Portal 2: Community Edition - OzxyBox
Portal 2: Community Edition - October 4th, 2023 Update

Additions (16)
  • Added 'paintpower' property for paint color material proxy to request a specific color
  • Added CSM and flashlight to 'lightmappedreflective'
  • Added ConVar 'traceray_force_vphysics' for testing (1 = Use VPhysics collisions for displacements, 2 = for everything)
  • Added ConVar 'traceray_unshrink_vphysics_brushes' which unshrinks VPhysics-type brush entities
  • Added ModelPanel methods to change/enumerate flexes
  • Added ModelPanel methods to change/enumerate pose parameters
  • Added ModelPanel methods to change/enumerate sequences
  • Added Panorama weapons API for custom weapon select HUDs
  • Added 'ForceDropPhysObject' input to '!player'
  • Added 'GameStateAPI.IsPlaytest()' and 'GameStateAPI.IsPlaytestRecording()'
  • Added 'gameui_activate' command to Steam Input command list
  • Added 'zoom', 'toggleconsole', 'showconsole' and 'hideconsole' commands to be usable in steam input
  • Added a mandatory whitelist file for Panorama's AsyncWebRequest function. The '-unrestrictedwebrequests' launch argument will skip this file and allow all requests
  • Added support for escape sequences '\n', '\t', '\"', and '\\' in VMF and BSP #60 #1899
  • Exposed 'SetSelected(bool)' on 'RadioButton' in Panorama JavaScript API
  • Restore the original Connection Problem warning for Legacy UI #1144

Fixes (38)
  • Adjusted folder mounting order to fix wrong assets occasionally being used
  • Fixed AI disabling on maps with no navigation nodes (Like 'sp_a2_bts5')
  • Fixed Co-Op ping tool using SP custom colours
  • Fixed Hammer crashes related to entity outputs
  • Fixed Hammer crashes related to saving and loading files
  • Fixed Hammer inserting extra quotation marks for compile commands #753
  • Fixed Paint blob particles always being white
  • Fixed Panorama UI controller movement always moving right no matter the input direction
  • Fixed Panorama not loading images when game was started with +map
  • Fixed Portal 1 crosshair not swapping properly when playing with controller
  • Fixed VBSP not always acknowledging parameters in patched materials
  • Fixed VGUI panels not loading proper fonts in Panorama
  • Fixed '-multirun' not working #882
  • Fixed 'logic_branch' not firing _OnLogicBranchRemoved to its listeners
  • Fixed 'player_speedmod' not working in singleplayer when inputs are not called directly from the player
  • Fixed 'trigger_autosave' being deleted upon map load
  • Fixed a crash on laser-triggered cube respawn #1510
  • Fixed certain VTFs failing to load due to added resources
  • Fixed certain entities not being found during a level transition
  • Fixed crash when determining recipients to multicast to
  • Fixed crash when omitting certain child elements from the Panorama loading screen panel
  • Fixed crash when popup-manager.xml is invalid (the game now exits with an error dialogue)
  • Fixed displacement tool sometimes making 2D views to not update
  • Fixed flashlight making some opaque water disappear
  • Fixed hang on start when the engine is told to play an invalid startup movie
  • Fixed instance outputs bugs
  • Fixed issues with some collision traces, notably bullet impact traces on displacements
  • Fixed opening the game menu sometimes requiring an extra ESC input
  • Fixed point entities in 2D view not drawing outlines and text
  • Fixed rare possibility for a trace that starts inside a world brush or entity and then runs into a different entity to pass through that entity
  • Fixed rendering of jigglebones within model panels
  • Fixed server content taking priority over game files
  • Fixed shaded textured view not working
  • Fixed string truncation when using SetMessage input on 'point_worldtext'
  • Fixed the map name not displaying in the top right corner #912
  • Made ModelPanel rotation speed consistent regardless of FPS
  • Prevent a crash when the surface vertex count exceeds the max decal vertex limit
  • Restore timeout while waiting for your partner in Cooperative


