Ultimate Admiral: Dreadnoughts - DARTIS
Hello all,

We continue to provide optimizations and fixes on the game. Our goal is to have a game that plays optimally, before our next content updates, which will mainly offer new hull models.

This update had to bring some armor and engine weights optimizations which may affect your designs, mostly positive, because you will notice a surplus of tonnage for higher tonnage ships.

The Campaign AI has been improved and is now able to adapt its ships better to the technology it has acquired.

Depending on the status of your ongoing campaign and the above, you may notice the AI to be overly active in designing ships and discard obsolete or invalid designs for consecutive turns, and you may have to re-adjust the tonnage of your old designs with a refit.

Please read the shortlist below, for more information:

*Minor Update v1.4.0.5*
- More game optimizations for faster campaign turns and AI shipbuilding processes. Additionally the AI now tries to design ships of the latest tech with more persistence. After installing this patch, in ongoing campaigns the turns may be temporarily slower due to the AI trying to adapt better to the technology. In new campaigns, this process will be more progressive and subtle.
- ASW of Surface ships enhanced in effect (to counter better the submarines)
- Base GDP improved for the weaker major nations, reducing the economic gap between them and the larger nations.
- Slight rebalance of Engine cost/ horsepower to make more distinct the difference between the various engines. This change will increase the cost of ships but may provide more free tonnage to your designs.
- Armor weights balanced to not restrict so much the large ships to become armored sufficiently. In most cases you will notice a small amount of free tonnage to most of your ships, especially the larger ones. Ships that may become overweight, depending on their design and various armor layouts, will need to be adjusted accordingly to be valid designs. This was an essential improvement asked by players but also required for ships of very large displacement to be useful (the auto-design also benefited, because previously it was delayed to finalize ships trying to find optimal armor layouts that were very heavy and difficult to balance).
- Fix of an old bug that caused hull cost modifiers to not apply. The fix affected the cost of ships, but now this works correctly. Mission funds were adjusted to follow all the above changes.
- Fix of issue causing allies of a nation to send land army aid without being at war yet with the enemy of the ally.
- Battle AI and Targeting optimizations.
- Other minor improvements.
Enjoy!

The Game-Labs Team

Uploaded Repaired version including the following:
- AI chooses to discard, make new or refit designs in a more distributed way in relation to time so that, on average, the turns pass faster.
- Further auto-design optimizations.
- Added technology effect for several propulsion components that affects ship maintenance directly. In this way you can control better according to fuel consumption and engine effectiveness the maintenance cost of your ships.
- Reduced base maintenance cost of ships.
You have to restart Steam to get this update

Uploaded Repaired version x2 including the following:
- Armor weight balance for ship classes: DD, CL, CA according to recent player feedback. This change will possibly affect the weight of your designs but it was necessary. After this change, no more critical weight edits will be needed.
- Further Auto-Design improvement to "squeeze" available funds or free weight and utilize it effectively. It also will not fail so often because the AI logic will understand better when it is necessary to correct overweight or empty barbette issues, instead of discarding the design and waste the auto-design effort.
- Campaign AI should protect its own waters more effectively.
You have to restart Steam to get this update

Uploaded Repaired version x3 including the following:
- Fixed an issue which could cause a campaign battle to not load, causing a freeze (.. "Battles" loading). The related fix will also increase the fps performance of 3D combat.
- Battle AI and Targeting fine tuning.
You have to restart Steam to get this update



A Shot in the Dark - josselynstark

A Shot in the Dark Character Spotlight
We will be doing weekly character spotlights from A Shot in the Dark in preparation for our upcoming Steam release! This week, we are excited to introduce Mai.


Introducing Mai
A college freshman with an artistic soul, Mai's moody disposition and razor-sharp tongue can be misleading. Beneath her hot and cold tsundere exterior lie deep scars and a fiery passion. A fan of all things spooky and morbid, Mai often finds beauty in the most unexpected places.


Spend time with Mai and you'll find yourself talking about art, exploring museums, and taking photographs. Just be sure to pack your patience... If you are lucky enough to thaw her icy exterior, you can bet it will be worth the wait. Betray her, though, and you'll face the fury of her wrath.


Likes: drawing, painting, museums, all things morbid and spooky
Dislikes: bullies, technology, pop culture
Quote: "The fact that it's a little scary is what makes it beautiful."


Ready to start your slow burn with Mai?
Play Chapter 1 (demo) today for free on Steam and don't forget to wishlist A Shot in the Dark so you know when it releases!

https://store.steampowered.com/app/1853830/A_Shot_in_the_Dark/


We want to hear from you!
Why are you team Mai?
How do you feel about tsundere characters in visual novels?
How do you feel about love interests who make you "work for it"?

tModLoader - Solxan
It is time for the November 2023 Stable Update!

It has been another exciting month. This month's release contains fixes for various gameplay inconsistencies with Terraria. Dye visuals, boss item drops, bomb damage, tool speed, and echo coating have all received fixes to match Terraria behavior. We are extremely grateful to the users that reported these issues to us. The mod configuration menu has been reworked to be less confusing for mods with multiple configuration pages.

As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.

Important News for Mod Makers

We have exciting news for modders working in a team. Modders added as a "Contributor" to a mod on the Steam workshop will soon be able to publish updates for the mod to the workshop directly. Mod owners should take some time this month to ensure that everyone listed as a "Contributor" on the Steam workshop for your mod is trustworthy enough for this responsibility. Please remove any contributors that do not meet this standard.

