Oct 20, 2023
Alice Into the Panopticon - teamlunarians
Hello everyone!

This month, we have both continued to update more of Alice animations, and we have also worked on the scenery more specifically, the first boss room!



It feels better to jump about now. What do you think? You can follow us on Twitter and tell us. We are always eager to listen to your feedback.

As for the first boss. We have been working on the mood around it. Without getting into much detail, the boss is a mysterious entity in the shape of a rose, that will test your might against its guardian, a disembodied hand of thorns.
Here is some concept art, and the current version in the game.




We want to create a feel of uneasiness, so we’ve been working with rim lights and Unity’s 2D lights.



That was all for today. But a little something might be coming for Spooktober too…

Stick around if you want to see more of the development, and don’t forget to check our Twitter!

See you in the next update!
Oct 20, 2023
Hard Love - Darkest Desire - Minitor Mazer V
Some images of the next Nova skins in the game. I hope she likes them and let me know which one is her favorite. I have also been doing an optimization with the Nova busts, let's say that I will save myself from making 6000 images, this is already counting the new skins and hairstyles. (Rookie mistakes.) By the way, it has a bit of censorship as you will notice. They will be complete in the game.




I also hope the mannequins don't look creepy, they will be at the Fashion House. They will be a preview of the skin, before purchasing it.
Oct 20, 2023
Adrift in the Backrooms - Xp4nd
Fixed dead players staying on the playerlist
Added walls over the doors on level 3
Fixed level 3 zombies pressing pressureplates
Added delay for howler on level 1 to prevent
getting killed when spawning
Astro Colony - AstroColony
Hello Colonists!

The long wait is over! Get ready to play Astro Colony on Dedicated Servers!
Thanks to the collaboration with GPortal about 50 public servers are provided!



When joining the server, pick the one closest to your location:
  • Europe
  • US West
  • US East
  • China
  • Japan
Each provided server has unique number in the name.
Remember it to rejoin and to continue your adventure.



Together with dedicated servers, many improvements and fixes are already there.
The advantages are numerous: more stable connection between players

Please keep in mind that the Dedicated Servers are currently experimental.
For now, it's not yet set how long one public server session should last and how often servers should be restarted.

If you have suggestions, please let me know on the Discord #multiplayer channel.

Further patches will be released in the coming days with more functionalities for the servers.
You will be able to download savegames from the running server, so you can continue in a local game or a private server. This way you won't lose your progress, and you have access to the backup savegame.

Local Machine
If you have access to the local machine, where you can run Window Server build of the game, follow the guide I prepared for you ;) {LINK REMOVED}
Each dedicated server is created autosaves, so you can access them in the /savegame directory.

GPortal
To get your private server, please check Astro Colony on GPortal:
https://www.g-portal.com/astro-colony


Thanks guys so much for your support!
Tefel (Terad Games)
Operation Valor - Link


Thank you to everyone who played on the first day of our release!

If you haven't already be sure to leave us a Steam review as it really helps us out 💛

We will be streaming later tonight on our twitch and streaming tomorrow (Saturday) at 12 PM PDT. We will be doing more giveaways during Saturday's stream!

The release yesterday went well with very few major issues. We are deploying a small patch later today with the following fixes:

  • Fixed replays not loading
  • Potentially fixed a crash that was occurring on Sumersgate
  • A fix for bots getting stuck on Kalinsk
Again thanks to all you awesome people who picked up the game! We are focused this next week on fixing any major bugs you report in our Discord and adding quality of life improvements!

