Necesse - Fair
A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version. Note: Older versions may have trouble loading new version saves.

Hey everyone!

It's finally time for another update, and first I just wanted to say thank you for all the feedback you give. It helps a ton and drives the direction that the game should be taken in. I may not interact with everything, but I still read all the reviews and the feedback given through the in-game form, on the Steam discussion board, and the Discord server. With that said, let's get into the update :)

The economy of Necesse is in a bit of a weird place, and a ton of you have said you wanted to see it being expanded on. I would love to do that down the road, and survival mode is intended to be one of the first steps in that direction. It introduces food spoilage, and your settlers possibly leaving you if they starve for too long, with plenty of warnings. Spoilage timers are pretty long and it's enabled by default, but can be toggled at any time in the world settings.



One of the most suggested features is being able to take your character to your friends' worlds or keep playing on your character after having played in someone else's world. This update now makes that possible by separating characters from worlds. As a world or server owner, you can still make players have to create and use characters only for that world, which can be toggled at any time in the world settings.

Along with this, more server features have been introduced. You can set a world border, max number of settlers per settlement, dropped items clean up, and a few more. I would also love to add more server and PvP features in the future, so thank you to the server owners I contacted for inspiration like Rottenprawn, Claytonia, DHRD, and probably some I forgot :D
You can find them in the official Discord server, if you want to try them out yourselves.



Last update the incursion system was introduced. This update introduces a new biome, gear, a boss, and a bunch of tweaks around it, like being able to craft lower tier essence from higher ones.
With all the feedback we got, I have started to rework the incursion progression system, but couldn't get it done for this update. This means that the upgrade station unfortunately still has no use, since it will be part of this rework. So stay tuned for the next update for that!



Adventure parties have also gotten a bunch of improvements that make them much more usable. You can now command your settlers anywhere, they will sprint to you if you get too far ahead of them and a couple of other improvements.

Melee has been super hard to balance with the style of Necesse combat. This update introduces a new mechanic called resilience, which is mostly found on melee gear. It's intended to give melee users more tankiness. It'll probably be tweaked in future patches, so let us know what you think :)

Some of the other features and changes in this update include:
  • Initial loading time and memory usage have been reduced significantly, which also means lower minimum memory requirements.
  • Reworked difficulties with more distinction between each one.
  • Increased base player movement speed slightly.
  • Music player can now have 10 vinyls, acting as a playlist.
  • Set bonuses now always show, but grayed out when inactive.
  • Incinerator to get rid of all your settlement's junk items.
  • Snowballs, snowmen, and candy canes.
  • A bunch of new server features.
  • And a bunch of other changes and fixes!
You can read the full changelog below.

Improved or complete graphics rework is also a big suggested feature. We now have 2 full-time artists working on a complete graphics overhaul. There is a small teaser of that below, which we would love to get some feedback on. The entire thing is still very much a work in progress, and we will also be looking for more feedback in the future.

December is upon us, so we also spent a little bit of time adding a few extra holiday themed items as well.

Happy holidays and a happy new year!
- Fair



0.23 changelog
Additions:
Added new survival mode world setting.
Added food spoilage in survival mode.
Added Spider Castle incursion, including new boss and gear.
Added adventure party button to the quickbar.
Added Pirate Sheath, a unique item dropped by Pirate Captain that increases max trinket slots.
Added Resilience, a new mechanic granting temporary health with every attack.
Added buff potion use policy to adventure party configuration.
Added the ability to command your adventure party members similar to settlers.
Added the ability to start hosting your singleplayer world from the pause menu.
Added Cooling Box, a new storage box that reduces spoil rate.
Added Steam rich presence when playing.
Added difficulty selection screen with clearer descriptions.
Added visited note to the world map.
Added button to show item list under the complete collector achievement.
Added Slime Greatbow crafted at the Fallen Workstation.
Added Orb of Slimes summon weapon crafted at the Fallen Workstation.
Added Blood Grimoire magic weapon found in the Graveyard Incursions.
Added Blood Claw melee weapon found in Graveyard Incursions.
Added Bloodstone Ring trinket found in Graveyard Incursions.
Added Bloodplate armor set crafted at the Demonic Workstation or found in vampire crypts.
Added The Crimson Sky ranged weapon found in Graveyard Incursions.
Added the ability to rename pouches.
Added quality categories under the food category.
Added Snowballs dropped from snow piles or crafted from snow tiles.
Added Snowmen crafted from snow, stone and a carrot.
Added Cookies crafted at Cooking Station.
Added holiday presents that drop throughout December.
Added Incinerator crafted at workstation.
Added Clay Gauntlet trinket crafted at the Demonic Workstation.
Added Chain Shirt trinket crafted at the Demonic Workstation.
Added Manica trinket crafted at the Advanced Workstation.
Added Clockwork Heart trinket found in deep desert chests.
Added Vambrace trinket found in swamp cave chests.
Added Challenger's Pauldron trinket found in deep cave chests.
Added Aged Champion Scabbard trinket found in deep swamp cave chests.
Added a bunch more original music throughout the game.

