FORTIFY - ferg


- added tugboat deployable

- added a water scene made from an actual Rust map for proper water depths


- improved iceberg scene by including missing types plus larger ice sheets and tugs/barges to help identify

- improved foundation height check accuracy to match rust (mainly for icebergs)

- added conditional roof side parts, these can affect placement of neighboring shopfronts

- added pastebin export back with extra option to import from a pastebin link or just code

- changed copy/move tool to use selections original height from ground

- changed foundation placement to use previous placement height

- added option to override all metal or stone parts with skins for copy/paste exports, also includes a
container color picker

- changed small button above hide floor arrows to jump to highest structure level in the scene

- added dropdown to selection tools to switch between level, height and new scene option, allows for selecting every deployable of a type in the scene

- fixed "hold LMB auto-place" mode, should miss less edge placements now

- fixed fireplace always being red blocked

- fixed wall frames mid floor socket not providing TC connection

- changes to main menu UI to fit more things

Patched in a while back:

- fixed move tool not updating socket connections when placed

- added missing IOs for fog machine and strobe light

- fixed stability of half floors on doorways/windows

- added option (in options) to disable electricity usage calculation for better performance with very long circuits

- fix to allow for setting symmetry guide on floor centers

As per usual, any bug reports or feedback is greatly appreciated. Soon I'll be sharing some higher priority to-do list items to decide on (get motivation for) what to work on next. This should have been 2 separate updates instead but I've been a bit distracted over the summer. The next update shouldn't take nearly as long as this one.
The Last Plague: Blight - originalstudios
After a solid 5 months of work, the co-op multiplayer is now finally ready for testing with a wider audience! It was written from scratch with many of the game's logic needing to be reworked to factor in host and client game instance concepts.

Gameplay wise nothing has really changed much since the last updates in April. Almost all work has gone into getting multiplayer working smoothly. One exception was the hostile creature AI, it's been reworked a bit to add an aggressiveness factor that slowly increases as the creatures get more infected day by day. A lot more work still needs to be done on the AI of course, it will come with time.

Note: Single-player is disabled in the current playtest to emphasize co-op testing, please use the "Co-op multiplayer" button on the main menu to host or join a game. Don't worry though, single-player is still the main focus for the game and will come back for the release!

How Co-op works:



Getting started:
  • One player can "host" a game for their friends to join. Starting a game is similar to starting a new single-player game, but with a few more options. Currently single-player games and multiplayer games are separate - a single-player game can't be converted to multiplayer and vise versa. This may change in the future
  • The host can choose between it being private or discoverable to Steam friends, along with an optional password. There is no ability to host a public game at this time
  • Other friends can launch the game and then see the host's game show up in the "Join Game" menu if it's not set to private. If the game is private, the host needs to select "Invite Friend to Game" in the main menu when ingame. Needs the Steam overlay to be enabled.
  • Current max players is 4, this may go up in the future as the performance is tuned
Gameplay:
  • Sleep is still required to refill energy, so all players need to sleep at the same time to speed-up the 8 hours properly. Sleeping will always take 8 hours in co-op regardless of energy level
  • Speeding up various interaction like crafting or chopping is unfortunately not possible in co-op, so it may be a bit tedious. The interaction times will be tweaked during the testing phase
  • Creatures aren't scaled up to account for more players, but hunger and thirst requirements are implicitly scaled, so be aware. 4 players would require quite a bit of water and food if all at the same camp
  • Each player will have randomly chosen colors for their player character's clothing for slightly easier differentiation. This is just a temporary measure, there will be customizable characters in the game's release
  • The objective system has been changed a bit to handle multiple players. Some tasks like placing or building structures are shared amongst players, others like collecting certain items have to be done per player. The tasks will tweaked as testing continues
  • There is no friendly fire
  • There is only one main save for co-op games, you can't save to different slots like in single-player games. The host needs to click "Save and Exit Game" to save the game before shutting it down for others
  • After dying you can respawn and this will place you at the world's starting area again but with low hunger/thirst and low condition hatchet. The respawning system will be enhanced in the future so that there is an option to force a reload of an older save if any player dies (probably exclusive to the more realistic gameplay setting)
Some things to note:
  • This co-op implementation was written from scratch and is still very new so bugs are likely to be found, especially in networking setups with large packet loss chance or large latency due to physical distance
  • Co-op is host/client exclusive right now. One player needs to host and play the game for others to be able to connect. Dedicated servers will come later
  • The underlying networking is done via Steam Networking Sockets with Steam Datagram Relay. Basically this means that when a player joins a game, they connect to Steam first, Steam routes the traffic to the host via the Steam internal network. The host will receive data and respond via the same network. This means that one game won't see any direct connections or IP addresses of connecting players. Read more here: https://help.steampowered.com/en/faqs/view/1433-AD20-F11D-B71E (see section named "What about games that use Steam Networking APIs?")
  • Performance on the host computer may be lower depending on your CPU. There is extra load on the host due to handling connections, relaying messages to all clients, and simulating more of the world at the same time compared to single-player, especially if there are 4 players all in different parts of the world
  • Most of the internal testing was done with 2 player co-op setups, there may be undiscovered issues present when more than two players are present
  • To reduce bandwidth and facilitate faster game joining, less of the world is loaded around each player. You may notice parts of the world pop in as you get close to the edges of what's currently loaded. This will be worked on in the future

