Z.O.N.A Project X VR - AGamingTeam

Rest time's over, it's time to get back to work! Introducing our latest update 1.00.42.

What's New:

☢️ Introducing the AS 'Val' - an exclusive weapon found in raids. Magazines from VSK-94 and AS 'Val' are compatible with these weapons, offering a variety of ammunition types and damage.
☢️ Added to the arsenal is the Rifle 27 'Ghost', known for its powerful single shot. Also available in raids.
☢️ New for AS 'Val' - a specialized ammunition box.
☢️ An ammunition box is also available for the 27 'Ghost'.



Changes and Improvements:

🔸 Updated reloading mechanism: now bullets from gun magazines can be transferred to an ammunition box. This long-awaited feature is activated by pressing the trigger on the controller holding the box.
🔸 Fixed the issue of accidentally switching weapons with the other hand. Previously, this happened when trying to grip with the second hand unsuccessfully. Now, switching weapons is only possible through a deliberate grip on the lower handle.
🔸 Improved grip zones on the VSK-94, making it easier to reload the weapon with a mounted collimator.
🔸 Fixed some technical issues related to the use of gas masks and thermal imagers when saving the game.

Remember, Stalkers: The Zone is constantly changing, and each venture into it is a new challenge. Stay alert and cautious. Good luck! Many more exciting adventures await you!
Space Trash Scavenger - pH_101
Greetings Scavengers!

Today I set live the fourth hotfix since launch live, as I continue to react to your ideas and feedback in the steam forum and Discord.

This continues on from build 0.338, with a focus on balancing base attacks and enemies, adding more difficulty options, fixing full key rebind support, and many other minor fixes and balances.

Please do continue to let me know your thoughts! My plan right now is continue with these more hot fixes, reach some stability, and then we can focus on some other things, such as some themed updates around new features or content.

And do continue to post your bugs here or using f1, I will come to them in time.

Finally, thanks to everyone who has left the game a nice review, it really does help a lot a small game like this reach more people! 🙏

UPDATE 17/11/2023: Don't miss today's hotfix 0.342 that also adds difficulty sliders for fuel burn rate and hunger rate - allowing you to reduce or even completely halt these mechanics, for those of you who really just want to chill in space!

Important note: You do not need to adjust these sliders if you wish to have the intended experience, its just an option for those who want a more peaceful life. Leaving at 1 is the recommended way to play. You are also free to dial UP enemy levels and make attacks more common. Difficulty options have long been present in the games I loved, from Doom to Valheim, and I always planned to add them to this game. We launched without them partly as there was too much to do, and partly so I could get a read on difficulty from players.

Build 0.341

-Atomising your own space rig items no longer affects tech level. Only rocks and trash atomising advance tech level now
-Base attacks have a 30 seconds delay before starting when triggered and entity spawn further away when they do. To allow a period of grace on return.
-Disable base attacks entirely by setting interval to max in game options
-Cap danger level to 6 (limits base attack numbers!)
-Balance and nerf to enemy damage dealt to prevent one shot deaths.
-Enemy damage now better scaled per enemy level
-Slight increase in ice drop when mining ice.
-Oxygen added to piping recipe.
-Rig Thruster fuel only needs 3 oxygen.
-1 Rig Thruster fuel now lasts 2.5 times longer.
-Fixed bug to prevent stacking wearable stats by replace swapping mods.
-Increase possible values in unknown credit wallets for better quest rewards
-Tech level increase rate is reduced slightly further. (Expect your tech level to drop slightly on existing saves).
-Repair tool is twice as effective.
-Packing tool fire rate is marginally faster
-Cannot sleep when an attack is coming
-Danger level range is scaled by tech level
-fix key rebind issues
-offer to swap duplicate rebinds
-correct issue with slider labelling in game options
-fix issue with loading tech level causing enemy levels to be set to 1 or 2 when loading game
-Corrected turret 1 power usage
-Update Game analytics label to "enable anonymized analytics" to better explain purpose
-prevent inventory black GUI underlay staying on screen after jumping
-Fixes some controller rebind glitches
-Corrected some controller binds
-Removed unused binds walk, interact 3 and interact 4
-Renamed "hovermode" to "build mode" in rebinds

Thanks!