Changes/misc:
Characters and worlds are now separate, but can be disabled on the world.
Improved startup loading time significantly.
Reduced initial memory consumption on loading significantly.
Settlers will now leave in survival mode if they are hungry for too long.
Increased players base movement speed from 35 to 40.
Wizard Socket from Fallen Wizard now increases max trinkets to 7 instead of 6.
Headgear now always show its set bonus, but grayed out when inactive.
The Travelling Merchant now sells additional holiday themed items throughout December.
The Animal Keeper now sells Queen Bees post Pirate Captain.
Animal Keepers is now able to fill apiaries with frames.
Bees will now pollinate/fertilize seeds around their hive.
It's now possible for full apiaries to create new swarms that migrate to nearby empty apiaries.
Settlers in your adventure party will now sprint to catch up if they are too far away.
Settlers will now join your adventure party if you make them follow you.
Your current party size will now show inside the adventure party menu.
Closing a container will now also close your inventory if you had it closed before.
Commanding settlers to follow you will now always make them come to you before attacking again.
Settlers will now sprint to their room when low on health.
Raiders are now much more likely to drop their gear.
Renamed easy difficulty to adventure and normal to classic.
Reworked difficulties making them change boss max health and enemy spawn rate.
Tweaked some boss attack timings and numbers slightly.
Discovered nodes on the world map are now permanently visible to the player.
Settlers will no longer become angry if you "accidentally" attack them while a boss is nearby.
Damage taken is now displayed in a red text color.
Damage dealt is now displayed in a yellow text color.
The cartographer table now also displays biomes discovered and added by your friends.
Combat health regen now just says health regen and base health regen says out of combat health regen.
The game will now keep 5 of the latest backups instead of just 2.
All melee damage weapons now only take melee enchants, even if they shoot projectiles.
Important buffs like cooldowns are now shown below the hunger bar.
Reduced the amount of raiders that attack your settlement during raids, but increased their health.
Raider damage now scales with game difficulty.
Raider count now also scale with number of players.
Added CTRL+F command to crafting tables to open and select the filter input box.
Added CTRL+A command to almost all text input boxes in the game to select all text.
Buffed Ivy Spear damage slightly.
Reworked the music player, allowing you to create playlists and control the music it's playing.
Doubled the range of the music player.
Updated vinyl textures.
Increased the distance raiders are willing to walk around before breaking down walls.
Settlers are now no longer targetable by other players not on your team if PvP is disabled.
Settlers from different teams are now able to attack each other if their owners PvP is enabled.
Adjusted the overall volume of music slightly.
Vinyls now no longer count towards complete collector achievement.
Increased deep cave ore generation slightly.
Banner Stands inside an incursion will now return to your inventory when closing it.
When creating or changing work zones it will now show that zones configure menu.

Controller:
Added controller support for looking at and cancelling buffs.
Tooltip is now slightly offset when dragging an item so that you can see the item count.
Fixed DualSense Edge controller not showing glyphs correctly.

Modding/servers:
Added texture pre antialiasing task to example mod and comment about it in initResources.
Added onRegistryClosed to almost all static object based registries objects.
Moved UnloadSettlements world setting to general server settings instead.
Moved MaxSettlementsPerPlayer world setting to general server settings instead.
Added DroppedItemsLifeMinutes setting which can be set with the /settings command.
Added MaxSettlersPerSettlement setting which can be set with the /settings command.
Added UnloadLevelsCooldown which can be set with the /settings command.
Added WorldBorderSize which can be set with the /settings command.
Added AllowOutsideCharacters world setting which can be set with the /settings command.
Job search range is now changed with the settings command instead of a custom command.