Improvements (27)
  • Allowed the game to run alongside other Source games without '-multirun' #268
  • Displacements now use the more accurate VPhysics collisions by default ('traceray_force_vphysics' 1)
  • Fogui FarZ can now be set to -1 (Default value), which disables the override
  • Fogui now allows users to enter and copy numbers manually on sliders
  • Game no longer creates soundcache directory in maps folder when not needed
  • Hammer fix map dialog now will try to warn about unused keyvalue typos of existing keyvalues are not set, instead of suggesting to remove them
  • Hammer options dialog now only saves settings when pressing OK button
  • Hammer options dialog now updates 2D/3D views when changing visual settings
  • Logical view in Hammer now draws its title
  • Made VMF saving a little bit more robust to not keep corrupted file on crash
  • Made steam.inf parsing hardier and informative
  • Move to visgroup dialog now shows user visgroups as well
  • Overlays in Hammer should no longer z-fight with wall they are on
  • Panorama XML parsing errors should now give more context to the error
  • Panorama now can handle texture reloading without freaking out
  • Ported Hammer Arch and Torus dialogs to Qt
  • Ported Hammer Map Diff dialog to Qt
  • Ported Select Entity dialog to Qt
  • Reduced the number of required child elements for the Panorama main menu and intro movie
  • Removed SFUI prefixes from all localization files
  • Removed max limit on texlights in VRAD
  • Toggling maximized view in Hammer now doesn't break active mouse look
  • Transform dialog now shows 1 as placeholder when scaling
  • Un-developered 'sv_soundemitter' commands
  • Unamed instances can now use 'func_instance_io_proxy'
  • 'ambient_generic' now finds Sound Source entity's every time it is played, not only when initialized
  • 'material_modify_control' now should be able to handle when materials are modified by VBSP (cubemap fixup or wvt patch) on newly compiled maps


Console (8)
  • Console autocomplete and history can now be navigated with tab and shift+tab, like in other games
  • Console input is now immediately filled in when navigating the autocomplete menu
  • Autocomplete now correctly shows the first 100 results alphabetically out of all matches, instead of just the first 100 found
  • Input history no longer saves empty or duplicate inputs
  • The backtick key (`) will now always close the console if it is open (controlled by 'con_backtick_always_closes')
  • Closing the console now also automatically closes the game menu
  • Pressing ESC will now clear the console input box if it has text, otherwise it will close the console
  • Closing the console no longer clears the input box automatically
Dawn Apart - HustleCrowe1
Originally scheduled for September and in celebration of Programmer's Day (the 256th day of the year) the good folks at Luden.io have launched their second annual Programmer's Day Sale. From October 3-10 they are showcasing games that are not only fun to play, but can teach you to think like a true engineer and feel like a tech wizard!



Of course this includes our own little automation and colony sim (you already know) but please make sure to check out other great titles about coding and automation, many of them with discounts or demos. The event will also be featured as a daily deal on October 7.

Head over to the Programmer's Day Sale now!
Oct 4, 2023
Eternal Return - misha
We will be rolling out the 1.5b Hotfix at 8 AM (UTC).
*Some changes may not be applied to tooltips or Practice modes.

Character
Jackie
  • HP Per Level 90 → 95
  • Chainsaw Murderer (R)
    • Extra Basic Attack Damage 10/25/40(+30% Attack Power) → 20/40/60(+30% Attack Power)
    • Basic attacks will no longer be applied twice. Adrenaline Burst (W) HP Recovery will be doubled when using Dual Swords.
Bug Fixes
  • Ranked Points will now be deducted when disconnecting from the game during the game preparation phase.
  • Cobalt Protocol Safe Areas will no longer get additional recovery.

[url][/url]
The Use of Life - PLAYISM_Zheng
We've received another status update from Daraneko.
Please give it a read.

=================================

Here's the status update for October.

We're finally nearing the end of development for Chapter 4.
And I've gotten all the artwork commissioned too, which is a huge relief.
I'm about to work on the skills for advanced classes, and I'm putting a lot of work into balancing and related aspects of the game. Once that's done, Chapter 4 will be more or less finished!

So what's next?
I think we should be able to release Chapter 4 sometime in mid-November.
I originally wanted to release Chapter 4 and the final chapter together, but it's been quite some time since the last update.
I'll continue to discuss with PLAYISM to decide on a definite release date.

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

And here's a sneak peek of some new artwork!
This is the last mid-boss out of the 3 you'll meet in Chapter 4.



I'm going to make this guy's battle just a little more unique.
You won't be able to defeat it in one battle, and will instead have to fight it multiple times while using certain mechanics to deal with it.

What else should I do...
That hole in its chest really looks like it should be shooting lasers, doesn't it?

