Only Fortress - Vapsva_1337
  • Introducing new highscores category the Might. The might is an calculated unit of your overall fortress strength. Including your player level, your player skill levels, spell upgrades, number of buildings, the upgraded levels of buildings, the troops you currently have and their level. Basically anything you can achieve, even being in the guild gives you might because it means your character is stronger.
  • Also fixed many trivial bugfixes.
Chronicles of Taldun: The Remainder - squareweaselstudio
Greetings weary travelers, I hope you're faring well on your journey.

It's been a few weeks since the successful KS campaign for CoTTR's expanded edition, and we've got some updates to keep you sated until the new edition comes out!

Since we're most comfortable with art, we decided to get into some re-works of existing artwork to get us into the mood for the whole project.

We noticed that Ilar's face looked somewhat...varied across different illustrations in the game. I would like to blame it on the nature of magick, being based on Waters and fluid and all that, but it's actually just because we couldn't quite get their likeness from different angles right.

To remedy this, we asked them to sit for a few portrait photos so we wrap our eager tendrils around their illusive anatomy.

(Translation: we created a 3D sculpture of Ilar's head so we can see it from various angles.)





With this, we can adjust the existing illustrations, here are a few in progress.



And a few that are finished.





And when it comes time to make new illustrations, we'll have an easier time of it. We've hit the funding goals for 2-3 reworks, but with this workflow, we could squeeze in several more reworks where the only thing to be improved is Ilar's likeness, so you'll have those to look forward to.

The next steps will be to begin editing the text, sketch out new scenes to be added, and producing the writing and art for those scenes.

You can rest assured we'll be throwing out updates whenever we have something appetizing on our hands.

If you've been to our discord server, you'll know that we have a horrid time keeping anything to ourselves, and are constantly filling the servers with a deluge of updates, chitchats, and general good-natured nonsense. So if you'd like to really get into the thick of our development, then that's where you'd want to be. Here's a portal: https://discord.gg/PgZASVhN7E

If you missed the campaign, you can still make a late pledge on backerkit: https://the-remainder-expanded-edition.backerkit.com/hosted_preorders


That's it for now, take care and we'll talk again real soon.

Ze
Arch Magus
Square Weasel Studio
PROTOTYPE - dennispr33
The air is thick with anticipation, isn’t it? All over the gaming sphere, from hushed discussions in forum threads to vibrant debates on social media, one word reverberates like an electrifying whisper: PROTOTYPE. And guess what? The trailers are finally here, ready to immerse us in their tantalizing enigma!

A Glimpse into the Abyss
The primary trailer, with its exquisite blend of dramatic cinematics and raw gameplay, offers a plunge into a world where internal conflicts manifest as real-time battles. It’s not just about fast reflexes and strategy; it’s about grappling with the tumultuous storm inside, aptly titled The Battle Within. Every frame, every scene, and every dialogue hints at a layered narrative that is as much about internal strife as it is about the external world.


Beyond the Surface
But it’s not just the main trailer that’s stealing the show. Supplementary trailers, giving glimpses into characters, settings, and the intricate lore of the game, are just as spellbinding. Each snippet acts as a puzzle piece, fitting into the larger mosaic that is PROTOTYPE. These trailers are less about revealing and more about teasing – every second raises more questions than answers, ensuring that fans are always on their toes, ever eager for the next revelation.



Masterstroke of Emotion
Beyond the impeccable graphics and adrenaline-pumping action sequences, what truly sets the PROTOTYPE trailers apart is the depth of emotion they convey. The characters are not mere digital entities; they are beings with souls, tormented by their past, fearful of their future, and fighting their present. It’s a testament to the creators‘ genius that even in these short trailers, we find ourselves emotionally invested in the protagonists‘ journey, sharing their anguish and their hopes.

To the Horizon and Beyond
With the PROTOTYPE trailers now out in the wild, the countdown to the game’s official release begins. If the trailers are any indication, PROTOTYPE promises to be more than just a game; it promises an experience, a journey, a roller-coaster of emotions.

In closing, for those who’ve seen the trailers, I bet the echoing sentiment is a restless anticipation. And for those yet to take the dive, gear up for a visual and emotional treat. The world of PROTOTYPE beckons, and it’s a call too alluring to resist.

