Rotwood Playtest - Beeees
Misc:

  • Added an "I'm Stuck!" button that allows players to reset the encounter if they are soft-locked
  • Added additional logging to help us track down other issues
  • Disabled the 'wipe save files' button from the script error screen
  • Lowered required free diskspace to 5Mb (from 100Mb)

Bug and Crash Fixes:

  • Fixed crash when Greater Mothball projectile is hit by a confuse spore
  • Fixed crash on host + other clients when a client closes the game during Run Summary Screen
  • Proper handling of numlock when using numeric keypad in text editor.
  • Fixed players loading into a room and running around with zero HP.
  • Fixed downed players being unable to be revived by players who've joined after entering a dungeon room.
  • Fixed crash with falling stalactites
  • Fix for revive UI remaining after remote revivee leaves the game.
  • Fixed health preview not updating when a reviver/revivee disconnects during the revive process
  • Fixing bug on ban-player dialog, where players would always be banned, even if the user cancelled
  • Various widget fixes that would leave stale entity references when calling SetOwner(nil).
  • Follow prompt crash fix when the target is removed while the follower is active.
  • The first objective of the Defeat Enigmox quest now completes if the player manages to leave the first room of the swamp without speaking to Flitt.
  • Made sure to sanitize the targets of various multi-step attacks to prevent crashes when entity ownership changes mid attack.
  • Fixed various crashes related to the serialization/ deserialization of data sent over the network
  • Force hide the loading screen when a script error is thrown
  • Fixed disappearing player animation when reviving another player while their weapon is sheathed.
Logiart Grimoire - えぬ@Jupiter
I have made the following corrections:

・I have addressed the issue where you couldn't repeatedly press the Fusion button when Fusion fails.

・I have resolved the problem where clicking the right mouse button while the Emil's Logiart puzzle dialog is displayed caused the back button to respond.

・I have fixed the problem where the screen was not displaying correctly in widescreen environments such as 21:9 monitors.

Voor De Kroon - Future Minimalism


Hello everyone,

This time an exciting update introducting stone castles and extended sieging mechanics to the game. The update adds 2 new castle type and revamps the wooden castle by adding raised dirt mounds like the test version had.









Siege changes
Siege battles have been revamped and now feature 3 different types of castles. Each castle features 3 damage levels that occur when being sieged with a trebuchet during the camapign, this is also selectable from the quick battle menu, destruction levels will never fully breach the walls and only do visual damage.



Sapping is now a really strong option to bring down the front wall of the castle and charge in directly. This can be combined with ladders for an assault from all directions.




Campaign
Castles now have a central role in the campaign and will take time to besiege, forming an actual challenge to overcome. You first have to lay siege to a settlement which will take one season and costs 10 wood. This will take the settlement hostage and deplete their food storage every season. When the food storage is depleted attrition will kick in and units inside the settlement will slowly start to die. Choosing when and how to attack will have a big impact on how you charge into battle and if you will charge at all or just wait for them to starve enough to surrender.




Misc
This update also contains a lot of other changes like being able to rename officers and settlements and officers aging every year. The look of the campaign map has also improved and the map feels a lot larger now. You can find all the changes in the patch notes!