We will see you later tonight and tomorrow (12 PM PDT) for our Developer streams!
🔰 Operation Valor Twitch 🔰
Oct 20, 2023
Don't Starve Together - Klei-JoeW
Changes
  • Decorative flowers will not wilt in vases or end tables unless they are light producers.
  • Lunar Hail debris will no longer uproot traps.
  • Vines spawned by Wormwood’s Lunar Guardian II will no longer draw aggro to themselves.
  • All hunts that end in a dangerous spawn will now show the new footprints. The speed at which you complete the hunt will determine its outcome.
  • Idle Vargs will now wander instead of standing still.
  • Added a Setting in Advanced section for toggling Point of Interest icons. (You are still able to obtain Scrapbook entries when examining them even if the icons are disabled.)
  • Shadow Chester is now Shadow aligned.
  • Updated Chinese localization.
Bug Fixes
  • Fixed missing Hound eating animations in the water.
  • Fixed bug causing Possessed Varg’s Hounds to try mutating when their corpse is in the ocean.
  • Fixed the Rustic Record Spinner having a missing icon.
  • Fixed Wormwood’s Guest of Honor having a different background.
  • Fixed Cozy Wooden Chair having art going outside of lines.
  • Fixed Nouveau Amulet showing up twice on the wearer.
  • Increased the odds of hunts having another Dirt Pile if they get into small areas of land.
  • Fixed Wooden Chairs having normal skinned backs when viewing at a certain angle.
  • Fixed Wooden Chairs not highlighting the backs when viewing at a certain angle.
  • Fixed a crash with Acid Rain.
  • Added missing sounds and FX for sitting emotes.
Notes for Modders
  • The hunt event "spawnedforhunt" has been changed for its parameters. The action parameter is used for context on what to do. An optional score parameter is passed to see to what degree it plays a role and is scaled from 0 to 1 on how fast a player clears the hunt trail.
Cyber Knights: Flashpoint - Trese Brothers

Update #4 - it's a big one. We've received such helpful feedback and F10's from the community, we've pulled another big patch together to address all the hottest issues. We're excited that Update #4 addresses the most prominent bugs being reported and helps to "clear the decks" as we move toward starting adding more content.

Thank you all for playing, posting F10s and sharing the game. We hope you'll leave a review!

F10 on Matrix
There was a bug making F10's on the Matrix screens impossible to send. This is now resolved, F10 on my good mercs!

Reinforcement Rebalances
With Update #4, we've made some helpful changes to how the Sec AI plans and deploys reinforcements. We've removed some troublesome actions that the Sec AI could call that would balloon the number of enemies on the field, and helped pace the Sec AI not to simply call reinforcements every time once things get hot enough, as the do.

It's a big improvement and should help maintain the balance in both the stealth and fighting approaches for your heists.
 
Brave Star Drones
In the CARNIVORE job, there were two types of combat drones appearing with the Brave Star forces which each had their own issues with movement. We've now wrapped up their bugs and if you were getting stuck in that section, reloading your game should be enough to get you going again.


Class Tree / Training Updates
With Update #4, we've done away with the layered pop out of data for the class training trees. We've improved the visual for a selected upgrade to make it more noticeable and just included the upgrade details in the same pop out box as the Talent. This prevents any occlusion, hiding something under something else and makes the entire thing feel better.

We've also made a huge pile of fixes to the class trees for Talents like Iron Grip, Silence, Atomic Stutter and more. We fixed connections, missing text, badly linked upgrades and more. There are still more fixes to make from the F10 pile but we've cleared more than half of all reported class tree issues.

We've also updated the display of Passive Talents which fire automatically "When XXX" happens, to help make them more clear. They deserve more visual queues, so we'll be working on that in future updates as well.


Added Hovers on Attributes
Sorry we missed this one in the first builds - you can now see the full stack of the effects your Attributes have by hovering over them. Also, they now updated correctly after training the class tree, there was a bug that could cause them to stay cached and not updated immediately upon return from the class training screen.


Fixed Timeline Hangs
If your Timeline was hanging because the Knight went into cyber surgery or sent off to the Doctors -- well, pull this update and you should be back in business. These Doctors ... they've been trying to make people disappear from the beginning, keep an eye on them for me.


Armor Points Now Shown
Armor points was previously not being shown in hovers or wherever armor points were appearing. Now if you see the Armor shield icon when hovering over a character or enemy, you'll know how many armor points you or they have before their Armor will degrade and use its lower Armor Protection value.

