Victoria 3 - Pelly_PDX
Hello Victorians!

Today we have released a hotfix for 1.5, which contains a variety of gameplay issues and is aimed to enhance your gameplay stability and experience. As mentioned in Dev Diary 102 it also includes convoy raiding balance, whilst also fixing other prominent issues such as some AI navies conscripting land units to swim around with them and conscript only armies not functioning as intended.

Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Known bugs in 1.5.11 are present in this thread.


Improvements
  • Formations that are merging into a formation that is destroyed will now try to merge into the closest available formation to the one that got destroyed
  • After completing the Opium Crisis Journal Entry, it is now possible to unban opium through a decision, but doing so will remove the reward modifier granted from winning the opium wars
  • Resolving the Opium Crisis now gives a much stronger reward modifier for a longer time
  • Refusing to address the Opium Crisis now gives a negative modifier for a longer time and adds progress towards shattering china
  • There is now a 10 year limit to complete the Opium Crisis Journal Entry, after which it will fail with similar effects to refusing to address the crisis
  • The Tibet-India border is now only passable in a couple places, so that a frontline won't be created in the Himalayas between India and China in the Opium Wars
  • Power Plants now have the same structure of ownership PMs as Railway, and can use the Government Owned PM under most economic systems
  • Power Plants can now be subsidized under laws that allow subsidies for critical infrastructure, such as Laissez-Faire
  • Naval HQs are no longer created in regions with only impassable coastal provinces or sea regions


AI
  • The AI is now properly able to understand the need to construct Power Plants in each relevant state to 'seed' those states with electricity
  • The AI now considers subsidies for critical infrastructure (power plants, trade centers & railways) a must-have due to the potential economic armageddon that can be created if they are removed


Balance
  • Reduced Attrition values from an average 2% per week to 0.8%, through a combination of reducing the chance and also the min and max casualties of Attrition
  • Increased the average time between convoy raids in a node from 15 to 20 days
  • Convoy recovery is now 4x higher during peacetime
  • Capital Ships are now only 50% as effective as other ships at Convoy Raiding, as a scaler to Offense
  • Naval bases now recruit new manpower somewhat faster
  • Front advancement speed bonuses has been replaced with equivalent character (general) advancement speed modifiers
  • Changed unlocking technologies for some Cavalry units
  • Increased the requirements needed to form the Confederation of the Rhine


Art
  • Replaced the background graphics of historic companies with more fitting ones


Interface
  • The disband formation button will now mention that there are formations that are traveling to merge into the formation that is being disbanded, if any such formation exists
  • Updated the Special Unit Group concept tooltip to list the correct Special Unit groups


Performance
  • Improved the performance and thread utilization of supply network updates
  • Small optimization in respawning unit entities


Modding
  • It is no longer possible to target fronts with timed modifiers, or to make new modifier types that target fronts