Other changes:
  • Updated Unity version to 2021.3.30f1
  • Finally fixed the crashes in the Mac version of the game! There was a Unity setting in the Mac build that was causing instability, turned it off and haven't seen a single crash during testing
  • Linux default Graphics API was set to Vulkan as performance seems better. Please report any issues you may see!

Head to the Discord server to discuss any issues you may see with co-op!
https://discord.gg/P3nAV7UJWX
Moonstone Island - Animat3dM3


HELLO HELLO TESTING TESTING IS THIS THING ON

Haha, I kid. This is an announcement, not a microphone. Hello, everyone, and welcome to the Moonstone Island newsletter! It's just like the newsletter in the actual game, except I am not Ossono, I am Kate. Although I am the writer, so I did write Ossono. So maybe I am Ossono. Woahhh.

In this newsletter, we're mostly going to be talking about how the launch went and the reaction that people have had to the game!

It's our first game launch as a team – can you believe that?! We've been reading every since review, watching as many streams as we can humanly manage, and sharing all the love with each other in DMs. And then crying a lot. In a good way.

So, thank you. We couldn't have done all this – and had such an amazing response – without all of you. Let's get to the reviews and the fan art already!!!



Moonstone Island's reviews came rolling in on launch day and they were so good – lots of 8s, and even a few 9s?! We're currently at Very Positive on Steam, but we're hoping to get up to Overwhelmingly Positive, which means we need more reviews! You can totally help us with that goal if you want to leave a review. I'll just pop the link right here. No pressure.

‘Moonstone Island is an addicting blend of various genres that still maintains its own identity. The monster-collecting, card-battling life sim brings aesthetics and inspiration from beloved games while still offering fresh gameplay. There’s a vast world to explore that’s different with every game file. It’s a gorgeous title that shows off crisp pixel graphics for a wholesome experience.‘ - Hardcore Gamer, 10/10

‘It's the type of game that's really easy to fall into and lose hours… I cannot recommend this enough, especially if you want something different from Pokémon, Slay the Spire, or Stardew Valley.’ - GameGrin, 4/5



It is an unfortunate fact of life that no game releases without a few lil bugs to fix, especially in the indie space! Despite our best efforts (and lots of testing before launch), a few buggies made their way in, and so we're working on squishin' em all ASAP.