Full Changelog:
  • Add fortification: Square castle
  • Add fortification: Round castle
  • Improve design of wooden castle
  • Limit number of formations in castles to 4
  • Show siege camp on campaign map when settlement is under siege
  • Starting a siege costs 10 wood
  • If attacking player has no borders with sieged settlement the siege will be broken
  • Campaign damage propagates to castle building: level 1 75% health, level 2 50% health
  • Constructing a trebuchet will damage a castle each season
  • Add attrition icon to settlement flag when food is depleted
  • If food is depleted settlement garrison will start losing units
  • A settlement loses 1 food in storage per turn when under siege
  • When starting a siege the settlement food storage gets locked to the amount of food a player has
  • Can lay siege to castle settlements taking them hostage
  • Player builds siege engines on campaign map
  • Change Ten Bosche to swamp area
  • Units from attached formation replacedead units on siege engine
  • Change settlement info commander icon depending on ruler or not
  • Add missing control info about formation shape changing to formation UI
  • Add support for different water height levels during siege battles
  • Change ladder units to cheap militia
  • Add formation events for siege engines
  • Allow player to send units to ladders specifically
  • Allow player to select type of castle in quick battle menu
  • Allow palyer to attach formations to siege engines during battle
  • Add formation icons to siege engines
  • Add options for wall sapped to quick battles
  • Imrpove smoothness of a couple of campaign UI animations
  • Check if position is free before doing a finisher move
  • Add icon to sector flag if wall is sapped
  • Add info tooltip to realism mode buttons
  • Remove redundant formation orders from game
  • Improve foliage removal algorithm for siege battles
  • Add options to have permanent damage to player from arrow hits, default enabled with realism mode
  • Improve campaign watchtower icon
  • Improve burning unit particle effect
  • Adjust unit siege engine follow speed
  • Add more ambient sounds to forest areas
  • Change battle text to 'siege of' when castle is built in battle dialog
  • Add disable fire arrows menu options
  • Some units drop weapons before fleeing
  • Prefix settlement name with 'kasteel' when a castle is built
  • Improve on fire animation to die transition
  • Improve archer sidearm behavior
  • Add only use trebuchet during siege battles menu option
  • Add particle effect for fireless burn
  • Add option to toggle unit outlines
  • Add building types for new castles
  • Add snowy dust to buildings in winter
  • Add sharpening slider to options menu
  • Add random flag wear system
  • Add menu options to disable random flag wear
  • Add boiling water defense option: pour boiling water on attackers passing the gate
  • Add new campaign icons for castles
  • Add clouds of mist to forest and swamp areas on campaign map
  • Add new data structure for castle building types
  • Make sure units do pathfinding towards navigation areas during siege battles
  • Improve cavalry deaths
  • Add deploy defensive garrison option: Place archers behind castle arrow slits
  • Non armor penetrating arrows can break or bounce of heavy armor
  • AI only use fire arrows in cinematic mode
  • Add ambient sound to siege camp during battle
  • Add cut tree stumps around siege camp
  • Slightly reduce ambient lighting during spring and summer on realistic color mode
  • Allow player to rename officers in unit details screen
  • Allow player to rename settlements in settlement info bar
  • Add selection option for siege damage to quick battle menu
  • Incremental siege damage is visible on battlefield
  • Add ash particles to fire places
  • Add support for dynamic castle landscaping
  • Switch around breda attacker and defender spawns
  • Add new tactics for AI Cavalry armies
  • Remove defensive catapults from game
  • Improve siege trebuchet aiming
  • Make ladders interactable: press E to mount ladder when prompt is visible
  • Increment age of officers each year
  • Attacking formations can only flee the castle when gate is opened else they will fight to the death
  • Can't call horse when enemies are nearby
  • Change standard infantry unit size to 72 from 75
  • Add local screenshake to storm ram impacts
  • Increase follow distance when formation is attached to siege engine
  • Add missing wood production icon to settlement info bar
  • Increase negative public orde rmodifier from emergency taxes to -4 from -3
  • Add missing tooltip for sally out button
  • Improve siege pathfinding for AI
  • Frisians can only build wooden castles
  • Add crown icon to settlement flag indication wether ruler is in settlement
  • Removed number of owned settlements widget from settlement info bar
  • Change ladder units to the right army culture
  • Lower stormram movement penalty when damaged
  • Lower storm ram speed by 25%
  • Show construction icon on settlement flag when buildings are under construction
  • Randomize fleeing unit movement speed
  • Prevent rebelleion from starting when ruler is in settlement
  • Slightly increase kill chance on lance impact
  • Player will always perform finisher on officers and generals when context is right
  • Show unit 'health' on unit icons in campaign UI
  • Improve tournament notification sound
  • Decrease size and imrpove placement of campaign map trees
  • Fix crash related to missing component on unit death
  • Fix siege ram triggering destroyed gate behavior multiple times
  • Fix skirmish reinforcements having wrong commander culture
  • Fix player camera when climing a ladder
  • Fix 3d bounds showing when playing as siege defender
  • Fix dismounted cavalry still making horse noises during siege battles
  • Fix archers only using backisde of wooden castle tower
  • Fix Kennemerland dunes castle spawn position
  • Fix turn ending when you press leave alone in occupy screen
  • Fix player not spawning with formation when attacking during siege
  • Fix floating bodies during siege battles
  • Fix units climbing air sometimes instead of ladder
  • Fix formations changing shape when attached to siege engine
  • Fix siege defenders spawning formation banners
  • Fix AI unit focus when gate is destroyed
  • Fix defending units falling through floor during siege battles
  • Fix units using ladders after battle has ended
  • Fix units hit with fire airwalking in some situations
  • Fix units making grunting noises and taunting after battle has ended
  • Fix projectile impacts not making sound on siege engines
  • Fix weather controller not respecting 'increased sunny weather' option
  • Fix units still in combat pose after battle
  • Fix stormram operators not being hit by projectiles
  • Fix units running really fast under some circumstances
  • Fix backward walk animation of stormram
  • Fix some water calculations still running during winter
  • Fix some units not behaving properly after battle
  • Fix end battle cheer not triggering when enemy wins fight
  • Fix oorlogsbede policy not adding income to settlement
  • Fix formation not detaching from siege engine when moving
  • Fix archers not routing properly during siege battles
  • Fix fire arrow stuck in air when dropped
  • Fix date not displaying correctly during tournaments
  • Fix Pathfinding around stormram
  • FIx stormram collision
  • Fix arrows never being destroyed





