Diesel Legacy: The Brazen Age - Geoff
ELEANORA: THE GUN-TOTING GANGSTER DRESSED TO KILL



https://store.steampowered.com/app/1959140/Diesel_Legacy_The_Brazen_Age/

Bio

Eleanora has big dreams. She’s going to be living the high-life one day, people waiting on her hand and foot and everyone is going to know her name. And she’s going to be respected. But it’s going to take a lot of work as her adoptive family, the LaPointe Mafia, don’t give her any recognition.

Eleanora Maria Buccio was a street rat for most of her life, she turned to crime at a very young age after dropping out of grade school. Her only real family were two thick-headed, yet loyal, mates Brick and Weasel. Eleanora is the smartest of LaPointe’s goons by far. She is obsessive about upholding her style at all times and has a general “devil may care” attitude.

Educated by the streets, she’s quick to anger, never turns down a challenge, and a showboat to boot.
El is a dirty fighter, and has no qualms about using any or all objects around her (or hidden in her colossally cavernous trouser pocket) to get the upper hand. Just don’t scuff her outfit (a sure death sentence).

Basic Strategy

Eleanora comes packed with everything she needs to light up her opponents with a variety of stylish moves.



One of El's staple zoning tools is her C button. By tapping C while standing, she can throw up to three darts in succession. She also has access to both a jumping air-to-ground dart and a crouching ground-to-air-to-ground dart.

Eleanora also has access to a Chicago Typewriter (QCF+C). Holding the input for her machine gun allows her to empty her entire clip, but don’t be careless! It will leave you vulnerable after shooting, if done too close or if your bullets whiff.



Feeling explosive? Eleanora’s Dyn-o-mite! (QCF+B) pulls out a bundle of dynamite that will detonate over time. She can pull it out both on the ground and in the air, and can manipulate it by holding the button or pressing forward or back to change the throw distance. If she’s hit out of holding it, she’ll drop it by her feet.

This dynamite, modeled after real life explosives, has the capability to hurt everyone– opponents, teammates and even yourself. Mastering Dyn-o-mite!'s timing is vital for making your enemies think twice about recklessly approaching.



What good is a gangster without her right (and left) hand man?

Pressing B+D will summon Weasel to drop kick in a lane above Eleanora’s position, while pressing down B+D will summon Brick, who will perform a running command grab in a lane below Eleanora’s position. Use this to cover lanes to keep the pressure off!



Using Loose End (QCF+D), Brick can bring in Patsy Doormat, a man who unwisely ignored some free advice. Patsy will absorb any attack that touches him, preventing nearby characters from taking damage. After enough damage, he breaks free and attempts to escape. (Don’t worry, it’s nothing a good night’s sleep won’t cure.)



As the final teaser, Eleanora has THREE Meltdown attacks– including Next of Kin (QCF B+D). This summons an associate to take care of business, preserving Eleanora’s alibi. It can be used to pick up downed opponents, and also used in a variety of situations on both defense and continued offense.



Playtest 2 is soon!
Remember, Eleanora will be fully playable during the 2nd playtest, taking place on December 13th @ 10:00 AM PT until January 3rd @ 11:59PM PT! This will be your chance to play her and give us any live feedback!
Nov 29, 2023
Slaves of Magic - slaveofmagicthegame
Hello everyone!

A small hotfix has been released with mostly some small visual and UI fixes, plus an important fix for certain AMD integrated video cards (Ryzen 5600G was the one we got a notice about, probably there were others affected by this issue) which had a problem rendering the texts and the world map in the demo.
One Lonely Outpost - Ashe
Hey Colonists!

As promised, this update corrects the issue where the new and shiny unrefiner turned into a cooker upon placement. Additionally, the running toggle that was introduced in the last patch can now be rebound on the keyboard!

Check out the patch highlights and notes below to see all the improvements, fixes, and changes.



Introducing the Unrefiner! Now you can take your refined items such as silicone and revert them back to their original state. That's some fancy technology.







