The Planet Crafter - Brice MijuGames
Hello Terraformers!

I've just updated a new version (v0.9.003) on the development branch.
To try it, see the "How to switch branches?" question in the FAQ.

This version fixes some bugs and add optimizer t2

If you test this version, be sure to back up your save files as the new update introduce changes in the save file formatting. Once you created or saved a game in this branch, you possibly won't be able to play the normal branch again until the official release of the next update.

Let us know if you experience significant performances changes or new critical bugs.

As usual, restart Steam to get the update, and backup your save before trying the dev branch.
If you have issues launching the game, remove all your mods before reporting bugs.


v 0.9.003 - Temporary changelog :
  • Add optimizer t2
  • Improved randomization of ores when using "randomized ores" mode
  • Fix a bug when the map will open when renaming a container
  • Change default chip map key to M on qwerty keyboards
  • Fix a bug where walls will disapear after using insde walls
  • Fix a bug where 0² tanks where not recognized on launch



Stay in the loop

As always, don't miss any informations about Planet Crafter and Miju Games :

See you soon, and good terraforming!

Brice for Miju Games

NAKWON: LAST PARADISE - NAKWON
< Overview >
This guide has been created for the Survivors who have recently joined NAKWON, helping them develop the essential basic knowledge required for Survival.

This section will showcase what the Survivors are able to do, focusing on basic movements that can be helpful and applicable in various survival situations.

Survivors collectively use these basic movement skills calmly during emergencies, so we encourage that you practice and be familiar with these.


< Basic Movements >


The characteristics and basic factors of movement that Humans can apply are explained below.
It is recommended to walk or crouch as the Zombies are attracted by sound.


It's also available to move over a number of objects and avoid the Zombies to reach higher heights.
Based on the jumping (space) motion, it is possible to jump over an obstacle or hang high while jumping.
The Zombies can cross or climb waist-high obstacles, but cannot hold onto and reach heights taller than themselves, so always explore high places in advance before moving.


< Using the Flashlight >


Scouting is primarily conducted during the night. This is the safest time period. (Further research is underway to extend the exploration time.)
Most electricity is cut off in the city, engulfing it in darkness. This is why flashlights are provided to the Survivors.

Flashlights are easily activated using the mouse wheel button, so make sure to turn them on or off depending on the situation. Zombies cannot distinguish between light and darkness, meaning that turning on the flashlight to detect Zombies first is overall the best method for survival.

However, in the following circumstances, we recommend turning off the flashlight and hiding in the dark, using your judgment.
  • When you encounter other Survivors from afar for the first time
  • When other Survivors approach your flashlight
  • When other Survivors have the will to attack
  • When you are being pursued by other Survivors
Turning on the flashlight is useful for discovering Zombies firsthand, but it also reveals your location to others. Make sure to use your flashlight effectively, relying on your own judgment in specific situations.


< Stealth >
The greatest method for survival is to not put yourself in a dangerous situation in the first place. Encounters with the Zombies and other Survivors can lead to dangerous situations. Therefore, the most effective survival method is to minimize confrontations with the Zombies or other Survivors.

▶ Staying Hidden
Moving behind cover is the best way to stay hidden. Use abandoned vehicles or containers when outdoors, and use various furniture items when hiding indoors.
Seeking higher grounds is an effective method for avoiding the Zombies, but keep in mind that other Survivors will be able to spot you more easily.

▶ Keeping Quiet
Crouching reduces the noise of your footsteps, making it an excellent survival method.
In the beginning of the Zombie Invasion, only this method was taught and recommended, but many Survivors failed to follow these guidelines in actual situations.
In order to increase the effectiveness of these methods, a combination of the currently two approaches is recommended.
  1. Crouching: When Zombies are in your line of sight.
  2. Walking: When Zombies are not in line of sight
If the Zombies are blocking your path, you can also consider moving backward or attracting them to a different location.