Bugfixes
  • Fixed a CTD when create_military_formation was run in an invalid HQ
  • Fixed a CTD when one tried to add characters to a non existing formation
  • Fixed an OOS causing error in the Characters category
  • Fixed a bug that would multiply Convoy Raiding strength for every hostile country that held shipping lanes in a node
  • Defeated Admirals are no longer able to contribute to convoy raiding
  • Fixed an exploit that would allow ship-less fleets to be deployed to a sea node, blocking naval invasions
  • Fixed a bug where Native Uprisings would not mobilize their armies properly
  • Fixed an issue where AI attitudes were not correctly initialized on game start, causing most countries to have the 'Cautious' attitude regardless of strategic considerations
  • Removed non-functional and misleading "enemy advancement speed penalty" modifier on the Defend order
  • Commanders will now properly inherit relevant modifiers from active Mobilization Options (while mobilized) or timed modifiers on their formation
  • Fixed a bug where state occupation percentages were not properly cleared when a country is leaving the war
  • Fixed an issue where modifiers to war exhaustion from casualties would affect all sources of war exhaustion and not just from casualties
  • Fixed a bug that could cause fronts to largely overlap one another
  • Fixed a bug where the navy would travel to a node via land as a horse caravan when traveling through the land nodes was available
  • Fixed a bug where adding conscripts to navies was not explicitly blocked, causing some very strange AI navies to occasionally appear
  • Fixed a bug where the cost of construction queue items would sometimes not be properly calculated when the entire construction queue capacity wasn't used, which could cause private investment to over- or underuse the investment pool
  • Autonomous Investment is now properly re-evaluated when a state is ceded, to prevent invalid constructions from being added in states a country no longer owns
  • The Republican Proposal for Brazil now properly sets Pedro as the ruler of the country
  • Fixed a bug where Paraguay's starting leader and traits would never go away in non-CotS versions of the game
  • Fixed Mobilization speed modifier
  • Fixed incorrect modifier for Truck Transport mobilization option
  • Fixed Chocolate Mobilization not reducing 50% morale when removed from mobilized army
  • Armies are no longer leaving a front for an HQ just because a participant left the Diplomatic Play that is still ongoing
  • Fixed an issue that made it so AI countries with the relevant Journal Entry would not liberate subjects of Peru-Bolivia unless they had high infamy
  • Fixed a bug where naval invasions could get stuck and never proceed to landing phase if the attached army's supply was not at 100%
  • Fixed a bug that could cause Naval Invasions not to end properly
  • Fixed a bug that would display irrelevant shipping lanes that didn't intersect the selected sea node
  • Fixed an issue in the military formation notification for being restationed
  • Audio soundbanks updated which fixes a couple of audio bugs like sounds appearing when zoomed out
  • It is no longer possible to switch sides or declare neutrality in a diplomatic play where one of your subjects is targeted by Transfer Subject (this could be exploited to get subjects through sways and then invalidate the enemy wargoal by declaring neutrality)
  • Fixed a bug where a Transfer Subject wargoal could cause subjects to not capitulate along with their overlord, resulting in strange lingering wars
  • Fixed a bug where the overlord of a peace negotiating country in a war would sometimes not be considered a peace negotiator themselves, which could block peace entirely
  • Fixed a bug where it was impossible to support allies against their subjects due to having an alliance with them
  • Fixed a bug where an alliance with your market owner could block starting plays against your subjects
  • Fixed a bug where Customs Union leader was considered to be the overlord of subjects of countries in their market, leading to incorrect diplomatic blocks and AI behavior
  • Fixed a bug where only one 'liberate country' wargoal would show up for each target when adding wargoals
  • Fixed a bug that prevented mobilization of armies with only non raised conscripts
  • Mult modifiers can no longer reduce a value below the fixedpoint resolution limit (0.0001)
  • Fixed a bug where the player got alerts for shortages for other countries in their market
  • Fixed a bug that caused the notification for a repaired fleet to fire multiple times
  • Fixes an issue in the naval invasion tooltip
  • Fixed missing Loc for Subsidizing Power Plants
  • Removed unnecessarily eliding label for job satisfaction in the Pop Details panel
Necroslayer - billyfighter
Quick fix to a broken cell, as well as adding animations to characters.
News Tower - Twin Sails Eir
Greetings, fellow publishers & aspiring media moguls of the roaring 1930s!

The ink is set, the presses are primed, and we are THRILLED to unveil the release date for News Tower!!
Thanks to all the feedback we gathered from the Closed Beta, we have been able to set the grand launch date for News Tower early next year!
Thank you, once again, for all the feedback and support you have given us during this Closed Beta.
It was invaluable.

We cannot wait to have you experienced this game we put so much love and energy into.





📰HOT OFF THE PRESS!
FEBRUARY 13TH EDITION UNVEILED!

Mark your calendars for a ♄ date ♄ with the most anticipated newspaper tycoon: News Tower releases in Early Access on February 13th! 🎉

Get ready to have a heart-to-heart with influential and potentially unsavory people as a Valentine's Day treat ♄



Dive into the bustling world of 1930s NYC, where the clatter of typewriters and the hum of printing presses echo through the streets as the newsboys shout "Extra! Extra!" from the top of their lungs...

Your journey as an influential publisher awaits, with headlines to craft, stories to unfold, and the fate of your News Tower hanging in the balance.
Will you navigate the treacherous waters of journalism, striking deals with the mafia, or uphold the integrity of the free press?
The choices are yours to make, and the city, as well as we, are buzzing in anticipation.





📝 FREQUENTLY ASKED QUESTIONS


On which platforms can I access the Early Access version?

Currently, News Tower's Early Access is available exclusively on Steam for Windows PC. We're exploring possibilities for other platforms in the future. Stay tuned for updates!

*****************

In what languages is News Tower available?

News Tower is currently available only in English in his Early Access phase. We appreciate your understanding as we focus on refining the game! More languages will surely come along at a later point.

*****************

Will there be ongoing improvements and updates during Early Access?

Absolutely! We're committed to enhancing News Tower continuously during the Early Access based on your valuable feedback. Your input will play a crucial role in shaping the game's development!