Sep 18, 2023
Mean Beans - Devved Games
Here are the changes for the patch!

Changes/Additions:
  • Removed some objects on Refried Ridge that were in the way of some paths/stairs
  • Added more vegetation, bridges, and rocks to Kidney Bean Cove
  • Decreased damage on Uzi (15 -> 10)
  • Increased spread on Uzi (0 units -> 2 units)
  • Decreased starting ammo for Uzi (75 -> 32)
  • Decreased mag size for Uzi (25 -> 16)
  • Decreased damage on Tech9 (14 -> 9)
  • Increased spread on Tech9 (0 units -> 2 units)
  • Decreased starting ammo for Tech9 (96 -> 32)
  • Decreased mag size for Tech9 (32 -> 16)
  • Reduced spread on AK-47 (3 units -> 1 unit)
  • Reduced spread on M16 (3 units -> 1 unit)

Bug Fixes:
  • Fixed overlapping bursts on M16
  • Fixed cooldown in between M16 bursts
  • Fixed colliders on grass hedges on Garbanzo Gardens
  • Fixed a gun spawn by pond on Garbanzo Gardens
  • Fixed some floating grass on Kidney Bean Cove
Triple X Tycoon - Doop

Technically v4.3, this patch addresses:

Bugs

[+] Caps lock causing crashes, now supported

Gameplay/Mechanics

[+] 150+ new performer names

I completely forgot to actually mark the build as 4.3 in the client, will cry later :)
Sep 18, 2023
Cleaning Time VR - ragebearstudios
We have implemented a new tutorial to streamline understanding of the game for all players. Additionally, we have addressed several bugs and issues, such as sound errors, UI elements, and various other tweaks. As we continue to find and eradicate more issues, we are committed to incorporating additional elements. We are grateful for any user feedback that allows us to identify issues in our product.
Sep 18, 2023
Only UP - DeborgDesolation
TuTu...
Madden NFL 24 - Electronic Arts


Click here to register before 1pm ET on Saturday, September 23 to participate in the Madden Championship Series Most Feared Challenge.

https://store.steampowered.com/app/2140330/Madden_NFL_24/
The Lost Legends of Redwall™: The Scout Act 3 - Invisible Bob
Hi, everybody! We’ve got some news to share. But first, thanks for waiting for this update—this one includes a lot of requested fixes and we really feel the gameplay has been improved by this overhaul of bugs. A special thanks to our game testers for their contributions!

This is very likely the final update to our Acts 1-3 of The Lost Legends of Redwall: The Scout. As you may know, we’re thrilled to be releasing The Scout Anthology in the coming months, and in lieu of this updated edition, these separate acts of The Scout will be retiring from Steam.