If you missed the recent patches and updates, here are some issues we’ve addressed since launch:
  • Drawing from the discard pile with an empty discard pile no longer softlocks your game 🙏🎉🙏🎉🙏🎉
  • Reduced delay between button press and using hoe/scythe/watering can (for speedrun farming% players, obv)
  • We capped your energy at 99 (sorry if this breaks your OP strats)
  • Ossono finally learned to count, so her quest now only completes when selling the correct amount of stones
  • Tobin also finally learned to count, so his sell prices are now consistent with what it says in the fish's description
  • Holo Spirits will now STAY HOLO when moving them around in the Spirit Barn. Turns out they were just having an identity crisis, sorry
  • Gifting divided stacks will no longer make the UI invisible
  • We fixed a bug with Dusty and Lookachoo where their abilities weren't working! The card energy cost now refreshes correctly

If you find anything you need to report, you can do that here!



PEOPLE MADE FAN ART OF OUR GAME?!?!?! AAAAA. LOOK:


@theartistjulian


@smilkyshake

If you want to submit your fan creations to be featured in our weekly updates, join our Discord and drop them in the Fanart channel l!




Meow meow meow meow meow, meow meow. MEOW meow meow meow, meow :)

Okay, that's a wrap for this newsletter! The news is just WE LAUNCHED A GAME CAN YOU BELIEVE IT, we hope you enjoyed this little pile of gooey gushing about how cool this all was. We're gonna go nap all of this excitement off now. Zzzzz.

~ Kate, Community Manager, and V. Tired Studio Supersoft


Sep 28, 2023
Welcome To... Chichester 2 - Part II : No Extra Regrets For The Future - Triority Interactive Novels
Hopefully, this should be the final update, which includes :

  • Introductory text is now displayed differently
  • "Click To Continue" is now replaced with an icon
  • Answer/not answer graphic has been changed
  • Fixed scene selection crash when running Part 2
  • Fixed incorrect display of one CG
Sep 28, 2023
Starlight: Eye of the Storm - Strides Interactive Game Studio
Quickfix v1.07.3 Urgent

This is an urgent fix made only when certain potential game breaking bugs are discovered.

Bug Fixes

1) Fixed the bug where if you are in the middle of a duel with the AI and you get killed and the game goes into game over countdown and then you continue, the AI will no longer duel you. This has since been fixed.

2) Fixed the Death Beam not hitting enemies across the screen. The collider length was incorrect and has been fixed.

3) Fixed a bug in Boss Rush where the 8th boss can have a lingering script that kills the 11th boss inadvertently.

4) Fixed text grammar in campaign 1 ending.

Conclusion

Won't be touching the project for the next 2-3 days. Celebrating my birthday today so I'll kindly take a 1-day off doing absolutely nothing. Thanks for your support and please enjoy the game!!
Ghost Song - ZombiesOMG
It’s been nearly one year since players first delved into the strange secrets of Old Moon’s atmospheric adventure Ghost Song. With today’s free major content update, there are now even more mysteries to uncover beneath the surface of the moon of Lorian.

If you’d prefer to find out what’s waiting on your own, turn back now. You’ve been warned….



Confront what dwells in Toler-Under-Foot
Should you find yourself in a small new region called Toler-Under-Foot, Deadsuit will encounter a new kind of enemy type—along with an imposing, challenging new boss named Xorogon. This hulking warrior shares a history with another being you may have encountered during your travels. And if you best Xorogon in combat (no small feat!), you’ll arm yourself with a new axe (with a bit of a twist).



Heartbreaker
A new path has opened in the Sapstone region, where a headstrong bounty hunter named Leaf waits for his next contender. If you stay cool and don’t let his attitude get under your suit, you just might earn a fun new rapid-fire toy for your arsenal.



Lua’s tale
If you’ve played Ghost Song before, you might have come across a wandering adventurer named Lua during your travels. This update gives her a reworked and more fleshed-out story, along with some of the the closure she deserves. Keep an eye out for her as you’re out exploring.



Today’s update also includes bug fixes and balance adjustments, including changes to the game’s less challenging Explorer difficulty mode to reduce the amount of damage Deadsuit takes; this should make the journey a bit more accessible for people who want to focus more on enjoying Ghost Song’s atmosphere and story.
Sep 28, 2023
Rescue Dash - Management Puzzle - Victoria S.
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!

