LuckLand - AaronIV
+ Bug fix: Invalid Copper Mirror magnification issue.
+ Bug fix: When the Pumpkin King transforms a chess piece into a pumpkin, there is a problem where the basic output is not inherited.
+ Optimization: Copper Mirrors can also trigger effects in backpacks.
+ Optimization: Confession Stele and Soul Shackle can be cancel from use.
+ Optimization: Some descriptions have been modified
+ Optimization: Added Treasure: Witch Hat: When a chess piece is converted into a Pumpkin Lantern, double the output.
+ Achievement: Get one 5000 output Pumpkin Lantern when victory (originally 2400)
+ Achievement: Statue of Earl: At least 180 pieces owned when victory.
Nov 1, 2023
Poly Bridge 3 - ice9
Patch 1.3.1 release notes

    * Fixed custom shape acceleration issue in RMT-10.* Fixed RB-08 prebuilds not being in correct place for older saves.* Added "Custom Resolution" option in Graphics. This allows the game resolution to be persistent after resizing the window using the mouse.* Fixed issue with not being able to add more than 12 worlds in a workshop campaign.* Fixed UI issue when there are 16 levels in a workshop campaign.
Thanks for playing Poly Bridge 3!
My Time at Sandrock - MoeeeZ
Howdy Builders,

The clock is ticking—just 24 hours until Sandrock's spectacular 1.0 Full Release update! Let's rewind about a year and a half when all you fantastic Builders first set foot in Sandrock, carrying a mix of jitters and excitement. Since then, through challenges and triumphs, you've not just become players; you're now cherished members of our Sandrock family.

On this big day, a massive shoutout to all you Builders for your incredible support and camaraderie. The enchanting charm of Sandrock is a direct result of your hard work and love.

Below, catch a sneak peek of the heartwarming messages, encouragement, and genuine feelings from Builders. Though we can only share a taste, our gratitude knows no bounds for each Builder who has added their magic to our Sandrock journey!


The final countdown begins—just 24 hours until the big moment! Get ready to dive into the upgraded Sandrock 1.0 Full Release version. We can't wait to see you there, ready to join hands and make Sandrock even better. Let the excitement build, and let's craft a new chapter in the vibrant world of Sandrock together!



Catch up with us around the web for more Sandrock information:
Subscribe to Youtube
Join our Discord
Sandrock Instagram
Sandrock Twitter
Sandrock Facebook
Sandrock Official Website
Cities: Skylines II - CO_Avanya
Quick note: I'm posting this and future CO Word of the Week on behalf of Mariina.

"Hi Everyone, welcome to our little weekly update, CO Word of the Week, where we share what Colossal Order is doing right now, and what you can expect for Cities: Skylines II as a result.

CO Word of the Week originally ran from March 2016 until early 2018 and was mainly written by me, Mariina, the CEO of Colossal Order, but we also had some other team members as guest authors every once in a while so I can’t take all the credit. Now, in the name of transparency, it’s time to dig this old concept from the toolbox and start sharing!

To write this very first Word of the Week (please feel free to suggest an abbreviation) I needed to go back to the source. I searched the Cities: Skylines forum for the original posts and was extremely happy to find the very first one:

Hi everyone! I'm Mariina or better known here on the forum as co_martsu. I am the ceo of Colossal Order, the developer of Cities: Skylines. We work together with our publisher Paradox Interactive to bringing you the best city builder ever made and the quest toward that goal continues.

Big part of developing the game further is communication with the players and the community. We have been active in reading the feedback but haven't had as much time to comment as we would have hoped for. Therefore the idea is that I will be writing an update on a semiregular basis on what Colossal Order is up to so that you players can hear first hand what is going on in the development of Cities: Skylines.
Disclaimer: Some things are secret and I will try not to get assassinated by the Paradox marketing department so we'll keep this strictly to the points I'm allowed to talk about. I understand you probably don't value my life as much as I do, but we'll make this work, I'm sure!

The mission remains the same: We want to bring you the best city builder ever made!
And as I have grown older I am no longer afraid of the marketing department so no holding back.

As you may have noticed Cities: Skylines II was released last week and we are happy the game is finally out! However, the launch was overshadowed by technical issues which caused disappointment, and rightfully so. We are happy to see that many players do enjoy the game and for those who are currently unable to play, I want you to know that we are working on a number of fixes and improvements to address your reports.