We’re so grateful to everyone who purchased these individual acts; and as part of that thank you, our programmers, artists, and testers worked on getting this massive final batch of bug fixes out to you. We appreciate you, and we hope we’ll see you again for The Scout Anthology this holiday season!

General
  • Improved the centering and resolution of the pause screen.
  • Ensured journal scrolling works with all intended methods.
Winsome Wraith
  • Corrected certain interactions to only be available before collecting valerian.
  • Stopped items from disappearing.
  • Prevented character from floating on lift posts.
  • Prevented character from prematurely accessing later level sections.
  • Stopped character interact button from flickering.
Portman’s Slough
  • Adjusted heard dialogue and written words to match.
  • Added missing jam collection sound.
  • Moved plants so that they aren’t floating.
  • Pushed back bushes that were interfering with character interaction areas.
  • Fixed broken rock texture.
  • Made sure Mila wasn’t the only character to follow player-character to the raft.
  • Lowered floating leaves.
  • Made floor buttons easier to walk onto.
Grating Gulley
  • Adjusted ground foliage so it’s more natural.
  • Corrected written dialogue to match audio.
  • Reoriented cairn wayglass direction.
  • Fixed Jeb’s dialogue animation cycle so it doesn’t jitter.
  • Prevented player from leaving the intended play area.
  • ​​Improved terrain aesthetics.
  • Prevented camera angles from halting level progression.
  • Moved character for clarity in button prompts.
  • Corrected cairn wayglass from zooming in too far.
  • Ensured that sounds continue but music stops after completing the level’s final puzzle.
Fool Of A Stoat
  • Improved camera angles.
  • Prevented Sophia from being present as both a specter and a spectator.
  • Improved lighting.
  • Adjusted terrain to prevent player from leaving the intended play area.
  • Trimmed extraneous audio.
  • Covered and improved broken or floating terrain.
  • Made floor buttons easier to walk onto.
Otters’ Den
  • Made statue at the end of the level more solid, so that players can’t walk through its tail.
  • Prevented back button from appearing when it wasn’t needed in dialogue.
  • Removed irrelevant dialogue line.
  • Prevented player from leaving the intended play area.
  • Corrected Scumsnout sounds to adhere to the player’s audio settings.
  • Improved lighting.
Cavernhole
  • Fixed continuity errors between the voiceover and the written text.
  • Prevented character dialogue options from freezing up.
  • Repaired audio and grammar errors in various dialogues.
  • Repositioned Albert on his chair so he wasn’t inside of it.
The Lost Legends of Redwall™: The Scout Act 2 - Invisible Bob
Hi, everybody! We’ve got some news to share. But first, thanks for waiting for this update—this one includes a lot of requested fixes and we really feel the gameplay has been improved by this overhaul of bugs. A special thanks to our game testers for their contributions!

This is very likely the final update to our Acts 1-3 of The Lost Legends of Redwall: The Scout. As you may know, we’re thrilled to be releasing The Scout Anthology in the coming months, and in lieu of this updated edition, these separate acts of The Scout will be retiring from Steam.

We’re so grateful to everyone who purchased these individual acts; and as part of that thank you, our programmers, artists, and testers worked on getting this massive final batch of bug fixes out to you. We appreciate you, and we hope we’ll see you again for The Scout Anthology this holiday season!

