Microsoft Flight Simulator (2020) 40th Anniversary Edition - Jayneivana
We started the week by launching a pre-release test build (1.35.13.0) of the upcoming Sim Update 14. If you'd like to read a list of the bug fixes and other improvements in this build, please see our forum post here.Thank you to all the volunteer community members who have enrolled in the beta and helped identify bugs and issues! If you would like to opt in to the pre-release test, you can find instructions here.
The beta is open to all players on PC/MS Store, PC/Steam, and Xbox Series X|S.The biggest issue we have noted from SU_14 testers so far is a regression that was causing Assistance settings to reset to default whenever launching the sim. The dev team has identified the cause of this bug and will resolve it in a future SU_14 beta build.
On Tuesday, we launched the latest aircraft from our Famous Flyers series: Mitsubishi Heavy Industries MU-2. Created by developer iniBuilds, this beautiful twin engine turboprop from Japan is sure to provide sim pilots with a thrilling flying experience. The MU-2 is available now from the in-sim Marketplace for USD $14.99.
Coming up next week are two more new releases! World Update 15: Northern Europe & Greenland and Local Legend 13: Saab B 17. Both are scheduled to launch on Tuesday, November 7. Also launching on Tuesday alongside the new World Update will be improved versions of both World Update 11: Canada and World Update 12: New Zealand.
All these releases and more are noted in the newly-updated Development Roadmap below. Another highlight on the Roadmap is our next Developer Livestream! This event will be broadcast on our Twitch channel starting at 10:30am PT (1830 UTC) on November 29th. Stay tuned for more information about how you can submit questions in advance to our panel of Jorg, Seb, Martial, and special guests.
In community news, the annual flight simulator community charity event WorldFlight will take place between November 4-11, 2023. We've just released a new Community Spotlight article highlighting this event!
Community Manager Matt "Chewwy" visited one of the WorldFlight teams to get a behind-the-scenes look at their custom Boeing 747-400 cockpit build which uses authentic parts from retired jetliners and three instances of Microsoft Flight Simulator to provide over 200 degrees of visuals outside the windows
I'm just making a quick post to let you know I've uploaded a brand new build of The Fairy's Secret! This newest build fixes up several typos which were found in the English script by a very kind reader, and it also touches up the UI. The buttons in the preferences screen weren't aligned properly, and didn't always register mouse hovers as they should, but this should now be fixed!
I also fixed some transparency issues with the darker variant of the UI, and one of the backgrounds was edited (a window was placed in an illogical location in the hallway of Iris's home, but it has now been removed).
The game should be a lot more polished now! If you find any further issues, however, such as bugs or typos, please let me know. I'll do my best to fix everything up in a timely manner!
Hello all, thank you to everyone who has been playing Flock Party since it's release! Today we've released the first patch for Flock Party. This update is focused on performance in order to allow the game to run well on more devices.
We've optimized a number of shaders, improved culling to reduce tri-counts, optimized a number of meshes to reduce detail where it isn't needed, among other small fixes. We've also fixed a few lighting glitches throughout the game.
- fix a display issue with bosses completion marks - characters who cannot fire does not see weapon items anymore - you can now hold the button to drop multiple bombs (useful for the Bomber Kid) - the number of bombs you can drop per second is now linked to the player fire rate - the Flail now has a rotation speed linked to the player fire rate
Fixed: "{command} -h" will always work the same as "help {command}" for all commands and print the same help.
Changed: moved audio slider to main menu, removed it from the game window - there is couple of reasons for it: inside a game it was set per profile, and when I introduce separate audio settings for music & system sound, it will be much more clear in the main menu which slider affects which sounds. There's no need for it to be duplicated. Plus it takes important space on the taskbar.
There is now a bandit who will tell the others to stand down in Tuskwood in Chapter 1 if you get to him, improved other dialogue and fixed a bunch of little shit. Chapter 2 DLC is still on track to release Monday, November 6th. Busting ass on side quest scripts until then.
Complete list of changes:
-Usable objects now run check scripts immediately after map load (light sources, etc.). -Fixed script bug where Commander Ralo and Murag would drop papers for Ch.2 when killed in Ch.1. -Attacking the bandit camp in Ch.1 now causes Murag to automatically flee with Favius (so the story won't break). -New main character in Ch.1: Numbers, a bandit accountant who surrenders, improved some other dialogue. -Sounds and game messages no longer play if map isn't yet loaded (for respawn scripts, etc.). -Time pass dialogue window no longer displays when you travel to new maps. -Forges now produce light (like campfires and streetlights). -Slime monsters are now of the "fungus" species. -Lots of Chapter 2 progress (alpha on Patreon).
Squeebing Up the Tower of Friendship - SpaceKrakenStudios
There is only 1 week left until Squeebing Up the Tower of Friendship releases on Steam! Tell your friends to wishlist it if they haven't already, so that'll you'll be able to play together as soon as possible on release day.
In addition, I have updated the demo to make multiplayer more stable, make grabbing ledges and pulling up a little more consistent, and added controller support. Oh and I hid a small marker at a cool spot somewhere in the city! See if you can find it. If you're heading towards Detroit, you're in the right direction ;)
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.
We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.
I kindly ask for your feedback on which one is the most suitable.