ON SALE THIS WEEK THRU SUNDAY, 12TH OF NOVEMBER 2023 Pathfinder 2 RPG - Treasure Vault Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Accessory https://store.steampowered.com/app/2330590
Flash Gordon Journey to the Center of Mongo Adventure Publisher: Pinnacle Entertainment Group System: Savage Worlds Type: Setting https://store.steampowered.com/app/1500950
AI minions health has been made to adjust based on the number of players in your session. AI minions health will be less if it's only 1 player. More players means more health for the AI minions.
The biggest partnership in Apex Legends™ history starts now, Legends. We’re squadding up with Post Malone to unleash two weeks of beautiful mayhem featuring a brand new Limited Time Mode - Three Strikes, cosmetics created in partnership with the superstar musician and inspired by his love of The Games, and more. So get ready to squad up, grab a loadout, and step into the spotlight–it’s your Time to Shine.
NEW LIMITED-TIME MODE: THREE STRIKES
Unleash mayhem in this new LTM with faster revives and invincibility when downed. In Three Strikes, you and your squad will have three chances to be the last squad standing. Players can be knocked, but not killed unless the entire squad is wiped. At that point, you’ll lose a strike and respawn back into the map fully equipped. Lose all three strikes and you’re out.
Players will respawn one POI away from where their squad wiped with the gear that was equipped at the time of the squad wipe, including: Armor and EVO progression Weapons and attachments (except for mythic weapons) Ammo, ordinance, and consumables
Jump in Fridays through Sundays for 1.5 times the fun with: 1.5x boost on all XP gained November 10 - November 12, 2023 1.5x boost on XP gained when playing Three Strikes November 17 - November 19, 2023
COSMETICS DESIGNED WITH POST MALONE
Our “Iconic” tier cosmetics make their debut with skins, stickers, and bundles created in partnership with Post Malone for some of his favorite Legends including Octane, Wraith, Horizon, and Lifeline.
Unlock all 20 stickers from Posty Sticker Packs† to receive 3 Legendary stickers to tat up your heals and shields.
CAMO CREDITS & REWARD SHOP
Choose the right rewards for you with our event currency: Camo Credits. You can earn up to 285 Camo Credits per day by completing Daily Challenges and use them to unlock event cosmetics.
And cosmetics aren’t the only thing available. Camo Credits can also be used for a limited amount of Battlepass Stars and Sweepstakes Tokens**. Check out our Ignite Sweepstakes blog for all those juicy details. With only 14 days to earn Camo Credits, you won’t earn enough currency for everything and to max out on Sweepstakes Tokens—so choose wisely. Camo Credits expire at the end of the event.
You can also unlock four unique variants of the Apex Legends X Post Malone Event badge by completing challenges and earning currency throughout the event.
TWITCH DROPS
Tune in to select Twitch streams between November 7-21 to earn exclusive cosmetics while watching your favorite streamers dominate.
Connect your EA account with your Twitch account, and tune in during the dates below to unlock the corresponding items. Instructions on how to link your EA account can be found here.
**NO PURCHASE OR PAYMENT NECESSARY TO ENTER OR WIN.
Open to Legal Residents of Austria, Bulgaria, Canada (excluding Quebec), Chile, France, Germany, New Zealand, Norway, South Africa, South Korea, Taiwan, Thailand, the United Kingdom, or the United States (including the District of Columbia). 18 YEARS AND OLDER. VOID WHERE PROHIBITED. Max 5 Entries/day during the Promotion Period. Promotion ends Nov. 21, 2023. For Official Rules, prize descriptions, odds and how to enter without purchase or payment visit https://www.ea.com/games/apex-legends/apex-legends-ignite-sweepstakes-rules.
Sponsor: Electronic Arts Inc., 209 Redwood Shores Parkway, Redwood City, CA USA 94065.
Automation - The Car Company Tycoon Game - Killrob
Patch 3 took a whole lot longer than anticipated, mostly due to larger underlying structural problems found and resolved in the process of fixing seemingly minor problems.
For example, competitor car generation having some issues with data handling, which led to large sections of the car designer game code being translated from Lua to C++. That is something we wanted to do anyway, but certainly not right now!
As you can see in the big patch changelog below, in the last month we were able to get a lot done though, despite a lot of work being hidden under the hood.
A brilliant modern supercar, by iIvanSmith.
Open Beta Patch 3: Full Changelog
General
Converted a big chunk of car designer calculations from Lua to C++
Fixed various issues with competitor car generation
Fixed lua error when swapping fuel to nitromethane
Fixed lua error when importing pre-4.2 cars and improved prompt to show body name & UID
Fixed hard lock while using 4 grid mode and rapidly changing turbo settings
Fixed Lua error with convertible options in campaign
Fixed a performance issue with global colors
Fixed AI using emissions tuning when it doesn't use a cat
Fixed timing belts stop spinning when changing block material
Fixed semi-slick tire textures being backwards
Added lower-res map layers to the test tracks to use when fully zoomed out
Gameplay
Implemented gearing range reliability penalty and opened up allowed gearing range
Improved torque converter, CVT, and general shifting logic and test cycle behavior
Fixed inconsistencies in acceleration calculations and clutch logic
Applied all changes to shift logic and acceleration test improvements to test track calculations
Added in engine family stroke length effect on engine fitting
Added efficiency vs. cruise speed graph
Added traction tests sheet as a selectable graph
Fixed issues with downforce and lift calculations
Hooked up toe effect to tire wear / tire service costs
Implemented CVT hard torque limit (size-independent) and fixed limits not scaling correctly
Fixed reliability of CVTs being unexpectedly high
Fixed 4x4 / manual locker not having expected effects
Fixed issue in calculation of interior space vs seat rows used for coupes
Updated gearbox "grades" for drivability, sportiness, comfort, reliability, and engineering
The new power-traction graphs, which breaks down your car's performance on different surfaces, and with different traction levels at each wheel.
