Naheulbeuk's Dungeon Master - Terry_Dear Villagers (Com Dev)


Hello Community,

A little hotfix following the patch 1.3 is now available.

  1. Fixed several crashes occurring when saving the game.
  2. Fixed a hard-lock occurring when wages are paid.
Thank you for your support.

https://store.steampowered.com/app/2005160/Naheulbeuks_Dungeon_Master/
Nov 30, 2023
Crusader Kings III - PDX-Trinexx
Hello everyone! Today we're releasing Update 1.11.2 for Crusader Kings III; With this update, we've focused on resolving several issues that have emerged since the release of Legacy of Persia to help ensure a smoother and more enjoyable experience.

This update also includes a couple of experimental fixes specifically for our Linux and MacOS players to improve stability and performance on these platforms. If you continue to encounter stability issues on these platforms after today's update, then please perform a clean reinstall of the game. Thank you to everyone who submitted crash reports from these platforms!

As always, we appreciate your feedback, support, and reports. Your feedback is crucial to helping us shape the future of Crusader Kings III, so don't hesitate to reach out with any thoughts or issues you have after today's update.



1.11.2 Changelog
Bug Fixes
  • Fixed issues with upper-case filenames causing stalls and crashes on certain platforms.
  • Added missing localization for locked "Rich in Diversity" achievement.
  • Added missing localization for not having specific combinations of culture ethos.
  • At least one Zoroastrian faith has to complete the Magi restoration decision for them to be able to create HoF titles.
  • Characters from Heresy outbreaks will keep the Heresiarch trait.
  • Converting a county resulting in Iberian Struggle catalyst will display the holder's name in catalyst history.
  • The Research Project event chain will now correctly add the Mural Sextant innovation as a reward if its path was chosen.
  • Event where you find a competent Quadi\Magistrate will properly check if they don't have any relations with you or are not an already picked competent Tax Collector.
  • Fixed a doubled "by" inside a tooltip when someone resigns from a tournament.
  • Fixed a typo in the Traveling Thinkers travel event causing a missing scope.
  • Fixed a typo in the names of cued music for East Europe events.
  • Fixed incorrect names of music cues in tax rivalry story cycle events.
  • Fixed missing custom tooltip text in an option for a tournament duel event.
  • Varangian Adventurers now correctly receive additional MaA if they have a culture of North Germanic heritage or are Estonian/Estonian heritage.
  • Removed unnecessary blockers from Communal Possession and Exaltation of Pain tenets, making them now possible to be picked during faith creation.
  • Sar-i Sang mines are now an economic point of interest.
  • Seljuk invasion will always spawn with an army and will be more aggressive as a vassal.
  • The Saoshyant nickname description uses the correct name of a god that could devour the light.
  • When trying to push your secret faith on someone, the game will now correctly look for any sad memory they have for you to exploit.
  • Winning an Independence war will now always result in getting a title revocation reason on all losing vassals.
  • Zoroastrians can bypass the decision to restore the Magi.
  • Fixed Seljuks trying to become your vassal if you have the same title tier in the opening Seljuk story cycle event.
  • Fixed a number of additional issues with the Seljuk invasion story cycle.

Join the conversation and connect with other Paradox fans on our social media channels! Official Forums Official Discord Steam Discussions Twitter Facebook Instagram Youtube
Hitler Waifu - Who We Are Games
Our new game is already available. You can already try yourself in the role of the famous artist Hitler and go on an underwater operation, where many surprises await you. Good luck to you my friend.

Hitler My Friend is now available on the Steam Store

Our Twitter (X)
Our Discord server

Dad's Dice: History of Legends - Foncé Fish


Greetings, Adventurers!

We're thrilled to announce the arrival of a major update for Dad's Dice: History of Legends! This update brings a host of new features, mechanics, and an immersive dynamic quest system that promises to elevate your gaming experience. And guess what?? We need YOU!