Keep gaming, keep dreaming, and remember – in the world of PROTOTYPE, battles aren’t just fought outside, but also within.
Pathfinder: Gallowspire Survivors - BKOM Studios
Hey everyone,

Here are the details of our 4th patch, along with some exciting additions and improvements to enhance your experience:


Additions
  • HYPER MODE!: Challenge your skills with the introduction of Hyper Mode, along with achievements to test your prowess.
  • Additional Passive Slots: We've expanded the possibilities by adding 2 more passive slots, allowing you to equip up to 6 passives simultaneously.
  • Damage Reporting: Keep track of the damage done by each attack in the result screen, giving you valuable insights into your performance.
  • Enhanced Ability Progression: All abilities now display their progression under the corresponding icons, making it easier to monitor your skill development.
  • Next Rank Information: Talent descriptions now include information about the next rank, providing clarity on your potential upgrades.
  • Mini-Boss Marker: We've added a ring marker under mini-bosses to make them stand out during your runs.
  • Wizard's Freeze Time Ultimate: This ultimate now freezes time and stops the timer at the end of the level, giving you a strategic advantage.
Bug Fixes
  • Boss Level End Sequence: The end sequence for boss levels has been fixed for a smoother experience.
  • Enemy Spawning: Addressed missing enemy spawning from certain foes.
  • Time Upgrade Potion: The Time upgrade potion now correctly displays the total value instead of just the difference.
  • Potion Finder: Fixed the issue where the Potion Finder reached 100% and suggested an upgrade unnecessarily.
  • Improved Error Handling: We've improved error handling to provide a more stable gaming experience.
  • Teleport Locations: Corrected invalid teleport locations for Tar-Baphon.
  • Flail Destruction: Cleaned up the Flail destruction mechanics for better gameplay.
  • Victory Screen: The game no longer pauses when showing the victory screen.
  • Photosensitive Prompt: Resolved the error that caused the photosensitive prompt to close incorrectly.
  • Passive Ability Rarity: Fixed a bug where passive abilities were providing twice the rarity level when unlocked.
  • Damage Indicator Color: Corrected the color for damage indicators.
  • Chest Prompt Timing: Fixed enemy movement occurring before the chest prompt was completely closed.
Balancing
  • Elite Chest Drop Rates: Updated elite chest drop rates for a more balanced progression.
  • Chapter Item Drop Rates: Adjusted chapter item drop rates to improve the overall game balance.
Updates
  • Maker Color Swap: Swapped the maker color under the player and companion for better visibility.
  • Health Bar Color: Health bars are now red instead of green for improved clarity.

For more details, refer to our complete patch notes.

Thank you for being a part of our community and providing valuable feedback that has helped us shape this patch. We hope you enjoy these new features and bug fixes! Special thanks to the players helping our playtest! If you want to participate, head to our Discord channel.

Cheers!
Oct 3, 2023
The Fallen Night - ATEG
Hello Gamers, more news!

TFN will receive two new classes "Pikerman (Early Access) and Lancer" in update 1.0.0.5, the Pikerman/Booby is a great soldier, it is powerful, long range but not very effective, a formation of pikemen can help contain the enemy, the Lancer is more effective in combat, he can cover himself with a shield, sting and throw the weapon but you better aim or you will run out of weapons, Spearmen can disorient the enemy during their charge.

Today ATEG Studios has taken a big step, using a new AI soon accessible for each of our video games, in addition to this we take our games to the next level with the use of new simulation techniques, taking TFN to 99.9% realism, also will be practiced over time an increase in graphics for TFN either for the current version or a special version that is included in the base.




ASCENDANT - PF_ChrisS
Hey Convoyers!

Many of you had a great time grabbing Biocores and shooting each other to bits in last weekend's playtests. Fortunately for you, there's more action coming this weekend!

This weekend, playtests will be:
  • Saturday October 7th, from 4-8PM ET
  • Sunday October 8th, from 4-8PM ET
New Players
To get involved, scroll down to the "Join the Ascendant Playtest" section on the ASCENDANT.COM Store page on Steam and join the hype on our Discord ! The game will be available for download in your Steam Library 5-10 minutes before the official start time.

Returning Players
You're pretty much good to go and should keep your in-game progress from last weekend. The game will be available for update 5-10 minutes before the official start time. Keep your eyes peeled for any in-game improvements.

And remember - this is your chance to tell us what you like, and what you don't. Use the Survey Feedback (linked in game) to shape the world of ASCENDANT.COM and make your mark.