đŸ—žïž JOIN THE COMMUNITY
Talk with the devs & other aspiring tycoons

Join our vibrant community of passionate journalists and tycoons, and be part of the journey as we strive to bring you the ultimate newspaper tycoon experience.

💬 Join the devs & the community on Discord
đŸ€ Follow us on Twitter

Thank you for your continued support and enthusiasm.

Together, we will bring tomorrow's scoops to the world!
Dec 13, 2023
Paper Bum - SirCat
After our demo at Steam Next Fest, we realized that we didn’t have the most intuitive interface and sometimes unclear gameplay. We think that this is normal - for us this is the first experience of creating a game, and we will have to go through many iterations until it turns out acceptable.
We watched the game streams, were happy with the mentions on Twitter, and set out to redo everything.
As a result we:
  • changed one of the quests;
  • simplified the stealth scene;
  • added a couple of new scenes;
  • we made three (3!) endings - we are especially proud, now you can not only go through the demo in different ways, but also see the consequences of the choices made.
It turned out to be about 10-15 minutes of gameplay and here is a trailer based on it. Of course, we don’t stop there - and get to work on the first chapter of the game.

And in this chapter we plan to show dog's dreams - surreal, nightmarish and magical. To highlight the difference between gloomy reality and fantasy, we put down our pencils and took up paints - the dreams turned out to be watercolors.

As usual, we underestimated the timing and scale of the work - drawing and assembling dreams takes a catastrophically long time. But let's hope it was worth it :)
And you can play the demo right now!
MULLET MADJACK - epopeiagames
Welcome to the frenetic universe of Mullet MadJack, where the action is intense, and robot enemies show no mercy! Amidst this chaos, we introduce the legendary Boomer Soda, the drink that will keep you in the game.

Energy recovery with every sip
In homage to the thrilling Boomer Shooters, this legendary beverage is strategically placed at key points throughout the game. When the battle is fierce and robot enemies are everywhere, BOOMER SODA becomes your indispensable ally for a quick energy recovery.

By savoring Boomer Soda, your energy instantly increases.



Play now and discover the power of Boomer Soda in Mullet MadJack!
Be ready for action! Mullet MadJack and Boomer Soda are prepared to provide an intense and twist-filled gaming experience. So, grab your soda, recharge your energies, and dive into this futuristic adventure!

Mullet MadJack is an experience where cunning and speed are essential, and BOOMER SODA is one of the fuels that keeps your hero alive.

You can already add Mullet MadJack to your wishlist and Discord

https://store.steampowered.com/app/2111190



Tik Tok / Twitter / Instagram
Gaucho and the Grassland - epopeiagames
Welcome to Gaucho and the Grassland, a game that also explores the culinary traditions of Rio Grande do Sul! Discover a world of authentic flavors, from traditional barbecue to the iconic chimarrĂŁo.

In addition to the exciting journey, you will have the opportunity to taste regional delicacies at two distinct tables, highlighting the richness of GaĂșcho cuisine.

Ready for a unique gastronomic journey in Gaucho and the Grassland?
Table 1: Gaucho Barbecue
Grape juice: an explosion of flavor straight from local vineyards.

ChimarrĂŁo: the emblematic drink, indispensable for any self-respecting gaucho.

Bergamot: adds a citrusy and refreshing touch to this unique experience, after all, there's nothing better than eating a bergamot while looking at the landscape at the end of the day.

Barbecue: of course, it couldn't be missing – that 12-hour rib, roasted on the ground in the best pampas style.



Table 2: Afternoon tea in the best colonial style
Bread: fresh and made with care, the ideal companion for any moment.

Chimia: a jam made from regional fruits that will awaken your senses.

Cheese: Ideal pairing with farm-made colonial cheese.

Cuca: an irresistible dessert, perfect to satisfy your sweet cravings.

Salami: a touch of spice and tradition, straight from the interior.

Knife: because we need it to spread the chimia on the freshly baked bread.



Surprise package: we have reserved unique local resources to surprise you, including some fruits, just to start. In addition, there are mysteries yet to be revealed.

Enjoy these local delights as you embark on this exciting journey through the pampas.

Adventure awaits, along with the authentic flavors of Rio Grande do Sul!

Good game and bon appétit!

And don't forget to add Gaucho and the Grassland to your and join our Discord community.

https://store.steampowered.com/app/1670830



Tik Tok / Twitter /
Instagram
Crossout - XO_Team
It’s time to reveal winners of the “Find a gift!” contest.