▶ Attracting Zombies
Throw easily accessible objects such as bricks or empty bottles away from your intended path. When the Zombies are attracted by the noise and start moving, immediately vacate the location while crouching.

< Escape >


When found and pursued by Zombies, escaping is highly recommended. Unless in special situations, there are only minimal gains in combat with the Zombies.
The method of escape is determined depending on the situation while facing the Zombies.

▶ When being pursued by one Zombie
∎ No nearby accessible doors
  1. Evade from the sight Head towards cover(buses, trucks) on the opposite direction of where the Zombie is coming from. Before the Zombie starts chasing you, hide behind the cover to evade their sight.
  2. Make a quiet escape: After evading from their sight, move in silence, walking or crouching, without making noise. Just like playing hide and seek amongst the cover, keep moving away from the Zombies in the opposite direction. The Zombie will return to its original location after losing sight of you.
∎ Nearby accessible doors
  1. Enter and close the door: Run to the door and close the door before the Zombie has the chance to enter.
  2. Move quietly to a different place: Move to a different location while the Zombie is trying to break through the door. Escape from the Zombies by walking or crouching, without making any noise.

▶ When being pursued by multiple Zombies
∎ An elevated place nearby
  1. Climb up: Head towards a high point where the Zombies cannot reach. Turn off your flashlight then, and avoid attracting attention from other nearby Survivors.
  2. Atract them to one place: The Zombies will surround you but are unable to climb to your location. Stand facing the opposite direction of your escape route to attract them all to one side, gathering them beneath you.
  3. Escape in the opposite direction: Once your stamina is sufficiently restored, get down to the opposite direction from where the Zombies are clustered and make your escape.
∎ No elevated place nearby
  1. Run for escape: Run to an open, spacious place. When surrounded by the Zombies by mistake and unable to move at all, use all your strength and break through (E).
  2. Search for a high place or door: Scan the surroundings for a high place or a door. If there is not any, keep running.
  3. Upon spotting one : Once you locate a high place or door, attempt to escape using the methods mentioned above.


< Melee Combat >





Combat may not always be the best choice for survival. However, it can be essential in response to certain situations. Survivors must always be prepared for any confrontation.

Since the use of firearms is restricted, you will be engaged in melee combat in most cases. Diverse weapons are used in melee combat.
Check out the pros and cons of the main types of weapons.


Each weapon within the same category can have a distinct trajectory or specific effects.
Using many different types of weapons and finding a weapon that matches your style should be beneficial to your survival.

Newly joined Survivors are recommended to use two-handed blunt weapons. These weapons typically have a long reach, making their attack range useful for creating distance from the Zombies and attacking them more easily.

However, they will consume a lot of your energy, and you will need to block or evade an attack while the energy refills. Additionally, wielding them creates loud noise, which could potentially draw the attention of the zombies.
Despite these risks, it is worth using them, as anyone can easily fend off the zombies while taking relatively less damage.

Lethal weapons with blades attached are never recommended. The Zombies do not feel any pain; the slashes by lethal weapons will be useless for blocking them while they can still attack people endlessly.
In other words, you have to fight while evading from the attacks of the Zombies.
However, it is something nearly impossible unless you are inherently talented.

In theory, with these dangerous weapons, you can defeat the Zombies more quickly without making a loud noise. However, this is the case for only a portion of the skilled Survivors who use them.


< Firearms Combat >


Firearms are very rare, so you will not have many chances to use them yourself. However, it is not unusual to face an enemy holding a gun toward you. This is because even in the ruined world, people save money by all means to buy only a few bullets when scouting. For this reason, rather than using firearms themselves, new Survivors are taught what to do when a gun is aimed at them.

The most common firearms are revolvers used by the police in the past. It is a short handgun that accommodates 6 bullets for reloading. Because bullets are too expensive, some people simply buy guns and carry them only for the purpose of posing a threat.

▶ How to use Firearms
Guns usually miss the target without aiming (right-click). While aiming, make sure to pull the trigger when the reticle is aligned with the opponent. Firing while moving or inaccurately aiming is just a waste of expensive bullets. Therefore, always take the time to aim properly before pulling the trigger.

