Jul 20, 2023
Last Group Out - Woodland117
Update 0.01.06931:

- Fixed item reference bug. (should fix item pickup bug in multiplayer and left click bug in Hardcore Mode)
- Fixed bug where client player would get stuck in shop menu/ storage menu when going into raid.
- Added additional check to prevent player losing data upon crash.
Ruler of the Waves 1916 - fallingninja
Headlines
  • Binocular Mode: Free look around from the crow's nest to gain a vantage on fleet position and enemy movement

Fleet Battle
  • New game mode, replacing Quick Battle, featuring additional customization options
Fleet Builder
  • Choose from 8 different formations including Wedge, Cross, Slant, and others
  • Designate a flagship
  • Pick an escort from among any class of warship

Scenario Editor
  • Two new scenario types:
    • Deathmatch: Defeat the entire opposing fleet
    • Flagship: Destroy the enemy flagship
Rogue Mission
  • Upcoming: Rogue Mission will be a new "side mission" game mode with strategy, tactics, and rogue-lite elements
Campaign
  • Fixed an issue that might occur after beating the campaign
Various Improvements and Bug Fixes
  • Added new boat wake visual feature
  • New Tips (i.e. Hints) menu
  • Compass direction now aligns with cardinal text
  • Intro sequence now only plays once per session
  • Continue reworking some systems for future multiplayer support
Jet Rush - freshbreadgames
  • Completely reworked the thrust systems. They are now working the way I always wish they did LOL
    High and low FPS still needs more testing. 60fps is the sweet spot for now.
  • Buoyancy truly considers the volume of the boat, how deep it is etc.
  • Water solution is brand new and very accurate. Next is working on the visual side of it.
  • KNOW ISSUES: Currently the boost buoys do nothing right now. At this point any boat will perform as if it had full boost. Will be updated next patch.
  • Foliage is more performant on all maps.
  • Fluid dynamics are working (the way they should) and are no longer bound by height. Next is making it look better and look into adding water spray visuals.
  • Stay tuned for more updates!
Jul 20, 2023
PLONG - toastGoast
PLONG BETA RELEASED!

This update adds a new ability, cosmetics and many bug fixes and QOL tweaks.

Thanks to everyone for the testing and feedback!

Pre-release access is still available from our Discord: https://discord.gg/zdSzrGAj4K

Full v0.9.0 changelog:

Features
  • "Cross Laser" Ball Ability added.
  • Four new cosmetics (ty Icebane_the_Fox for the cat face suggestion).
  • Improved level generation for greater level variance.

Quality of Life Changes
  • Added notification for low Buffer time (ty Esty8nine for the suggestion).
  • Added Ball Ability and Level Number to Game Over screen.
  • Added Unlock progress indicator for PLONG cosmetics.
  • Increased time of Piercing Ball ability for balance.
  • Renamed "Bricks" to "Files" for clarity.
  • Clarified some Modifier descriptions.