Improvements & Changes
  • Added V-Sync to prevent screen stuttering on some hardware configurations
  • NPCs will now kick you out of their lander when its their scheduled time to sleep
  • NPCs will close their Landers at set hours
  • Added highlights to menu buttons
  • Visual adjustments to a waterfall in Inanna Falls
  • Autosave profile is now marked as such on profile selection screen
  • Player name and planet name now have a character limit
  • Added some missing icons to items
  • A couple of quests that previously had no rewards, now do
  • Added rebindable keybind for run/walk speed toggle
  • The player can now complete deliverable quests for an NPC one by one instead of having to deliver everything at once
Bug Fixes
  • Unrefiner no longer turns into a cooker upon placement and is fully implemented
    IMPORTANT NOTE: If you’re playing on an older save and already have a bugged Unrefiner that turns into a Cooker, you will need to go to Aaron and purchase a blueprint for a new one.
  • It is no longer possible to get out-of-bounds by eating food items while changing locations
  • Popups with new e-mails no longer disappear immediately
  • Fixed an issue that caused the game to become unresponsive during Elisha’s quest
  • Fixed an issue that could prevent the NPCs from arriving on time
  • Adjusted the interaction range of Fadhili’s house entrance
  • Season change will no longer cause the Community Box to display negative number of days
  • Fixed collision on a rock in Seaside Nexus
  • You will no longer receive thanks for Community Box challenge from an NPC that haven’t arrived yet
  • Fixes to Aaron’s cutscene

Follow us on our socials and join the amazing community in our Discord to share your feedback and thoughts as well as any issues you come across.

Discord Wiki Twitter Tiktok Instagram Facebook Reddit

https://store.steampowered.com/app/1465550/One_Lonely_Outpost/
Nov 29, 2023
Dura Vita Online - Stu Foo
If you are interested in keeping up to date with more information you can join the discord I have setup. https://discord.gg/Tw2cF9w.

This list does not include all the changes to the game. I have not kept track of all the subtle changes but here are most of the ones that matter.

- Created a new tile prefab for different areas like the graveyard, bandit camp, and some ruins. These now can be used to create areas at a faster speed by combining different tiles.

- Added a new tier of enemies. There are only a few in the game at the moment but these enemies can drop the new highest level items in the game.

- Added a new tier of weapons and armor. This tier is called Legendary and can only be found on the hardest enemies.

- Added a new temple area to explore.

- Added in new debuffs that enemies will use against you.

- Added new universal visual debuff indicators for the buff bar. Whenever you are slowed, stunned, defense lowered, etc, you will now see an appropriate icon in the buff bar.

- Updated some quests to have better rewards.

- Updated all enemies attack sequences and balanced some stats.

- Lots of bug fixes and other minor content.
Nov 29, 2023
Scribble It! - soeanski


Patch 1.7.9.2 is now live!
Hello, everyone!

This is just a small patch that fixes a bug where players could not select theme colors anymore.

As always, we encourage every one of you to give us feedback or opinions about the game on our Discord or on Twitter!

Bugfixes
  • Fixed theme color selection didn't work on desktop
  • Fixed missing question mark in kick dialog


The Attic - AnAtticDev
Performance updates
Content updates
Audio and lighting adjustments
Nov 29, 2023
Surviving Deponia - Penta
Heyho everyone,

It's been some time since you heard from us and the questions are becoming louder and louder again - here we are to deliver at least some of the answers! Surviving Deponia's development process is thriving more and more and even though we soon-ish would be at the point of being able to start the Early Access period, our gathered feedback and planning of the development process led to the revelation that this is not the path that we want to go. Let us elaborate a bit more:

One of the most pressing reasons there could ever be, is, that you, the community, voiced relatively frequently that you would prefer a 1.0 Full Release rather than an Early Access - but this is not the only reason: On the more technical side, when generating the story for Surviving Deponia the outline and plot were easy to finalize, but getting more and more in depth with the individual corner points of storytelling and dialogs it has turned out to be - excuse my french - “unhelpful” to try and slice up the story progression into separate pieces that are delivered periodically, weeks/months apart from each other.


If you want to dive even deeper into the practical reasons, another one of them would be that voice acting (or cutscenes) are usually produced "in bulk" and are all added at once towards a full release.
The players that progressed through the Early Access period would basically be forced to replay the game completely once it is finalized, if they would want to enjoy the "real" final version - We have tried to find an efficient way of tackling this hurdle, but in the end it makes more sense to prevent you from experiencing it this way, all together.