So, gear up, bring your A-game, and let's make this session a legendary one!

Let the games continue!
ACRES - Jimi
Hello, everyone!



I extend my deepest gratitude to each and every one of you for your incredible support in wishlisting and helping to spread the word about ACRES! The level of interest and backing we've received is genuinely heartwarming. As we draw closer to the release date, I've been hard at work on several exciting updates, and I'm thrilled to share that we'll officially launch into Early Access on October 18, 2023.



Introducing "Eggs & Honey"

I'm excited to introduce two new additions to the game: Eggs and Honey. Beehives now produce honey, with each beehive producing 1 honey every 3 days. Chickens now lay eggs, and when they graze a new acre containing food or a cover crop, they will produce an egg. Once you successfully complete 30 orders, your farm qualifies for the Farmstead license, unlocking egg and honey orders.

Detailed Farm Storage Menu

One of the most requested features is here! Keep track of all items in your farm's storage in one convenient place with the new Detailed Farm Menu. You can access it by using the button in the top-left corner of the menu.

In-Game Guides

We've added detailed guides to help you become a seasoned farmer. These guides cover essential strategies, including seed basics, how seed bins work, stress tolerance, soil structure, and how loans work.

Mouse Camera Rotation
For RTS enthusiasts, I've added support for mouse-centric controls. You can now also rotate the camera by holding down the middle mouse button and enable edge scroll movement in the game options.

Steam Deck, Cloud Saves, and Steam Achievements
https://youtu.be/UJkURtSy_hI
Pleased to announce additional support for the Steam Deck, complete with cloud saves and Steam achievements.

Automatically buy Acres when building items
No more hassle! Now, when you place new items, the land beneath is automatically purchased before placement,


Additional Updates
  • Reduced the cost of purchasing new acres.
  • Increased the Beehive crop growth multiplier to 125%.
  • Added a quick bind key 'M' for the move tool. (Y on Gamepad)
  • Movable item notice indicator on tooltips.
  • Right-click to cancel the current move tool selection.
  • Soil structure UI bar now shows mapped current soil multiplier rather than a scale of 0-100

Once again, we want to express our heartfelt appreciation for your unwavering support and keen interest in ACRES! The enthusiasm surrounding our project has been truly inspiring, and we can't wait for the exciting journey ahead as we count down the days to our October 18th launch. Stay tuned!
Oct 3, 2023
Pool Cleaning Simulator - ks robak umiera
Thank you all for your patience.

We've tested some things, and now we're ready to release a new, slightly larger update.

  • Added an entirely new system of saving and loading the game.
  • Added AIM mode (press space or D-pad up to test it out)
  • Made brighter lights on murder 1&2
  • Added a way to turn off realistic water (for a performance boost)
  • You are able to highlight the stains for 3 seconds (previously 1 second) by pressing F (or D-pad down)
  • Some fixes for optimization

We are still working on the game and we are aware of what is still in need of fixing. In the middle of October we are going to release a new patch with new missions and tools.

Cheers,
Dev Team
Oct 3, 2023
Pathfinder: Gallowspire Survivors - BKOM Studios
Patch #4 - v1.0.2161 Release Notes

Additions
  • HYPER MODE! Plus, achievements to challenge your skills.
  • Introduced 2 additional passive slots! You can now have 6 passives!
  • Reporting of damage done by each weapon in the result screen.
  • Display progression of all abilities under the icons.
  • Added Next Rank information in talent descriptions.
  • Added a ring marker under mini-bosses.
  • Wizard's Freeze time ultimate now also stops the timer at the end of the level.
Bugs Fixes
  • Fixed Boss level end sequence.
  • Addressed missing spawning from certain enemies.
  • Resolved an issue where the Time upgrade potion showed the difference instead of the total value.
  • Fixed Potion finder reaching 100% and proposing an upgrade.
  • Improved error handling.
  • Corrected Tar-Baphon invalid teleport locations.
  • Cleaned up Flail destruction.
  • Fixed the game pause when showing the victory screen.
  • Resolved the photosensitive prompt closing error.
  • Fixed a bug where passive abilities gave twice the rarity level when unlocking.
  • Fixed the color for damage indicators.
  • Fixed enemy movement occurring before the chest prompt was completely closed.
Balancing
  • Updated elite chest drop rates.
  • Adjusted chapter item drop rates.
Updates
  • Swapped maker color under the player and companion.
  • Health bars are now red instead of green.

