Kaiju Wars - Foolish Mortals
ːpterusː Finished the game? ːmajordangerː Then check out our new steam badges, emoticons, backgrounds and trading cards! ːbigdonkː

ːdrwagnerː ːcommanderxː















Sep 29, 2023
Super Raft Boat Together - Banana Cloud
Hello Super Raft Boat Together players! We hope you've been enjoying the v1.1.0 update and all the new stuff from it!

We've been doing a lot of polish, fixes, and also implementing things based on what the you all have been suggesting. We read the Discord and the Steam discussion posts, so feel free to keep suggesting and reporting bugs there!

This update adds some new missions to help get coins and bottles, and lots of polish and fixes.

New Missions
  • New missions for "Play Together".
  • New missions for building and super building rafts.
  • New missions for killing fish, sharks, birds, and rocks.
Gameplay Changes
  • Wave events happen more often.
  • Dead Fish now lowers the speed wind moves you as Beta.
  • Otter Warning is now special design.
  • Otter now goes through actions faster later in the fight.
  • Small bone sharks now only target rafts.
  • Pufferfish spikes on death explode after a short time instead of instantly. Now enemy warning lines show up first to give the player a heads up.
Fixes
  • Popup will display if you try to join an online lobby while being a local multiplayer lobby.
  • Fixed "Play Together" missions not always working.
  • Queueing will end if you start a run without joining anyone.
  • Fixed Turret Raft sounds when there's too many of them.
  • Super Kraken's big tentacles will return to their spot next to Super Kraken head and won't get stuck.
  • Super Kraken's big laser will get interrupted if he submerges.
  • Other fixes Super Kraken related fixes.
Sep 29, 2023
World Fit - Eric Clapman
1. New locations added: Disney World, Sydney, Olso Norway
2. Updated built-in Points of Interests list for New York, Paris, San Francisco, Seattle and Disney World
3. Menu improvements: controller laser pointer effects, location list not scrollable when clicking on location bug,
4. Game freeze bugs
5. Display closest POI first when toggling between built-in POI list

Sneak peak: fix for Oculus controllers coming soon, hopefully next week.
War Thunder - Blitzkrieg Wulf


Welcome to the 87th War Thunder Steam Screenshot Competition!

Your screenshots from last week looked fantastic! In many situations, small guns can still pack a punch! The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 87th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen87. You have time until 06.10.2023 to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.


Terms:
  • Your screenshot must include a vehicle from the latest update, “Sons of Attila”.
  • Vehicles introduced in this update can be found here.
  • You must add the #WTscreen87 tag (title cannot have any other text in it).
[/b]
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.
  • [/list]

    And now, time for the winners of the competition’s 86th edition - Machines in Motion!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3040431366
    https://steamcommunity.com/sharedfiles/filedetails/?id=3040046519
    https://steamcommunity.com/sharedfiles/filedetails/?id=3039833531

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3041187775
    https://steamcommunity.com/sharedfiles/filedetails/?id=3040228619
    https://steamcommunity.com/sharedfiles/filedetails/?id=3041124761

    Each winner will get 300GE! Congratulations and see you next week!
    Settlemoon - Giik
    Hello, Catalysts! Very small patch here, but this should fix a huge and VERY stubborn bug. Glad to have finally been able to hunt this one down.

    We're still working on a pretty dang meaty content update and smoothing out the early game, but that's for another post...

    GENERAL:
    • Fixed an issue where certain save files (i.e. friends list and floor tiles) would not load properly and be overwritten, if launched on a new device with cloud saves.
    Sep 29, 2023
    Mobmania - copun
    What's NEW in Version a.6.1.0

    General
    • NEW! Academy Paige character skin.
    • NEW! Academy Senna character skin.
    • NEW! Academy Jamie character skin.
    • NEW! Academy Lucy character skin.
    • NEW! Academy Amber character skin.
    • NEW! Academy Ana character skin.
    • NEW! Campus Matt character skin.
    • NEW! Campus Tony character skin.
    • NEW! Campus Yifan character skin.
    • NEW! Campus JM character skin.
    • NEW! Evil Eye weapon.
    • Elixir item reworked.
    Bugs/Misc
    • Various bug fixes.
    Special thanks to the Discord community!

    Reminder: Teasers for upcoming content is visible in the Mobmania Discord!
    Sep 29, 2023
    Love of Magic Book 3: The Return - droidproductions
    Quick little hotfix addressing various issues raised here and in the Discord. The biggest update is to people starting a new playthrough without an existing save; it's not a very common path among the guys testing on Discord; I went through and assumed the player had done more of book 1/2 if starting with a fresh save.

