be easier to access. One important thing to note is this does not change any of your workshop progress and anything you have unlocked in the past will still be unlocked, regardless if it has moved in the UI or not.



Changelog v1.3.5.113110

New Content
  • Tweaking of Workshop so it is now aligned into separate categories
  • Enabling Armor Piercing Bullets, Blueprints and Recipes
  • Swapping BaseHardenedPointDamage to BaseHardenedPointPenetration on various items as it represents more what we wanted the stat to do design wise, negation of hardened point zones rather than a damage buff
Fixed
  • Added many more translatable strings, notably close buttons, mount commands, unloading ammo, and the sort button
  • Made DescriptionText member of D_Uses an FText to support translation (was previously FName)
  • The 'Press any key to skip' text shown during loading screen cinematic now supports localization
  • Updated translatable text row for character deletion to correctly allow translation.
  • Updated Out of Bounds warning to correctly allow translation
  • Combining lantern start / loop / end audio into one event, and combining wood rag torch start / loop / stop into one event for Craigs torch BP cleanup logic
  • Fix lantern audio desynced after entering water bug
  • Refactored audio behaviour on all light skeletal items to simplify this fix
  • Re-separated wood rag torch oneshots out from loop event to enable context-specific ignite and douse behaviour
  • Applied a fix to audio component play state library function to allow fading out audio components to continue to respond to positional updates correctly
  • Fixed a few typos and edited descriptions to better reflect the nature of an item
  • Update Blueprint tooltip widget to remove black space when item description is too long
  • Updated deployable modifier widget to have 2 columns for alterations if exceeding 4 alterations, notably this prevents other parts of the widget being hidden (and mainly on crop plots)
  • Updated Crop Plot Fertilizer widget to show the text for fertilizer stats larger
  • Updated Resource Connections widget to allow translation of the requires and provides summary
  • Very small adjustment to OES pod volume so its not quite as intense. This is to account for when pods are coming up and down in similar times
  • Damage numbers no longer generate overlap events or affect navigation
  • Fixed durability setup on dehumidifiers, ensuring they correctly break on 0 durability
Future Content
  • Blueprint setup for ENV audio effects Volcanic Embers
  • Added SM_BLD_Wall_Solid_Glass, SM_BLD_Floor_Glass, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Added several assets for the Iron Buildable rework
  • Refined mission descriptions, changed the amount of items required for progression and added gameplay tag to swamp questmarker, Prometheus
  • Added SKs, textures, materials for Cold Steel Axe (SK_AXE_ColdSteel)
  • Reimported enzyme cannon skeletal mesh with correct normal setting
  • Adding volcano audio for ember storm. Adding BP logic to connect audio parameter. Adjusting levels of base amb during storm
  • Improved behaviour of Lava Fliers, they now explode on death.
  • Fixed Lava Flier physics asset.
  • Added new decorator BT_DoOnce which allows a BT node and it's children to only be executed once per instance.
  • Lava hunter eggs can now be destroyed to prevent spawning.
  • Increased LavaHunter health and damage, assigned unique health/damage curves
  • Added new stat for FrozenOreChance%
  • Changed cold_steel_sledgehammer item template from coldsteel pickaxe to coldsteel sledgehammer
  • Added FrozenOreChance to Pickaxe and Sledgehammer
  • Cold Steel Sledgehammer now has a chance to give 1 frozen ore when a resource is spawned
  • Cold_steel pickaxe now has a chance to provide 1 frozen ore when an ore resource is mined
  • Removed accidental key press in a random location that would break the build
  • Lots of improvements and updates to the ember volcanic storm audio
  • Replaced Pots and Conch's with BP versions and fixed some floating cliffs, Pometheus
  • Added dropzones throughout Prometheus, labelled some of these as open world drop zones
  • Adding parameter for ash weather event and adjustments to embers event. Subtle reduction in clarity of SFX based on full ember amount to give sense of depth to the weather