▶ How to Survive from Firearm Attacks
You might find yourself in a situation where another Survivor you’ve just confronted and points a gun at you.
Reality is not like a movie or a game; it is very likely that the bullet will miss you unless the opponent is at a close distance.
Therefore, as soon as the opposing survivor takes out and aims a gun at you, hide behind nearby cover or move left and right to avoid their line of sight, reducing the chances of being shot.
Since reaction speed really matters in firearms combat, keep in mind that you can potentially be aimed at and shot at any time.
The Survivors with a higher survival rate often have the habit of taking cover when they spot other Survivors.
We Are Gladiators - william.blackney
Greeting Gladiators,

Two weeks ago, we publicly released the demo for We Are Gladiators on Steam, and the response has been nothing short of phenomenal. We want to extend our heartfelt gratitude to each and every one of you who has participated, played, and provided invaluable feedback. No amount of words can't express how grateful we are for the volume of bug reports, feature requests and feedback we've received from all of you. Your enthusiasm fuels our passion to create the best gaming experience possible.

Changles List
Based on your feedback, we've been hard at work making improvements to the game. Here's a list of the most consequential changes we've implemented since the demo launch:
  1. Inventory space is now unlimited, instead of being restricted to 100 slots.
  2. When one of your characters is killed in combat, each item on the killed character has a 50% of being recovered and added back to your inventory, instead of being lost and gone.
  3. Enemies that you kill in the arena have a 25% chance to drop their items as loot (25% chance is rolled for each item).
  4. Completely overhauled the layout, art assets and functionality of the Armoury, Library and Hospital features.
  5. The Inventory window no longer exists on its own. Your inventory view is now embedded within the armoury, library and character roster pages for easier access.
  6. You can use ability books / learn abilities simply by right clicking an ability tome icon in your inventory within the character roster page. No more navigating to the library, dragging in a character, dragging in a book, confirming the choice, and having the character immediately ejected after learning.
  7. No more drag/dropping characters into the hospital. You can select which character to use bedrest/therapy/surgery on directly within the hospital page. This should make using the hospital faster and more intuitive.
  8. Updated the views/layout of the post combat screen where you view your character stats and loot. Loot and character stats are now on a single page, instead of two separate pages.
  9. Story events where your characters can be killed have been modified to be less punishing
  10. ‘The Swamp Corpse’: There is only a 33% chance to get killed with each loot attempt, instead of 50%
  11. ‘Brawl In The Barracks’: If one of the brawling characters is killed, you recover all of their items.‘The Strike’: 25% chance for each character to desert you instead of 33%.
  12. ‘The Kid: Part 1’: If your character who is extorting you ends up killed for whatever reason, you recover all of their items + 100g.
  13. ‘The Hooded Purveyor’ event: when you choose a trinket, he now only steals 50% of your total gold instead of all of it.
  14. Reworked how XP rewards work for combat: Each character gains a base amount for simply participating in a combat (25 for 1 skull combats, 50 for 2 skull combats, and 75 for boss fights). When one of your characters kills an enemy, that character gains 100% of the XP reward for that enemy (no more XP sharing killing blows). If any enemies are killed indirectly (Heart attack, poison, etc), that XP is spread over all participating characters evenly.
  15. Inventory space is now unlimited, instead of being restricted to 100 slots.
  16. Buffed two handed melee weapons: the damage modifier of all two handed weapon primary abilities (Overhead Chop, Clobber, Overhead Slash, etc) has been increased from 130% to 150%.
  17. Crossbows got buffed: +5% Penetration and +10% Armour Damage.
  18. Spears have been nerfed: reduced Armour Damage and Penetration.
  19. Lunkers and Lunker Wranglers have been buffed: +5 Dodge, +5 Accuracy, +10 Constitution
  20. Imperial enemies have been buffed: +5 Accuracy and +5 Dodge.
  21. Reduced starting gold from 750 to 500.
  22. Gormak The Great got his stats buffed. More might and resolve, so that his stats are within the correct Wyrm Hunter background stat range.
  23. Deserters cannot gain the ‘Brave’ perk.
  24. Removed the clock/timer UI from the top bar.