Thank you for playing and providing valuable feedback to help us improve the game! Enjoy the new features and bug fixes in Patch #4 - v1.0.2178.

Project Wingman - rb
A new version of Project Wingman is now live on the beta-branch!

Join the beta branch on Steam to participate in the beta testing of this version!

How ya doing? It’s been a while since we’ve put together an update, so let’s just get right to it.

It’s been three years since Project Wingman was released, and we are by no means done with it. So here’s what’s been going on:

After a work sabbatical to far-off skies, the dev team is now back home to roost. We’re returning to Project Wingman and its base experience, as available broadly to everyone who enjoys Project Wingman. We’re releasing an opt-in Beta update today on Steam for PC with a lot of underlying changes we’ve learned in the time since release, as well as general fixes and improvements that we’ve stored up for a while, perhaps the most notable of this is our new cloud system, which fixes some complaints that we’ve had with our original implementation that caused graphic artifacting and bugs, while also adding a certain amount of reactivity to certain… calamitous events. As of now then, Project Wingman is now in what we consider a 2.0 state; we’ve passed some internal milestones that have put us past what we would consider other, incremental versions like 1.5 (we add a .1 after adding a major feature under the hood or something tangible to the player), and this is just where we’ve landed:

The game’s rendering system has been totally redone, with new lighting effects and new VFX across the board such as new flares and smoke trails. These changes and fixes are gonna let us start working on Project Wingman as a continuing effort, while also allowing us to experiment, either under the hood or behind the scenes, for other projects. The game is going to look and run better and smoother than it has before.



As for why we’re opting for a beta test first, we’d like to test it out with a larger testing base than our internal roster before pushing it out generally to make sure we’re not taking steps backward or blocking out people who could previously play the game. In an upcoming beta update soon after this initial one, we’ll also be adding XeSS, FSR, and DLSS options as well.

As far as what this continuing effort will look like content-wise for PW:

We will be revamping the Conquest Gamemode and the Mercenary difficulty mode to what we consider a 2.0 state. For Conquest we will be investigating and taking time to fully form it from less of a horde mode island hopping slog to something more thought out; the introduction of a meaningful “perk” or part system allowing for more arcadey or powerful gameplay and making it less about unit spam and instead higher difficulty enemies at higher levels, along with balance changes. We believe that within Conquest is a rather interesting take on a rougelite or bullet heaven, and we hope to give it some time for it to bear fruit and come into its own.

As for Mercenary mode’s 2.0. It’s inherently going to be a completely ridiculous difficulty. As of now, the Merc mode is, for most missions, a flat difficulty increase with the AI and not much else unless you manually apply modifiers. We intend to complete a Merc mode version of every mission to create a true Mercenary playthrough, based on the assumption that the player is in the Project Wingman Mark I (otherwise good luck). New units spawning, harder AI, and some surprises that we hope will bring you to the very limits of this anime-esque action that Project Wingman sometimes dips into. Add on top of this the integration of some more difficulty and gameplay modifiers and I’m sure you’ll find a new way to throw back into the game (and subsequently have the game throw stuff back at you).

Another element of our renewed focus is going to be a return to the stars of the show: The planes.
We’re overdue some new inclusions to the lineup, and I’m sure Prez will be happy to get some new metal in the hanger and perhaps a second seat to fill in, so expect some new planes from time to time.
Along the way, we intend to open up Project Wingman to a more streamlined, accessible pathway to integrating UGC, user-generated content, if the player wishes to do so, with our attention falling first on user-made skins and paintjobs for aircraft, and then open slots for entirely custom aircraft instead of replacements as it is now for some pre-existing mods. UGC and our accommodation of them will be highly variable based on what we can actually do, but we are making efforts to fulfill our internal wishlist of things in regards to UGC such as Steam Workshop integration and having early prototypes of a mission editor running. No promises, but we’d like to state these things just because we too are still gamers and that UGC is always neat to see worked on.

Project Wingman is continuing, but I’d like to make a few things clear to that effect. Project Wingman is not a game as a service or a living thing; when the dev team set out to create Project Wingman in the mid-2010s, we had a pretty concrete vision of its scope, and that was as a game like in yesteryear and the expectations thereof. We wanted to make a game that could be released, that did not need any particular tweaking or further development because in itself was a simple, Point A to Point B experience that grew out of our love of a genre that, at the time, seemed unattended. Me (FlyAwayNow), and RB-D2, and Jose could leave Project Wingman at any time forever, and if it lay there as it is, it would still be a game we’d be proud of. Not a perfect game, of course, but one that we know is fun and dramatic and cheesy and all the things that are the bread and butter of its genre.