    1.0.2d
    - Added map exits for the various Elsewhere rooms, in case anyone gets stuck there.
    - Fixes for people starting Book 3 without a Book 2 savegame:
    - Opens up the old hunting grounds
    - Opens up the demon hunting groups
    - Bella's fully upgraded
    - Akane's shadowhunter gear unlocked
    - Default loadout now includes storybased gems from Book 1/2 (Shield9 from Emily, Rage9 from Bella, Lightning9 from Thor)

    1.0.2c
    - Fixed a bug where you could risk not getting RP if you started a save without having an existing savegame
    - Fixed a bug where you could tell Zenia about Matthew ahead of time
    Sep 29, 2023
    Daydream - cprenoveau
    -Made emblems easier
    Community Announcements - GM Chii


    안녕하세요, 워커님들
    소울워커입니다.

    10월의 부스팅 이벤트를 안내드리겠습니다.


    ※ 부스팅 접속 보상 아이템은 해당 일자의 00:00 ~ 23:59까지 수령 가능합니다.
    ※ 경험치 부스팅 혜택에는 퀘스트 클리어 / 몬스터 처치 / 메이즈 클리어 경험치가 모두 포함됩니다.
    ※ 모든 접속 보상은 H.E.M.S 계정 우편함으로 지급됩니다.
    ※ 우편을 받지 못하신 경우, 초기화 시간 전에 접속한 워커님들은 새로고침하여 우편을 확인해주세요.
    ※ 우편 메시지는 최대 50개까지만 표시되며, 노출되는 최대 수량인 50개의 메시지를 초과할 경우
     기존에 보유한 메시지를 삭제하여 주시면 새로운 메시지 확인이 가능합니다.
    ※ 우편 수령 가능 기간 종료 이후 아이템 지급이 불가합니다.

    항상 감사드립니다.
    Cosmoteer: Starship Architect & Commander - Walt Destler
    THE CHAINGUN HAS ARRIVED, FULLY ARMED AND OPERATIONAL!



    The 0.24.0 update adds the Chaingun, a powerful new projectile weapon for mid-to-large sized ships.

    The Chaingun sports a rotating multi-barreled cannon that spins and fires slowly at first but gets faster and faster the longer it shoots, eventually reaching an extremely high rate of fire.


    While firing, the Chaingun is exposed and vulnerable to enemy weapons. But while not firing, it retracts into a protective shell that closes around it, greatly enhancing its damage and penetration resistance. You'll have to think tactically about when to start firing your Chainguns because doing so will create a few seconds of exposed vulnerability while they are getting up to speed.


    Because they use so much ammunition, Chainguns are designed to support any number of additional ammunition magazines with belts that feed directly into the Chaingun itself. These extended magazines must be placed on either side of the Chaingun or other magazines, and each one extends the maximum amount of time that a Chaingun can keep firing before having to retract and reload. In fact, the Chaingun itself does not actually have enough internal ammunition capacity to reach its maximum theoretical rate of fire, requiring at least a few magazines to reach it. When designing a ship with Chainguns, you'll need to think carefully about exactly how many magazines to attach to them, because while each magazine will increase its Chaingun's firing duration, each also of course increases cost, bulk, and crew logistics.

    Due to the fact that the ammunition belts are constantly moving while the it is firing, the Chaingun cannot be reloaded while it is firing. The Chaingun must stop firing and retract into its shell before crew can start reloading it or its magazines, meaning your battle plans will have to account for the downtime while your Chainguns are being reloaded.

    ------------------------------------------------------------------------------------------------------------

    While Chainguns are of course the Big New Feature of 0.24.0, there are also plenty of other bug fixes, quality-of-life improvements, and modding features in this update!

    Here's the full 0.24.0 changelog:

    • New weapon: The "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines can be attached to increase its duration and rate of fire.
    • After launching Cosmoteer, a popup with a "Did You Know?" style tip will be displayed on the title screen. These tips let you know about various lesser-known features in Cosmoteer. You can disable these tips if you don't like them from either the popup itself or the Misc settings. You can also view all the tips at any time in the Codex.
    • Crew roles now each have a "Hiring Priority" between 1 and 10 that will determine which roles new crew will be assigned to. Crew will be assigned to roles with higher Hiring Priorities before roles with lower Hiring Priorities.
    • Crew roles now have an "Auto-Fill From Lower Priority Roles" toggle that, if activated, will automatically fill any empty beds assigned to that role by transferring crew from roles with lower Hiring Priority.
    • When transferring crew between ships, crew assigned to roles with the lowest Hiring Priority will now be transferred first.
    • Station crew with the lowest role hiring priority will now be preferred when the game chooses which ones should be hireable. This should make it much less likely for the player to hire crew in critical roles from stations.
    • New sound effects for picking up and delivering of most resource types.
    • When using the "Load Ship (Replace Existing)" feature and checking "Also Load Resource Assignments", the resource limits will now also be loaded.
    • Most turreted weapons should now be a bit quicker at automatically picking targets thanks to an improvement in the targeting algorithm.
    • In Creative Mode, if crew find themselves carrying resources with nowhere to put them, the resources will now be deleted.
    • Disabling crew construction in Career or Creative modes will now cancel all queued construction. This is done to prevent other issues such as being able to switch to free-build mode and then build parts next to not-yet-constructed parts.
    • Trade ships that are about to jump away will now reject all incoming hails.
    • The F11 feedback window now makes it clearer exactly how your email address will be used (if you choose to provide one).
    • Small optimizations to Cosmoteer's multicore task scheduler which may result in small performance gains.
    • Added 3 new Monolith ships: Juridical, Negotiator, and Sentry.
    • Added 6 new Imperium ships: Cooper Hawk, Hummingbird, Rain Crow, Razorbill, Sharpshinned, and Skein.
    • Added 4 new Fringe ships: Crumblerig, Hecatoncheires, Thornlark, Toadvine.
    • Updates to all language translations.
    • Miscellaneous updates to existing stations and defense platforms.
    • Bugfix: Occasional "NotSupportedException" crashes in Career mode.
    • Bugfix: Occasional crashes when flying or jumping away from trade stations.
    • Bugfix: Random freezes when playing on Linux or Steam Deck with multicore enabled. Multicore was previously disabled by default to prevent these freezes but has now been re-enabled. If playing on Linux or Steam Deck, you should now experience improved performance at the expense of higher CPU usage and lower battery life. Use the launch argument '--cores 1' to disable multicore if desired.
    • Bugfix: Possible fix for "The game cannot currently be saved" messages. (Most common when using mods but theoretically possible in vanilla as well.)
    • Bugfix: Resources that were pre-purchased from trade ships or stations but not yet picked up wouldn't be refunded if the ship or station made a hyper-jump or was destroyed/removed from the game.
    • Bugfix: In creative mode, ships belonging to a different allegiance were erroneously appearing as possible destinations in the crew/resource transfer window.
    • Bugfix: Loading a saved game while using mods that the save wasn't using would display "Host Not Using" even though they shouldn't ordinarily cause problems.
    • Bugfix: A.I. trade ships weren't jumping away after being attacked as was intended. (They will now attempt to jump away after being attacked for 10-20 seconds.)
    • Bugfix: The resource collection cursor had the wrong glow color applied to it. (Literally unplayable.)
    • Modding: All buff provider components now support an optional 'BuffMultiplier' parameter that can be hooked to other value-provider components to multiply the buff value by the value provided by that other component.
    • Modding: Added a 'Stopwatch' part component that provides a value which increases over time while the Stopwatch is operational.
    • Modding: ProgressBar components now support an optional 'LerpRange' parameter that controls the range of input values that map to "empty" and "full" on the progress bar.
    • Modding: Hit effect 'DamageType' parameters can now be arbitrary strings. If omitted, then "default" will be used by default, except for ExplosiveDamage which defaults to "explosive". The string "salvage" has special meaning and will be treated as salvage damage.
    • Modding: Parts, shields, and bullets can now specify damage resistances versus those arbitrary strings using a new 'DamageResistances' parameter. (ExplosiveDamageResistance is now obsolete but still supported for backwards-compatibility.)
    • Modding: CircleCollider and PolygonCollider can now be given 'InitialPenetrationResistance' and 'DamageResistances' that, if specified, will override the values in their part when that specific collider is hit by a weapon.
    • Modding: CircleCollider and PolygonCollider now support OperationalToggle.
    • Modding: Timer components now support optional 'StartExpired' and 'InvertToggle' parameters.