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

That's all for this month's update.
I'll keep working hard to prepare the game for release. Bye for now~

=================================

And that's all for this status update.
Development is still going strong, so please continue to support us!

https://store.steampowered.com/app/1483370/_/

Playism
Visit the Playism Website
Follow us on Steam
Follow us on Twitter
Follow us on Facebook
Oct 4, 2023
The Curse of Feldar Vale - ian.pook
Hi All.

We have just released a really big update to add a number of improvements that we have developed in The Mystery at Morgoth (MaM). All the bug fixes that been identified in MaM over the last few months have also been included.

* New Feature: The game will now automatically create a Saved Game when the player wins. This is so the player can return to this point at a later date or if they have Autosave set to greater than 1 turn (which may mean having to repeat some turns if coming back to the game later).

* New Feature: We have added an information dialog that indicates a unit is a spell casting unit when it is created. It highlights the fact that the unit can Memorize spells before entering the battlefield. The dialog can be disabled if required.

* New feature: Improved tooltips on the Rest and Back to Base buttons.

The tooltips will now display a list of reasons why the button(s) are disabled. For example, a nearby enemy preventing the party from resting.



* New feature: We have added an attribute Recurring Effects: True to the Extended Spell Help dialog (invoked when you right click a spell icon or spell help button). This works in conjunction with the tooltips above to help identify any spell that may be preventing a further action (like resting or back to base).

* New feature: Potions are now more powerful (potent). Previously the spell stored within the potion, for example Cure Serious Wounds, would affect the character as if cast by a level 1 spellcaster.

Now Cantrip and Level 1 spell potions will be cast as if by a level 2 spellcaster. All other spell levels are treated as if a spellcaster was at the minimum level required to cast that spell.

For example, the aforementioned Cure Serious Wounds is a level 4 spell. It requires a spellcaster of level 7 to normally cast this. Thus when a character drinks a Potion of Cure Serious Wounds, the contents will be applied as if a level 7 character had cast it upon the consumer (i.e. the potion will heal a lot more hit points than it did before).

* New feature: The New Unit Dialog which is found in the Create Your Party and the Velarin scenes will now issue a warning if you try to recruit a unit that would exceed game limits.

The unit can still be created in case you are intending to dismiss another unit that would bring the total Experience Levels within the limit.

* New feature: The Unit Dialog, where you find all the information about each unit, will now display flashing messages for things that may require your attention (for example, if you have unused Spell Slots on a unit). This behavior is controlled by a new toggle on the Options > Interface Dialog where you can turn the flashing off if required.

* New feature: You can now reorder the unit cards anchored to the left side of the screen. There is a new button at the top left of the screen that will invoke a dialog for you to display the cards in whatever order you wish (for example, if you always handle your units in a certain order).



Note that changing the order of the cards has no effect on the position of your tokens on the battlefield.

* New feature: We have added a new Advanced Rule called Experience Overload. This will allow any of your units to accumulate Experience Points beyond the game limits (although the unit will still be level capped). If the party is then imported into Mystery at Morgoth, the excess points will be applied and the unit will level up immediately.

* New items: We have added +1 to +5 variants for all of the following normal weapons:

Bardiche, Partisan, Spear, Stabbing Spear, Te yari, Morning Star, Spiked Club, Club, Cutlass, Rapier, Scimitar, Quarterstaff, Short Staff.

* New minor encounters: Additional enemies have been added to the 'dead' areas of a few maps for those who like to explore the entire map. The scenes affected are:

Darrett's Farm, The Old Mill and Feldar Palace.

Note that scenes that are part completed will not have the encounters.

* Changed spell: The Breathe Fire spell has been changed to increase damage (2-3 per level instead of 1-2). This is because it was underpowered compared to comparable spells of the same level.

* Bug fixes: Quite a number of minor issues that we found in testing that haven't been reported, so hopefully have not affected anybody too much!

This is the first in a number of upgrades where we will retrofit MaM improvements to The Curse. The next release in a month or two will include the new 'Jump Move', so stay tuned for that one.

We hope you enjoy this upgrade and please let us know if you encounter any problems.


All the best.