The first hotfix patch was quick to roll out on Steam last week and this morning the patch for Microsoft Store and Game Pass finally made it live. We will have to see how we can speed up the patching process so we don’t have players waiting for these important fixes longer than necessary. The patch included optimization for LODs, or Level of Detail, which means that the game renders fewer details when the camera is far away from the object. Finding optimal LOD levels is a balancing act between visual fidelity and performance, and we’ll be addressing this in future patches. Yes, including the characters and their teeth! We also identified some offenders such as the depth of field, global illumination, and fog, all now tweaked for improved performance. Additionally, the patch included fixes for a few crash bugs and stutter cases.

This week we will continue to go through the forum reports and fix the most urgent issues. The work on the assets and LODs continues, but it’s a task spanning over a longer period of time as there are quite a few different types of assets needing special attention. On top of the performance work, we are looking into gameplay issues you have reported. We have fixes being tested for education, where college/university eligibility is not shown correctly in the UI, and for trading, where it looks like the citizens are not consuming all different commercial types correctly resulting in not enough customers for the local business. We are currently investigating a garbage problem and it seems that some citizens are abandoning their dogs resulting in a huge dog pack just stranded in the city. Not cool, citizens, not cool at all.

The performance improvements and bug fixes take top priority until we have reached a level we are satisfied with. All the performance improvements will benefit the development of the console platforms and we hope to bring the game to Xbox Series X/S and PS5 as soon as possible!

I want to thank everyone for the reports, they’re very helpful and we appreciate you taking the time to provide us with the information we need. We will go through all of the reports as fast as we can. If you are experiencing a crash or performance issue please create a report on our support forum found here: https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

I will be back next week to give you an update on how the work is progressing. Until then, thank you to everyone for the patience and support, it means a lot to us.

Sincerely,
Mariina"
World of Tanks Blitz - miko
No sooner had you cleaned the swamp slime off Chief's paws than it's time to embark on a new journey! This time, the destination is a lost volcanic island in the middle of the ocean. No need to pack your swimming trunks and a rubber ducky—this island offers something more exciting than fun at the beach! The location hosts an abandoned Titan Labs bunker that was once a Fortium research center, as well as the site of the Big Boss program that built experimental tanks.



Join Operation Volcanic Island to reveal the secrets of this mysterious place. Our sources say that you are in for some treats: resources, war paints, avatars, and the Driller Legendary camo for the M-III-Yoh!

How Do I Get the Rewards?

You need a Tier III vehicle or higher to participate.

The Operation includes two reward progressions, each consisting of 60 levels. The upper progression is available to regular Pass owners, in other words, to all players. The lower progression with more rewards is only available to Premium Pass owners. To receive rewards, increase your Pass Level by completing Operation missions.

Although the Pass Level increases automatically, you'll need to collect your rewards manually.

What Are the Rewards?

There will be tons of resources, a Collector tank, themed war paints and avatars, a profile background, certificates for XP bonuses for victories, and a legendary camo for a researchable Tier VIII vehicle!

MORE DETAILS IN GAME
Millennia - Firefly
Developer Diary | Combat

Hello, everyone. Ian Fischer of C Prompt Games here again, excited to share another Developer Diary for Millennia. We are heads-down working on our end-of-year objectives but I am going to take a quick break from that to talk about combat.

Goals of Combat

Before we get to specifics, let’s outline some of our goals.

To start with, we want Millennia’s combat to be “inline.” There are a lot of strategy games with tactical combat that we love (how ya doin’, Age of Wonders), but Millennia is primarily about the arc of history and our goal is to keep the focus at that level. We want you thinking more about technologies, government types, the growth of cities, and the course of wars, less about “that archer should take cover behind that tree.”

To support this, combat choices in Millennia are at the strategic level -- you decide who fights who, where, and when, but you do not give orders during combat. Similarly, combat is presented in window atop the world map and provides controls that allow you to analyze or quickly resolve a battle as you want. This is intended to show combat while still keeping you in the flow of the game as much as possible.

Secondly, we want combat to be manageable. In the early stages of a 4X, you tend to have a small number of units. These are important, easy to keep track of, and you often have a specific plan for each of them. Contrast this with not-uncommon mid- to late-game conditions, where you have a multitude of units, you spend a chunk of your turn trying to remember what you were thinking when you sent someone with a club to the other side of the planet 20 turns ago, and “plans” sometimes tend more toward masterful stratagems like “send everything here.”