The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.
Tower Song Playtest - Bunbunbunnies
Version 0.13: Mod Madness

This update brings Skill Mods to Tower Song!

Players can choose between two Skill Mods per tier, altering existing abilities or granting new ones. Skill Mods can be freely swapped from the main menu once the feature is unlocked at Level 4.

Skill Mod tiers will be unlocked as the game progresses. Choose your mods wisely for each encounter, and create unique builds for your characters to overcome your foes!

Patch Notes
Combat
General Combat
  • Skill Mod system introduced. Skill Mod slots can be gained on reaching certain level milestones. Players can choose between two skill mods per tier, altering existing abilities or granting new ones.
  • Skill Mods will be first unlocked when the party reaches Level 4.
Neat
  • All Skill Mods and associated skills implemented and updated for Neat.
Solace
  • All Skill Mods and associated skills implemented and updated for Solace.
Tali
  • All Skill Mods and associated skills implemented and updated for Tali.
Sep 28, 2023
Desert Pirates - Smokitop
Thank you everyone!!!

That's the number of people we need for playtesting for now, so I've paused the access requests. Playtesters will be able to continue playing the game until the end of the weekend!

For all of you who wanted to enter and missed it, don't worry. We'll soon have more opportunities. Be sure to Wishlist or Follow the game so you won't miss any.

Great feedback is incoming! Don't forget to leave YOUR IMPORTANT FEEDBACK! You can fill out the in-game survey or use the forums, or even better, join our DISCORD: https://discord.gg/pg8B6Pj3

Happy wastelanding all!!
Terraria - Loki ISP


Greetings Terrarians!

We are growing ever closer to quite possibly our favorite month of the year. Cooler days? Spooky times? Tricks and Treats? Maybe, just possibly, another Terraria Halloween Contest (we are looking into if we can make this happen)? Count us all the way in! For now, though, let's not sleep on September, because plenty of fun and interesting things took place over the last month. From the rise of more cool Terraria merch to the ongoing development of 1.4.5 to the fall of Unity, September was a month to remember!

Enough with the small talk - let's check out all of the latest and greatest in regards to all things Terraria!



PC - RE-LOGIC


TERRARIA 1.4.5 - CHOPPING AWAY AT THE REMAINING WORKLOAD

Another fantastic month of development has passed by, and the team is really feeling great about what we have in store for 1.4.5. Another of the music tracks that we mentioned last time arrived over the past few weeks - it still needs a bit of work, but we are really digging it!

As for what to share this month - remember the big Tree vs Axe debate/war/thing? Remember the promises made when the "peace treaty" was negotiated? One of those was a Fairy-Axe pet, and we figured what better way to truly memorialize the community event than by giving this pet a striking resemblance to the de facto leader of the Axe faction...


CenAxe does what she wants!

This floating fairy is a menace to any trees that might cross her path. Just don't let her know that she isn't very good at actually chopping them down.

Until next time folks - we are looking forward to finishing the year strong!



STEAM WORKSHOP NEWS



Click the banner above to check out the Terraria Workshop!

We are creeping ever-closer to 100,000 packs/worlds in the Terraria Steam Workshop! You are missing out if you haven't taken the time to check out these amazing creations from the community.



WHAT ELSE IS GOING ON?

Scoping out a few of the larger ideas we might explore, prepping for the Holidays...



TMODLOADER NEWS - TML TEAM



Hello everyone!

The tModLoader team has been busy fixing bugs and incorporating new functionality into tModLoader. On October 1st our monthly update release of tModLoader will go live. There have been many bug fixes made to tModLoader, but this month's release has a particularly large amount of new functionality for modders to play with.

New features include:
  • Support for modded Builders Toggles
  • Modded Emote Bubbles
  • Rubblemaker support
  • Reworked NPC buff immunity system
  • A way to store world header data
  • The long awaited Extra Jump API

These latest additions have made their way into tModLoader thanks to the efforts of our amazing community of modders who have been willing to contribute to tModLoader. We always encourage modders to continue contributing features to tModLoader, as there is no better way to ensure that TML continues to grow in ways that will best support future modding efforts. Changes like those listed above allow modders the ability to make things that were previously prohibitively complex to implement.