Bug Fixes
  • Fixed infinite collision bug.
  • Fixed double ball spawning.
  • Prevented slow-motion from persisting between levels.
  • Fixed Modifier icon stretching.
Jul 20, 2023
Slugs and Bugs: Conversion - mark.frayne
Small Patch fixing
  • Fixed issue with some achievements not unlocking properly (Survive 50 Days and Survive 100 Days
Team Fortress 2 - erics
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added main menu character for the Summer event
  • Fixed pd_watergate capture zone not working properly
  • Fixed geometry collision issue with the Wildflower Meadows Unusual effect
  • Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
  • Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
  • Fixed the Strange Filter prefix for pd_selbyen
  • Fixed broken materials for the second style of the Cranium Cover
  • Updated koth_sharkbay
    • Fixed the flying boat
    • Removed collision from seagulls
    • Updated Map Stamp icons
  • Updated cp_hardwood_final
    • Fixed a crash affecting a small number of players
    • Minor clipping adjustments throughout the map
    • Minor lighting issues fixed throughout the map
    • Adjusted areaportalwindow fade brush textures
    • Adjusted collisions for some props
  • Updated cp_steel
    • More blockbullet /clipbrush swaps where needed
    • Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
    • Fixed more small unnecessary prop collision/clip removals
    • Fixed blatant texture misalignment
    • Addressed perch spot outside Red spawn on wood beam
    • Closed some accidental holes in geometry
    • Additional fixes to a sticky/shooting exploit through and under Red's E platform area
    • Increased pit damage to kill some certain class loadouts in a single trigger
    • Moved Blu spawns forward a little to previous distance
    • Extended projectile blocker brush along the top side of the Blu spawn building's roof
    • Fixed Sniper sightline into Red's first spawn points from E
  • Updated koth_rotunda
    • Aligned various textures and fixed cubemap issue
    • Improved clipping
    • Improved lighting and reduced visual noise on some textures
    • Raised gate to flank route for ease of access
    • Aligned some props
    • Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
    • Added missing collision to some props
    • Sealed the map more
  • Updated cp_sulfur
    • Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
    • Fixed a case where Blu could contest their own win
    • Fixed a case where you could build a teleporter under a platform and become trapped
    • Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
    • Altered Red spawn positons to spread them out when defending main point
    • Lowered Red's initial time to defend slightly
    • Convinced the boiling water to properly scald people that are submerged below the surface
    • Gravity density in the potplants has been correctly calibrated
    • Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
    • B can no longer be capped from the outside of the building
    • Area under Point A can no longer be accessed
    • Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
  • Updated pd_selbyen
    • Fixed exploit that would let you build in spawn
    • Seal will now select a random skin every time it teleports to the break room (3 possible skins)
    • Adjusted oob seal animation timings
    • Fixed seal swimming animation
    • Added missing resupply cabinet on the Blu side
    • Added some missing clipping that would let players build in undesirable places
    • Fixed some floating windows
    • Fixed some props clipping through stuff
    • Fixed some displacements clipping through stuff
    • Fixed some displacement seams
    • Fixed some visible nodraws
    • Fixed some z-fighting
    • Various detailing additions
  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • TF_Bots now function in Versus Saxton Hale
    • Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
    • Fixed players dropping Player Destruction pickups
    • Fixed Hale sometimes holding Necro Smasher or Sandvich
    • Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
    • By community request, added Pyro VSH lines, performed by James McGuinn
    • Updated VSH voice lines for Spy
    • "Behind you" and "Above you" now play exclusively for the player the line is addressed to
    • Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
    • Mad Milk recharge rate returned to stock value
    • Demoman's Swords now deal less knockback than other melee weapons
    • Demoman's Shields will now break when absorbing a Hale punch
    • Fixed a bug relating to sending a class-restricted duel to Hale during Setup
  • Updated vsh_skirmish (additional changes)
    • Fixed an exploit that allowed players to build out of bounds
    • Added decals to ammo pack locations throughout the map
  • Updated vsh_distillery (additional change)
    • Fixed crash when using mat_phong 0
Jul 20, 2023
2D Dogfight - tetrahydrofuran
Added low-altitude detection limit for FangSong radar (used by S-75 surface-to-air missile) and MPQ-43 radar (used by MIM-14 surface-to-air missile), when the target is lower than 1000 meters, these two radars will not be able to detect the target

Fixed some sound effect bugs that may be caused when using the camera switching function

Added a more specific description of RCS and radar detection performance in the tutorial (specific mathematical formulas)

Modified the abbreviations of AAM-3, AAM-4, AAM-5 and ASM-2 missiles in the simplified Chinese and traditional Chinese clients, and changed them to Type 90 air-to-air missile, Type 99 air-to-air missile, Type 04 air-to-air missile and Type 93 anti-ship missile

