StarMade - schema
This update aims to address many of the bugs and concerns introduced by previous updates. We want to assure you that we are working to fix these issues, and we have adopted a new development pipeline and standards to cut down on bugs introduced in the future. We want to apologize for the recent troubles and these new standards and procedures should address these issues.

Feature Changelog:
Added a sound effect for transporter modules being activated.

API Changelog:
  • Added an event for when an entity changes it’s faction.
  • Added a new directory for locally installed mods that will take priority over downloaded ones. This should fix many of the duplicate mod issues that were present before.
  • Added mod-specific logging so that each mod gets it’s own log (moddata/modname/logs/modname_log.0.log) writable through the StarMod class. We want to encourage developers to use this new logging system instead of outputting to the main console. This way, it will be easier to debug mod specific issues without having to comb through large global log files.
  • Moved persistent object logging to it’s own file (moddata/modname/logs/persistent_objects.0.log) for each mod separate from the mod’s main log. This should cut down on the I/O spam issue that many servers had and reduce lag.

Bug Fixes:
  • Fixed bug that caused AI turrets not to fire on targets even if set on “aim at selected” and they would only fire at entities from an enemy faction.
  • Fixed transporters not being activatable by logic.
  • Fixed transporters not being activatable by decorative consoles.
  • Fixed normal and emissive textures for new blocks.
  • Fixed icon outlines for new blocks.
  • Fixed bug causing some icons for modded blocks to be mismatched.
  • Fixed output width being ignored on cannon combinations without a conical damage pattern.
  • Fixed coil blocks having incorrect orientations.
  • Fixed gravity exit module being hidden in the creative menu.
  • Fixed thruster blocks not being controllable through decorative consoles.

Known Issues:
  • Temporarily disabled adjust cockpit feature due to a game breaking bug that would lock all other players out of their controls.
  • Some normals still need adjustments, but we felt it was important to get these fixes out.

Thanks to the community for this patch.
If you like to get involved with access to the source code. Join the modding discord at https://discord.gg/Mde9ChnG4c

Thanks for playing StarMade,
- schema
Prepare For Warp: Unlimited Edition: Beyond Insanji - Duke (Smiling 🐈)
What a year. I've had to step away from Smiling Cat development for a while, but adding a photosensitivity warning to this game has been on my to-do list. I had some time this weekend to finish testing the update and release it.

Also on my to do list are some more adjustments to Timed mode (specifically fewer and more meaningful levels of it). However, that's going to take a bit more than the weekend to work out properly.

  • Improvements
    • Add photosensitivity warning.
Euro Truck Simulator 2 - London
We're returning to Europe in the latest episode of our SCS On The Road series. Earlier this year, we had the privilege of taking a trip to Södertälje, Sweden, where we were able to visit the world-famous Scania Museum!



From its early beginnings on the rails, to making their way onto the roads, this is one episode you won't want to miss. Join us as we are given a guided tour by Raul Fernández, who taught us so much about the history, present and future of Scania.



We want to give a massive thank you to him and the team at Scania who made our visit possible and that we could share it with you. We hope you enjoy the wealth of knowledge that he shares with you throughout the video and that you learn a thing or two about Scania and its history.

So what are you waiting for? Make sure to give it a watch and let us know in the comments something you found interesting. Like did you know the origin of Scania's logo?

If you haven't already, make sure to give some of our previous episodes a view too, which can all be found on our official YouTube channel. See you on the road for the next episode!
2D Dogfight - tetrahydrofuran
Hello, Players!

We are thrilled to announce that 2D Dogfight has brought a major update to your screens today! This upgrade promises to revolutionize your gaming experience.

A Fresh World, Stunning Visuals

We have completely reimagined all in-game maps, bidding farewell to the previous simplistic style. Get ready to immerse yourself in a brand-new visual feast with more dazzling explosion effects and lifelike damage visuals.

New Map Backgrounds:





Explosion Effects:


Aircraft Smoking from Damage:


Mouse Aiming Mode

We have introduced an all-new mouse aiming mode, granting you pinpoint control within the game. You can effortlessly toggle to mouse aiming mode by configuring your keybindings.


In this mode, your aircraft will automatically align with the mouse cursor, allowing you to fire with the left mouse button and launch weapons like bombs, missiles, and rockets with the right mouse button. You can also zoom in and out using the mouse wheel. Furthermore, while in mouse aiming mode, you can seamlessly integrate keyboard commands, ensuring a smoother and more enjoyable gaming experience!

Free Camera Mode

We are also introducing a brand-new free camera mode, accessible by configuring your keybindings. Now, you can switch to free camera mode and explore the game world on your own terms.


In free camera mode, you can control your camera's movement using the keyboard's arrow keys, freeing it from following your aircraft, providing you with a more liberating gaming experience.

Kinetic Damage Mechanism

We have revamped the game's machine guns with a new kinetic damage mechanism (currently applicable to the Browning M3, with several similar weapons to be included in the upcoming World War II Western Front DLC). Machine gun damage is now directly proportional to the kinetic energy of the bullets, meaning that machine guns are most effective at close range, with damage diminishing significantly at longer distances.