Fixes:
Fixed Alchemy Shards being categorized as mob drops instead of minerals.
Fixed settlers not exiting adventure party when went on a mission.
Fixed settlers not being able to use the Carapace dagger.
Fixed Explorer settler not being friendly when they are recruited.
Fixed possible issue where client would never request themselves.
Fixed MOTD and world from server.cfg being loaded wrong causing big config files.
Fixed changing the MOTD with server command not saving the config file.
Fixed Cryo Spear being able to shoot projectiles through walls.
Fixed GNDItemArray copying not being able to handle null items.
Fixed farmers fertilizing when they have a full inventory.
Fixes Explorer settler not being friendly when they are recruited.
Fixed Sand Knife applying its debuff from range using summons.
Fixed start rain command not working.

And other smaller changes and fixes.
Destroy The Monoliths - Radiant Sloth
Hello everyone!

I'm glad to announce that the first weeklong deal of Destroy The Monoliths is live now! You can purchase the game with a 20% discount until next Monday. It's time to uncover and destroy as many monoliths you can!

Steam Deck Verified

As you may have noticed on the store page, the game has received a compatibility review from Valve for the Steam Deck. And it has the highest score, Verified! This means the game is fully functional and works great. So if you want to grab your Steam Deck and play the game anywhere, you can totally do that!

What's next?

It has been a little more than a month since the game came out, and I'm happy with how it went. I'm very grateful to all players who took interest in my work and I'm glad you're having fun playing! Thank you also for your insightful feedback on the Steam forums, I was able to release a few patches to fix some issues and polish further some aspects of the game. Please don't hesitate to keep posting, I'm very interested in your suggestions for more improvements or new content.

I developed Destroy The Monoliths in 13 months, which is actually quite an intense pace considering this is all solo work and I have a full time job on the side. So, with the holiday season close by, it's now time for me to take a bit of rest and get my mind off Destroy The Monoliths for a little while. I'll see you next year to share about the future of the game and a new project I've been prototyping!

Thanks again for the support, and see you next time!

-Radiant Sloth
I Was a Teenage Exocolonist - sarahnorthway
ːexosmileː ːexothumbsupː ːexosmileː It's plushie time friends!! ːexosmileː ːexothumbsupː ːexosmileː

Get your Vriki and Sol plushies here for a limited time ending Jan 5th 2024.



Twenty-five days to meet our campaign goal

We've partnered with Makeship to do a limited run of Sol and vriki plushies. It's like a Kickstarter thing, where we need to reach a minimum order size (200 of each) for the campaign to succeed and the plushies to get made. Once that happens, they'll manufacture and ship them out by March/April.

The campaign runs from now until January 5th so preoder yours now!

ːexobrainː Sol Plush: https://www.makeship.com/products/sol-plush ːexobrainː

ːexoflexː Vriki Plush: https://www.makeship.com/products/vriki-plush ːexoflexː


Get a 10% discount if you buy both together! And the first 200 purchases of each comes with a free Steam key - share it with friends if you already own the game.




Two little buds stuffed full of surprises

They sent me some samples to play with and I looooooove them. The minky material is so soft and pettable, they're sturdily constructed with dyed fabrics and embroidered details. Exocolonist artist Mei worked on the production design for these to make them look just right, and finally we know just how many tentacles a vriki has.

I took them out to explore the wild and alien world of my houseplants and deck and they fit right in.



One last time - we don't plan to make or sell these again after Jan 5th, so preorder yours today!

- Sarah ːnyaaː
Dec 11, 2023
Rightfully, Beary Arms - DBS PR
Hi furiends!

We have a special in-game holiday event for Rightfully, Beary Arms called Sleigh, Beary from December 11, 2023 @ 1PM ET until January 4, 2024 @ 9AM ET. We are also doing a 12 Days of Beary Giveaway on December 20, 2023 through December 31, 2023 on Twitter.

Thank you to Garrett Rose for the bumpin' music and Jess Thomas for beautiful key art!

What The Duck - nirth_UT

Greetings, adventurers!
Winter, with its frosty allure, has finally arrived!
Embrace the enchantment of this festive season as the mischievous gaming sprite brings a touch of magic, unveiling upcoming new releases, must-haves, and Untold Tales classics for your home.
Let the joyous gaming journey begin!