Players who have the DLC "Lord of Sky" can now use the DLC aircrafts in the campaign mode:
The 5th level of the US campaign, the optional aircrafts added F-20
The 6th level of the US campaign, the optional aircrafts added FA-18A
The 8th level of the US campaign, the optional aircrafts added F-22A
The 7th level of the Chinese campaign, the optional aircrafts added J-8F, JF-17
The 8th level of the Chinese campaign, the optional aircrafts added FC-31
The 4th level of the Soviet-Russian campaign, the optional aircrafts added Su-15
The 7th level of the Soviet-Russian campaign, the optional aircrafts added Su-37
The 8th level of the Soviet-Russian campaign, the optional aircrafts added Su-75
The 5th level of the European campaign, the optional aircrafts added F-104S ASA-M
The 7th level of the European campaign, the optional aircrafts added JA37D
Jul 20, 2023
Keeper's Toll - Stingbot Games
Found a minor bug w/ Spore King spawn code for his event. Fixed it and also toned down his mine field a little bit.
VOIDCRISIS - OTY
Memory and EXP gains are up to double this weekend !🤩
Great time to experience VOIDCRISIS!
Path of Exile - CommunityTeam_GGG
ExileCon 2023, the second official Path of Exile convention, is in a week! We have updated the ExileCon web page with the schedule for the event. There are a number of gameplay demonstrations and developer talks, as well as appearances from your favourite Path of Exile content creators and special guests. We'll continue to tweak the schedule over the next week if various presentations or speakers change.

Apply for an NZeTA before travelling!

The first and most important reminder is that New Zealand has a system where you must apply for an "NZeTA" online before arriving in the country. As far as we can see, almost all ExileCon visitors from overseas must apply for one. We recommend doing this as soon as possible. Thankfully, the process does not look difficult. Full details and the application form are on this page.

VIP Dinner

For attendees with a VIP or Ultra VIP pass, the weekend kicks off with a VIP dinner on Friday evening at the Wildfire Churrascaria. It's primarily a meat restaurant but vegetarian options are available. The 250 player VIPs will be joined by 80 Grinding Gear Games staff members, intermingled at the same tables. The dinner starts at 6pm on Friday 28 July, and the restaurant is located at Shed 22, Auckland. We don't have very many sheds over here.

Registration

We have a registration area inside Aotea Centre (where the event is taking place), with signage in Aotea Square to direct you.

To pick up your badge you'll need to show the QR code that is visible on your Path of Exile account page on the website. We'll also email you a copy of this code for convenience.

The registration tent is open during these hours:
    Friday 28th July: 2pm - 8pmSaturday 29th July: 7am - 5pmSunday 30th July: 9am - 5pm

You must show photo ID that matches the name on your ticket, and because we need to check your age (the event is a Restricted 16 event). You'll also need to carry your ID for the whole event because we will be spot checking that people's badges match their name when they enter the venue. Please contact support@grindinggear.com by Sunday 23rd July if you need to update your ticket details.

When to Arrive on Saturday

The keynote presentation (with the big announcements) starts at 10am, but there's an hour of seating time with a pre-show starting at 9:30am (streamed both to the internet and the main theatre) beforehand. We recommend picking up your badge on Friday and then arriving around 9am to get seated and comfortable before the big show. Your badge will indicate where you are seated for the keynote presentation, including which door you should enter the theatre through.

Cosplay Weapon Policy

All cosplay weapons brought to the venue will be checked to make sure that they are not capable of harming anyone. The policy is available here.

ExileCon After Party

The ExileCon After Party runs from 8pm to 11pm on Sunday 30th July. It's a Restricted 18 event, so you need to bring ID to get in. Your ExileCon badge has a voucher on the back for one free drink, which you can redeem at the Terrace Café. We recommend having dinner before the party, but some light food will be provided during the party.

Discord Server

We have created a Discord Server for ExileCon attendees, which you can join here: https://discord.com/invite/U4sexqzPnp. This is the best place to ask questions during the event!

Accessibility

Aotea Centre is wheelchair accessible, and a guided tour is available here. The main theatre has a hearing aid loop available, which venue staff can help you access.

First Aid

A first aid room is located on the bottom floor of Aotea Centre, and venue staff are trained in first aid. If you require first aid during ExileCon, please let venue staff know.

We're very excited to meet everyone at ExileCon! See you all in a week!
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