  • AI can now specify a default critical hit area which is used whenever another area collider isn't hit - useful for making an entire creature 'Hardened'. Lava Hunter's default crit area is now hardened, with it's underbelly taking normal damage
  • Add a new weather damage type that includes a tag query for deployables/buildings
  • Added PyramidHip Iron Buildable pieces for Buildable revamp, as well as several materials that needed to have proper PMs applied
  • Update lava hunter audio state logic, and add Fleeing audio state for retreat
  • Update world cave generation commandlet script to throw exceptions on badly formed caves now that Prometheus map caves are in a good state
  • Adding new Larkwell Heated Canteen Workshop item and provides a modifier when they drink
  • Adding new Larkwell Oxygen Tank Workshop item that provides cleaner air and applies a modifier to players when they inhale
  • Adding 2x Variations of the new Larkwell Envirosuit to the workshop, one focused on module & backpack slots, the other on temperature
  • Adding 3x New Arrow sets to the Workshop focusing on new elemental effects and affliction chances
  • Adding 3x New Bolt sets to the Workshop focusing on Electoshock, Explosions and a hard hitting piercing ammo
  • Adding 6x New Modules to the Workshop (Temperature, Caving, Extreme Affliction Resistances, Fishing, Tamed Creatures and Wound Resistances)
  • Adding Icons for the Inaris Arrow Sets
  • Adding New Icon Scenes with the size of 512, for icon editor configuration, so icons can be captured on wide screens
  • Adding Missing Icons for New 2.0.0 Workshop Items
  • Setting up 4 new Tool sets for (Axes, Pickaxes, Knives & Spears) including new stats and effects
  • Adding 2x New Workshop Bows and 2x New Workshop Crossbows, item setup, basic stats and effects
  • Setting up New Talent trees, and talents for all new workshop equipment, including prices
  • Modifying Weapon Damage at the top of Item stat descriptions to display additional damage stats in this section and removed these from the remainder stats list
  • Adding new tags for Crossbows, throwing knives and throwing spears for quick icon editor image taking automation
  • Setting up 3x New Arrow Sets for purchase in the Workshop
  • Fixing Stat description for Frost damage +% as its description was incorrectly 'fire damage +%'
  • Fixing Processor recipes for Obsidian Spear and Knife as their outputs where incorrectly set to metal spear and metal knife
  • Added EquipArmour cheat script to instantly equip a full set of specified armour
  • Added SM_BLD_Roof_Glass, SM_BLD_RoofPeak_Glass, SM_BLD_Floor_Half_Glass, DM Meshes, AO Masks & Set Up Materials for Buildable Rework Investigation
  • Adding BP data for volcanic ash. Adjusting audio event to suit ash weather event
  • Added SKs, textures, materials for Cold Steel Arrow (SK_ARR_ColdSteel)
  • Added Sockets to the Wood Set for Buildable Rework
  • Updates and imrpovements to volcanic embers and ash events. Added flaming whooshes for embers
  • Added new stat for Hardened point penetration (stat that mitigates hardened point damage reduction). D_CriticalHitAreas can now each specify a 'MitigatingStat' that can be used to reduce the strength of their 'EffectiveStat'
  • Adding dialogue source assets for Prometheus re-records
  • Updating LOD Generated settings for Prometheus
  • PRO_Story_6: Added pointlight assets to mission spawn, updated some static meshes to blueprints, updated list of blueprints to spawn as part of mission
  • Adding new Creature Scanning Device which scans a nearby creature, adds a debuff which causes them to take extra damage and increases the users bestiary progress (can be done once per creature instance)
  • Setting up creature scanning device in the workshop and feature locking to New Frontiers
  • Expose duty cycle on tagged weather damage events
  • Ensure that WeatherActions are correctly stopped when using cheats (internal dev only)
  • Fixed bug where NPCs that had the 'DamageReturned_%' stat were returning damage to player's weapon instead of the player
  • Adding in Missing Bestiary Rows for Prometheus
  • Adding in missing Carcass loot for new animals that where missing
  • Feature locking AI & Bestiary Rows to New Frontiers instead of Development
  • Stockpile: Refined flavor text and adjusted mission rewards, Prometheus
  • Added Sockets to the Iron Set for Buildable Rework
  • Cold Steel Axe - texture/material fixes
  • Added SKs, textures, materials for Cold Steel Pickaxe (SK_PIC_ColdSteel)
  • Adding volcanic wind gust after boom and adjustments to scatter audio during storm