Ian & Jann
Riichi City - Japanese Mahjong - 406

■ Character Outfit (Event Exclusive)

Nishikigi Chisato (Awakened)

「It's a great day today, and I feel great!」
🔜 Outfit available from: 2023/10/09 (Mon.)
You can awaken a character to obtain the corresponding awakening outfit!
Oct 4, 2023
War Thunder - Blitzkrieg Wulf


Aircraft
  • Milan — separate bomb drop sequences have been added.
  • T129 ATAK, A129CBT Mangusta, A-129 International (p) — the camera position when zooming in to fire unguided rockets has been fixed. (Report)
  • Harrier (all variants), Yak-141 — aircraft drift after active maneuvering with SAS enabled with “damper” mode has been reduced.
  • MiG-29 — longitudinal stability above critical angles of attack has been reduced, improved high speed pitch handling qualities with SAS-damper enabled.
  • MiG-29 9-12, 9-13 — basic weight has been increased by 335 kg and 285 kg respectively.
  • Super Etendard — SAS mode has been added.
  • B7A2 (Homare 23) — a bug causing reduced efficiency of the propellor has been fixed.
Naval
  • Pr.1204 late — the need to research the “Rocket Launcher” modification before the “Mines” modification has been added.
  • IJN Kurama — a bug that caused the 80 mm /40 3rd Year Type gun to not attack air targets has been fixed. The default shell has been replaced with HE-TF.
  • HMS Marlborough — ballistic characteristics of the main caliber guns have been corrected. The drag coefficient has been increased for shells. (Source: Range tables. Volume I. 1918. 9,2 inch guns and above).
Missions
For the following Air RB missions;
  • [Operation] Golan Heights
  • [Operation] Battle for Vietnam
  • [Operation] Rocky Pillars
  • [Operation] Sinai
The availability of airfields depending on the rank of the match has been changed:
  • Low ranked airfields: 1.0 to 3.3.
  • Medium ranked airfields: 3.7 to 6.7. In addition, the low ranked airfield is active as a repair airfield (no spawning, no anti-aircraft guns, but you can land for repairing and reloading).
  • High ranked airfields: 7.0 to 10.3. In addition, the medium ranked airfield is active as a repair airfield (no spawning, no anti-aircraft guns, but you can land for repairing and reloading).
  • Top ranked airfields: 10.7+. In addition, the high ranked airfield is available as a repair airfield (no spawning, no anti-aircraft guns, but you can land for repairs and reloading).
Interface
  • Information about camouflage progress has been added to the vehicle modifications window, making it easier to track the customization progress of vehicles.
  • In ground arcade, HUD elements that overlapped each other (air battle start and machine gun ammo count) have been fixed.
  • A bug that caused secondary mounted machine guns to display an incorrect ammo count in the “Secondary weapon” window has been fixed.
  • A bug where the required weight for presets with chaff pods was incorrectly set to only 0.3 kg instead of 243 kg has been fixed.
  • If a stat card becomes overly large on the screen (for example, when you're using a small resolution), then the vehicle's photo is now hidden.
  • A bug that made it not possible to click and open changelog links in the changelog window in-game with a gamepad has been fixed.
  • A bug that caused the fire extinguisher icon on the HUD in-game to only show for 5 seconds and not for the entire fire duration has been fixed.
  • For those of you who use custom localisation, a message to mention this has been added to the top left of the hangar screen. In addition to this, we’ve also added an option to disable custom localisation in-game, under the Main parameters setting.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Listenbourg - Psyko
Story
You will have to fight against the AI (Trinity) to access to a specific item (an antenna) in order to help Keanu to save the Listenbourg.

Features
Build new constructions.
  • a building to produce screw
  • a building to produce big sticks
  • construct box (you have to guess why !)

Screw driver available

An inventory is available
  • you can store most of grabbed item in your inventory
  • you can see the inventory on your right hand
  • you can grab item from your inventory with your left hand aiming
Linkito - Kalinarm
I'm really pleased that my game is taking part in the Programmer's Day sale on Steam!
It's going to join so many games I've loved, and it's a really great achievement to see my game in the middle!


This is the perfect opportunity to unveil a new trailer
Tavern Talk - A Cozy Visual Novel - GentleTommysTavern
Are you interested in hearing great stories? Then this is the right Steam Fest for you, the Tell me a Story Festival 2023! 🥰🥳 You can find Tavern Talk in the coming soon section of the event page: https://store.steampowered.com/sale/tellmeastory2023

Head over to the page and check out all of the other awesome upcoming Games and have a look at the Sales that are going on. 😍💜

🕹️ Until Oct 8th, play or stream the Tavern Talk Demo on steam and celebrate The me a Story Festival 2023!

If you wanna talk with us or give us feedback, feel free to join our discord:
https://discord.gg/dcRbYHWHMs

Or our Steam Community:
https://store.steampowered.com/app/2076140/Tavern_Talk/

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