The feature for contributor publishing will be active November 21st starting with our preview releases to provide time to act. Please spread the word to other mod teams you know that might not have seen this announcement.

We look forward to this feature enabling mods to more reliably update to fix bugs that arise.

New Changes' Highlights

The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes after running tModPorter.

Bug Fixes
Gameplay Fixes
Rijam - Fix many boss bag and crate item drops
JavidPack - Fix even more boss and crate item drops. Fix some droprate calculations.
Mirsario - Fix several dyes that were previously broken. Fix cos method for hlsl/shader code.
Chicken-Bones - Fix favorited status of items transferring to hand when stack is split.
JavidPack - Fix issue with mana regeneration.

Quality of Life and Other Fixes
turtletowerz - Improve and fix the Dedicated Server scripts and instructions
Destructor_Ben - Config menu has been reworked to be less confusing
stormytuna - Fix mana cost item tooltip to show adjusted values
JavidPack - In-game config change messages can now be localized properly.
Chicken-Bones - Fix SDL driver fallbacks on Linux. Should help some Linux launch issues.
Mirsario - Added Tantamount's patron set

API Fixes and Changes
Destructor_Ben - ModConfig.AcceptClientChanges now has a NetworkText parameter
JavidPack - Fix a .hjson file issue for mods with underscores in their name.
Edoan - BuffDefinition added for use in ModConfig.
JavidPack - Mod.GetLocalization method added for modder convenience.
Rijam - Added TileID.Sets.CanPlaceNextToNonSolidTile to allow Living Fire-style modded tiles, tiles that place next to non-solid tiles.
Destructor_Ben - Fix an issue causing temp files to appear in Visual Studio and trigger unnecessary rebuilds.
JavidPack - Documentation
Destructor_Ben, Chicken-Bones - Add parameterless constructor to NPCBestiaryDrawModifiers
Chicken-Bones - Fix melee speed affecting tool use speed
Lion8cake - Fix remix hardmode passes missing from ModifyHardmodeTasks
Destructor_Ben - Added Item.ChangePlayerDirectionOnShoot for items to not change player direction on shoot.

ExampleMod
Kogsey - Ported ExampleCritter
JavidPack - Fix Example torch and other flames not getting hidden with echo coating

Localization
RazzSG - Russian
Touhou: Gensokyo Survivors - Xeloph
Version 1.0.2 includes:

- a new stats system that you can spend your blue crystals on
- characters have different starting stats
- rebalanced enemy speed and damage values
- rebalanced item damage values
- knockback shockwave when you leave the level up screen
- spellcards visible from the level up screen
- native controller support
- various bugfixes

Also, Gensokyo Survivors is now available on Itch.io! Your save and setting files are automatically transferrable to this version of the game as well!

Thanks again for your continued support!
Nov 1, 2023
Clash: Blue Mirage - Sciaenops Ocellatus
I told you guys last update that I wasn't going to get much done this month. I was right.

Essentially all time I would have normally used for devwork went to studying. Paid off, though; finally have a bachelor's degree and I passed my first certification content exam. And things are lining out and freeing up some weekend time PLUS I get a week off, so I will be able to make up all the dev time I missed. Plan is still to finish Chapter 4 and then focus on revisions and touch-ups before moving to the second half of the game. Plan is also still to release some time in 2024 but I cannot make any guarantees.

Anyway, thank you all for sticking around. I know its frustrating, all these delays. So I really am grateful for those of you who haven't given up on me. I'm trying my best, which is all anyone can do.

I will say this though; I was able to use my work on both Clash games in my day job. I've used my experiences writing to help my students learn how to write. That's been more fulfilling than the actual writing. :-)
Couplinked - [TTV] VOXindie
Couplinked is going Free to Play! No tricks, no gimmicks, just game.

Be on the lookout for the pricing change!
传说之始 - 水月
1.现在技能面板的技能会根据[稀有度][类型]自动排序了
2.地图发生变化 隐秘据点下方出现训练场
3.新增稀有技能[物品吸引]
4.优化了部分魔法的粒子效果
5.修复了装备对比相关的BUG
6.缩小了[力量结晶]类型的限制
7.现在[公会回收]会记录上次的勾选
8.现在[年久失修的传送阵(混沌)]可以使用交互按键快捷启动了
The Art of War: Card Game - serginian
The Sarioanthia faction was the last faction whose balance was questionable and who could not stand an equal fight with the other factions. We are introducing an update to the Imperial Faction that will change the faction's strengths and tactics on battlefield.

Full list of changes:
* Fixed bugs related to the effects of some cards
* Rebalance of some common cards
* Rebalance of Sarioanthia faction
Voor De Kroon - Future Minimalism
Changelog
  • Add missing weapon selection widget to faction editor
  • Clean up saving and loading part of customization interface
  • Redirect user to workshop agreement when it's not accepted yet on upload
  • Add emblem to ailettes
  • Fix aillete brightness
  • Fix crash in setting menu
  • Fix missing audio clips in voice 2 charge commands
  • Fix performance issues related to combined officer equipment
  • Fix missing lods on new units causing heavy fps drops
  • Fix heraldry colors not selected correctly when opening heraldry editor

Ragnarok Survivors: Valhalla - KodingNights
Thanks to the community I was made aware of a bug where the player was unable to move on the second run if 'Impact Pause' was enabled.

Issue has now been resolved!
...