We want to do what we can to keep things trending more in the early game feel. Some of this is accomplished with core game balance and UI support like the Outliner or the ability to name Armies, but the biggest contributor is having combat built around multiple Unit Armies.

One of the two stylistic approaches to naming Armies...

Armies size starts at three but can grow to seven later in the game. Larger numbers of Units are thus grouped into a smaller number of Armies to command, plan around, and keep track of.

Finally, like almost everything, one of our goals is to have interesting choices at the heart of the gameplay. We like making combat inline and not having tactical choices during the fighting – but we want solid strategic choices about the fighting. Armies are a good structure to focus decisions around warfare – but there need to be interesting decisions about how you build Armies for it to be worthwhile.

Our core combat mechanics (which we’ll talk about next) are organized largely around supporting this objective.


Basics of Combat

Battles in Millennia are generally structured around one Army fighting another Army.

The fighting is resolved during up to three rounds of combat. All of the Units in each Army get to take an action during each round. If an attacker wins the fight, their Army moves into the space that was occupied by their target and the defender (assuming any of them are still around) retreats. If there is no winner after all three rounds, the battle is considered a “push” and both Armies remain in their original locations.
This will go poorly for you, Roman Raiders.

During a round of combat, one Unit in an Army will target an enemy Unit. This causes the attacking Unit’s Attack value to be compared to the target’s Defense value. From the result, damage is determined and applied to the target Unit’s Health and Organization.

Health is something of a “normalized” value, meaning that Millennia uses it primarily as a way to scale lethality overall, not as a differentiating factor -- the majority of Units (but not all) have 50 health.

Organization, which is somewhat related to Health, is a differentiating factor and different Units have different Organization values despite having the same Health.

At zero or less Health, a Unit is destroyed. At zero or less Organization, a Unit is routed and attempts to flee the fight. Damage to Health is recovered over several turns (it is faster if the damaged Unit is recovering within its own territory, including territory held by an Outpost). Damage to Organization is fully recovered at the start of the next turn.

Additional factors, such as the terrain where a fight takes place or an Army being fortified, can further modify combat, but this is the basic arrangement.


Unit Types

Unit Types inject interesting gameplay into these core mechanics by adjusting various rules of the combat system.

With all of the Variant Ages, Crisis Ages, National Spirits, and upgrades through the Ages, there are close to 250 Units in Millennia. While many of these have unique characteristics, almost all of them have one of three basic Types and the Type defines their general operation.

Support Type Units are Units like Archers. In Millennia, Units of this type have the ability to do a lot of damage, but they need protection – they are relatively weak in direct combat.

Support Units go first in each round of combat and they select their targets at random. (If you believe in luck, you can run all Support Type Armies and hope your initial attack is enough to cripple the enemy Army.)

Line Type Units are what is supposed to protect the Support Types. Line Type are Units like Spear in the early game, evolving into Pike, then Musket, then Assault Rifle in later Ages. Line Units tend to do less damage but have strong Defense and Organization.

Line Units go second in each round of combat. From a targeting perspective, if there are Line Units that are valid targets, they must be attacked before other Units can be engaged (when there are multiple valid enemy targets, Line Types select one to attack at random). Hence, stacking Line Units in an Army is a good way to keep damage-dealing Supports alive.

Mobile Type Units represent “maneuver warfare.” These are Units, like Knights or (later) Main Battle Tanks, that are intended to make a mess of things by showing up in places where the enemy doesn’t want to see them.

Mobile Types go last in each round of combat. If there are enemy Line Units present, Mobiles must target these first but, representing their ability to strike at enemy weak points, Mobile Types don’t select targets at random, instead always picking the valid target with the lowest Health.

Additionally, Mobile Types do double the normal damage to enemy Organization, representing the cavalry charges or similar shock tactics. With the focused targeting and shock damage, Mobile Type Units are useful for breaking enemy Line defenders and then chasing down any Supports they might be protecting.


Warfare Domain

Combat, as part of a 4X, generally involves considerations beyond just the actual fighting and composition of Armies – economic factors play a part too.

The typical considerations that flow from that structure, like Unit Production and Upkeep Costs, are part of Millennia’s combat system. Similar to the way that the Types rules introduce an additional dimension to how you think about your Armies, the Domains in Millennia create another dimension for the economic interaction with warfare, beyond the “typical” material.