General
  • Improved the centering and resolution of the pause screen.
  • Smoothed scent-mode vignettes.
  • Fixed the “Meet and Greet” achievement to fire again.
  • Ensured journal scrolling works with all intended methods.
  • Improved lighting.
  • Covered and repaired visible seams.
Prologue
  • Removed line with low volume quality.
  • Removed incorrect zooms in opening cinematic.
  • Repaired trees with holes in their textures.
  • Stopped players from being able to bring out the slingshot during the rowboat scene.
  • Grounded the floating spouse mouse.
  • Removed areas where you can float in the air.
  • Grounded a floating tree stump.
  • Replaced a non-snowy shrub texture with a snowy texture.
  • Improved dialogue camera angles.
  • Added character labels to dialogue in the opening cutscene.
  • Fixed a variety of punctuation errors.
  • Improved invisible barrier around barrel trap.
  • Prevented the player from leaving the intended play area via the waterfall.
  • Moved spouse-mouse so they’re not standing in a snow drift at the level’s end.
  • Moved a bush that was colliding with a dialogue camera.
Old Moss Creek
  • Grounded a floating spouse mouse.
  • Improved lighting.
  • Prevented bushes from killing players.
  • Added barriers so that players couldn’t jump through ice.
  • Centered button prompt above a cairn.
  • Grounded some floating puzzle crates.
  • Made it so you can’t fall through solid parts of the mill wheel.
  • Prevented a copse of trees from getting more detailed the further away you get.
  • Created more natural-looking edges for terrain.
  • Fixed squeezehole camera angles.
  • Made walls in Daisymace’s area solid so the player-character can’t walk through them.
  • Made a root by the river solid so you can’t walk through it.
  • Determined rat volume levels.
  • Shortened sprinting prompt so it doesn’t show during entire conversations.
  • Clarified squeezehole aesthetics.
  • Prevented character progression from seeming unnatural.
  • Made sure the player-character isn’t prevented from jumping in certain areas.
  • Removed interact button prompts that didn’t do anything.
  • Moved cutscene start times so that they couldn’t be interrupted and broken.
  • Ensured that collected jam stays collected and does not change the level’s total in the journal.
  • Prevented Liam from continuing his talking animation when he’s not speaking.
  • Kept Liam from disappearing during certain conversations.
The Captain
  • Fixed text errors in the opening cinematic.
  • Improved camera direction to show Tussa.
  • Centered the cairns’ interact buttons.
  • Solidified a disappearing bush.
  • Prevented player from being able to use the slingshot while crawling under bushes.
  • Fixed punctuation and grammar in the opening cutscene.
  • Fixed scenting vignette.
  • Fixed some previously jittering plants.
  • Changed rat scent trail origin.
  • Adjusted Captain Snow’s flight angles so as not to reveal tears in his mesh.
  • Prevented Captain Snow from passing through solid objects during his flight.
  • Removed “New Text” prompt that would appear at the bottom of the screen.
  • Improved textures and seams around the level.
  • Prevented player character from getting stuck with Captain Snow, and he Active Sense mode problems this caused.
  • Prevented Snow-cinematics from being able to kill the player character.
Silversands
  • Added back Glimber’s digging animation where it was missing.
  • Fixed broken camera angle.
  • Removed areas around a rowboat where the player could float on air.
  • Stopped players from being able to use the slingshot during Glimber’s cutscenes.
  • Resolved missing shimmy sounds.
  • Reset one of the doors so that it closes when you respawn.
  • Enabled slingshot from another angle for a target.
  • Fixed Glimber dialogue boxes that cut off prematurely.
  • Fixed a repeating Glimber line.
  • Corrected broken textures in terrain.
  • Added audio for one of Sophia’s cairn lines.
  • Corrected punctuation and grammar errors in lines.
  • Fixed balancing mechanic on log.
  • Added new hang-ledges.
  • Improved general lighting.
  • Prevented player-character from crouching to long after minecart ride.
  • Made sure that Sophia’s smelling animation triggered after the “continue” option and that its animation plays correctly.
  • Changed a respawn point so that the player-character doesn’t land on a lever.
  • Ensure cutscene cameras are working as intended.
The Pantry
  • Fixed dialogue errors.
  • Removed the necessity to double-shoot a barrel.
  • Fixed visual errors in the opening cinematic.
  • Prevented player from leaving the intended play area.
  • Fixed lighting that appeared purple.
  • Prevented level from showing briefly before cutscene.
  • Prevented final choice box from reappearing needlessly.
Pontedaria
  • Stopped players from being able to walk through a rock by the tunnel entrance.
  • Calmed the jittery vines.
  • Removed a rogue ice ledge that caused death loop animation.
  • Smoothed out some terrain that was getting players stuck.
  • Fixed character dialogue.
  • Improved lighting.
  • Made Gingevere’s Memoir more accessible.
  • Stopped snow from floating.
  • Grounded the floating Glimber.
  • Fixed instances of invisible objects.
...