  • Added Sockets to the Concrete Set for Buildable Rework & Adjusted Wood INT Master Dirt Mult
  • Adjustments to ember scatter distance and times and wind levels and tonality curves for the volcanic storm
  • Moved Cave volume sticking out of cliff and fixed floating obsidion ores in manual cave, Purple Quad and Green Quad, Prometheus
  • Added Sockets to the Wood INT Set for Buildable Rework
  • fixed skinning issue for heavy obsidian armor arms
  • Lava Hunter now has increased health regen when recovering in lava pools.
  • Lava Hunter now enters an temporarily boosted state after recovering in lava, receiving less projectile damage, returning some melee damage, and setting melee attackers on fire.
  • Added bestiary text for Viscid
  • Adding wetlands acid rain sizzle, adjustments to timing of embers storm based on test event which is closer to the real event
  • Added new SMPL3 lines to dialogue table
  • Added rerecorded Sol lines to dialogue table
  • Setting up basic Prometheus creature loot tables, adding in special drops for most creatures
  • Added new 'Quest' collision object type, along with two new collision pofiles 'QuestQuery' and 'PlayerCapsule', used to standardise collision profiles used in those two cases
  • Adding dialogue events for Open World intro missions
  • Ensured EQS queries ignore quest actors, as these should not have anything preventing queries of that type
  • Added art assets for Fish 18 variant 1
  • Rasied terrrain to prevent landscape clipping, Green Quad, Prometheus
  • Adding in new fish map for Prometheus and setting up fish zones and new fish (17/18/19 and variations)
  • Setting up Fishing Book for new Fish & Adding Fish to Spawn Zones for Prometheus
  • Added SKs, textures, materials for Cold Steel Sickle (SK_ITM_Sickle_ColdSteel)
  • Stockpile: Changed Required Meals and Adjusted How many are Required, Prometheus
  • Added text for scoria building pieces
  • Added text for bone armor pieces
  • Added text for Scoria buildables
  • Added missing bestiary stats for new creatures
  • Fixed item rewards for multiplicitive arctic pelts stat
  • Changed Drac Hemorrhage modifier to Minor Hemorrhage and lowered chance
  • Added text for standard and heavy obsidian armor pieces
  • Adding dialogue events for NOMAD v2
  • Adjustments to the grasslands hail storm event and intensity. Adjusted eq of wind based on intensity
  • Adding in Missing Animation Blueprint for the Exotic Harvester, animations now players upon deploy and its active state
  • Wire heavy ash to provide a clogged modifier to all processors in the same biome as the weather event
  • Removed rouge cave volume at story cave one, Green Quad, Prometheus
  • PRO_A_Stockpile: Updated Location of Swamp Quest Marker and Updating Quest Marker Gameplay Tags, Prometheus
  • Adding new parameter for hail storm and also adjustments and fine tune to volcanic storm based on playtest
  • PRO_A_Stockpile: Updated Cooked Soy Bean name to match in-game name, Soy Bean Stir-fry
  • Unlocked the Crunchy Soy Bean recipe, craftable at the Campfire
  • Adding fmod events for prometheus mission one dialogue to table
  • Adjustments to exotic harvester now the anims are hooked up. Lowered volume, adjustments to spacializer and added tree snap when picked and directional EQ
  • Added in all updated Brick Tier Buildables with new APEX, DM's and mask materials
  • Updates to obsidian armor. Lowered intensity and small adjustments
  • Stockpile: Changed Required Items and Adjusted How many are Required, Renamed BP's to have A instead of C and Renamed Quest Markers, Prometheus
  • Small adjustments to dialogue lines to give more definition between characters (by adding a shorter static burst) and also adjusting some longer pauses for dramatic effect
  • Added Fish 18 variant 2, 3, and 4 art assets. Tweaked colour and LODs on variant 1
  • Added subtitles for new voice lines in prom missions
  • ColdSteel Pickaxe - tweaks to mesh and textures
  • Added SKs, textures, materials for Cold Steel Sledgehammer (SK_ITM_Sledgehammer_ColdSteel)
  • Wire heavy ash to provide a clogged modifier to all generators in the same biome as the weather event
  • PRO_A_Stockpile: Update Berry Jam quest step to use in-game name
  • Added all Scoria Brick materials and textures for the Brick Building Tier
  • Obsidian, Heavy Obsidian, and Bone armour sets now use the correct 1st person arms mesh, preventing them from being invisible in first-person perspective
