We've got some cool news for you today, as we have a preview of the next update, and it's playable right now. With the George Sand Update, arriving in January, we want to give you more ways to customize your experience, from new map settings and personas to non-exclusive cultures and debug tools for our diligent modders.
So, what have we got for you?
Culture Rebalancing: Many cultures from the base game, Together We Rule, and all DLCs have been tweaked
Added a Dev Mode Menu: To help modders test their creations, we have added a dev tool (see below on how to use it)
Non-Exclusive Cultures Option: A new game setup option to allow more than one empire to play the same culture
More Map Generation Options: Map Ratio, Natural Wonder Density, and Independent People Density
New and Rebalanced AI personas: We’ve added over a dozen new personas for you to play against
Buffed Transcendence: Sticking to your culture will now also give you a permanent bonus based on your affinity
Various Other Improvements and Fixes: Find the full list at the end of this post
So, how can you try this Update right now? Just open the properties of the game in your Steam library, go to the betas tab, and select the update_preview branch. Steam should then download the beta version of this update. (If it does not, try restarting Steam or verifying the integrity of the game files.)
If you’re a modder, want to create specific situations or scenarios, or maybe just want to prepare some nice screenshots, you might want to try the dev tools as well. To do so, you need to open the properties of the game and add the “--allowmodtools” launch option. With this enabled, you can access a debug menu by pressing Shift+F1, and select starting era and cultures during game setup.
Have fun with the beta and let us know what you think!
DoomSweeper will get Updated on 12/14 Optimization 1:Lucky coin UP! 2:Survivor get alive will also provide item now 3:Biohazard effect:The bomb will appear gas →:Gas had chance to call a Bomb 4:Try to fix the BlackScreen BUG 5:Fix some dispaly BUG 6:Fix the box BUG 7:Fix the Rocher's HP display BUG 8:Unequal agreement effect:10%→50% New 1:Red box will give weapon progress part instead of only gold 2:Box will move to the player slowly now 3:Bomb's Shake effect can be closed in Setting now
Necesse has released a major Multiplayer Update for v0.23, and revealed a new trailer:
INSERT YT LINK
This update introduces a new biome, gear, a boss, and a bunch of tweaks around it. Create adventuring parties with friends as you grow your settlement, craft magical equipment, and lead expeditions against pirate kings, dragons, and fallen wizards alike. Take your character to your friends' worlds or keep playing on your character after having played in someone else's world.
we got the hopefully last patch for this year ready, with some important fixes. We are especially happy about a finding the cause and fixing one bug that has been bothering people with gamepads and which was around since release, see below. Also a pretty funny one - the caves and chambers that took your resources to activate or open did actually also add this resource to your inventory, as if you had brought it back to the dome. No one seemed to notice.
Changelog V3.1.3
added mine view to prestige mode
fixed long standing bug with external gamepads on steamdeck and with gamepads being detected twice. You need to activate "automatic detection of preferred gamepad" then. Up until now, on some controllers the sticks of the other gamepad would still create input events, messing with the directional control. This is now fixed and should work properly.
fixed chinese languages having a wrong name in the language selection (referring to the letters instead of the language)
fixed slots in caves and supplement chamber that take one resource actually also adding this resource to the inventory
fixed prestige mode accidentally spawning way harder waves in the late waves (most notable at 50+)
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fixed artillery moving to the side when exiting while using mouse
fixed custom cursor sometimes showing even if turned off
fixed auto cannon shooting too low when aiming at worm
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That's it for this year i hope. We wish you all a relaxed time with your loved ones and hopefully a good winter fest on steam, with enough time and good health to play some cool games!
Zimny from our Discord community and prestige fame made this absolutely lovely winter christmas dome animation. We love it!
AEW: FIGHT FOREVER® SEASON 2 DLC CONTINUES WITH RELEASE OF ALL NEW TOURNAMENT MODE – “BEAT THE ELITE”
Second Instalment of Season 2, and Final Instalment of 2023 is Just the Beginning of New Fight Forever Content Pipeline
Vienna, Austria / Jacksonville, USA / Tokyo, Japan - December 13, 2023: THQ Nordic, All Elite Wrestling (AEW) and YUKE’S Co., Ltd. today released the Beat The Elite DLC for AEW: Fight Forever®. This marks the second DLC drop of Season 2 and introduces the new offline single-player game mode "Beat The Elite." Beat the Elite (€ 6.99 / $ 6.99 / £ 5.79) is now available to AEW: Fight Forever players on PS4™, PS5™, Xbox One, Xbox Series X|S, and PC.
In the highly competitive “Beat The Elite” mode, players face 10 randomly selected wrestlers from AEW’s world-class roster. The last fight will always be against one fighter from “The Elite” such as Kenny Omega, Matt Jackson, Nick Jackson and Adam “Hangman” Page. Winning all those matches will reward the player with different in-game cosmetic items, depending on the difficulty setting selected.