To begin with, not all Units in Millennia are built at the Capitals with Production. There are a number of Domain Powers that can be used to spawn Units or Armies. For example, the starting Tribal Government includes Raise Tribal Army, which allows you to spawn a Warband at a Capital using Government Domain.
It costs some political capital to raise the tribal army, but it’s a good option for defending Towns when surprises happen.

Units that are part of a particular National Spirit often have ways to earn or deploy these Units that are not the standard “build them with Production.” This allows a variety of economic plan and National Spirit combinations that can produce unique approaches to war.

The Warfare Domain itself has a number of National Spirits that are focused on war (as you might imagine), but even the basic Warfare Domain Powers that all Nations have access to influence combat heavily. Warfare Domain Powers like Forced March and Reinforcements can be used get Armies (of whatever composition) where you want them or to heal them after a fight. These uses also compete with upgrading older Units to more modern (and more powerful) versions when you advance in Ages, which has a Warfare Domain cost.
Get with the times!

In general, a reserve of Warfare Domain represents a Nation’s overall preparation for war. If you’re going to be fighting, you want to have some Warfare Domain in the bank to use Domain Powers, upgrade Units, and make the most of your National Spirits.


Leaders

There are several sources for Leaders in Millennia, but the basic way to get one is to make your own via promotion.

As Units fight in Millennia, they gain experience, which eventually translates into levels of Veterancy. Each level of Veterancy increases the Unit’s Attack and Defense, but Veterancy also allows a Unit to be promoted into a Leader (at a cost of Warfare Domain).

Leaders are reasonably capable Units on their own, but their true value is in the bonus they apply to other Units in their Army.

Leaders have a Tactics value. When combat occurs, the Leaders with the highest Tactics value on each side (you generally do not want more than one Leader in an Army) are compared and the difference between their scores becomes a bonus for the side with higher Tactics leader.

Each level of the Tactics bonus is, essentially, an additional level of Veterancy for ALL Units in the Army, so good Leaders can provide a considerable advantage.

Leaders start with a Tactics value that depends on the corresponding Age of the Unit promoted – an Age 1 Warband will promote into a 1 Tactics Leader while an Age 2 Spear will promote into a 2 Tactics Leader. Gaining levels of Veterancy will further increase a Leader’s Tactics value.

Hence, the total potential Tactics value of a Leader caps out at maximum Veterancy, which means that Units from later Ages promoted into leaders always have a higher maximum Tactics level than Leaders from earlier Ages. Once a Unit has been promoted into a Leader, it can no longer be upgraded, which means it generally becomes outclassed over time.

When Leaders get a little long in the tooth, a Unit ability can be used to Retire the Leader, which provides a Warfare Domain reward.
Agamemnon, heretofore not known to have commanded Main Battle Tanks.

(Overall, this means that Leaders can be very powerful for their Age, and the spirit of what they did can live on productively into the next Age or so, but generally you don’t want the Leader you had in the Stone Age to stick around to the end of the game.)


Thanks!

We hope you have enjoyed this look at combat in Millennia. While we covered a lot of the basics, combat is a deep system and there are aspects we didn’t get into or only touched on at a high level. Still, I hope the basic shape of things came across, especially the interplay of all the decisions – your economy, your National Spirits, how you compose your Armies, and how you manage your Warfare Domain all work together and provide a lot of options for crafting fun approaches to fighting.

We’ll be back on 14th of November to talk about Economy Part one. As usual, if you like what you have seen, please Wishlist us!
https://store.steampowered.com/app/1268590/Millennia/
Isonzo - Major Raquel ~ヾ(・ω・)
Hello soldiers!

We’re happy to share with you all the first map in the White War Expansion


Marmolada will release next week on November 9th for free alongside new weapons and a new cosmetic DLC pack; the Glacial Units.

https://store.steampowered.com/app/2214670/Isonzo__Glacial_Units_Pack/



Now, we can hear you guys thinking; ‘What about the special game mode?’. Unfortunately we made the decision to postpone this event for the second half of the White War expansion. We believe we need a little bit more time to tweak the game mode and map to give you the experience you all deserve and will enjoy! We hope for your understanding.



Marmolada History

The Marmolada map is based on the Marmolada mountain, which lies in northeastern Italy and it’s the highest mountain of the Dolomites. Standing strong between the borders of Trentino and Veneto, it has an ultra-prominent peak (meaning its 1.500 metres/4,900 ft or more) which is known as “the Queen of the Dolomites”.