… As you can see, there are multiple reasons why we think focussing on the 1.0 Release is the right choice. For some of you this change of direction is directly answering your wishes - and we hope that those who wanted to get their hands on the game this year can at least understand our reasoning.

You might be interested to know where we are at right now in production. Surely, we don't want to spoil any plot-heavy details - there are a few things we can share, though:

Alongside the first city (screenshots on the storepage) that already was more or less finalized early last summer when we revealed the game, we worked on the basic design (still work in progress) of the second big biome with its various critters - Adding individual landmarks and other assets to make it more "life-ly" looking, is next on the list.


This scary mushroom jungle’s origins are a misled project of the area's leader, the Waterlord, when he decided to shift all biodegradable trash onto one spot …during a heatwave, of all times.


Additionally to various NPCs (both OC and new), monsters and cool gameplay features (pet system) which we have already finalized, we are now working on the second city as well as the boss-fights you will be able to dive into. And yes, you have read correctly - you will be able to run around with platypuses (and other cute beasts) as your pet.


Thank you again for your interest and decade long hype for Deponia!
For a direct contact, feel free to join our Discord

Best Regards,

Daniel "Penta" Fahrtmann - Executive Producer,
Daedalic Entertainment & AtomicTorch Studio

Cosmo Rider - nanonull
Hello Riders,

There is a new Update:

Missions & stage Conditions

  • Updated Missions generation and completion logic. Completed Mission gives 1 Research Point.
  • Players can craft one researched equipment item using Research Points on the Research screen when just starting the new flight from 1st Galaxy stage.
  • Comment: missions should have more strategic value.
  • Added missions:
    - Repair Abandoned Units
    - Core Defense
    - Carrier Escort mission
    - CollectIntel_ProximityScanner and CollectIntel_DirectionalScanner missions
  • Added Stage conditions:
    - Comet condition:

    (very dangerous condition, comet can destroy mostly any unit on stage in a second)

    - Abandoned Units (repaired ship can follow player to the next stage)
    - meteoroid anomalies: Natural, Artificial and Icy
    - cloud anomalies: Radiation, Burning, Dust
    - Resources Decay
    - Faction Skirmish
    - Starting Drone

  • Added UI panel with mission overview. This panel renders missions list and status unlike Mission briefing which renders titles and descriptions.
  • Increased Station control time for Enemy Station mission

Gameplay
  • Material items from destroyed units will no longer disappear by timeout (unless Resource-Decay condition is active)
  • Added +20 HP to Player ship
  • Added more SFX, play new remix track when Boss is defeated
  • Reworked Impulse PowerUP force to be applied over time
  • Spawn mines around Large Asteroid

UI & Visuals
  • Added stats for Bucks and RP gained to stage summary dialog
  • Added started/completed missions to game over dialog
  • Added all-time Player stats to galaxy selector screen
  • Added aid & challenge score preview for each map node
  • Added hint for missions with timer
  • Graviton shows damage labels per unit
  • Added Health bars to elite units
  • Added space dust particles VFX
  • Turned off planets on map

Bugfixes
  • Fixed: calculation of MaxHealth module mods
  • Fixed: can’t click Submit with mouse on Leaderboard screen
  • Fixed: marker blinking on spawn
  • Fixed: stock Graviton damages allies
  • Fixed: raw unit limit has been applied twice
  • Fixed: Some damage labels are not hidden when rendered out of screen
  • Fixed: install gun dialog + mission brief dialog = no pause
  • Fixed: main menu scene shows conditions of the latest world stage after return to main menu


Nov 29, 2023
Sebil Engineering - david from santa ana
Yesterday's update made it impossible for Semi Trucks to give goal points. Very big oversight on my part. Sorry about that! I've uploaded a fix last night around 1am PST which fixed that.

And this morning I uploaded a new fix for some other small bugs. Hope you're all enjoying the game. Thanks.
Terra Invicta - Pavonis Interactive
Hi everyone!