Now obviously we’re not gonna leave it as it lay, because we do live in a time where we are able to keep working on Project Wingman, a great base that we are familiar with and people still very much enjoy and would love to see expanded on, but we just ask for some patience in return, and we apologize for the last few years of silence on our end as we were concentrated on other efforts and the results of the original release.

Within PW, work is being done, and we’ll let you in on the Deal as soon as we can.

We’re glad you’re with us on this project, wingman!

Full Patchnotes;
PROJECT WINGMAN 1.0.4D -> 2.0.11 CHANGELOG WEAPONS: -UGB-L blast radius doubled from 90m -> 180m. -UGB-L ammo count doubled. -UGB-S blast radius doubled from 45m -> 90m. -GBS blast radius doubled from 45m -> 90m. -CBU16 blast radius doubled from 45m -> 90m. -BML-U projectile count has been reduced by 1 (this was not a balance decision this was a bug) -BML-U should now launch correctily with the orientation of the player aircraft. -Railgun rounds now penetrate through most objects. -Bombs now have a 10m activation detection radius. -Bomb behavior has been significantly altered. -Reworked bomb drop behavior. -Gunpods are now classified as a dumbfire multi purpose weapon in the weapon selection screen. -ASM is now classified as a multi-purpose weapon in the weapon selection screen. -Fixed an issue where bombs would occasionally spawn misaligned to their hardpoint. -Fixed an issue where missile and bomb racks would appear in virtual HUD view. GAMEPLAY: -Added Camera Padlock tracking speed switch. Users can now switch between a faster camera speed or the standard camera speed the game shipped with when holding the targetting button to track an enemy. -Adjusted the interpolation speed post AoA maneouver in "unlocked" camera mode. Should result in a smoother transition after the maneouver. -Significantly increased combat effectiveness of both Diplomat/Hitman 2 and Comic/Hitman 3 -Player death sequence has been updated. -Added controller force feedback when in clouds. -Slightly adjusted afterburner force feedback effects. -Added NEXT indicator for the next targettable unit in the target list sequence. -Reduced the update rate of target list so it can select new targets more often rather than going back and forth between 2 targets. -Slightly adjusted where "center" is for the next target system. It should now more reliably target what's currently the perceived center of the screen. (Which is actually slightly lower than true center of the screen.) RENDERING: Clouds 2.0 -The cloud and sky system has been completely overhauled! Allowing us to have much more control over the artistic direction of the skyscape and drive our skies further. It's still a largely work in progress so feedback is appreciated! -Added an additional cloud resolution setting labelled [EXTREME] resolution. (Caution, potentially slow on some machines) -Cloud resolution setting has been slightly overhauled. The following settings now correspond to the following resolution. Due to the change of the default scaling, you may notice a reduction in performance due to the setting going up a tier. -Low -High -Very High -Extreme -Adjusted overall brightness of the game. VISUAL FX: -Adjusted rain opacity on the canopy. Greatly improving visibility in cockpit view while its raining. -Improved snow weather effects. -Improved missile smoke particle effects. -Improved aircraft destruction smoke particle effects. -Adjusted and optimized several explosion particle effects. -Debris mesh has been fixed for both Airships and Air units. -Debris particle orientation for airships has been fixed. -Particle orientation for gun impacts now align correctly. -Improved water splash particles. -Added a special afterburner category for the VX-23 which conforms with the nozzle shape of the VX-23. -Fixed F/C-16 engine size smaller than the nozzle opening. -Gun firing smoke no longer appears in virtual cockpit. -Afterburners no longer appear in virtual cockpit. -Landing gears no longer appear in virtual cockpit. -Lightning strikes now should consistently appear under cloud cover. -Gun impacts now should work properlty when hitting ship hull and airship hull. -Railgun and railgun trails now emit light. -Improved rain particles. -PW-Mk.I Monarch uses no longer have mini cordium inerter built into the engine. -Adjusted gun impact particles. -Reduced falling wreckage material glow. -Adjusted rain effects on player aircraft. -Adjusted default values of lightning spawners. -Adjusted lightning particles to have supporting lightning step leader. -Improved Countermeasure flare VFX and behavior. -Transport/AWACS now can use flares as a visual effect. Although just like regular fighters, it's only there as visual flair(heh). -Aircraft destruction effects has been slightly adjusted. -Aircraft