    • Modding: MultiResourceStorage components now support optional 'CycleStorageOnAdd' and 'CycleStorageOnRemove' parameters that, if true, will cause the list of storages to be automatically cycled when adding or removing resources.
    • Modding: Added a 'TransformLerp' part component that takes an input value between 0 and 1 and uses that to linearly interpolate between a starting location/rotation and ending location/rotation.
    • Modding: Added a 'ValueTween' part component that provides a value which "tweens" over time towards either an 'OffValue' or an 'OnValue' depending on the state of its 'IsOnToggle'.
    • Modding: Added a 'TransformMatch' part component that will match its own location and/or rotation to those of another component at a given speed. It also supports a toggle to reset it to the "zero" position, clamping based on circles, rects, and arcs, and acts as a toggle that is "on" when it is matching the desired location/rotation.
    • Modding: Added a DirectControlToggle component that is "on" whenever its ship is in direct control mode. It can also be hooked to a specifc weapon and will only be "on" if that weapon is under direct control (bound to a fire input). Optionally it can also only be "on" when that weapon is actually being fired in direct control mode.
    • Modding: TurretWeapon now supports an optional 'ResetRotationIfNotAllowed' parameter that, if true, will cause the turret's rotation to set to zero if it is not otherwise allowed to rotate.
    • Modding: TurretWeapon now supports an optional 'InstantSearchesAfterTargetLost' parameter that can be use to tell a weapon to quickly do some number of target searches instantly after losing its current target.
    • Modding: TurretWeapon now supports an 'AimIncludesEmitterOffset' parameter that, if set to false, will prevent the turret from considering its emitter's location when calculating where it should aim.
    • Modding: FixedWeapon now targets using its own location and rotation instead of its emitter. In cases where the emitter is ChainedTo the FixedWeapon with no Location or Rotation offset (or always has the exact same Location and Rotation as the FixedWeapon), then there should be no practical consequence of this change. But in cases where the Location and/or Rotation of the emitter differ greatly from the FixedWeapon, you may see a change or break in targeting behavior depending on the difference.
    • Modding: Split ToggleOnMode's 'WantsToFire' into 'WantsAndReadyToFire' (the old behavior and old/new default) and 'WantsToFire' (doesn't check permission or resources).
    • Modding: ToggleOnMode now supports a HasTargetExceptShipRelative value.
    • Modding: ResourceConverter now supports a 'CheckAnticipatedCapacity' parameter that, if true, will check to see if any resources are being delivered to the destination storage and only convert if there is enough capacity anticipated even after those resources are delivered.
    • Modding: Almost all ID strings are now case-insensitive.
    • Modding: All proxy components now support an optional 'ProxyToggle' parameter that can be connected to a toggle component which, if toggled off, will disconnect the proxy from its connected component.
    • Modding: All proxy components can now define multiple sets of PartCriteria/ComponentID pairs and will "match" the first such component found.
    • Modding: All resource storage components (except for flex grids) now support a 'GiveResourceMediaEffects' parameter.
    • Modding: Most types of resource storage components now support an optional 'AllowManualReceiveToggle' that, when toggled off, will prevent the player from manually transferring resources to that storage.
    • Modding: Setting a string to an empty string ("") will no longer result in it displaying the string key path instead.
    • Modding: ResourceSprites components now support an 'AnimationSpeedFactor' parameter.
    • Modding: Bullet Sprite and AnimatedSprite components now support a 'CaptureBackBuffer' parameter that, if true, will capture the backbuffer into a texture that can then be used by the sprite's shader.
    • Modding: Added a 'GetHitNormal' particle updater/initializer that will copy the hit direction normal of the bullet or beam into a particle variable.
    • Modding: Added a 'ParticleRotationFromNormal' particle updater/initializer.
    • Modding: Added a 'ParticleAlternatingConstVector2' particle updater/initializer' that sets a Vector2 variable to one of two possible Vector2 values in alternating sequence.
    • Modding: BeamEmitter now supports an optional 'Spread' parameter that works just like BulletEmitter's.
    • Modding: BeamEmitter now supports a 'BeamMediaEffectsOffset' parameter which causes the beam effects to be offset by the specified [x,y] amount relative to the BeamEmitter's location and rotation.
    • Modding: BeamEmitter now supports an optional BeamMediaEffectsLengthOffset parameter.
    • Modding: Renamed the ModifiesMultiplayer flag to 'ModifiesGameplay' for clarity. (ModifiesMultiplayer is still supported for backwards compatibility.)
    • Modding: Mods that have ModifiesGameplay (or ModifiesMultiplayer) set to false will no longer suggest mods synchronization when loading a saved game with that mod. (Only works for newly-saved games.)
    • Modding: Setting ExpandStartRadius to a value greater than or equal to Radius will now cause a crash with error when the explosive effect is triggered. (Previously it would silently get the game stuck in a non-saveable state.)
    • Modding: Fixed crash on load that was being caused by certain kinds of modding errors but was hiding the actual underlying error.
    • Developer Mode: Multiplayer rec files now contain the list of mods active while playing. Loading a rec file without those mods will now prompt to synchronize mods.
    ...