For all you Martians out there - new playable DEMO of The Cub is here!
Tune in, explore the ruins of humanity, and relish your freedom in the world brought to you by creators of Golf Club Nostalgia and Highwater. Discover bits of the story and clues about how and why humanity fell, scattered throughout the world.
Spread the word, toss a wishlist and make sure to follow us for upcoming release news on this title!
https://store.steampowered.com/app/1941410/The_Cub/




This festive season just keeps on giving, doesn't it?
We celebrate Untold Tales with a special Publisher Steam Sale. Go ahead and treat yourself or wrap these titles as gifts for your friends <3
Psst, you can also grab our titles with special discounts on Nintendo Switch, because we are having Untold Tales Publisher Sale there as well


And if you're still wondering and afraid that you might miss a deal - worry no more. Brace yourselves - the Steam Winter Sale is coming your way! This year, you'll be able to hunt for deals from December 21 to January 4, 2024.



This goes out to all the renovating pros, Mr. & Mrs. Handyman: if you are ready to test out your cooperation skills be sure to follow Tools Up! which will be dropping the Ultimate Edition soon!
https://store.steampowered.com/app/2551920/Tools_Up_Ultimate_Edition/


We are thrilled to announce our collaboration with VARSAV Games Studios to bring you Giants Uprising!
https://store.steampowered.com/app/1109160/Giants_Uprising/


Feeling a bit cold? Then jump into Flame Keeper and get ready for the newest Biome filled with arcade elements, new enemies and hazard zones!
https://store.steampowered.com/app/1374230/Flame_Keeper/



Thank you for embarking on this brief adventure with us, and we look forward to having you accompany us on future journeys. As we anticipate and prepare for upcoming exciting news, stay connected with us on our social media platforms:


Previously on Untold Tales Presents
Schism - Famicon
EARLY ACCESS
After years of development, including about 10 months since 2 Left Thumbs first signed the game, Schism is finally launching into Early Access! But don't let that label deceive you.

Schism is launching as a near fully-completed game. It is already packed to the brim with complex items and systems that layer together in fun and infinitely engaging ways. "Early Access" is simple the easiest way to signal, there is plenty more to come!!


Features
🔹 Switch Frequencies to dodge bullets
🗺️ 9 randomized Floors
🎲 120+ Relics of power
🔫40+ Weapons w/ gun-mods
✝️ 14 gods to worship
💪 8 Stats to level up
🥞 MANY more layers to discover!!

Launch Update
Alongside the transition to Early Access, we are dropping a new update! This includes new relics, weapons, and more - as well as balancing and fixes thanks to the diligent bug reporting from fans and playtesters!

If you encounter any bugs (or have other feedback for us), please drop a reply in the official Steam bug reporting thread, or come give as a shout in the Discord!

NEW
-new weapon: Deep League
-new weapon: Sir Spellington
-new weapon: Rainbow Rider
-new weapon: Boom Stick
-new weapon: Crowd Pleaser
-new weapon: Hook Sinker

-new event: Hygeniust
-new event: Memory Enthusiast

-new achievement: Holier than Thou
-new unlockable god: Prime
-new relic: Panacea
-new relic: Base Reality
-new relic: Wrath of Prime

BALANCE
-reduced amount of chests given from random room rewards and completion points

TWEAKS
-Holy G weapon has a new shoot sprite and sound
-plant trap spawns don't count as enemies until fully grown (thanks dave)

FIXES
-fixed description inconsistency with Treasure Card (thanks pnok)
-fixed major bug with memory card use (thanks dave)
-fixed fate god not properly unlocking its achievements (thanks dave)
-fixed free attack weapon mod going below 0 (thanks dave)
-fixed being able to farm toxic god xp from infinite spawning minions (thanks pnok)
-fixed crash with room exit surfaces (thanks dave)
-fixed crash when immunoless disease was cured (thanks pnok)
-fixed dog bot spawning when the item was lost (thanks dave)
-fixed being unable to access options at title screen
KAKU: Ancient Seal - Kakuzp
Dear adventurers,

Greetings! With Christmas just around the corner, we are excited to unveil the Winter Adventure mode with a special 25% discount – our lowest ever! Don't hesitate, adventurers; it's time to embark on your journey.


✨Divine gear added:
In order to fulfill the dreams of every adventurer and elevate the excitement of the carnival, we have unveiled four brand-new pieces of equipment, each of which can be considered a priceless treasure. Unfortunately, due to their exorbitant value, a portion of them has been pilfered by a mystery man.