Congratulations to the lucky winners:
Unfortunately, the rest of the awards were not found.


For more information on Crossout, follow these channels:
Test Drive Unlimited Solar Crown - Nacon


Dear members,

By watching our recent trailer, “The Racer”, you got a taste of how responsive and dynamic our game can be, and the more competitive among you loved it. While “The Cruiser” trailer gave you a look at a more relaxed driving experience with the radio playing, “The Racer” video showed another way to play TDU, one that illustrates how much fun it is to win races, take on other players, upgrade your car and constantly strive for better performance. Today we'd like to take another look at this important part of Test Drive Unlimited Solar Crown, which will take you to the top: competitive racing.



THE STREETS vs THE SHARPS IN REAL TIME

A lot of you have already expressed a preference for one of the two clans in TDUSC: the Streets and the Sharps. Whether it's for personal reasons or the kind of cars, clothes or music you like, you are already leaning in a particular direction! Each clan defends and promotes its own vision of luxury and passion for cars.




With its stunning landscapes, Hong Kong Island is the ideal setting for a battle for influence between the two clans. Even though you don't have to ally yourself with either of the two clans, helping one of them come out on top will help you achieve your objectives faster and unlock exclusive clan rewards.

Entering the Solar Crown competition means you will want to acquire new cars throughout the event. This could be because you want something more prestigious, with higher performance or a car better suited to a certain challenge. There are lots of ways you can acquire them:

  • Taking part in driving challenges: on- or off-road races, time trials, etc.
  • Exploring and discovering new districts, roads, secret areas, etc.
  • Finding and completing wrecks so you can restore iconic cars, only accessible by exploring the island
  • Using FRIM to perfect your driving skills and earn Solar Coins

In addition to activities organized by the Solar Crown, you can defend your clan's colours by taking part in clan races and by throwing down an Instant Challenge to members of the opposing clan.

INSTANT CHALLENGES



While enjoying a relaxing drive around the streets of Hong Kong Island, chilling out to your favourite music station, you suddenly hear the deep roar of an engine behind you. A visibly fired-up player seems to be goading you. They flash their high beams, confirming their intentions. You only have the bare minimum of information: name, clan, car, Performance Rating and the amount of Solar Coins at stake. That's all it takes for a clash of egos to spill over. There's no way you'll let this player from the opposing clan provoke you and win a duel. Once the challenge has been accepted, you start a head-to-head race along a unique route that is randomly created and depends on your location on the island.

Each player has already configured their betting profile and the amount they are ready to stake for each challenge. Once the Instant Challenge has been started, the goal is to cross the line before the other player and win the pot! If the player you beat is from the rival clan, your Influence in your clan increases, and you help with your clan's ultimate aim of ruling over the island.

Instant Challenges are a fast and exciting way of competing against other players, with no limits on vehicle or Performance Ratings: they are 100% improvised and organized between players. They can also be disabled if you're not into that sort of thing. Once turned off, other players can no longer challenge you, but you will have less Influence within your clan.

LIVE EVENTS

On Hong Kong Island, new temporary activities appear each week, which give you access to exclusive rewards and mouthwatering sums of Solar Coins. There are several types:

  • Lifestyle Battles: These races embody the rivalry between the Streets and Sharps. During these challenges, each clan tries to impose its vision of luxury and racing on Hong Kong Island. There are 5 different types: Instant Challenge LBs (win the most Instant Challenges), Frantic Spender LBs (spend the most money), Maximum Gain LBs (accumulate the most money), Need 4 FRIM LBs (earn the most SC in FRIM), and Betting Challenges (win the most SCs in Instant Challenge bets)

  • Hot Heads: Time Attacks are randomly selected to become Hot Heads races each day on Hong Kong Island. Players need to achieve the best possible time and climb as high as possible on the leaderboard by the end of the day. The amount of Solar Coins you earn depends on where you finish.

  • High Stakes : Just like with Hot Heads, Time Attacks are randomly selected to become High Stakes races. When an event becomes a High Stakes, a new target time is set. Participants get 3 chances to try to beat the time. They also need to pay an entry fee for each attempt. The entry fees are added to an overall pot and then split among the drivers who beat the target time.

Some of you got the chance to try out Hot Heads mode and the first Lifestyle Battle Instant Challenge during Closed Playtest #2. It was a sneak peek and an initial chance to take on the best players in the Solar Crown!

A VARIETY OF RACES

In TDUSC, you can take part in different types of races to increase your Reputation in the Solar Crown competition. As you've seen through the different Solar Club Letters, the stories in Test Drive involve many players. That's also what we're aiming for with the races.