  • PRO_Story_2: Ensured cave marker shows on compass
  • Updated cave entrance markers to have a Cave_Entrance_Cheat and Cave_Entrance, dev locked the cheat version, this ensures that the marker isn't used in-game and is only used in development
  • Added final lines and subtitles for Nomad mission
  • Added new Lava Bomber additional spawn for Lava Hunter.
  • Lava Hunter now gets extra health regen when 'powering up' in lava.
  • Tweaked Flyer, Broodling, Bomber AI behaviours to better match design document.
  • Lava Fliers now slightly lead target and no longer slow down before reaching
  • All tree prefabs can now specify specific meshes to immediately detatch on first hit (previously only worked for snow trees). Vines on Cypress trees are now correctly removed when first hitting the tree
  • Added Beam Assets for Iron Buildable rework
  • Cold steel Knife now has a chance to apply the 'Chilled' alteration on meat when skinning
  • Adding positive ice pickaxe hits for new ice cave walls
  • Added skeletal mesh for fish 19
  • Fixing Generated Stat name that would have broken the build
  • Committed missed Virtual Stats File which means the new bestiary progressive stats where not being calculated correctly (does not effect any stats on the live build)
  • Adding new Progressive Stats for each new creature in New Frontiers (and some other future ones) so we can finish setting up the bestiary, added stats, descriptions, virtual stats and calculations
  • Added bone, obsidian and heavy obsidian armor icons
  • Committing Missing Buildable Table Missed in last commit and fixing up Ramp & Floor Piece references which was breaking the build
  • modified Fish19 static mesh
  • Adding in Reaver base assets, rig, material and all animations
  • Updating buildable to now use a new table BuildingPieces & BuildingLookup to coalesce building piece information into a new table and data is not hidden in arrays, this will also make it easier for adding new building tiers and skins in future
  • Fixing issue with the building upgrade tool (hammer) when attempting to upgrade scoria, claybrick and scoria brick building pieces
  • Adding a new editor utility widget for developers that runs datatable operations in engine rather than requiring a bespoke python script
  • Using the cold steel axe now has a chance to provide the 'frosted' alteration which increases the energy (burn time) of sticks/fiber/wood
  • Further adjustments to master ADSR for smoother transitions between biomes. Much more seamless now with less noticeable gap and change
  • Regenerate Prometheus Generated LODs
  • Added several assets for the Iron Buildable rework
  • PRO_A_Stockpile: Updated PRO_A_Stockpile_Food1 Discription text to match correct item
  • Removing double ups of ADSR fades on main ambience tracks to allow master fader ADSR to be the one that determines the fade. This allows for smoother transitions
  • added Fish 19 variant1, static mesh, material and textures
  • Updated old data table row references inside NPCCreator
  • Fixed invalid decayable entry in new lava bomber carcass item static
  • Adding obsidian pickaxe dud hit to indicate when hitting a rock that is not mineable
  • REMNANT: Update mission steps to prevent mission progress being blocked if you send exotics up before reaching that mission step, now will give the Send Exotics step when starting extraction, but still require fully mining a node before mission completion
  • Increase Sinotai Crate albedo textures to 2k
  • Added bestiary text and item text for new Prom fish
  • Added BLD_Railing_Brick and BLD_Railing_Stairs_Brick
  • Decrease Small Texture Group resolution to 512px
  • Decrease Medium Texture Group resolution to 1024px
  • Added bestiary data for Arid komodo, Lava hunter and broodlings
  • Cold Steel Tools - texture polish
  • Added all DCO_MetalGlass decorative assets
  • Adding hail to the BP environmental audio. Adding hail to tundra and grasslands event and adjusting distortion based on intensity
  • Change new Ash and Ember effects to be WorldSpace so the effect doesn't follow the player
  • Tweak Ash/Ember visuals to account for change in setup
  • Remove duplicate 'test' weather event entries
  • Fixed an occasional crash caused by a function trying to get the players stat container when the player was null. Now checks to see if it is valid
Jul 6, 2023
Deadeye Deepfake Simulacrum - nodayshalleraseyou
Hellooooo Agents (✿◕‿◕)