We extend our heartfelt gratitude to all players for your tremendous support of the 2D Dogfight game. Wishing everyone an exciting gaming experience!
Victim - Error_Esc
Extra Bit Victim Build 2.0.0.79 for Window & Linux | September 23rd 2023

Aesthetic additions, logic adjustments and removable of unnecessaries.

TAXINAUT - mosgrom
Another small patch that fixes a number of things that were annoying me during my play-throughs:

  • Fix Milox has too much health.
  • Fix undiscovered but known planets show in the directory with full planet icon instead of just triangle indicator making it look like some kind of bug where you've discovered a planet but it still doesn't show on the minimap.
  • Fix 'laser beam' always spawning security.
  • Firing ship-weapons now only alerts security if there's security nearby.
  • Fix possible bug when calling StoreItem.retrieve(...) because it possibly called store(...) on the repo Item instead.
  • Fix possibility to store item uses from mods at home and in containers making it possible to farm item uses.
  • Tickets now show how much time you have left to pay them until they change into a fine.
  • If the Player gets a ticket while in a zone with a traffic authority for that ticket then one traffic authority in that zone becomes known (so that when the Player clicks on the ticket it will be less likely that it can't set the destination to a traffic authority because the player doesn't know any).
  • Fix warp speed too slow when traveling by galactic liner.
  • Manual now has a small section on laws, tickets, fines, judgements and traffic-control.
  • Fix annoying call-out bulletins opening the call-out details again when you click them to just remove them. Call-out bulletins are now removed if the call-out is removed (e.g. when it expires) or when its details are viewed.
  • Call-out 'lost' bulletin now only shows when the call-out expires or the player leaves the system.
  • Buying an Item at a shop no longer does the animation that locks you out of clicking to buy again while the animation is going. So you can now buy Items as fast as you can click.
  • Fix 'BACK' button shows at every Site (even on top pane) after loading game from for example your home store (where the 'BACK' button would have been showing).
  • Fix when warping to the system you're already in (e.g. when using a 'starburst' some things might wrongly still trigger as if you're just entering the system (e.g. you get a 'welcome to taxi-company' bulletin.

Probably next still finishing the "among the stars" storyline.
Town of Illustive - [JCGG] Jomarcenter - MJM
Were sending a bug fix for the town of illustive - Special Demo version.

Changes:
- Fixed Episodic Game launcher not launching the game properly on certain devices.
- Fixed the game executable not launching the game properly on certain devices.

were apologized for the inconvenience. but rest assured the fixes have been tested prior to the update.
King Arthur's Gold - asu
Hi folks,

This small update brings bugfixes for some newer and older issues. We sneaked in some improvements to map voting, to the cinematic camera, and added 15 new TDM maps.

We took some steps to improve map votes at the end of CTF/TTH rounds. It no longer nags the user quite as much and the random option was replaced with a 3rd map to vote for. Also, hovering a map will also show a zoomed preview to make it easier to discern its features.
Our goal was to make map voting a little less tedious, and hopefully people feel more interested and satisfied in the process.



The cinematic camera was improved in a few ways. It should now be much more obvious how to temporarily disable it, and that will now be remembered across rounds. If you don't like it, you now have the option to permanently disable it in settings (under the Misc tab). Additionally, we tried to address unnecessary motion and shakiness when tracking a lot of players. We may adjust this even further in the future, and feedback is welcome.

Full changelog:

[fixed] catapults could not be unpacked (thanks gingerbeard) [fixed] players not gaining velocity when thrown from a catapult (thanks gingerbeard) [fixed] incorrect catapult button icons (thanks gingerbeard) [fixed] the ballista arm facing an incorrect direction after being unpacked (thanks gingerbeard) [removed] map voting: no more dimmed screen to nag the player (thanks guift) [modified] map voting: 3 maps to select instead of 2 + 1 random vote (thanks asu) [added] map voting: hovering a map shows a zoomed in version of the map (thanks asu) [fixed] map voting: rewrote heaps of logic, easier to mod/tune and less sync bugs hopefully (thanks asu) [fixed] incorrect seclev loading made some clients think they were admin when they weren't and vice versa (thanks asu) [dev] moved "/" command prefix to a unique place (thanks epsilon) [fixed] synced up flag animations across outposts/ballistae/warboats/flags (thanks kos) [modified] reworked some emotes (thanks noahthelegend, asu) [modified] cinematic camera motion adjusted to be less shaky (thanks asu) [modified] slightly improved next map behavior wrt camera, starts straight centered and zooms in (thanks asu) [fixed] cinematic camera setting was not preserved on next map (thanks asu) [added] v_camera_cinematic and setting in Misc. to permanently disable the cinematic camera if desired (thanks asu) [added] small notice on top left that is contextually brought up to indicate cinematic camera status, and a hint to toggle it with RMB (thanks asu) [modified] toggling the cinematic camera with RMB will only take effect after the camera "death lock" is gone to reduce accidental clciks (thanks asu) [fixed] archer grapple going through red barrier (thanks asu) [fixed] drill now gets team colored in the builder shop (thanks asu) [fixed] siege arms (cata/balli/bow) attached to a vehicle would mismatch vehicle direction (thanks gingerbeard) [modified] boats are now much more robust against bombarrows: 8-9 to sink a warboat, 3-4 to sink a longboat (thanks gingerbeard) [fixed] hid the respawn timer in warmup instead of having an incorrect one (thanks asu) [fixed] TTH/CTF solo tutorials incorrectly showed map votes (thanks asu) [modified] TDM mapcycle: added 15 (thanks noahthelegend for changes, maps from biurza, noahthelegend, ferrezinhre), see PR #1640 [updated] accolades for UKC 16-19 (thanks shamwow)
Sep 23, 2023
Re.poly - Zeitfresser
Hey there girls and guys. I updated the game and in this update I finally implemented the rebuilding logic. For the start you can rebuild the first village that is in the center of the green lands. I don't want to tell too much but you have to do something and some quests are added too. I hope you like this update and stay tuned for the next one :)