Al.

and In case you missed earlier hotfixes this week:

Build 0.338

-Reduce laser ammo charge ingredients
-Increase rifle clip size
-Increase laser rifle projectile speed
-Turrets deal five times more damage.
-Turret recipes reduced.
-Turret 1 uses 50% less electricity.
-Tech level is clamped per quadrant: 0 to 10 in starting Quadrant, 10 to 20 Industrial, unclamped thereafter. You may need to advance tech level to trigger a change. Tech level is visible in the top right corner.
-Tech level increases 50% slower. It may drop on existing saves.
-Add attack interval slider, in game hours. (default is 50, prior builds this was 48). The precise interval is a random value around the avrg. level you set here, on a normal curve with a standard deviation of 24 hrs so note it can fall either side what you set this too. Just to be clear, if you want frequent attacks, the interval would be lower. if you want to be left alone, set it high!
-Max entity level slider (defaults to 20, prior build this value was 30, if you are happy with this by all means increase)

Build 0.337
-fix null error when saving missing structures.

Build 0.336
-prevent corridors or hatched components clipping out of spaceship hull. This will fix a glitch where you can approach and accidentally get stuck in hatch area clipping. Apologies if you got stuck in clipping areas.
-fixed rig control unity dupe on packing bug
-updated naming in blueprint shop to correctly call the quadrant Industrial and not Mining by mistake which was confusing everyone
-Updated microchip price and multiple other product prices accordingly.
-Added camera control to controller bindings
-fixed bug where players get stuck in cubes after jumping when the rig has been piloted to a different rotation
-added lithium to all farming hatch items.
-Hunter gives 2 carbon.
-Various recipe updates for balance
Mob Factory - NavierIsStoked
Recent patches have done the following
  • New UI toggle for assembler output
  • More detailed info for how the refinery works
  • Ghost nerfed, less health
  • Slimes nerfed - can only eat one item now
  • Mimics nerfed - can only eat one item now
  • Weapons made cheaper
  • Hydra bullets go less far + are more consistent
  • Island costs reduced
  • Final boss costs reduced
  • Bug reporter moved to the settings menu

  • Bug fixed where options wouldn't save from the main menu
  • All weapons should say "requires mana" instead of "electricity" or "magic"
  • Fixed bridge pickup breaks packs going over multiple islands bug
  • Hydra bullet bug fixed
  • Liquid assembler concentration rounding bug fixed
  • Liquid assembler inconsistency fixed
  • Fixed pierce no damage/rate of fire on tooltip
  • Bug where golems would get stuck on a specific tile behind the middle structure fixed
  • Loading from an old save should be possible on non-english machines that use 1,99 instead of 1.99 for decimal points now
  • Goal not updating bug fixed
  • Bug fixed where items & bullets would go through mana pole

There is still a rare bug lurking around where all islands will sometimes not generate. We're working on this one and should have a patch out soon. We're also working on an icon on assemblers showing where they will output, a manual toggle so you can choose their output direction, improvements to the tutorial, and a new building or two.
Nov 15, 2023
Football Legend - Beef
Hello football fans,

We are thrilled to release our 5th update to Football Legend, packed with brand new features and numerous bug fixes. We have tailored the update based on your invaluable feedback, and cannot wait to get it into your hands.

Here are details on what is included in Update 5:

Explore With Ease: The Change Team Dropdown
Introducing an enhanced navigation system across multiple screens! Say hello to our new team selection dropdown, conveniently situated in the header bar. Seamlessly maneuver through various teams using a traditional dropdown menu, arrow buttons, or built-in keyboard shortcuts. Dive deep into team rosters, coaching staffs, stats, and scout potential trade targets effortlessly!



This new dropdown feature is available on:

  • Roster screen
  • Staff screen
  • Contracts screen
  • Game Schedule screen
  • Team Season Stats screen
  • Team Career Stats screen
  • Team Overview screen

AI Roster Management Tweaks
The AI has been updated in regards to how tactfully they will work to improve their roster. When AI teams are constructing trade offers, they will now better address their team's weaknesses and craft more impactful trade offers.

