Company of Heroes: Europe In Ruins - Europe In Ruins Mod
Hi everyone.

New Patch is out. AI mode is now enabled to be hosted by all developers and testers.

Everyone is encouraged to join! Feel free to message devs and try to get some games in.

Some things to bear in mind :
1) AI has companies, and will build vet like regular players.
2) Games are counted as regular. Whatever you lose - you lose, whatever you gain - you gain.
3) Expect the AI to be a bit slow. It's a work in progress. Not back to basics level yet.
4) Mixing human and AI players is allowed.
5) AI MUST be of the correct faction and race in-game. Same as in-launcher, otherwise it will have no units.
6) Have only tested with CPU - Expert.
7) Let us know your experience in bug-reports <3

As always - a pleasure working with and for you guys
Deep Space Outpost - NirisGames
Hi folks,

This should resolve the other outstanding game crash bug (ship being dismissed after repairing).
Keep posting up any bugs/issues you may find, it does help a lot :o)

Thanks!

Nick
Substance 3D Sampler 2024 - Loryche
Substance 3D Sampler 4.2 introduces a new AI powered version of Image to Material and a new AI Upscale feature. This version includes complete control of the resolution per layer.

Release date: 05 September 2023

Image to Material – New Version


Image to Material generates material channels (base color, roughness, normal, displacement and metallic) for you from a single image.
The updated version of Image to Material improves the material generation and the range of materials supported.
Now, Image to Material has been trained on all material types, generating better results for Fabric, plastic, wood, etc.
The updated version has a new parameter to select the material type to generate accurately all channels and automatically adjust the range.


AI Upscale


Thanks to the new Upscale layer, Sampler enhances features of your material or image by multiplying by 2 or by 4 the resolution of your asset (material or image).
This allows to increase the quality and the level of details of low-resolution textures maintain feature coherency between maps during textures enlargement.
The Upscale filter enhances base color, normal, height, roughness, and metallic channels of your material.
To maximize the results quality, the Upscale filter should be used on data (material and image) at their original resolution without previous resolution change.

Layer Resolution


The new system of Layer Resolution lets you have full control over the resolution of each layer. A layer takes the resolution of your document size or the resolutions of the layer below.
The resolution is displayed on each layer to easily visualize the impact of your work on the resolution of your material.
This allows you to increase the quality of your materials, but also performance while working on your assets.

Tutorials
https://www.youtube.com/watch?v=vz5j4X6Baw4
https://www.youtube.com/watch?v=GjGkFA0x7c0

Release Note
4.2 DORAYAKI

(Released: 05 September 2023)

Added:
[Content] Vastly improved Image to Material (AI) and Delighter filters
[Content] New Upscale filter
[Content] The Crop filter now has dynamic output resolution.
[Material Creation Template] Add Document size setting.
[Material Creation Template] New "Add a crop" toggle button.
[Material Creation Template] New "Upscale Material" toggle
[Material Creation Template] Display imported image size
[Material Creation Template] Give feedback when some imported images cannot be used
[Material Creation Template] Warn when image sizes are inconsistent
[Material Creation Template] New warnings and tooltips
[Layers] Display the resolution of the layers in the layer stack
[Layers] Layer compute resolution can now be either set to Document size or Input size
[Layers] Show layers resolution in the layer stack
[Layers] Switch a layer resolution policy to Document or Layer Input when applicable
[Layers] Warn the user when an Upscale filter is added manually and provide some documentation
[Layers] Warn the user when doing a linear upscale, and offer to use the Upscale filter instead
[Layers] Computing an Image to Material (AI) layer can now be cancelled quicker, to improve rendering times when tweaking the layer stack
[Layers] Computing an Upscale layer can now be cancelled quicker, to improve rendering times when tweaking the layer stack
[Export] Allow overriding resolution of exported textures
[Export] Channels to export list is now sorted
[Export] Display channel resolution in the channels to export list
[Application] New preference to enable or disable GPU accelerated neural networks
[UI] Improved resolution dropdowns
[UI] New icons for Mesh Transform, Mesh Post Process and Weave filters
[UI] Rename "Share" panel to "Export"
[Scripting] Add layer output resolution support to the export API
[Scripting] Added Crop, Upscale and Document size to the image import API
[Onboarding] New tutorials
[Onboarding] Update Welcome and What's New screens content
[Engine] Update Substance Engine to version 9.0.1