Join us in playtests on https://gameround.co/detail/431/info
🎮


What's New:

🌟 Explore fresh and exciting in-game features!
⚔️ Experience innovative mechanics enhancing gameplay.
🎨 Enjoy improved visuals for a more immersive adventure.
📜 Dive into a dynamic quest system for endless challenges.


How You Can Participate:

Join the playtest on G.Round to be among the first to experience these exciting changes! Your feedback is invaluable and will help us shape the future of Dad's Dice.


Thank you for being part of this adventure with us! Your support and feedback mean the world. ✨


Don't forget to wishlist Dad's Dice: History of Legends and explore the DEMO. Stay updated with all things related to the game and be among the first to receive notifications about future updates and exciting developments.


Happy gaming! ːluvː





ːmixtapeː
Mixtape Games
Rising Front - jack
Hello! This is a small update that fixes a few bugs, and announces the new $2,000 Modding Competition!

Competition Details
It ends January 27th, the categories are:

  • $400 for most innovative
  • $400 for most fun
  • $400 best ww1 mod
  • $400 best custom map
  • $100 best scenario
  • $100 funniest mod
  • $100 developers choice
  • $100 staff members choice

Good luck and happy Modding!


If you have any ideas for me click this link!
Feedback Survey


Modding Tutorial
Truck & Logistics Simulator - Dana
Truck & Logistics Simulator is now available in the full release 1.0 version!

You can also play the simulator in cross-platform multiplayer with your friends on PS4, PS5, Xbox One and Xbox Series now.

Look forward to a huge open world in which you can load, drive and deliver with up to 24 players in multiplayer mode. Join your friends in exciting heavy cargo convoys. Climb into the driver's seat of more than 30 unique vehicles and perform complex loading tasks to deliver a variety of cargo.

New achievements as well as random police traffic controls and speed cameras await you in the 1.0 version of Truck & Logistics Simulator.

You can read the full patch notes for the update here:
https://forum.simulagames.com/index.php?threads/truck-logistics-simulator-release-update-full-change-log.82/

We wish you lots of fun and look forward to your feedback!

Watch the new trailer here:


Fallen Kingdom - ExContinium
New game is here! Manage your nightclub. Build your dream empire!

https://store.steampowered.com/app/2673720/Nightscape_City/
Nov 30, 2023
Blightlands Blacksmith - Skald Software
Patch v1.4.08

Combat Fixes

I have started tuning up the game's combat mechanics, which have been barely noticeable at this point. Tonight's patch reworked block and knock back.

  • Block now functions as expected. Please note that blocking is only effective when the weapon is fully in the block position. This is deliberate to create a trade-off between medium and heavy weapons, and wood or metal handles. Sure an all metal extra heavy weapon will block more and do more damage, but if it's too slow to raise you're in trouble.
  • When hitting a mob with a weapon they will now be knocked backwards, giving you a bit more space. The heavier the weapon, the further back they go. Earth enchants now correctly boost this.

A word of warning - I fixed a bug I found working on this that allowed weapons to hit twice if they crossed more than one collider in the enemy mesh. Now you only do damage once per swing. Mobs will feel tougher.

New Feature
You can now generate a random weapon using the design stand.

Bug Fix
If you score zero during the grinding mini game, you will be able to grind the weapon again, removing a possible hold-up in the intro quest. Mind you, if you DO score zero in the grinding mini-game, maybe smithing is not for you.
Aethermancer - GalinaMalina
In today's devlog, we're pulling back the curtain once again to unveil one of our most versatile tools for making Aethermancer: Gradients. These unsung heroes in our toolkit are the secret sauce that breathes life into our visuals. Now, I know we're delving into the technical nitty-gritty, but fear not! We'll kick things off gently, gradually wading into the intricacies that make Aethermancer tick. There's a bit of something for everyone on this journey. Are you ready to witness the alchemy behind the scenes? Let's dive in!