Here with another monthly update for y'all. I am extremely close to having two more missions done buuuut I'm not quite happy with them and I'm in the process of moving rn. I've decided to release the 0.7.3 update now and then put those new missions up once I've moved in and had the time to polish them.

This new update still comes with a ton of stuff though! Check down below for a list of specifics. Thank you so much to all of you who picked up a copy of DDS during the Steam sale. And a special super thank u so much with a cherry on top to everyone who left a review! We've blasted past 300 and are on our way to 500!

As always, be sure to join the discord!

Here are da notes.

New Perks!
  • Every non-secret class got a new perk. Many of these will allow you to spice up your playstyle in crazy impactful ways.
  • Gunmeister - Defensive Twirl - reloads are longer but you gain massive damage resistance while you do. Special thanks to Grace from the discord for suggesting this idea!
  • Acrobat - Red Light Green Light - Move faster but stop when attacking.
  • Medic - Flesh Pact - Damage is increased but damage is shared with hostile units in line of sight distance.
  • Technician - Dedicated Hardware - Cameras and Turrets are free to hack and command, but other hops cost double.
  • Chronomancer - Double Time - Doubles the cast time of your abilities.
  • Esper - Psychic Shield - Damage is first dealt to your Ego.
  • Hacker - Going Mobile - While your laptop is open, your character moves in the direction of your cursor.
  • Empath - Obedience - Allies lose the ability to move on their own.
  • Infiltrator - Blindsight - Reduce your view distance by 25%, along with all enemies.
  • Knight - True Warrior - Lethal weapons put targets to sleep instead.
  • Necromancer - There and Back - Death is not the end!

New Abilities
  • Gunmeister - Self-Defense - Each source of damage is negated at the price of a bullet from your magazine. Very proud of the effect for this though it does render over menus for some reason. I'll fix that eventually.
  • Empath - Spank - Your next melee swing converts enemies to your side.
  • Empath - Friends with Benefits - Consume your most recent friend, gaining all their resources.
  • Infiltrator - Peek - Create a small vision circle around your cursor.

Big Changes
  • Slug Rework. Slug now drains at a rate proportional to time dilation. 5 seconds of slug means you can slow time for 5 seconds of real world time. To compensate for this nerf, all skeletons can have 5x as much slug as before! This change was made to make Chronomancer cheese builds more interesting. Don't worry! They haven't been nerfed into the ground. Chronomancer stuff is still totally busted, you just need to be a little more strategic with your resources in the early game, and build your character around it in the late game. The Slug Guzzler perk was also buffed to drain slug 200% faster rather than 800% faster.
  • New Lighting effects for player line of sight! Your vision now has a subtle glow towards the edges. I always wanted it to look like this but only now got the shader working properly. This should make overlapping sight lines a little clearer, and add a bit of visual flair to the look of DDS. I'll probably add an option to turn this off later if you don't like it though!
  • The Empath Become Succ perk has been reworked (again) to make it more in line with the spirit of the original. Empath abilities now have half cost and double charges, at the cost of the opposite being true for all other abilities.
  • You can now press left shift + tab to cycle back through auto complete suggestions. Thank you zenbu for requesting this in the discord!
  • The Jester class now awards 8 random abilities and 4 random perks, up from 7 an d 3.
  • Added some additional tutorialization stuff here and there after watching some confused streamers take a crack at DDS.
  • Added a bunch of new skeleton and grenade sprites.

Bug Fixes
  • AI no longer breaks when a hacking action is interrupted by the death of a target.
  • Fixed some performance issues with security cameras. These things were doing way more work than they needed to so you might notice some performance improvements in a handful of levels.
  • enemies no longer shatter glass if their melee weapon intersects with it in an inactive state
  • removed the vacuum cleaner from the house call mission. This thing had a habit of breaking windows and sending all the enemies in the house into patrol mode.
  • lots of other minor tweaks and fixes I'm too lazy to list out

That's all for now! I should have 2 new missions for you soon so keep a lookout for those in the next week or two.
Cepheus Protocol - CERC Emergency Broadcast System
Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
  • Fixed Evacuations not working on Calypso