We hope players look forward to mods incorporating these new features and encourage modders to take a moment to test their mods on the preview-v2023.08 Steam branch prior to October 1st to ensure a smooth transition. We look forward to seeing how mods make use of these new features.

As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on github or reach out to us at our Discord.



TMODLOADER STEAM WORKSHOP

The TML Steam Workshop is closing in on 6,000 mods already! Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!



WHAT'S NEXT FOR TML?

More features, continuing to evolve and grow what TML can do... and getting ready for 1.4.5.

As always, you can keep track the current progress and much more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)

Developers who are willing to contribute may do so by doing PRs to the tModLoader/tModLoader branch. (See tModLoader/tModLoader)



PlayStation, XBOX, Nintendo Switch, Mobile - DR STUDIOS

Another month with even more progress on the Console/Mobile front! Aside from keeping pace with our PC friends, the team has had one eye on contingency planning for "what if" we need to swap out the components of Console/Mobile Terraria that utilize Unity. Given recent events, the team feels like this is a prudent step to take so that we can evaluate all possible pathways. Do note that *IF* the need arises for us to undertake such a swap, we do expect that it will take a bit of time. This would delay any in-progress update by however long that takes - our current best-guess being in the two-ish months timeframe. As of today, we are only laying out plans, and we have not decided if we will or will not make the shift at this point. If that changes, we will let everyone know. Thanks in advance for your understanding in this difficult situation!

Now, with that out of the way, who wants to see a brand new Terraria 1.4.5 spoiler?!


Somebody out there always has to resort to slinging mud...

Until next time, Console & Mobile friends - thanks for all of your love and support!



COMMUNITY

Greetings Terrarians!

Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!



TERRARIA MERCHANDISE STORE HUB ​

The merchandise hub is where you can find all of the latest and greatest Terraria merchandise - with new stuff arriving all of the time! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!).



Click the banner above to head to http://terraria.org/store now!​



TERRARIA MERCHANDISE UPDATES​

TERRARIA - THE BOARD GAME UPDATES
TERRARIA - THE BOARD GAME DESIGNER DIARY

Here we are again with the latest "Designer Diary" entry from the lead designer for Terraria: the Board Game - Chris Kingsworth. Let's see what he and the Paper Fort team have been up to over the last month!
---​
Hello Terrarians!

Chris here, game developer at Paper Fort Games. I’m back with the next instalment of the Terraria: The Board Game designer diary. This month, I’m going to be discussing world generation, updated artwork and Essen Spiel 2023 (the world’s largest board game convention).


Planting the Seed

Games with procedurally generated worlds, like Terraria, are a challenge to port into cardboard form. Players have to do the ‘heavy lifting’ of world generation that is usually handled by the digital game engine, so we need to make sure that this aspect of the game is quick and fun.


At the beginning of Terraria: The Board Game, you’ll create a minimap of randomised, face-down biome tokens. As you explore the world, you’ll draw and place biome tiles to create the environment, revealing new places to explore, enemies to fight, materials to collect and chests to loot. Whenever you reach the edge of a biome, you’ll flip over the next minimap token; this will show you which biome to build next. It’s quick, simple and exciting; you can never be sure exactly what’s going to be revealed, and every world you generate will be different. As in the video game, you'll also get a choice of evil biome, or you can leave it up to chance during the minimap-making process.



Updated Cover Reveal!
When we announced the board game earlier this year, the cover art reception was generally favourable, but there were some aspects that fans weren’t as keen on. We’ve listened to your feedback, taken the core of what fans and Re-Logic loved about the artwork and overhauled the art style with the help of artist George Doutsiopoulos. Our aim was to stay faithful to Crowno’s 2018 cover, while adding new details that will appeal to veteran and greenhorn Terrarians alike. We’d love to hear what you think!