This means all the races are primarily multiplayer events, so you will face other players in each of them. If there aren't enough players in an event, AI drivers will fill out the starting grid. Each Solar Crown race has certain restrictions on participation. The restrictions may involve the car category, year, make, a specific model, type of transmission allowed (FWD, RWD, 4WD), type of engine (thermal, hybrid, electric) and, finally, the car's PR (Performance Rating). Each race always has at least one restriction, but there can be as many as three (e.g. Supercar, max year 2010, FWD).



In addition to these restrictions, which already allow for an infinite number of race variations, there are different types of races:

  • Circuit: A race around a closed loop with checkpoints to cross. The number of laps can vary. Basically, a classic race!

  • Sprint: A race from A to B via checkpoints that you absolutely must pass!

  • Time Attack: Solo races in which you need to reach a given location via checkpoints and cross the finish line before the countdown ends! The faster you reach the finish line, the higher your ranking. In this game mode, you can also play against the ghost of any player in the rankings.

  • Domination: In this game mode, players earn points according to their position each time they reach a checkpoint. These are A to B races, and the player with the most points at the end of the race is the winner! In each race like this, there is a randomly-determined Rush checkpoint that doubles the points awarded at that location!
More race modes and challenges, including some very popular ones from TDU 2, are also planned for post-launch updates.



RACE FOR THE ULTIMATE PRIZE

The purpose of the Solar Crown is to bring together the world's most influential drivers and also to determine who are the very best. That's why Radiant has decided to set up a competition within the Solar Crown.



Starting from level 20, various races are randomly selected in the different districts of Hong Kong Island to become Solar Crown competition races. Why are they randomly selected? Quite simply because being the best driver in the Solar Crown means more than being the best driver in your favourite car. You have to be the best in every car in your garage. In the Solar Crown, the most well-rounded drivers are rewarded and celebrated.

By participating in these races, your position in the leagues changes according to where you finish in the races. Drivers can move up from Bronze to Diamond and reach the upper echelons of the Solar Court, which includes the best drivers from the Solar Crown. The best of this elite becomes the Solar King/Queen at the end of each season, becoming the new face of the Solar Crown.



Participants are rewarded according to how high they place in the leagues. Members of the Solar Court, and the Solar King/Queen, receive an exclusive new car. At the end of the season, participants' positions in the leagues are reset for the next competition.

Note from Guillaume Guinet, Lead Game Designer:

#Discussions_QuoteBlock_Author
“In Test Drive Unlimited Solar Crown, the experience is based on realistically depicting what it's like to drive the most prestigious cars on the planet. We also wanted to convey this in the racing experience by motivating players to push their vehicles to the limit.

We designed the competition so it would not only reflect the intensity of a closed-track race, but also in a city reproduced on a 1:1 scale. That carries certain limitations with it, which means you have to know the strengths and weaknesses of each of your cars, install the right parts and choose the right driving modes. The goal is to not only determine the best driver, but also to find out who knows and manages their garage the best.”



A CUSTOMIZED DRIVING EXPERIENCE

It's important to think about how to optimize your car to maximize your chances of winning. But don't worry, you don't need to be an expert in mechanics to get results. In TDUSC, car optimization is both satisfying and accessible!

DRIVING ASSISTS

Whether you're a beginner who just wants to enjoy stress-free driving without risk of an accident, or an expert with extensive road experience, the driving assists help you achieve your objectives through a range of essential settings:

  • ABS system (anti-lock braking system) for better brake control, adjustable from 0 to 100%

  • TCS (traction control system) for better road grip, also adjustable from 0 to 100%

  • A race line that shows the ideal trajectory to follow in your races. You can set it to be always visible, just visible for bends, or disabled

  • A gearbox that can be set to semi-automatic or manual

To help you become familiar with the different settings, you can use one of the three available presets: Novice, Intermediate or Expert. These presets automatically change the settings to match your preferences. Adjusting these settings also determines how many Solar Coins you earn from activities on Hong Kong Island: the less you rely on driving assists, the greater the rewards.

CAR SETUP

Test Drive Unlimited Solar Crown aims to be realistic, while also being fun and accessible. We feel players should have sufficient scope to make modifications that have a real and visible impact on the car, and the process should not leave the player feeling lost in a host of ultra-precise adjustments that often have a negligible impact.

Just like in Test Drive Unlimited 1 and 2, you can focus your optimizations on several clear and concrete variables:

  • Acceleration power (torque)
  • Top speed
  • Braking
  • Handling

There are different ways you can upgrade and optimize these variables.