destruction effects now has a more gradual onset. -Improved ships fire effects. -Adjusted ship sinking rate upon destruction. -Improved aircraft fire effects. -Fixed an issue where weapon racks would receive decals. -Fixed an issue where Motion Blur would occasionally distort during world origin shift. -Fixed an issue with EUFB particle orientation when viewed from above. -Fixed an issue with the Cordium explosion in Mission 1 being see through. -Improved radar visibility. -Missile smoke no longer follows head rotation. VIRTUAL REALITY: -Separated video settings between when the user plays in VR or on regular screen. Saving the settings depending which display option is used. -Rain canopy effects has been slightly reduced in VR for improved visibilty. -VR now defaults to Round Robin occlusion. -Subtitles in VR now only rotate on one axis instead of second. This will prevent users from constantly "chasing" the UI element they want to see. -Subtitles now adjust to size with the HUD size options in the Interface settings. UI: MENU INPUT OVERHAUL -Menu input has been overhauled. A new set of "Menu" bindings has been added to the game and should provide a much more tactile and responsive menu interactions. -Gamepad mouse style navigation has been permanently disabled. -Upon startup, the game will reinitialize several default menu bindings. It shouldn't conflict with any of your other bindings. -Fixed an issue where certain aspect ratio would fail to display the Debrief screen properly. -Fixed an issue where certain aspect ratio would fail to display the Briefing screen properly. -Added reconnaisance data to the hangar screen for better loadout decision making incentive. -Added an indicator whether an aircraft has a WSO available or not. -Legacy UI element sizes made more consistent with the New UI element sizes. -Legacy UI now should scale correctly depending on the UI scale setting. -More elements in Legacy UI now uses the screen space projection as opposed to the world space projection which now includes -Gun reticle -Horizon Indicator -Velocity Indicator -Cockpit UI -Files/Codex primary info section font has been changed for something more readable in general. -Mission images has been added to the mission select screen. -Bomb prediction widget now turns red when it detects a target. -Fixed an issue where lock on elements will get stuck on screen upon firing missiles. -Lock on indicator size is now much more consistent with the target size UI element. -Made UI transitions much more consistent with the rest of the game. CAMPAIGN LEVEL ADJUSTMENTS: FRONTIERS: -Adjusted weather sequence. -Adjusted level lighting. -Fixed an issue where a skin is applied incorrectly to some aircraft in the level. HOMESTEAD: -Fixed landscape casting oddly lit lighting. UPHILL: -Landscape has been overhauled to use a new experimental workflow. SIRENS OF DEFEAT: -Fixed an issue where the environment would have inconsistent lighting between Low and High Post Processing setting. EMINENT DOMAIN: -Fixed cloud illumination under cloud cover. CLEAR SKIES -Adjusted cloud sequence. -Adjusted level lighting. -Reduced the brightness of the landscape. -Landscape layering has been adjusted. PILLARS OF COMMUNICATIONS -Landscape layering has been adjusted. COLD WAR: -Fixed cloud illumination under cloud cover. MIDNIGHT LIGHT: -Adjusted cloud sequence. -Adjusted moon appearance. WAYBACK: -Galaxy no longer follows you since it's not consistent with the dialog he says. Now he flies directly to Rowsdower. NO RESPITE: -Greatly increased ground visibility by reducing contrast and increasing sun intensity. RED SEA: -Adjusted overall mood to be closer to a twilight sunset. -Adjusted the speed of the friendly and enemy vessels in the area to emphasize the chaotic and desperate nature of the engagement. -Adjusted player spawn position. -Adjusted lighting. -Fixed an issue where mission would end earlier than intended because airships would not be included in the target pool. TRACKIR: -Added TrackIR support. (Thank you Nicholas Chalkley!) CONQUEST: -Reunified Conquest implementation with the main game. Now it's no longer a separate instance. -Fixed a critical issue where modifiers would not load when continuing a save file. -Fixed a critical issue where airships would occasionally fly outside the map boundaries. -Fixed an issue where player skin doesn't load upon loading a game. -Fixed an issue where bloom would display incorrect values during Conquest runs. ADDITIONAL FIXES: -Updated Credits Text. -Fixed a coordinate mismatch for Presidia. -Fixed an issue where not having the window on focus upon startup would crash the game. -Fixed an issue where the intro sequence would not skip properly causing rare cases where the player stays on a black screen. -Fixed a location mismatch for Briggs range in the briefing for mission Clear Skies. -Fixed lava