Update Notes Version 0.4.1


Additions:

+ Added logics to rebuild World objects
+ Added Souls that appear when you rebuild some world objects that have quests for you with nice rewards
+ Added twig building parts
+ Added: Sticks can be crafted out of wood now (4 sticks for one wood)
+ Added arrow trails to see how arrows and bolts fly
+ Added: Torches to goblins when it is nighttime
+ Added: Bebuildable Village to the center of the green lands
+ Added: Quests for the rebuildable village
+ Added: Seedshop (After rebuilding and finishing the quest for the farm)
+ Added: Breeding Animal shop (After rebuilding and finishing the quest for the animal farm)
+ Added: Blacksmith shop (After rebuilding and finishing the quest for the blacksmith)


-Removed annoing shoot particle effect



Changes:

-Changed: Memory fragments will no longer be stored as an item. It will be handled as money and will be important for traders later on
-Changed: Copper ingot needs 3 instead of 5 ores
-Changed: Reduced the crafting needs for stone pickaxe and stone hatchet from 10 sticks and 10 stone to 5 sticks and 5 stone
-Changed: Alchemy Table crafting requirement "Magic Crystal" is changed to magic shard
-Changed: Raised burning times of Fiber: to 10 sek , stick to 25 sek, wood zo 80 sek, planks to 40 sek
-Changed: Watering can can be filled on water sources like the wooden bucket is filled
-Changed: Plants will grow without water now but very slow
-Changed: Wateret plants will grow faster now
-Changed: Fertilized Plants will grow much faster now
-Changed: Reduced the Nail needs for building parts significantly
-Changed: Reduced the crafting time for planks and wooden beams
-Changed: Exp will not be gained when the character reached level 100
-Changed: Gathering resources will be giving resources each hit like it was before (But the amounts are balanced)
-Changed: Campfire and chimney regenerate health when standing next to them
-Changed: Simple bed is much cheaper in crafting resources
-Changed: Campfire restores a little more energy over time
-Changed: Reduced the nail count for the workbench
-Changed: Reduced nail needs for bird houses
-Changed: Raised the time it needs for AI to respawn to 20 minutes
-Changed: Quests where you have to collect something will check if you have the items in your inventory/Equipment/Hotbar
-Changed: Upgrading build parts logically requires to learn the next tier blueprint
-Changed: Beehives will need sugar to produce honey



Fixes:

-Fixed: Moving an item via drag and drop to your inventory will not check if you can learn a new blueprint from that item
-Fixed: Water catcher, Water Barrel and Water purifier are missing in the Research table
-Fixed: Selecting a building part to place it will cause the display to show a question mark and no info
-Fixed: gaining Exp will crash the game when the character level is lvl 100
-Fixed: Water Container, Water catcher and water purifier are missing in the building selection window
-Fixed: When shooting with a bow or crossbow the arrow/bolt will have a off position which feels unnatural (It is on point now but beware of the bullet drop)
-Fixed: Crossbow do not shoot bolts even if it is reloaded
-Fixed: Detection of hitting the head is not working properly
-Fixed: Jabalou rotations
-Fixed: Wild jabalou do not have walking animations
-Fixed: First person camera position when crouched
-Fixed: First person crouching causes hands to disappear
-Fixed: Reload bug for ranged weapons
-Fixed: Beehive is not displayed in the building window after learning it
-Fixed: Fertilizer will not be learned and compost bins are useless
-Fixed: Upgrading twig parts will have the wrong result
-Fixed: Fiber can not be used as fuel in campfires
-Fixed: Beehive will do nothing
-Fixed: Big fireball deals no damage on breeding animals
-Fixed: Village center is not that easy to place
-Fixed: Quest tracking status is not correct
-Fixed: Gems will not raise the attributes of shields correctly
-Fixed: Multiplayer respawn bug where the char loses everything (hopefully)


Known bugs:

All translations were corrupted due to a file renaming process. I had to use a tool to translate everything again so a lot of translations would be very wrong. Please tell me if you notice something and I will implement your correct translation
Sep 23, 2023
Bang-On Balls: Chronicles - bulworth
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