v1.0.15 - 10/20/2023
- Fixed F10 on Matrix screen
- Rebalanced spawning rates and rules to avoid over populating levels with enemies even if Sec Level goes high
- Removed all broken VTOL drones automatically to get games moving - go Carnivore Heist!
- Improved pop out positioning and behavior in Training screen to avoid overlaps, improve control, speed of training
- Added missing hovers detailing effects of attributes Reaction, Strength, Will and Tech
- Hover and targeting reticule show Armor Points, was previously hidden if Armor Points = 1
- Fixed 15 minor issues with class trees, missing descriptions, icons, links (Silence, Skullshot, Iron Grip, Atomic Stutter more)
- Improved labeling of Passive Talents in class tree (Talents which happen automatically "When XXX,")
- Improved mission deploy screen to allow for all operations with clicking, spacebar or (A) on controllers, simpler and faster to use
- Fixed bug putting Cyber Knight into cyber surgery or medical recovery could stop timeline
- Fixed issue unable to plan the route to a mission path unlocked by legwork
- Fixed a boatload of typos
Oct 20, 2023
Lords of the Fallen - saul

Greetings Lampbearers,
Introducing our latest set of patch notes! In this update, we are introducing a multitude of optimizations and stability improvements.

Our team has been working hard to squash the most recent bugs, fine-tune some animations, and improve various aspects of the game to ensure you have a smoother journey through the world of Lords of the Fallen.

Keep reporting to Sentry, this really helps us focus on the most important issues.

[h4]Stability[/h4]
  • We fixed a crash that could occur when enemy AIs used their abilities in specific conditions.
  • Fixed a potential GPU crash caused by the initial cinematic resizing the viewport. Now it fades to black until we resolve the ratio-changing engine hiccups on some GPUs.
  • v.1.1.219 - Added additional crash information to Sentry logs to help identify source of the issue.
[h4]Optimization[/h4]
  • We've started a rework on how the animations of complex enemies are calculated to gain additional performance without compromising quality.
  • Skyrest has undergone further optimization of its walls to improve performance.
  • Ruiner's totems have been optimized.
  • Parasites have received an additional optimization pass.
  • Improvements have been made to shadow cost and overdraw in the Skyrest bridge area.
  • A slight animation budget optimization has been implemented to ensure that hidden enemies do not blink. Why would they blink? Instead, they will keep their eyes wide open, waiting for the player to appear, allowing for a more effective ambush.
[h4]AI[/h4]
  • Crossbowmen have undergone additional adjustments to their behavior in order to make them smarter without increasing their difficulty. This should result in a more engaging and balanced gameplay experience when encountering these enemies in the game.
  • A navmesh in the cistern has been adjusted to assist an invisible archer in targeting the player more efficiently.
  • The aggro ranges of the Deep Sparrow, Infernal Enchantress, and Mendacious Visage have been revised to prevent them from pursuing players after losing sight.
  • The Abbess and the Conflagrant Seer will now refrain from using their abilities against the player if the player is not in plain sight.
  • The worms spawned by the Mendacious Visage can now be dodged more easily.
  • There was one instance of a Pilgrim at Pilgrim's Perch who could see the player from a very far distance. Now, he will only notice the player when they get closer.
  • A fix has been implemented for archers to keep the arrow in place while applying vertical offset. This is a visual fix for archers that, when aiming at you from slopes, the arrow was being incorrectly displaced. The most visible impact was on the Holy Archer, particularly in the women's area section.
  • An update has been made to the "LookAt" behavior for NPCs to prevent neck snapping when the player gets close to them. This improvement aims to create a smoother and more natural interaction between the player and NPCs.
[h4]Balancing[/h4]
  • The amount of poise damage inflicted by enhanced throwable items has been reduced.
  • Dev sword won't be ruining your PVP anymore.
[h4]Customization[/h4]
  • Removed root bone influence from the Stalker's Hunter body and legs to improve the visuals.
  • The Holy Archer character model has been adjusted. These changes include removing the belt from the torso, shortening the cloth on the head, and modifying CLPs to accommodate these alterations
  • Swelling on the skirt part of the Marksman Armour has been removed to improve visuals and physics.
[h4]Level Design[/h4]
  • Fixed an issue where players could interact with a Soulflay Chain from the ground in Skyrest Bridge, bypassing one step of the puzzle.
  • An invasion area at Pilgrim's Perch could be easily abandoned with a simple jump. To address this exploit, we've added an additional "moth-wall".
  • Fixed an issue where players could interact with the Soulflay Chain from the ground in the Swamp area. This fix prevents players from bypassing one step of the puzzle.
  • Lock-on targeting has been re-enabled for ambush enemies in the following areas: Forsaken Fen, Fitzroy's Gorge, Cursed Fief, Redcopse, Sunless Skein, and Manse of the Hallowed Sentinels.
[h4]Collisions[/h4]
  • Two locations in the Forsaken Fen have been tweaked to prevent creatures from getting stuck under certain combat conditions.
  • Players can clip through the floor at a specific spot in the refractory of the Manse.
  • The camera could clip with the statue in the Leprosarium.
  • Improved the navigation of "drones" in a secret "room" within Bramis Castle.
  • Added an additional collision box for AIs to prevent them from falling through a hole at the Tower of Penance. Players can still push them through.
  • Fixed a collision issue in Lower Calrath that could prevent players from stepping on it without using a jump.
  • Collision fixes and optimization in the area around Lower Calrath's orphanage have been implemented.
  • Corrected hidden landscape collision on Manse Supply Road to prevent thrown objects from getting stuck.
  • Players were not dying properly due to the Void volume being too low on Pilgrim's Perch.
  • A collision issue between a rock and a wooden structure has been fixed to prevent players from getting stuck under certain conditions.
  • A wrong collision setup that made it difficult to pick up an item in Lower Calrath's Smelter area has been fixed.
  • A collision bug that occurred on a specific bed at Bramis Castle has been fixed.
  • Players could get stuck on a collision in the Sunless Skein.
  • Fixed a hole at Fritzroy's Gorge that could cause players to fall through it.
  • Fixed a collision on an asset that could cause players to get stuck when rolling in a certain way.
  • A misplaced collision could cause players to fall through the ground in the tutorial area.
  • v.1.1.219 - Fixed an issue in the Tower of Penance where a collision would sometimes prevent players from jumping down at a specific spot, under certain conditions, blocking their progression.
[h4]Visuals[/h4]
  • The LOD (Level of Detail) settings of the Strider have been updated to address an issue where the jewelry would behave unexpectedly when transitioning from LOD1 to LOD0. This update should result in a smoother and more visually consistent experience with the Strider character in the game.
  • Fixed a torn skirt by resetting the bones to their reference pose. This was discovered while cleaning her abp for optimization.
  • Fixed some ground artifacts in the Forsaken Fen.
[h4]Gameplay[/h4]
  • Fixed controller vibration and camera shake from some level elements that ignored if the player turned that option off in the menu.