The AI has also been improved in regards to cutting players from their roster. AI teams now make smarter decisions on who they are cutting, and will work to keep dead weight off of their roster.

Trade History Screen
Unveiling a brand-new screen! Delve into the intricate details of every league trade spanning the last three years. Accessible through the "League" menu, explore your league's comprehensive trade history at your fingertips.



Player Details
Now, when you view the Player Details screen, the header bar showcases information about that player's team, enhancing your immersive experience. Previously, the header bar would always show details about the user's team.



Let us know what you think of the new update! Stay tuned for more exciting enhancements coming your way soon!

Join us as we continue to elevate your Football Legend experience!
STAR WARS™: The Old Republic™ - SWTOR Community Team


Hi folks!

I’m back again with more Star Wars™: The Old Republic news to share with our players! Let’s get right into it. If you recall, back in April, we tested a new cloud server in the Asia–Pacific (APAC) region which was called Shae Vizla.

I am thrilled to announce the Shae Vizla server launches November 16, 2023 for early access!

We have been wanting to spin up a server in this region for quite some time now, and with our recent technological upgrades, it is now possible to make this a reality. Over the last year, we’ve updated our launcher, upgraded the game client to 64-bit, and recently we’ve migrated all of our game servers to the cloud. All of these are a huge win for us as we continue to modernize our infrastructure enabling us to open up new areas, improve performance, and make it easier to deliver new content and manage the overall game.

This is an exciting opportunity for all players in the APAC region, whether you’re current, returning, or brand new! Shae Vizla will be a new server with no transfers available at launch. This will allow us to monitor the health of the server’s economy and simultaneously provide a space for players who want to start on a clean slate or who have never played before. In essence, opening a new server this way will feel like a new launch. Our established players can enjoy the nostalgia of the game, build new communities within APAC, and offer guidance to new players. Those who will be starting their adventure for the first time will have over 12 years of content, stories, and fun to enjoy in their Star Wars™ journey.

Now onto the launch details for Shae Vizla:

  • The new server launches for Subscribers on November 16th at 1pm CT / November 17th at 6am AEDT.
  • Subscribers will have exclusive access to the server for 24 hours before it is opened to all players.
  • We are offering early access to subscribed players so they have the first chance to obtain their preferred character and Guild names.
  • Players looking for an opportunity to subscribe can take advantage of our new Join the Fight bundle that includes 60 days sub, 2400 Cartel Coins, and the exclusive K-NoCo B5C mount that is rideable at level 1!
  • The server will be open to all players on November 17th at 1pm CT / November 18th at 6am AEDT
  • Devs will be out and about on the server alongside everyone!

I’m very pleased that we can open a server in the APAC region and work towards creating other opportunities for more players to experience a game we all love. I look forward to seeing you all on the Shae Vizla server when we go live!

-Keith Kanneg, Executive Producer of Star Wars™: The Old Republic

APAC Server FAQ is below. An FAQ for new players is also provided following the APAC list.

Where is the Shae Vizla APAC server located?

It is located in Sydney AU, same as when we opened it for testing earlier this year.

If I already created a character, can I transfer it over to the new Shae Vizla server?

Transfers will not be available at launch. Players can choose to create a new character and start from level 1 or use a level boost. We will be monitoring and observing how the community establishes its own identity, Guilds, and economy. We intend to open transfers at a later time. Timing is dependent upon our overall status review of the server at that time.

Will players be able to boost their characters to 70 or 80?

Yes. We are not removing that existing functionality from the server. The following boosts can be used:
  • Master’s Datacron and Equipment
  • Commander’s Character Token
  • Commander’s Compendium (for companions)

How will Galactic Seasons work on the new server?

Players will find that Galactic Seasons 5 “Confidence in Power'' will be active on Shae Vizla until January 24, 2024. It will have the same end date as the other live servers, but will run for a shorter period of time.

Will my Legacy be available on the new server?

No, as that requires a character transfer, but players can use the same Legacy name.

Will I have to purchase all the perks again?

Any unlock that is an ACCOUNT WIDE unlock will be available on the Shae Vizla server, consistent with how the rest of the game works today.