Relating to WW1, the deep inside tunnels in Marmolada’s glacier were known as the “Ice City”. These were tunnels, almost maze-like, stretching to almost 12km(7.45mi). All tied together, there were ruins such as barracks, kitchens, chapels, stores etc.

The Austro-Hungarians settled on the “Forcella Vu”, named after the shape and was on top of the glacier. It was difficult for them to get supplies on top of the mountain. Not only due to their location, but also because the Italian troops kept a watchful eye over them from their bastion of Serauta.


Source: Marmolada Grande Guerra Museum

That’s why in the summer of 1916, Lieutenant Leo Handl came with the idea of digging a tunnel deep into the glacier. This would allow him and his men to reach the top, hidden away from the Italians, and save from avalanches and snow storms. To eventually get to what we now know as The Ice City, it took 10 months of work. It ended up being a living space for up to 200 soldiers.


Source: Nicolai Eberholst

Unfortunately in December that same year, an avalanche did strike the Austro-Hungarians barracks, outside The Ice City. This event is also known as “White Friday”, where 270 soldiers were killed. Multiple other avalanches occurred that day, and both Austro-Hungarian- and Italian soldiers lost their lives. According to some reports, both parties shot shells into weakened snowpacks, an attempt to bury the other side in snow.

Overall, White Friday had claimed 10,000 soldiers and its known as one of the greatest numbers of deaths caused by snow and ice debris from avalanches in history.

Last year on July 3rd, a serac (block of glacial ice) from Marmolada had collapsed, sliding down 200 000m3.


Source: Trentino

Get your snow boots ready

Mark November 9th down and be ready to brave the snow. A devblog about the map will follow as well, so you can fully prepare for your departure to The Ice City!
If you haven’t already, you can get the Deluxe Edition of Isonzo now with a 55% discount and the First Wave DLC set with 20% off.



https://store.steampowered.com/app/2542160/Isonzo__First_Wave/

See you next week soldiers!





[Neolithic]To the End - orochi2k
English
############Content################
[Item]New Item: Scavenger's Map of Queensmouth
[Scavenger's Map of Queensmouth]You can recycle it to paper.
[Queensmouth Police Station]Added a Scavenger's Map of Queensmouth in a new cabinet.
[Queensmouth]Random Scavengers may now sell Scavenger's Map of Queensmouth
[Queensmouth]Random Scavengers may now sell 《Welcome to Queensmouth》
[Loot]Zombies may now drop Scavenger's Map of Queensmouth.
[Item]New Item: Hentai Book.
[Loot]Corrupted Books may now drop Hentai Books.
[Loot]Hentai Exhibitionists now have their own item drop list. They may also drop Hentai Books.
[Skill]Inspect now has its default target points to enemies. You can still manually select your teammates to inspect.
简体中文
############Content################
【物品】新物品:拾荒者的王后镇地图
【拾荒者的王后镇地图】可以被回收为纸张
【王后镇警察局】在一个新的柜子里加入了一张拾荒者的王后镇地图
【王后镇】随机的拾荒者现在可以能向你出售拾荒者的王后镇地图
【王后镇】随机的拾荒者现在可以能向你出售《欢迎来到王后镇》
【掉落物】僵尸现在可能掉落拾荒者的王后镇地图
【物品】新物品:黄书
【掉落物】被腐化的书籍现在可能掉落黄书。
【掉落物】变态暴露狂现在有了自己的物品掉落列表。也会掉落黄书。
【技能】观察技能现在默认指向敌人。你可以手动选择队友进行观察。

Latest news from Ukraine/乌克兰小剧场
https://controlc.com/42fdf252
{LINK REMOVED}
Nov 1, 2023
Pirates of Everseas - moonmanasteam
- Increase Max level of barbershop
- Max level of Town Hall increased
- Town Hall income per level increment decreased
- Increase the max player level
- Bug fixes and game optimization
More details here: https://board.moonmana.com/viewtopic.php?f=86&t=32521&p=166264#p166264
Nov 1, 2023
View From Below - JackAstral
I caught some issues I missed initially in the 1.73 update.

Fixes
  • Re-added some missing smile posters + the missing poster barrier near the mirror
  • Fixed secret beast rooms 1 and 3 missing their visual clues
  • Fixed the joining Gabriel scene + a layering issue in it
  • Added bleed around more room edges
...