Fixed:
[3D Capture] Improve Precision options naming in Alignment settings parameters
[Application] Importing images with non-multiple of 16 dimensions can lead to a crash
[Application] Crash when duplicating an asset in the Project panel
[Application] Crash when switching assets in the Project panel
[Content] Painting a custom mask for the Snow filter does not work properly
[Exposed Parameters] Exposed parameters changes can be lost when switching materials
[Interoperability] Sending a Material from the Export panel can lead to a crash
[Layers] Content-Aware Fill stops computing when switching from a single image input to a material input
[Layers] Crash after duplicating an Environment Light that contains a material
[Layers] Image import layer displays wrong image name in the Properties panel if the image file was renamed
[Layers] Sometimes a spinner is displayed on an inactive layer
[Layers] Sometimes changing the output usage of an image in an Image import layer does not work
[Layers] Typos in the Creation Template Window
[UI] 3D viewport onboarding tooltip has focus issues
[UI] Image name can overflow if file name is too long
[UI] Minor brush toolbar layout issues when using the eraser
[UI] Strings are truncated in some languages in the Viewer Settings panel
[UI] While the viewport tooltip popup is displayed, pressing "space" creates a new project

Deep Rock Galactic - GSG_Aaron
Important note: All the work on Deep Rock Galactic: The Board Game is done externally by MOOD Publishing and the designer, Ole Steiness, with us from Ghost Ship Games supporting as IP stakeholders and playtesters. Here at GSG, we're still hard at work developing more Deep Rock content for Steam and other platforms. More on that soon. :)

Hello Miners,

When the board game adaptation of Deep Rock Galactic shipped, it was in the biggest possible box that MOOD Publishing could find. There just wasn’t a box big enough for all the ideas they wanted to include.

"The box for the original Deep Rock Galactic board game is the absolute biggest box we could get,” says Jonas Springborg, Art Director at MOOD Publishing. “The factory we worked with, their machines couldn't do a bigger one, so they would have had to hand-fold every single box. So we were literally out of space for stuff to include in the base game."

Now, the team’s back with two big expansion packs for Deep Rock Galactic: The Board Game, to bring in all the ideas that couldn’t fit in the first box.

The Kickstarter launch for this project is just around the corner -- but before that kicks off, here’s a quick look at what’s coming in these new expansions.



Completing the original vision for the board game
This new Kickstarter focuses on two separate expansions to the original Deep Rock Galactic board game: the Space Rig pack and the Biome pack. Both draw from familiar elements from the computer game, further adapting the Deep Rock Galactic experience for the territory of tabletop gaming.

Both these new expansions are standalone – you don’t need one to enjoy the other, but they of course also work in combination. You do, however, need the base board game to use these expansions. Rasmus Berggreen, Executive Producer at MOOD Publishing, says that these expansions complete the initial wishlist for what the team wanted to include when they first set out to adapt DRG into a board game.

“We'd talked about putting all these additions in one single expansion, but we figured this allows players to pick which part of the game they want to expand,” he says. “Maybe some people only wanted new biomes and creatures, maybe others really just wanted new mission mechanics and modifiers."


The Space Rig Expansion
Most Deep Rock Galactic fans know the Space Rig as a social space: it’s where chipper little Lloyd (the Bartender Bot) pours up frothy pints, and where you hit the Abyss Bar dance floor to shake away recent mining-related traumas. But since plastic minifigures can’t dance, the MOOD team had to rethink the Space Rig for the tabletop version.

For the board game, the Space Rig Expansion brings more layers of game mechanics to the experience. The expansion focuses on giving new depth to equipment upgrades and more complexity in each mining mission, as well as a small overlay board for each player's character.

Here are the highlights (including stretch goal content):
  • Introducing Assignments: Like a Deep Dive, but better. Level up and invest in your dwarf with overclocks and upgrades that carry over across a 4-mission campaign. Tackle the Assignment over the course of a few weekends, or slam out the whole run in a single night of heavy-duty gaming.
  • Side objectives from Management: You’ve been tasked with a bit of overtime work. Collect extra minerals to unlock upgrades – but at your own risk. Greedy dwarves might soon find the caves to be their tombs.
  • 9 new “Mutation” mission modifiers: Difficult terrain, low oxygen cave systems, extra speedy bugs and other such perils add a new twist to each and every game.
  • 2 new mission types: Mission Control’s cleared you for some tougher assignments. On-site Refining and Escort Duty missions make their way to the board game, complete with new miniatures for pumpjacks and our dear beloved drilldozer, Doretta.
  • Beer: Mining is thirsty work. New Beer Cards give a buff to the whole team before each mission, thanks to Lloyd’s delicious draughts.
The Space Rig Expansion is about bringing more variables into play, to make each mission more complex and more memorable. Plus, it adds some light RPG elements that the team wanted to see from the start.

"We wanted people to feel like they were part of a journey, and to get attached to their character in the game,” says Rasmus. “We had so many ideas from the video game that we wanted to put in the board game, but we really just ran out of room in the box. It’s exciting that we can now give all these other ideas their own release.”


Playtesting the new content. Pictured are Mikkel Pedersen, Game Director at GSG (outer left), Jonas Springborg, Art Director at MOOD Publishing (center left), Søren Lundgaard, CEO of GSG (center right) and Ole Steiness, Lead Game Designer for DRG: The Board Game (outer right).