How will Strongholds work?

If Strongholds were purchased with Cartel Coins, they will need to be unlocked on the new server, however, the price will be 0 credits and no additional Cartel Coins. If a Stronghold was purchased with credits, they will need to be repurchased with credits. In both cases, players will be unlocking or repurchasing a brand new Stronghold.

New to SWTOR?

Star Wars™: The Old Republic™ is the only massively-multiplayer online game with a Free-to-Play option that puts you at the center of your own story-driven Star Wars™ saga. you create your own hero based on the classic Star Wars roles, including Jedi Knights, Sith Lords, Bounty Hunters, Smugglers, and more.

SWTOR offers both solo and grouped content, main storyline, class and planetary specific missions, Guilds, Strongholds that can be decorated, a Players vs. Player (PvP) mode, and six expansions of content that extends beyond your class storyline.

There is over a decade of content to enjoy and experience, and we are thrilled you want to begin your journey in a galaxy far, far away.

How do I create an account?

If you do not already have an account, you can create one here!

How can I download the game?

SWTOR can be downloaded using our own launcher or via Steam.

What are the system requirements?
  • Operating System: Windows 10 or later – 64-bit
  • Processor: AMD: AMD Athlon 64 X2 Dual-Core 4000+ or better
  • Intel: Intel Core 2 Duo 2.0GHz or better
  • Memory: 6 GB VRAM
  • Graphics: Star Wars™: The Old Republic requires a video card that has a minimum of 1 GB of on-board RAM as well as support for Shader 3.0 or better. )Examples include:Intel HD 3000 or better/AMD Radeon HD 7450/Nvidia GeForce 610)
  • Storage: 75 GB available space
  • Internet connection: Required to play

What Origin Stories (classes) are available?

There are eight Origin Stories that players can choose to play between the Republic and Empire factions.

Republic
  • Jedi Knight
  • Jedi Consular
  • Trooper
  • Smuggler
Empire
  • Sith Warrior
  • Sith Inquisitor
  • Bounty Hunter
  • Imperial Agent

Each Origin Story has its own storyline and group of unique companions associated with it. Players can create their own custom characters and choose from a variety of Combat Styles to suit their playstyle before embarking onto their adventures.

What group content is available in SWTOR?

Players can group up with friends or other players who can become friends to take on the challenges of Flashpoints, Uprisings, and Operations.

Flashpoints are stand-alone, story-driven missions that call on a group of players to band together to complete them.

Uprisings are fast paced, high-action, repeatable group missions that are much like regular Flashpoints, although generally more compact in scope.

Operations are large-scale multi-group missions where you will join your Republic or Imperial allies to confront the most dangerous threats in the galaxy. Each story-driven Operation is available to both allegiances and is designed to challenge groups of either eight or sixteen players to use their skills, wits, and teamwork to ensure that they successfully complete the mission while still being accessible to newcomers to the genre.

Are there difficulty modes available?

Yes! SWTOR has three modes that players can choose from to experience story and grouped content.

Story Mode
Story Mode is the easiest difficulty level and is the fastest way to experience the story.

Veteran Mode
Designed for players looking for more of a challenge. The enemies will be tougher, but the rewards will be greater as you work as a team to come out victorious.

Master Mode
Requiring both patience and skill, Master Mode will need a balanced group of players with powerful gear and require players to have reached max level to complete.

Is there a PvP mode in SWTOR?

There is! Players can join PvP Arena, Warzone, or Galactic Starfighter queues.

8v8 Warzones make up the majority of player vs. player matches. Victory is achieved by completing various objectives.

4v4 Arenas are a Last Team Standing Warzone in which you have only one goal: to eliminate all players on the opposing team.

Galactic Starfighter lets players take part in flight PvP matches. Players can take part in a variety of roles with different Starfighter ships, each with their own advantages and disadvantages. As players progress they’ll earn upgrades and customization options for each of their ships to build the ultimate Starfighter.

You mentioned Guilds?

Players can join an existing Guild or start their own! Guilds are a fantastic way to experience group content, socialize with and learn from other players, and receive a boost to the amount of experience points you earn while leveling. Each Guild can have their own Flagship, participate in Conquest, and decorate their very own Stronghold.