Campaign
Changed behavior of country tech pool to be a true offset you don't pay for
Fixed yearly autosaves in campaign zeroing various market data, including preorders
Fixed leaded fuel cars selling to other countries despite their leaded fuel ban
Fixed taking a loan for standalone factories starting payback immediately
Fixed market tab not updating when open and time is ticking in campaign
UI Changes
Fixed removing cat not resetting emissions optimization back to zero before locking it
Added piston / block icon at power density line depending on which item limits it
Added all-fixture scale controls to advance trim settings to resize of fully 3D fixture cars
Fixed some fixture slots not accepting light type changes
Fixed missing units in power / torque graph
Finished implementation of new detailed stats UI for Test Cycles & Emissions
Fixed previous decade safety button not working until a safety package is selected
Fixed inconsistencies in the display of fuel availability
Fixed mod wheels with incorrectly set up wheel families not displaying in wheel selection
Added car trim engine sound controls to engine testing UI
Added "open custom images folder" button to HDRI level widget
Added tooltip for steering and traction aids PU values
Fixed issues with drag graph formatting and labeling
Fixed gear selector for emissions UI not updating on gear change
Fixed gearbox warnings appearing before a gearbox is selected
Added various missing icons
The new detailed stats page, for emissions and test cycles.
Balance
Significantly increased importance of reliability stat, proportional to demographic desires
Tweaked R&D branch cost multipliers
Tweaked costs of undertrays
Tweaked costs and PU of interiors and entertainment
Tweaked costs of steering options
Tweaked costs of traction aids
Tweaked costs and PU of springs
Car Body Fixes
78_TaS_Comp_SWB changed to Truck
78Comp/78Plus - Wagon changed to 5 door, Con and Coupe changed to coupe, cargo and ZMPV_Cargo changed to van
80s_OR_LWB Wagon changed to SUV
Kei_Truck/LWB_Truck/MWB_Truck: removed convertible tag
JD1974_E3 vans adjusted to 3 doors
BodyEditor_70sFamilyvan and BodyEditor_70sPanelvan changed to 5 door
CS_Moore: All vans bulk edited to ensure 3 doors
65_XMB_Wagon_2Dr_Alt adjusted to 3 doors
BodyEditor_60sCoupe Targas given hardtop flag
All eras of GPV 2 doors are now flagged as 3 door, and 4 doors are flagged as 5 doors
BodyEditor_60sSedan02 wagon variant adjusted to 5 doors
JD1974_60s_112A van and MPV adjusted to 3 doors
60s_Mid_LM longer wheelbase van adjusted to 3 doors
Exporter Fixes & Improvements
Fixed exported cars sometimes having huge bounding boxes with certain fixtures
Implemented new sectional body JBeam generation among other minor body generation changes
Tweaked gearbox shifting logic
Added "Expand Body Bounds" parameter, controlling if unbreakable fixtures resize bounding box
Increased tire sliding friction
Lowered taillight flare intensity
Added an upper limit to engine braking torque of 60 Nm
Added a lower limit for speed limiters of 10 km/h
Fixed CVTs displaying a gear count in the name
Updated light triggers
Adjusted force feedback effects of various power steering choices
Reworked the Zip-Pack mode to modify the archive instead of entirely overwriting it
Added experimental prop support
Various optimizations
Retro-futurism at its finest, by Skyline.
Automation Track Art Survey
We are currently working on a series of new test tracks for Automation, and we want your feedback on the art style! Simply go to the Google Form by clicking on this link, and vote for the three finalists in the survey; it will only take a minute!
With all that out of the way, we've come a lot closer to a public, main-branch release of the Ellisbury Update. Of course there are more issues to address and likely even a few new ones introduced. We will continue to improve the update within the open beta until we believe it to be ready for general adoption.
Physics have been fixed for the next update (1.0.0.5), physics have also been fixed for the Bulletproof game, which will be coming soon, in TFN the update will be delayed in arriving due to a performance loss that is being fixed.
Our Vision for The Fallen Night: (Preview of the upcoming presentation video) In a vast and cruel world, where justice is only the face of evil, where blood tells you who you are, where a knight risks everything for his love... Work, battles, romance, adventures, good times, good talks, events, and activities will make you forget who you are to the world.
-New sprites for Sergeant and Medic classes (a new save will have to be started to view these changes but old saves will still work as normal) -Fixed a spelling mistake on the class selection screen -Added controls display to pause menu -added the ability to close "select an item to pickup" window with the Esc key
Your pirate brethren are hard at work, and today, we've received feedback from some of you on various matters. These feedbacks are so important for us, so don't forget to discuss them on the Steam discussion board.
Furthermore, don't forget to join our Discord server, where you can reach us more easily and chat with fellow captains.
New Features:
Pre-game selection screen added.
Different ships can now be selected.
Different captains can now be chosen.
Fixes:
Control issues have been addressed.
Certain button bugs have been fixed.
Map scaling has been updated.
With all this in mind, our updates will continue to roll out. Add the game to your wishlist and stay tuned. Be the first to know about the latest features!