field glow showing through clouds on some levels. -Restored Vibration/Force Feedback on Afterburner input from early demos. -Fixed an issue where colliding with turrets or ground units defies laws of physics and stops the aircraft on the spot. Player aircraft will now correctly destroy itself as nature intended. -Fixed an issue where Ship units do not report their velocity to attached units thus throwing off missile and gun prediction paths. -Adjusted the amount of time airship destruction cracks to appear. -Airships will now crash into the landscape in a more graceful manner. -Fixed an issue where airship smokes do not align with the falling trajectory. -Fixed an issue where cloud shadows on some level do not dissapear. -Reduced the amount of cloud flicker in VR. However the issue is not fully fixed yet. -Increased the brightness and frequency of building signal lights. -Cannon projectile hit radius now compensate to see whether the object is destroyed or not. Doing a strafe run now should no longer result in bullets being "caught" on already destroyed objects due to their hitbox. That being said, it is only a hitbox reduction so it still will hit if the projectile is close enough. -Adjusted Hangar camera field of view. -Adjusted nozzle material in the hangar screen. -Fixed an issue where some landing gear models are still visible despite the gear being extended. -Fixed an issue where a highway element would not have its collision properties applied. -Missiles no longer phase through airships when the airship is destroyed. -Improved NPC Carrier textures. -Various particles and sound effects should now correctly die out when the player dies. -Slightly improved cockpit visibility during rain. -Fixed F/C-15 misaligned flaps. -Telemetry check interface should correctly fade out in the game settings page. -Fixed an issue where hangar models would sometimes use a higher LOD on lower settings. -Disabled Screen Space Reflections due to HUD occasionally being reflected in SSR. -Adjusted "blue" HUD color for better visibility. -Fixed audio concurrency issues where music and UI elements wouldn't play properly. -Motion blur should no longer activate while changing camera. -Fixed an issue where certain weapons would fly sideways from the hardpoint. -Adjusted Cockpit HUD bloom intensity. -Adjusted Velocity HUD bloom intensity. -Adjusted Horizon HUD bloom intensity. -Adjusted Enemey Indicator HUD bloom intensity. -Increased the volume of Lock on sounds. -Fixed an issue where crawling text would occasionally flash the completed state. -Fixed an issue where crawling text would fall back with the timings of the text fade in and fade outs. -Smoothed out mouse controll rolls. -Smoothed out AI aircraft rolls. Should prevent wobbles while fighting the player. -Dialog sequence should no longer interrupt each other when a new sequence is starting. -Adjusted pitch ladder behavior. -Cockpit HUD altitude and speed notches should now correspond to the correct selected measurement values. -Overhauled weapon selection appearance in cockpit mode. -Removed random "turbulence" in mouse flight and in AI flight. Made it look glitchy rather than aerodynamic. -Fixed an issue where some thunder sounds ignored volume sliders -Fixed several instances where the pilot models were clipping into the instrument panels. -Fixed shadow banding on the player missile lights. -Improved sharpness of cockpit instruments. -Reduced the brightness of MFDs to not take focus away from gameplay UI. -Reduced the brightness of some colored instrument panels to not take focus away from gameplay UI. -Fixed an issue where Airships do not properly loop their waypoints. -Fixed an issue where railgun circular booms do not appear on lower settings. -Generally improved visibility at high altitudes. -Reduced altitude limit to 10000m -Optimized various shaders that had a high cost. -Optimized various particles that had a high transluscency cost. -Optimized various UI elements overdraw. -Removed any unecessary GPU calculations for some particles. -Switched over the overall post processing tonemapper to use a film tonemapper. -Fixed an issue where players can "speedrun" the game by pressing the SKIP button during end of mission sequences. -The player now may only unpause the game using the main pause key in the main pause menu. -Fixed an issue where the Railgun particles would detach itself from it's parent too quickly causing shifts in its appearance during origin rebasing. -Adjusted button colors in Telemetry Check. -Enabled Temporal Anti Aliasing for higher Anti Aliasing settings. (You can still use FXAA via Anti Aliasing Low) -Improved the appearance of shadows on lower settings. -Significantly improved targeting systems. -Mouse cursor will no longer center itself upon the start of the game. -Fixed strange loading behavior where sometimes audio would