What are Strongholds?

Your personal home in the Star Wars™ galaxy. Players can purchase a variety of Strongholds with credits, Cartel Coins, or Galactic Seasons tokens. Each Stronghold is unique in design and can be decorated with thousands of items that can be purchased, earned, or found out in the universe.

What does Legacy mean?

Players can create their own family dynasty through the Legacy System, unlocking new skills, items, and other character options that were previously unavailable. As players progress through the game, there are a variety of achievements, titles, class and companion unlocks and much more that become accessible to all of your characters once obtained.
Lock 'n Load Tactical Digital: Core Game - Metcalf
- possible fix for joysticks affecting slider input.
- fixed Map 88 not being properly selectable in Battle Generator.
- fixed StuG H missing purchase cost.
Nov 15, 2023
Slime Wars Playtest - Thedrac
New Skills and Projectiles:
-> Double Shot;
-> Cross Shot;
-> Charged Shot;

Skills Reworked:
-> Triple Shot;
-> Quintuple Shot;

Skills and Projectiles UI: Now the time remaining are showed in player UI

Structures Reworks:
-> Fortune Well: Now, its boost is automatically applied to Player.
-> Cooldowns increased;
-> Interaction time reduced;

Enemies Adjustments:
-> Enemy Explosive - Damage reduced;
-> Enemy Explosive - Movement Speed reduced;
-> Enemy Glutton- Movement Speed increased;

New Tutorial Added: Now, the game have a combat tutorial;

Bilkins' Folly - Herr Lobster
Fixed a rare bug that could lead to disappearing clues, possibly only affected ultrawide monitors.
Nov 15, 2023
Death Must Die - Realm Archive
Content

New Fates Blessings
- Elusion: Increases evasion
- Vigor: Increases max life
- Curiosity: More pick-up drops
- Fortune: Gives you banishes, rerolls and alterations

Library
- A new stash meant to store Lore items.

Balance Tweaks
- Enemy damage reduced by ~10%
- Item drop rates from chests & coffins improved significantly
- Mort Dash: -44% Damage, +100% more lifesteal, Max Life Threshold 25%>30%
- Shop: Rarer Items appear more often
- Gold drops from enemies occur 50% more often
- Reduced Oozes a bit at minute 3
- Pandemonium blessing now requires having at least 1 other blessing
- Attack blessings scaling for Adept, Expert and Master buffed
- Vortex Duration increased 0.44s > 1.1s

Bugfixes
- Fixed gift GUI going off-screen on 16:10 resolutions.
- Fixed negative pull area letting you pull gems from an infinite distance.
- Fixed bug with disappearing audio.
- Fixed 'The Summoner' blessing.
- Fixed accidental opening of Backpack or Blessings when dashing.
- Fixed bug with negative life after revival.
- Fixed several minor text errors/typos.

UI/UX Changes
- Achievements: Rewrote unlock conditions to be less cryptic.
- Disable Prompts: New game option that hides the prompts at the start of the game.
- The Summoner: Added info about how much damage has been accumulated.
- Increased gift gui scroll speed.
Paint by Cubes - Last Qubit
The Turn-Based Carnival is live!


We're celebrating the Turn-Based Carnival that is hosted by Acram Digital and we're glad we could join with our updated demo of Paint by Cubes game!

There's lots of game discounts and dev streams taking part in the festival, so don't forget to visit the festival's Steam page and browse through other devs' content!

Updated demo and feedback


We're glad that more people are trying the demo every day and we hope that you like the levels we've provided for the testing!

In past couple days we were cooperating with our friend company's QA team and we've already implemented some of the fixes for the most important UX/gameplay control issues.

In the upcoming weeks we'll be regularly pushing out updates for the UX and the in-game visuals as we're pushing towards the release date planned for February.

We're also planning to prepare a new set of levels with examples of our newest mechanics, so stay tuned and watch out for our future update notifications!

We encourage you to share all the feedback you have, so that we'll be able to improve our gameplay experience and make the game as good as possible for you to enjoy!
...