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
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.
We've received another status update from Daraneko. Please give it a read.
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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.
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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?
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That's all for this month's update. I'll keep working hard to prepare the game for release. Bye for now~
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And that's all for this status update. Development is still going strong, so please continue to support us!
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.
「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!
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.
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!