play before loading is finished. -Fixed Kings fade screen sometimes not reaching full whiteout stage before fading out. -Improved several water related particle effects. -Fixed an issue where hangar actor would occasionally dissapear when viewed at certain angles. -Flares are now disabled while landing gear is out. -You can now change angle of the VR hangar by pressing the change camera button. -Increased the render resolution of VR cutscenes. -Adjusted camera sway configuration. -Updated english localization to reduce the amount of typos present in the game. -Fixed a few scaling issues with the primary UI in the game. -Fixed an issue where the user can perform actions while the game is paused in VR. -Fixed a green dot appearing in several menus in VR (leftover from Gaze menu controller) -Fixed an issue where Conquest items would appear outside of the map.. -Fixed debriefing UI from crawling over towards the score screen. -Fixed an issue where HUD appears before the completion of a startup sequence. -Fixed mission completion state not turning green once mission is completed at a specific difficulty. -Fixed debriefing text from crawling over to the score card. -Fixed an issue where conquest UI was still ticking even when not focused. -Fixed an issue where interface setting do not reflect the new settings when the default key is pressed. -Fixed an issue where ground and air assets appear outside of map boundaries. -Fixed an issue where conquest modifiers do not appear as a list in Conquest. -Fixed an issue where hangar is still selecting aircraft via an invisible cursor in VR. -Highlighted Decline by default for the Data Processing screen. -Fixed an issue where aircraft pitching at -90 or 90 degrees would completely break the camera and force it onto a gimbal lock. -Brought CQ_Vineyard map to parity with the new ENV_Vineyard material in M04. -Removed all holes in CQ_SteppingStones -Fixed CQ_PGF altitude not adjusting properly to the new origin rebasing system. -Brought CQ_Coul_1 map to parity with the new ENV_Vineyard material in M04. -Potentially fixed an issue where dev mode and shipping dialog would differ in execution by interrupting each other. -Fixed broken subtitles. -Fixed several typos in Mission 21. -Several QA localization corrections. -Fixed an issue where you could override the number of CQ allies. -Fixed an issue where enemy units could spawn outside of the boundaries in Conquest mode.. -Fixed an issue where bomb camera loses tracking completely if it followed a weapon until end of life. -Migrated mission completion flags onto a new system. Should not require any intervention from the user and does not make the player lose progress. -Fixed an issue where chainlink fence does not have collision. -Fixed an issue where the return button on difficulty screen wasn't selectable on gamepad for PC version. -Fixed several issues where several entities were still moving despite the game being paused in VR. This was due to the limitation of the pause system in VR not being able to do a "real" pause. -Reduced the flash intensity of "nuke" defined explosion to reduce strain on the eyes for VR users. -Fixed an issue where a Conquest area was not accessible from its neighbors. -Fixed several trees appearing inside the highway take off tunnel for the main campaign during the takeoff sequence. -Fixed conquest territory not being accessible from certain neighboring territory. -Fixed an issue HELMET RADAR IN COCKPIT setting does not restore the previous state of radar visibility. It should now refresh itself properly depending on which setting is selected -Fixed the language tab missing in the settings menu -Fixed an issue where hiring den could provide players with more than intended allies. -Fixed an issue where missile cam would completely bug out when following a weapon until its end of life. -Fixed an issue where localization menus did not have gamepad support. -Exit button should no longer be selectable in the main menu of the base game. -Fixed an issue where language apply and back buttons are the wrong way around. -Removed spoken language tab in the language section. -Fixed skip button appearing in Conquest -Fixed a strange mission appearing when skip button is pressed in Conquest. -Fixed Conquest hiring den being able to access a hidden button. -Adjusted default VR interface size values based on playtesting. -Attachment spawning in Airships and Ships are now staggered to reduce stutter. -Fixed UI appearing and dissapearing with an animation on pause. -Reduced instances where the sun is visible through the cloud. -Reduced the amount of contrast on iced water to make it easier on the eyes. -Reduced all performance overhead in the game in general. -Updated some localization files. -Fixed an issue where the enemy spawner keeps spawning.
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