This patch merges our experimental to normal

These patches are bundled in as well. We apologize about the sheer size but steam does have a character limit for news post else we would just combine it all into one thread.

https://steamcommunity.com/games/2116560/announcements/detail/3645149037666720265
https://steamcommunity.com/games/2116560/announcements/detail/3675548970037954594
https://steamcommunity.com/games/2116560/announcements/detail/3675548970040755972

Operator Camera improvements:

A brief video of some of the changes we did over this week to improve the base Camera controls and layout. We will probbaly at this rate have a lot of the Operators controls done before we enter 1.3 officially.

https://youtu.be/mKyfZkEXMjY

Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates
[expand type=details]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development
[expand type=details]
Everything goes towards expanding the team and building a better game!

Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]
MMORPG Tycoon 2 - VectorStorm
Hi folks!

This is a very small patch that fixes a few save file compatibility issues with our next big feature update.

There should be no visible changes at all in this build, but I do hope to be posting a much more lengthy and exciting set of patch notes in the next few weeks. It's all finally coming together! :)

-T
Stray Gods: The Roleplaying Musical - Summerfall Studios
Some exciting news - Stray Gods has won its first award!

We won Best New Game at the Brazil Indie Games Festival which is a huge honour. To know that people are recognising Stray Gods before it's even out in the world is so special for the team - and we appreciate each and every one of you for being excited with us.

Not only that, but some of you may have noticed in your playthroughs of the demos that your subtitles defaulted to some system languages... well, that's because Stray Gods will be available at launch in 5 additional languages: French, German, Japanese, Chinese (Simplified), and Spanish.

Fully subtitled, this means fans in those regions can enjoy the performances and musical numbers without barriers - while still hearing our incredible cast sing.

We know these languages don't cover everyone, but we hope this makes a difference for many of you!
Jul 6, 2023
DAVE THE DIVER - DAVE_CM
Greetings, Divers! 🐡

There were a few issues after yesterday's hotfix. We wanted to address them promptly, so we're rolling out another hotfix to resolve those issues.

If you're experiencing an abnormal amount of crashes or encountering a pink arrow on your Title screen, please follow the guide in the link below to verify the integrity of game files on Steam. Please check if it helps resolve the issue.

[Steps on How To Verify Integrity of Game Files]
https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB



◈ Updated Version:
  • Windows: v1.0.0.972
  • Mac OS: v1.0.0.154.mac
◈ Update Details


[Bug Fixes]
1) In-game Text
  • Fixed an issue where certain text was not being displayed correctly in multiple languages.
2) Fish
  • Fixed an issue where players couldn’t control Dave while evading attacks from Shortfin Makos, making Dave unresponsive.
3) Underwater Exploration
  • Fixed an issue where the menu options UI would sometimes not show up when using the mirror.

Additional Information
Please note that if you're still experiencing issues after the patch, please compress the files from the path below and send them to our help center.


Windows:
  • %LocalAppData%\..\LocalLow\nexon\DAVE THE DIVER
Mac:
  • ~/Library/Logs/nexon/DAVE THE DIVER/Player.log
    ~/Library/Application Support/nexon/DAVE THE DIVER/SData
    or
    ~/Library/Application Support/com.nexon.dave/DAVE THE DIVER/SData
Steam Deck:
  • ./.local/share/Steam/steamapps/compatdata/1868140/pfx/drive_c/users/steamuser/AppData/LocalLow/nexon/DAVE THE DIVER

◈ Notes
* If there are any changes to the details, we will update you through this notice.
* Please update Dave the Diver on Steam to the latest version for the changes to be applied.

Your reports are essential to improving the game and we’re happy that you guys are with us along the way. Please remember that if you have anything to share, feel free to let us know.

We want to thank all the divers who have provided us with bug reports, even if you’re not named below! Your feedback is always appreciated.

Sami / Yokaï / ASTRA / Weeks / I Hate Onions / Ka27 / Pehiko / MasterEggFarmer / disgruntled_grunt / Narf / eagertuna0 / JavaMirier / twip / elly / Makenbacon07 / warjacob / Sneaks / urbae / Rhazi

Thank you!
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