The Biome Expansion
A big part of the Deep Rock Galactic experience is the distinct biomes beneath the surface of Hoxxes IV, and all the different plants and animals that can murder you. The Biome Expansion brings some of those treacherous territories to the tabletop, each one with their own unique dangers.

Here’s what’s inside this one (including stretch goal content):
  • 4 new biomes: Magma Core, Glacial Strata, Fungus Bogs and Azure Weald are now open for mining operations. Each comes with its own set of printed tiles, and a new range of dangers unique to each biome.
  • Exciting new ways to die: Get caught in a scalding blast of lava from a volcanic vent, frozen solid by a bursting Cryo Bulb, or poisoned by the noxious spores in the Fungus Bogs. Each biome comes with exclusive miniatures for these new environmental hazards.
  • 6 new creatures: Down in the caves, you’ll now have to contend with grisly threats like the Q’Ronar Shellback, the Naetocyte Breeder, the Stingtail, and an all-new creature in the Deep Rock Universe: the hard-headed, bulldozer-like Rammer.
  • The mighty Dreadnought: The original boss fight makes its way to the board game. This massive Dreadnought is the game’s biggest minifigure yet (with a footprint filling three game tiles), and comes with its own deck of action cards to ensure it’s an unpredictable threat each time you hunt it.
While the Space Rig pack focuses on new meta-level game mechanics, the Biome Expansion is all about enriching the feel of each cave, and how you move and fight through each mission.

"There are new strategic and tactical considerations when you go into each biome, which brings out some richness to the world,” says Ole Steiness, Lead Designer on Deep Rock Galactic: The Board Game. “We’re excited about the new creatures, especially the Rammer, as it’s the first one that’s entirely exclusive to the board game’s universe.”


The Fungus Bogs is one of the four new biomes included in this expansion. The noxious green game tiles are fortunately not scratch 'n sniff.


MOOD’s been humbled by fans' response so far
As the original board game ships out around the world to its Kickstarter backers, the MOOD team is extremely proud to keep the momentum going with these expansions.

“We’ve been really humbled by the support for this project so far. It’s been a long journey, and it’s great to keep adding more exciting stuff to this world,” says Kasper Mouritzen, Producer at MOOD Publishing. “It’s also been great to design these expansions with the feedback we’ve gotten from the first edition. We’ve been listening for things we can improve, so we’ve also focused on things like improving and iterating on the rulebook, making it easier for new players to get started with the game.”

Kasper didn’t want to say whether there are more expansions coming. For now, he says, the team is just excited to see more of the Deep Rock Galactic universe making its way to the tabletop, and the feedback they’ve heard from players.

“We’re really proud of this one, and especially with the reviews of the game we’ve gotten so far. It feels good knowing that people who came to this from the Deep Rock Galactic computer game can see the universe they already enjoy, but can experience it from a whole new direction as a board game.”


What's next on the road ahead?
The Kickstarter for these expansion packs is launching very soon -- we'll announce the exact date in a week or two. Stay tuned!

If you want to be among the first to back that Kickstarter, or catch the latest updates as these two projects make their way into the world, just head to the link below:

https://www.kickstarter.com/projects/120302834/deep-rock-galactic-space-rig-and-biome-expansions[/url] And, yes, the original base game for Deep Rock Galactic: The Board Game will also be available in the Kickstarter in a bundle with the new expansions. Thanks for reading – and as always, Rock and Stone! [i]With Love, -The Ghost Ship Crew[/i]
And, yes, the original base game for Deep Rock Galactic: The Board Game will also be available in the Kickstarter in a bundle with the new expansions.

Thanks for reading – and as always, Rock and Stone!

With Love,
-The Ghost Ship Crew

Sep 5, 2023
How 2 Escape - Breakfirst Pro
Bug fix :

Save : We fixed a bug that would corrupt your save and prevent you from completing the locomotive the second time you would do it. It could also corrupt your main menu and make it unusable.

Features :
Locomotive : Improved some english localization based on your feedbacks.
Global - Room intro : We added the name of the room you are in.
THE LAST BREATH - powerggesa12
A brief preview version before various features are implemented.
The Future Project - Prof_Smash
Hello once again! This latest patch addresses several enemy/element interaction issues as well as some minor performance and gameplay improvements. The full patch notes are below:

  • Decreased the amount of time the player must charge an element before unleashing a charged element power (except for earth platform summons).
  • Fixed bug where player could make lock-on icon appear and be stuck on the screen when they're frozen.
  • Fixed bug where Vile Flower could fire a projectile if they were stunned midway through their waking animation.
  • Fixed bug where Vile Flower could shoot slightly to the right of the player while the player was standing still.
  • Fixed issue where Vile Flower's "waiting" animation was visible to player via clipping through surrounding flower or if player was just high enough above the Vile Flower.
  • A final boss projectile now slows down when the player uses Time Warp.
  • Removed shadow from Aether marker.
  • Fixed a very minor navigation issue found in Distant Sibling enemy AI.
  • Added a couple enemies to Jeweled Tundra caves.
  • Fixed bug where Ice Clad stopped all behavior if stunned.
  • Fixed bug where Ice Clad could still move while grounded.
  • Fixed bug where Dweller could still be damaged if they re-buried after player grounded them.
  • Fixed bug where Dweller's snow markings would not appear if player forced a re-bury using earth.
  • Defense Turrets can now be burned with the flamethrower.
  • Fixed bug where Mobile Turret would never attack while grounded.
  • Minor performance improvements to Distant Sibling, near area where player accesses floor 2.
  • Very minor performance improvements to Alien Remnant Citadel.

You can verify you're running the correct version of The Future Project at the main menu. The text in the lower right corner should say "v1.0.2".

Until next time!

-Lance T.
Infinite Level
Sep 5, 2023
Cook-Out - Rolfusion
Dear Chefs,

this update contains mainly a couple of minor bug fixes, which together should create a more stable experience.

Good luck cooking!
Lovecraft's Untold Stories - FQ_Dom
Hello everyone,

It is our pleasure to inform you that Lovecraft's Untold Stories has been localized to Brazilian Portuguese! Huge thanks go to Guilherme W. Tutilo, a member of our community, who took care of the translations!

Please, note that it is available only for the Windows version of the game.

Enjoy!
Heroes Of Loot: Gauntlet Of Power - orangepascal
Pretty quickly after the 0.0.5 demo drop, this demo brings you a lot of new goodies, and a small change to how things work. I rewrote the whole item-pool-usage system and split things up into proper item categories. Make sure to download the demo from Steam and don't forget to Wishlist + Follow!

https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/

What this means is that we now have active items, passive items, and consumables/trinkets. You can carry only one active item at a time, and it will now be activated (once charged) with a special button, instead of the automatic activation in previous builds of the game.

The other items are either instant usage (like the Book of Magic will automatically level-up all your magic weapons, but also heart-containers, potions, etc.) and other items will have some sort of triggered use (like the Dash-boots).

I created a Support page for Heroes of Loot 3 over here : Orangepixel Game support and I'll update it as new items are being added, and eventually will also include information on the various monsters and other things of the game.  For now you can find all current items that I've been adding in this build and figure out some information on what they do (there will be an in-game codex eventually).

Besides all the items I've also been working on more variation in the dungeon layouts. So there are now narrow hallways, obstacles, and more will be added as we turn this game into a worthy dungeon (action) adventure!

I'm now fairly confident with the state of the game, and I'd think we can call this a proper vertical slice! So if there are any publishers out there interested, make sure to contact me (already talking to a couple!)



Full changes list:

  • added: Treasure room now needs key+player interaction to open (no more auto-open if player has a key)
  • added: visual changes for the Axe for 6 levels
  • added: visual changes to the Arrows for 5 levels
  • added: Dashing will break wooden obstacles
  • added: little puff indication effect for when dodge-move is "active" again
  • added: wood-debris to arrow-hazards being broken
  • added: new danger-room (floor spikes everywhere)
  • added: Big Map view (keyboard input might need reset-defaults)
  • added: 35% chance a completed room drops an item of value
  • added: Active items, requiring charging and button-press to activate
  • added: Improved dialog and pop-ups
  • added: item: Book of Elves - level up arrows
  • added: item: Book of Magic - level up magic weapons
  • added: item: Big coin - gives 10 coins
  • added: item: Panic button - teleports you back to starting room
  • added: item: Hourglass - freezes enemies for a few seconds
  • added: item: Dungeon-map - reveals current dungeon layout and room locations
  • added: item Voodoo doll - revives you after death
  • added: item: Master-key to open all chests and treasure rooms
  • added: item Compass for quick travel on map
  • changed: Showing empty heart containers in HUD
  • changed: improved working of floor-spikes
  • changed: rebalancing difficulty of creatures in later levels
  • changed: unified look to hud + interface
  • changed: Tiny keys won't vanish like normal loot
  • changed: Book of skill is now an item, not a weapon-upgrade
  • fixed: If at Tinychest or Doors that need interaction, bomb's won't be dropped by accident anymore (Same button)
  • fixed: some collision detection issues/inconsistencies for bullets/walls
  • fixed: exit on gameover screen not clickable
  • fixed: shortened duration of the boss-appearance effect
  • fixed: start room of a dungeon will remain empty from obstacles spawning
  • fixed: monsters not moving / attacking
  • fixed: shop-prices are all $00
  • fixed: removed big-coins from the shop
  • fixed: "single-drop" items now properly checked across all item pools
...