💌Mysterious letter:
Whether you're a newcomer to the floating island or a seasoned warrior with a renowned reputation, everyone will receive a mysterious letter on the floating island. This letter will unveil the prelude to this Winter Carnival. Don’t forget to read it! Otherwise, the mystery man will be quite disappointed, that because the mystery man still left gifts under a certain Christmas tree on the floating island. Is it a weapon, a shield, or a Starlight Horn that eclipses all the stars?


🎭True and false treasure chests:
As you may know, there are many small islands on the floating island. The mystery man has hidden the treasure he found on one of these islands. Who will be the lucky one to find the treasure? A reminder: to protect the real chest, the mystery man has placed decoy chests to mislead others.


🥊Winter trial:
The mystery man made every effort to hide treasures, but one of them has been left in a ruin. With the emergence of the blizzard, this ruin has reappeared. By completing the winter ruin trial, you can get the treasure lost by the mystery man. Be cautious, as the monsters inside are formidable, be sure to handle them with care.


🔪Winter hunting:
The adorable Snow Beasts not only stole treasure chests but also took the mystery man's favorite Christmas hat. This is unbearable! Hurry and strive in the hunt to reclaim the treasure. Note that these furry beasts roam around the 'Lost Ruins' on the Howling Snowfield.


More exciting content is in the works, and we will release a new devlog in December.

If you enjoy our game or have any other feedback and suggestions, just drop us a line on Steam. And we'll tweak the game based on what you tell us.

You can check our game updates channel in Discord to find the latest development content.

Dec 11, 2023
Ezerath's Last Hope - hotshotdev26
Ezerath's Last Hope
  • New inventory scroll feature when your inventory has more items than slots
  • New shop UI and escape menu UI to match the theme from inventory UI
  • New dialogue box
  • Armor set critical strike and agility displayed in stats menu
  • Critical Strike chance scaling changed (previously 0% -> 100%, now 10% -> 90%) Critical Strike damage amp starts at 90% instead of 100%)
  • New main menu art to match the store page theme

If you've seen the new store page trailer, some of these features were showcased before the update. They are now in the game. Also, lots of updates have been small QoL changes recently, expect some new content and areas starting next patch (especially Ezerath Plus players).
DUSK - El Oshcuro
Five years.

It's been five long years since we launched DUSK v1.0

Even longer than that if you count Early Access and the two years of development that started in 2016.

And throughout all that time, we always promised to make DUSK as open and moddable for you as we possibly can.

But what we didn't promise you was a full remaster of the game only 5 years after its release. And that's what we've somehow done. What started as a fun way to beef up the DUSK Steam Workshop soon evolved into a full blown visual remaster thanks to the hard work of a group of very talented developers at New Blood under the supervision of David Szymanski, myself (Dave), our QA Lead Cam, Dev Support Lead Scott, and the rest of the New Blood crew. And the result? is DUSK HD


The response to DUSK HD has been bigger than we ever could have possibly imagined. So much so that we've decided to make it into its own FREE DLC that you can download and play without having to install anything else... RIGHT NOW.


https://store.steampowered.com/app/2717300/DUSK_HD/

Go ahead, prove yourself... WORTHY.

What that also means is that we've spent the last few months working overtime on DUSK HD to make sure it's as legitimate and cohesive and possible. Constantly iterating, tweaking and adding new things every day. It rules. We hope you love it.
HOWEVER

While DUSK has indeed been somewhat moddable and mappable for years - Shout out to DUSKmods.com - we've always envisioned a world in which DUSK was just as moddable as DOOM and and the other classics that inspired us.


We knew that undertaking would be massive, requiring us to basically rewrite the entire game and engine from scratch (which we have) but here we are, closing in on a decade of development, with the full DUSK DDK (Dusk Development Kit) ALMOST ready for you to use.

That's right, while DUSK HD and the basic SDK and Steam Workshop are indeed AVAILABLE FOR YOU NOW. The Full Dusk Development Kit built upon the new version of DUSK is still a few weeks away.

What does that mean?

Well, DUSK HD is playable now and the Steam Workshop is fully functional!

You can:

Make and play custom maps, (even basically drag and drop Quake and Half Life maps) use texture replacements and sound replacements. Plus every file from the base game is available for you to use.

You cannot:

Have custom models (enemies), entities, weapons, and nothing from the HD pack is available for you to use yet.
Once the FULL SDK built on the new version of DUSK is available SOON™ you will be able to play all the custom maps with both Classic or HD visuals, replace weapons, models and more.