Bug Fixes:
Here's a list of some of the major bugs that have been fixed in the latest update:
  1. Fixed a bug that caused garbled, eligible text in the ‘A Company Ends’ story event
  2. Fixed a bug that caused injuries to never tick down past 1 and heal/get removed.
  3. Fixed a bug with the ‘Resourceful’ perk so that it actually works (Resourceful: Your first Skill ability each turn costs 1 less Action Point)
  4. Nimble will now correctly make your character immune to free strikes during their first move action.
  5. Fixed a bunch of bugs caused by the visual event system that was corrupting save files.
  6. Fixed a bug that allowed players to equip a shield with a two handed weapon.
  7. Fixed a bug that caused a Shattered enemy that died from a DoT to cause one of your characters to suffer a heart attack, then bug out the whole application.
  8. Fixed a bug that prevented your first character (‘The Kid’) from being able to gain new perks from the perk tree.
  9. Fixed an exploit that allowed you to infinitely duplicate items in the armoury (sorry :D)
  10. Enemy portraits in turn windows now face the same direction as player character portraits.

What's Next: Fortnightly Updates!

We're thrilled to announce that this post marks the beginning of a regular update schedule. Moving forward, you can expect a fresh post every two weeks to keep you in the loop about our progress, new features, and further refinements. Your feedback will continue to play a crucial role in shaping the game, and we're excited to have you on this journey with us. Thank you once again for being a part of our growing community, and we can't wait to share more exciting news and progress in the coming weeks. Stay tuned, and don't hesitate to share your thoughts and ideas in our Discord channel – your voice matters to us!

Wishing you all good fortune in the arena!

The Viking Roo Team
Oct 11, 2023
Shooting Game Builder - SB_Games_Public
Added script command "Variable/Transfer".
Oct 11, 2023
QualityScaler - jjluca96
◁ BUGFIX / IMPROVEMENTS ▷

General improvements
⊡ General bugfixes
⊡ General performance improvements
⊡ Updated dependencies

Changed dependencies import system
⊡ improved performance
⊡ less RAM memory usage


Oct 11, 2023
STALCRAFT: X - Gorodskovich
Defense of bases
Deadly zones have been added around the main safe zones to prevent enemy players from getting too close to the bases. The restricted zone is divided into two parts, yellow and red.
Yellow zone
When entering the yellow area, the player is shown a recommendation to leave the borders of the enemy base.



If the player does not respond to the warnings, they take damage every 3 seconds.
Red Zone
If the player continues walking towards the enemy base and hits the red area, he dies instantly.


Updated Kill log
Now each nickname in the kill log has a different color depending on the player's relationship to you.


Gray – representatives of your faction and friendly northern factions.
Red – enemies.
Blue – members of your subdivision.
Green – members of your squad.

In addition, added faction icons and death marks for PvE.
Session battles
New session mode "King of the Hill"
All small-sized maps are now being played in "King of the Hill" mode. One capture point appears on each map. Each team's task is to capture and hold the point for 5 minutes.

On the "Prison" map for 10 minutes.
If the point is lost, the timer is not reset.
Early Defeat
An "early defeat" feature has been added to medium-sized maps. If the losing team loses all points, a timer appears, after which the match will end with defeat. In order to reset the timer, the losing team must win at least one point.
New rules for capturing points
On the maps "Wormhole" and "Streets of Pripyat", points can only be captured in a given sequence.

A→B→C→D→E and vice versa for the opposite side.
Combat Set Points Rework
Previously:

Participation points earned in session battles were directly converted to Combat Set points.
Now:

Each map has a Combat Set point fund that is distributed to all players who complete the match.
At the end of the match, each player receives a percentage of the total point pool equal to the proportion of the session points earned.