New Miniature Sculpts
Over the past few weeks, we’ve also been working to maximise the quality of our Boss sculpts. Here are the latest renders of King Slime and Wall of Flesh. As mentioned in my previous update, these Boss models are modular, and as you fight them, you’ll remove pieces to track boss damage and reflect other status effects. For example, you’ll be able to remove King Slime’s outer layers so he shrinks as he loses health. Similarly, WoF will have a removable mouth and eyes.





Come and See the Game at Essen Spiel 2023!
From October 5th to 8th, we’ll be showing Terraria: The Board Game at the world’s largest tabletop game convention, held in Germany. If you’re one of the 150,000 people coming to the show, please stop by and say hello; you’ll find us on the Lucky Duck Games stand in Hall 3 (booth number 3S124).




Don’t Miss Out!

If you haven’t already, please sign up at TERRARIA: THE BOARD GAME NEWS SIGN-UP LINK and be sure to click through to the Kickstarter ‘notify me’ page. We’d be very grateful if you could share the link with fellow Terrarians via social media; you’re always welcome to tag us in using @paperfortgames.

Until next time!


---

Sign up for the latest and greatest news on Terraria: the Board Game via the link below:
TERRARIA: THE BOARD GAME NEWS SIGN-UP LINK

In case you missed the big reveal, be sure to take a minute to read our post about Terraria - The Board Game, which contains details about timing, how it will be sold, and more!

TERRARIA - THE BOARD GAME DETAILS



TERRARIA GRAPHIC NOVEL SERIES

We just wrapped up inks for Issue 5 this week, which just leaves colors and lettering before the next installment in our adventure should be ready to go! Additionally, we are very close to a final script for Issue 6 - so things are really starting to pick up. We are very excited to get these out to everyone and see what you think!

Alongside the actual issues themselves, the art team has been spending some time pulling together some goodies that we plan to offer with the next rollout. We thought we would take a chance this month to share a few of the sticker designs that we recently completed. If we can get colors down the road far enough, perhaps we will tease a page (or part of one) from Issue 5 next month!


The sneaky Goblin Scout and mysterious Traveling Merchant, in the same chibi style as the stickers from Book One



OTHER COMMUNITY NEWS

RE-LOGIC STANCE ON UNITY & SUPPORT FOR OPEN SOURCE GAME ENGINES

In case you missed it, Unity recently introduced some changes to their Terms of Service regarding fees - specifically adding a "charge per install" component that would be in place for all games (new and existing) starting January 1, 2024. This resulted in an almost-universal protest from the game development community. While Unity has in recent days made adjustments to this plan that are far more palatable to developers and publishers, Re-Logic stands by its statement and actions outlined in the image below:


*Note: Monogame was added in the days following the initial announcement. It has been added to the image above for ease of reading and clarity*

We hope that everyone will join us in supporting a future where robust open-source game engines and tools exist so that up-and-coming game developers can get their start without having to worry about situations such as the present Unity dynamics. Accessible and powerful tools will only serve to raise up the next generation of indie games for us all to enjoy!



TERRARIA MEDIA SPOTLIGHT
The Terraria community is filled with incredible fan media. We love to browse Terraria associated social pages and check out the creative minds sharing wonderful creations. We wanted to spotlight some of the trending media that caught our attention this month. Please let us know if any of the shared media has a different original creator.

(CLICK A GIVEN IMAGE TO HEAD OVER TO THE THREAD WHERE WE SAW IT)

FAN ART & BUILDS


Queen Bee and Plantera by CrisCthulhuXD



Beachside Mansion for Stylist by greyliances



Cobalt armor by GreyL1me🌳



Ocean house by h4zel



Santa NPC by The_Idiotic_Banana



Gothic mansion by Laqwerty



Haunted Ship by danielbeta321



Queen Bee by PoundToundHound



Honey build by lookitsducky



Aether outpost by WullisDull



Windmill station by Kubiquity^3 🌳



Tree by @Flaxes



Impossible Palace (modded) by IanOsmium


Forest Pylon House by Femtonde_masker



Until next time, Terrarians - we hope you have an amazing month, and we look forward to bringing you the latest and greatest next time!
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