PURCHASING NEW MECHANICAL PARTS

As mentioned when we talked about Workshops in Solar Letter #1, you can upgrade your cars with mechanical modifications. This is sometimes essential to meet the entry conditions for certain races. Some modifications directly affect your car's performance: intake, exhaust, brakes, transmission, aerodynamics, cooling, etc.; whereas others have more of an impact on the car's behaviour in certain racing conditions: close or wide gear ratio, tire choice depending on the surface, suspensions, and so on.



CHANGES TO THE DRIVING MODE

With Driving Modes, you can refine the settings for your cars. More experienced players can customize and set up their own modes, which will affect (in a simplified way) speed, stability, handling and braking. Each vehicle has a Stock (factory) preset and three further presets from among the following:

  • Sport: For high-speed sports driving, designed for racing on major thoroughfares like motorways. It uses precise steering adapted to high-speed manoeuvres. Sport mode retains flexible handling suited to city driving and makes it easier to cross sidewalks.

  • Trail: For racing on dirt and gravel. This preset has responsive steering and a close gear ratio for frequent acceleration.

  • Dynamic: Oriented toward urban racing in confined areas. It uses a close gear ratio for frequent acceleration.

  • Off-road: For safe driving on all surfaces (asphalt, tracks, etc).

  • Rain: For wet conditions and safe driving on slippery surfaces.

  • Circuit: A responsive but challenging driving mode, it uses a wide gear ratio to get the most from the engine power. It stabilizes the vehicle but makes it more sensitive to road hazards.

  • Cross-country: Suited to crossing obstacles, it uses a close gear ratio to provide lots of torque and has more flexible suspension. This mode makes you more competitive off-road.

  • Relaxed: The safest and most comfortable driving mode, suited to cruising and exploration.



SUMMARY OF THE CLOSED PLAYTEST #2

A few weeks ago, we gave over 5,000 players the chance to try out the TDUSC experience for a short time in Playtest #2. As well as once again noting your enthusiasm for the game, for which we thank you, it was a major step in the development process, allowing us to test game features and certain technical aspects on a large scale. The playtest allowed us to test the different types of servers and identify areas for improvement so we can ensure you get the best possible multiplayer experience.

We'd like to confirm that there will be a new Closed Playtest in the coming weeks. It will be open to even more people and regions. Those who took part in Playtests #1 and #2 will automatically be invited to join. The playtest will be subject to the same strict rules of confidentiality (streaming, captures and sharing are not allowed). If you haven't yet done so, you can register for the TDU Newsletter at https://testdriveunlimited.com/. If you've already completed the Playtest registration form (sent by email), there's no need to send in a new one even if you haven't been selected yet.



We hope this (long) Solar Club Letter has given you significant insight into the experience that awaits you in TDUSC, especially those of you who enjoy the competitive aspect. So, are you a Street or Sharp? Cruiser or Racer?

Follow TDUSC on our social media:
You can also support the game by adding it to your Steam wishlist:

https://store.steampowered.com/app/1249970/Test_Drive_Unlimited_Solar_Crown/

See you next month!
The TDU team.

Decision: Red Daze - Ash
Greetings, Dust Bowl and nasty bugs Survivors!

A bug fix update for the last Experimental patch was just rolled out, here is the list of the main things improved:
  • Resolved a bug causing survivors to experience low agility.
  • Fixed the issue where the "Waiting for the Assault" quest would automatically complete if the settlement's boss had already been defeated through other means.
  • Added the option number to the vertical synchronization settings bar, making it easier to select the desired setting.
  • Addressed a bug where characters would mysteriously fly into a blue mist when using powerful melee attacks.
  • Implemented additional fixes to prevent interruptions in character interactions, ensuring smoother processes such as recruitment.
  • Reduces the dispersion of fire from firearms and completely disables the effects of running on dispersion.
  • Additional checks were introduced for situations where some structures and walls in cities did not appear on time.
To access the Experimental branch, follow these steps:
  1. Open Steam.
  2. Right-click on Decision: Red Daze in your library.
  3. Select Properties.
  4. Go to BETAS tab.
  5. Choose “experimental” from the drop-down list.
  6. Wait for the game to update the files.
  7. Launch the game.
Wishing everyone a fantastic week!

— The Decision: Red Daze Team
The Wolf Is Dead Playtest - Brindelmold
Cleaning up small pieces, some text sanitisation, some polish.
...