By earning 10% of your participation points from the sum of all points in a session, you will receive 10% of your Combat Set points from the general fund.
Personal Fund
Each map has a pool of points, which the player needs to accumulate. After collecting some part of it, the player will get exactly the same part of points from the personal fund.

But if the player collects more than that, he will not get more points than there are in the personal fund.
New rewards
Combat Set
The set, which is given out for 10,000 points, is no longer personalized. Its contents have also been revised:


Rewards for winning places
The first few places are now considered winners based on the number of points, regardless of team affiliation.

On small maps – 2 places.
On medium maps – 5 places.

The rewards for the winning places have also undergone a revision:


Remodeling of Maps
Wormhole

Through the side entrances to the underground (near points B and D) it is now impossible to go up outside. This is to prevent the trapped team from being surrounded even tighter.
Inferno

Additional exits from safe zones have been added.
Moria House

Team revival points moved to the third floor. The courtyard is remodeled.
Hospital

Added the ability to exit the safezone to the second floor.
Glass

The safe zones have been changed. The center of the location has been rebuilt.

Balance changes
Weapons
Worn M16A2, M16A2
  • Fixed incorrect rate of fire in bursts (rate of fire significantly improved)
Worn VSS "Vintorez", VSS "Vintorez"
  • Stopping power 25 → 50
Artifacts
Snowflake
  • Speed 2.8 → 2.5
  • Additional speed 1 → 0.9
Polyhedron
  • Additional speed 2.2 → 2
Firefly
  • Additional speed 2.8 → 2.5
Shell
  • Speed 2 → 1.8
  • Additional speed 0.7 → 0.6
Radiator
  • Speed 2.2 → 2
  • Additional speed 0.8 → 0.7
Sparkler
  • Speed 1.5 → 1.3
Flare
  • Speed 2.2 → 1.9
  • Additional speed 0.8 → 0.7
Battery
  • Speed 3.1 → 2.7
  • Additional speed 1.1 → 0.9
Spiral
  • Speed 2.8 → 2.5
  • Additional speed 1 → 0.9
Gold Gravi
  • Speed 2.5 → 2.2
  • Additional speed 0.9 → 0.8
Amberite
  • Additional speed 2.8 → 2.5
Helium
  • Speed 2.8 → 2.5
  • Additional speed 1 → 0.9
Bracelet
  • Speed 4.4 → 3.9
  • Additional speed 1.5 → 1.3
Whirlwind
  • Speed 3.9 → 3.5
  • Additional speed 1.3 → 1.2
Eye of the Storm
  • Speed 2.8 → 2.5
  • Additional speed 1 → 0.9
Quests
"Lost Rookie."
Bandits are now hostile to the player.

Other changes
  • Adjusted the size of SVT-40 and SKT-40 models, updated the sight model

  • Added the ability to paint MG 42


Thank you for your attention,
Good hunting in the Zone!
Tales of Arise - [BNE]plt
Follow The Six on an epic new story arc set one year after the conclusion of the original Tales of Arise.


Experience a wealth of new sub quests as you explore the world following the events of Tales of Arise, and help rebuild the lives of the united people.


Pre-order Tales of Arise – Beyond the Dawn and play it November 9, 2023!

https://store.steampowered.com/app/2391960/Tales_of_Arise__Beyond_the_Dawn_Expansion/
Etrom 20th Anniversary Edition - Noovola
The studio’s groundbreaking point & click action RPG first set fire to public opinion in 2003, when the independent developers aimed to take on the big AAA studios with their most ambitious project at the time, an immense, techno-fantasy adventure set in a dark future filled with deadly technologies, mystical artifacts and parallel dimensions!

Etrom, first developed by a group of young dreamers from southern Italy who, mad as they were, decided to begin the project by creating their own proprietary engine, which they then used to develop the project. This release should be considered an Artifact, an incredible piece of Independent Videogame Archeology from the beginning of the millennium.