Speaking of which, we've added a new weapon to the game :)

(It shares slot 7 with the crossbow)

Oh and DUSK - Moddable will even detect any installed games with compatible assets and allow you to seamlessly load their maps. Thanks, Garry.





This massive undertaking has been the work of primarily two of our developers.

Ben "Zombie" Moir has been rewriting DUSK from the ground up for nearly 5 years and David "Garumin" Bonin has remade every single visual asset from DUSK by hand over the last two years as well as creating all new ones to add to DUSK HD.

And unbeknownst to them, all the profits from DUSK for the month of December 2023 will be split between David and Ben. Don't spend it all in one place, lads.

The entirely new enemy and weapon models were made by our 3D artist Cody Lambert and all the new animations you see were made by our animators Dom Antonazzo and Lachlan Milne.

These developers all started out as external contractors for us and because of DUSK HD they are now full time New Blood employees working across all our games. WELCOME TO THE CULT.



All that being said... if you, dear reader, are playing DUSK for the first time, fifth time, or 500th time...

We hope it helps you realize a few things.

Firstly: We love you and we hate money.

Secondly: We work hard.

And lastly: There's only one... DUSK

https://store.steampowered.com/app/519860/DUSK/
Dec 11, 2023
Ancient Warfare 3 - JNI
Campaign Rework

  • All old workshop campaigns have already been updated and everything that used to be possible is still possible with the reworked system
  • Campaigns have a new file format which allows faster loading of the whole campaign and individual levels
  • They can also be stored locally and edited in a dedicated campaign editor (similar to battles)
  • Campaigns now unfold on a map where you can place starting points, levels and transitions between levels
    • The visual elements on the map can be customized in various ways. For instance, you can import custom background images or icons for levels, modify transitions with bezier curves and adjust all colors
    • Users can zoom in and move around to inspect the map
    • There can be multiple transitions between levels, which can be selected on the map after completing a level
    • Transitions can also be deactivated with scripting to adjust possible paths in a campaign depending on the players decisions/results
    • Scripting can also be used to progress in the campaign, even if the player failed a battle
    • [Optional] Fog of war can be used to hide parts of the map which you didnt explore yet
    • Using the campaign map is optional and you can still create campaigns with direct transitions between levels like before, while still using some of the new features
  • You can select story settings with a narrator unit, description, voice over file and custom background to tell your story while loading the next level in your campaign.

For more information regarding campaign scripting, make sure to check out this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=3111030399

Persistent Storage
https://steamcommunity.com/sharedfiles/filedetails/?id=3111005720
  • The new persistent storage scripting nodes allows you to save data between sessions of the same battle
  • It can also be used to store data between campaign level transitions
  • New nodes: CanBeSaved, StoreValue, LoadValue, DeleteValue, ContainsValue, GetStoredNames, ClearStorage, SaveStorage, LoadStorage

Improvements
  • Added CreateArray node to create an empty array without an input node
  • Added any type which can be used to represent any other type
  • Added AnyHint/TryAnyHint to convert any values to their actual typed value
  • Added battle End event node
  • Added FreezeMovement and MoveWithCol nodes to freeze the vanilla movement and implement custom movement
  • Improved initial loading lag when loading a battle into the editor
  • Fog areas can now be teleported with scripting

Bug fixes
  • Fixed that size changes of scripting nodes would not update the connections
  • Fixed Sin/Cos/Tan math node input to match the documentation
  • Fixed accuracy of some pathfinding functions to fix some edge cases
  • Using the ControlUnit node on the current player will no longer replace it
  • Fixed a bug that prevented maps from being loaded if they contained corrupted sound files
  • Fixed a bug that prevented the game from starting when trying to load corrupted custom units
  • Fixed initial testing range ammo count
  • Fixed inverted normals on WWI gas mask
  • Fixed sizing of scripting UI items with public properties
  • Fixed bone UI not resetting after saving a custom unit while animating
  • Fixed lock UI being displayed for apartment buildings
  • Fixed spectate camera restrictions while playing
  • Fixed a bug that prevented units from being generated when using invalid armbands
  • Fixed that some UI tooltips would still be visible while the editor UI was hidden
  • Fixed hoplite spear animation set (throwing/picking up weapons)
  • Fixed a bug that would reset the player animation when returning from the embedded unit editor
  • Fixed foundation stair navigation problems
...