In Light we Walk.


[h4]v.1.1.219 - Minor Update[/h4]
Made minor adjustments to the Sentry tool to enhance the crash reports when players decide to send the bug report. These adjustments allow us to gather more detailed information about the crash, aiding in diagnosing and resolving specific hardware issues more effectively. Additionally, we've removed a collision in the Tower of Penance that could block progression under certain conditions.

Virtual photographies in this post are courtesy of TheDarkSide - created with the in-game 3D Photo Mode





https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/

Links:
Official Website: https://lordsofthefallen.com/
Twitter: https://twitter.com/lotfgame
YouTube: https://www.youtube.com/c/cigames

#DareToBelieve
Adrift Program - Blawnode
Fixed bug: Clicking on the pause menu's Retry button, and then returning to the pause menu, refocuses on the retry button again. Same for the Settings Button.
Fixed bug: "Navigation after pressing "Settings Button" in the main menu goes wonky"
Ghost Girl Ghussy: XXXL Edition - Cherry Kiss PR


A dimly lit street, no one in sight… all you hear is a ghost girl’s ghussy go GOOSH in the NIGHT! 👻

Embark on erotic escapades like no other this Halloween season! The scariest big girl beauty has come to spook the splooge right outa you.

This raunchy romp is fully voiced for English audiences by the talented vtuber VexTheSunEater so you're not missing a beat “mid-game”. Enjoy a sticky stream of visuals & steamy audio that's bound to suck the soul right out of that semen demon of yours.

Don’t miss the 20% discount and get into the spirit of the season by creamin’ on some BOoOoOooobs~!

https://store.steampowered.com/app/2623750/Ghost_Girl_Ghussy_XXXL_Edition/
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