At long last we're releasing our massive bugfixing patch. We know it took a while and we just needed the time to knock out fixes to a number of longstanding bugs and UI and AI deficiencies. Thanks for everyone's patience.

This will be a large download as we updated both our Unity version and some large graphics files.

It should not break saves. (We will increment the second build number, currently the ".3," when that happens.) It may break mods and modded saves.

The full patch notes for builds 0.3.108 through .115 are too long for Steam, so please refer to them here:
https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29914

This patch is really a host of medium-sized and small fixes and adjustments all over. Here are some highlights:

Features / Balance / Gameplay
- Lots of improvements to formations. New formations and improved old formations; Reinforcements will now arrive into the battle in formation; Match Velocity Command now allows you to select your own ships enabling players to form up their ships in the middle of battle.
- New Face Velocity Vector Maneuver allows ships to rotate themselves to face along their velocity vector. Great for getting formations oriented in the same direction after targeting different ships.
- Two new music tracks! Lots of new event illustrations
- Many adjustments to combat autoresolve to promote plausible outcomes
- Scads of AI tweaks on hab construction and management, ship design and fleet management, army management
- Updates to translations to build 0.3.107

Settings / Modding
- Added option for SMAA antialiasing. It's generally not as nice as existing AA, but Radeon cards will default to this as we're trying to fix the "screen of static" bug in combat.
- Added option to turn off animated councilor portraits and use static portraits instead. Using this may help stability on low-end machines.
- added globalconfig field "savepath" for manually designating a save directory for someone who lacked server permissions to save to MyDocuments folder
- First pass at support for audio modding

UI
- change to auto camera focus behavior with setting
- Naval status tooltip will now list which wars are causing naval blockade, other small text clarification how a blockade happens
- Shipyard list will sort shipyards around space bodies before shipyards around lagrange points
- right clicking techs will now focus on the clicked tech when the new tree is built.
- Ship designer : made table/icon option global. Now, when you select table or icon view, it applies to all tabs, not just the current tab.
- councilor auto-cycling during mission phase will now skip detained councilors
- added "cycleNextCouncilorWhenAssigningMissions" boolean to TIGlobalConfig. Default is true. If set to false councilors will not cycle when one is assigned a mission. This will eventually be incorporated into the options UI but Caruso is on vacation and I don't want to deal with it
- apply short delay to unpausing when notifications that pause appear to prevent accidental unpausing with simultaneous keypress
- a planet's fleets list will include fleets around other space bodies in the system at bottom of the list
- added UI making clear you can't build a base in alien primary base planetary system
- added UI to space object detail showing solar insolation rating and orbital period
- Added some info to planet tooltip
- clicking on your fleet in fleet detail will now take you to faction-filtered fleets screen. clicking on enemy fleet will now filter factions as well.
- The little resource chevrons now have a king for a best-of-the-best flag
- # narrative events now ranges from 0 to 10 in startup options sted 3 to 7. 0 will disable all non-required events
- Add some more visible numbers to ship/fleet lists
- ship class list now shows assault value, combat acceleration and number built and under construction
- right-click army movement now requires the shift key to activate. Added tooltip to point to this.
- split fleet list will show each ship's assault combat value, also fixed tooltip
- Ship designer now supports setting initial fire modes for ship designs
- Reversed the order of the module tabs to correspond to the ship cross-section
- tech tree changes, cost sorting
- added zoom-out to tech tree UI (shortcut ctrl + mousewheel)
- added option to hide fleet and hab orbit trails on fast game speeds.
- added option to leave UI panels open when focusing councilor during start of mission phase
- kevin also thought it was super-important to mention that we fixed a bug in which hyphens would cause slight text resizing in some UIs, which was really annoying JL in the research screen. Terra Invicta nation salutes you, Kevin.

That's far from everything. We also have a few more fixes in the pipeline that didn't get sufficiently tested to make it into this patch. We'll be putting them on our validation/beta branches soon and hope to update this main build quickly once they are stable.

We're also getting underway adding a number of new features to the game for our 0.4 builds. First up is a number of additional regions and nation on the world map to provide a richer simulation of geopolitics during the alien arrival. We've got some other fun things we'll show off on our Discord as we get them working in our internal builds.

Thanks as always for everyone's support.
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