Are you ready to unravel its old secrets and engage in epic point and click battles with the studio’s challenging and unique proprietary controls? Wishlist Etrom - 20th Anniversary Edition on Steam now!


Oct 11, 2023
War Thunder - Blitzkrieg Wulf


We’re rounding up some of the bugs and issues that we’ve fixed since last week, including some of the bugs that we’ve fixed in today’s update. As always, thank you very much for all of your bug reports!

If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform. Let’s dive into the details of this article!

Better camera tracking for missiles and bombs



With today’s update, when tracking missiles and bombs through the tracking camera, the camera better directs at the target, making it easier to see where your fired ordnance is going. Thanks to this change, you’ll be able to more easily see the flight trajectory of the missile or bomb that you launched!

Improvements to traction for wheeled vehicles



Today, we’ve also improved the traction of wheeled vehicles when driving over terrain that doesn’t have mud or grass. It’ll now feel better to drive over these types of terrain — wheeled vehicles will pick up speed faster, and will be easier to control!

Tracking camouflage progress made easier



It’s now more convenient for you to track the progress of camouflages! Last week, in a vehicle’s modification window next to the Talisman box, there’s a camouflage box that shows progress towards the current camouflage. From here, you can click on this box which will then bring you to the regular camouflage customization area, so you can check out all other camouflages for a vehicle as normal!

Fixed aircraft visibility in front of clouds



Last week, we fixed a graphic issue related to clouds and aircraft. What happened was, aircraft flickered when they were in front of the backdrop of clouds at medium and longer distances. This issue made aircraft difficult to spot and overall was quite annoying. We discovered what was causing this, so this issue won’t be happening anymore.

There’s a lot more!

You’ll be able to see the full list of bug fixes and improvements that we’ve made recently below.

Here’s a quick summary of some other fixes in the past 2 weeks: Vehicle stat card photos have been improved and several maps and missions have been given different aircraft sizes depending on the Battle Rating of the match. Check out the rest!


Oct 11, 2023
War Thunder - Blitzkrieg Wulf


Aviation
  • Now, when tracking missiles and bombs through the tracking camera, the camera is better directed at the target, making it easier to see where your fired ordnance is going.
  • AV-8B Plus — radar operation page has been added to MFD mode. (Report)
  • Jaguar GR.1, Jaguar GR.1A, Jaguar E — separate bomb drop sequences have been added. (Report)
  • Fw 190 D-13 — a bug that caused the cannon in the engine to show a 30 mm Mk 108 cannon in x-ray mode instead of a 20 mm MG 151 cannon has been fixed. (Report)
  • Be-6 — a bug that caused flaps in the landing position to clip through the torpedo has been fixed. (Report)
  • Sea Hawk FGA.6 — a bug that caused the 4th pylon ordnance on the left wing to be floating instead of attached has been fixed. (Report)
  • FZ49 HEAT rockets — the dense smoke plume from these rockets has been fixed.
  • A bug that caused anti-aircraft weapons at bombing bases to not attack aircraft that had bombs and air-to-ground missiles has been fixed.
  • F-100F (China) — an additional camouflage has been added, which can be obtained by completing a task or by purchasing with Golden Eagles.
Locations
  • The traction of soil without dirt or grass has been changed to help with the problem of poorer mobility for wheeled vehicles driving on this soil.
Naval Vehicles
  • A bug when reloading torpedoes caused the “Torpedo tube aim in a dead zone” message to display when trying to launch them has been fixed.
Interface
  • A bug that caused the Protection Analysis to display an incorrect threat despite saving a different country and rank choice has been fixed.
  • Begleitpanzer 57 — a bug that caused the incorrect amount of ammo to show in the status indicator for remaining first-stage ammunition has been fixed.
Other fixes
  • A bug that could cause the game to crash when viewing a helicopter in battle replays has been fixed.
  • A bug that caused the game to slow down when leaving a battle replay after putting the replay in less than 1x playback speed has been fixed.
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.
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