Let's lay the groundwork: What even is a gradient? A gradient is a smooth transition between two or more colors. We can use it on a texture to avoid harsh edges, or we can use it to visualize the change of a color over time (called "Location" in the screenshot), which is ideal to take our animations to the next level.



Let's take a look at the fire in the game for example. Without a change in color the fire would look monotonous, static and, well, not really like fire.



Now if we use a gradient, we can breath some life into the inferno. We start with vibrant yellows and whites, converging at the heart of the fire to create a scorching, radiant core. Then we seamlessly transition to fiery reds and further to deepening hues of dark, red-ish brown. This allows us to mimic the nuances of actual fire.



Gradients don't always have to be linear though. We can also adjust them to take on any form we want. We could bend them into the shape of our monsters, or in this case the shape of the Aethermancer themselves (well, actually the dash if you want to be nit-picky):



Here's where it gets interesting. We're not transitioning between colors anymore. Instead this gradient describes how bright or dark parts of the image should be. With this brightness gradient we can make different parts of the Aethermancer glow. Now let's dim the lights and step into the game so we can take a look:



Now that we've established that we can use gradients to not only hold colors, but also other information, here's another example, that you might already have seen in action if you've followed the development of Aethermancer for a while.



Gradients like this allow us to mark different parts of our monsters for different effects by overlaying this gradient on top of the monster. Each hue holding an encoded information. This example comes into play when a monster meets their fate in combat. The dark tones mark the parts of the monster that disappear first, while the bright parts are the last ones to disappear.



I know it is hard to imagine, but the power of gradients doesn't end there. We can do more cool stuff, when we don't limit ourselves to the exact shape of a monster when we make gradients for them. A while ago I shared this blobby looking image on our Discord:



To the untrained eye it might not be immediately apparent, but Dark Elder is hidden in this texture. Each pixel in this gradient texture contains the information how far away it is from the outline of Dark Elder. A white pixel is 32 pixels away on the outside of the monster, a black pixel is 32 pixels away on the inside of the monster and a medium grey is exactly on the outline of the monster. (For the more technically inclined, this is called a signed distance field or SDF).



With this gradient we can create outlines of an (almost) arbitrary width, without having any issues.



For comparison, before we had that possibility we used to make outlines by displaying the monster multiple times with a slight offset. That works reasonably well for thin outlines (1-2 pixels), but breaks apart once you want thicker outlines or when you have a lot of pointy elements like Naga's spear



We're also using gradients and gradient textures in a lot of other places, like the Aether crystals, the wind simulation, our fake 3D, our lighting and more. But this devlog is already pretty long, so I won't cover them here. If you are interested in hearing about any of those topics or want more information on any of the topics in this devlog, let us know!

Hope you guys enjoyed this look into some technical details of Aethermancer. If you want to directly ask our Tech Artist Basti about VFX topics, head on over to Reddit to a little live q&a:
r/AethermancerGame
JR EAST Train Simulator - Development Staff(JR East)
The following modifications have been made.

[h4]<modifications>[/h4]
    [Nambu Line, Nambu Branch Line, Tsurumi Line DLC]
  • Nambu Line: Correction of an event in which an error was made in the English description of Nishi-Kunitachi Station
  • Nambu Line 603F and 4027F: Correction of overlapped playback of conductor announcements between Musashi-Kosugi Station and Musashi-Nakahara Station
  • Nambu Line 603F: Fixed the timing of conductor announcement before departure from Bubaigawara Station
  • Nambu Line 603F: Adjusted the content of the conductor announcement between Fuchuhommachi and Bubaigawara Stations
  • Nambu Line 4027F: The content of the conductor's announcement before arrival at Noborito Station was the same as that after departure from Musashi-Mizonokuchi Station, so this has been corrected to a different content.
  • Tsurumi Line 801: The timing of the conductor's announcement before arrival at Tsurumiono Station has been corrected
...