We're thrilled to be taking part in DreamHack Beyond's Game Awards Steam event! Check out the Luna Abyss demo alongside a ton of other awesome upcoming games as well as discounts on already released games!
The year is nearly done and it's been a while since our last development update, so we wanted to share a bit about what we've been working on these past few months.
In every game's development cycle, there comes a time of reckoning!
A time when every developer has to stare into the eyes of all their ambitions and pay a price for each and every one of them. The time of slaying bugs and the toil of polishing. "The dreaded last 10% that is really the 90%".
And so, this time has arrived for us, and what a glorious ordeal it has been! Menus upon menus, features upon features, systems upon systems! Sleeves have been rolled up times beyond counting. To-do lists compiled on scraps of paper, digitally etched in apps, and sinfully heaped upon sleazy back alleys of Discord chats. Devlogs have swelled with entries to such an extent that if written on a piece of paper, they would comically unfurl onto the ground and keep rolling into the far horizons.
But finally, FINALLY! There is a light at the end of this long tunnel. What was once an ocean of work has now dwindled to a mere handful of puddles. In just 2 or 3 weeks, we will complete all the features planned for the game.
Once we are done with improvements and our tests are blissfully free of bugs and our features start to gleam with a well-polished sheen and sparkle, we can move on to the next stage of development.
So, what comes next?
Next is the fun part! We'll be assembling all the quests, locations, battles, and mechanics that we designed, and we'll be developing the remaining content for the story campaign. We'll share some of it as demos and beta tests, and we'll improve our game based on your feedback.
But what are the fruits of such labor we imagine you ask with a gusto?
There are many!
All game systems and RPG mechanics were rewritten with custom implementations to support the numerous features we wanted to include in the game.
The game now accommodates two combat modes: Turn-based and Real Time With Pause. Players can switch between these modes at any point during battles and can save the game mid-battle.
Complex battle situations can now be tracked, allowing for the creation of interesting skills and status effects. For instance, stances that increase damage based on the number of surrounding enemies, or altered victory conditions for specific battles to fit intricate story scenarios.
New fishing, hunting, and trapping systems promise to enhance gameplay immersion and enrich exploration, providing more rewarding experiences.
An entirely new layer has been added to fort and outpost management systems, offering more immersive UIs and strategic options. For example, constructing a scouting camp to spy on enemy camps to warn you of impending attacks, or learn of vulnerabilities in their defense.
Additionally, there are numerous new gameplay features we'll delve into next year, such as an advanced pet system and a new mastery exploration skill tree.
Visual updates include new shaders, fog, and lighting effects! These range from fluffier snow with dynamic trails, to advanced armor shader that highlights the complexity of our model design, to weather effects. The game graphics have been upgraded.
The audio system has undergone an overhaul. Different surfaces now produce distinct footstep sounds, while dynamic audio creates atmospheric effects, such as a whistling gust of wind from cracks between cliffs, intensifying as you approach.
The game can be played with a Mouse and keyboard or a controller. And you can switch between them at any time on the fly. We have designed custom UI and controls for each device!
Speaking of controls, you'll be able to use A,W,S,D, direct movement, or point-and-click style movement. The camera also took on more of a third-person game aspect during exploration.
And speaking of UI. We made ours super modular. So now we can have multiple menus and font sizes, and we can override each individual menu on different devices. What works on a giant TV, might not work on a handheld device. And we can have that covered.
When will the game be released?
We'll announce the exact release date in a few months. We have a very good idea of how much time it will take us to finish the rest of the game content, but we still have to deal with some unknowns, such as Q/A and polishing time. The extent of polish and tweaking required will become clearer once the game reaches more players. Bearing this in mind, we're working very hard for a 2024 release.
We wish you great holidays and we'll come back with awesome new stuff next year!
B-17 Flying Fortress : The Mighty 8th Redux - Sérgio Costa (MicroProse)
Welcome Flying Fortress fans, new and old. In this Dev Blog we have an update for you on the early access release for the game, some new in progress screenshots and additional pages from the Regensburg comic.
Crew
The original game included 3d animated air crew, we are happy to share with you some work in progress images of the Redux air crew today.
Damage Model Comparisons
Throughout the course of your flight you will encounter a lot of resistance, the battle scarring on the inside of your Flying Fortress will tell the unique stories of your encounters with the enemy. We are happy to share with you work in progress comparison shots with the original. Please note the exterior terrain seen in these new images does not reflect the final quality we are attempting to achieve.
Original Waist Gunner
Redux Waist Gunner
Original Cockpit
Redux Cockpit
Original Nose
Redux Nose
Update on Early Access Release
We’ve been working hard toward the early access and whilst we originally predicted that you would be able to play before the year is out, we have found it necessary to delay until late January 2024.
The Regensburg Raid Part 3
We follow our heroes as they continue to prepare for the Regensburg Raid.
The 100th Bomber Group
The 100th Bomber Group Foundation’s website has been updated. They have a database, multimedia galleries and library that you can access online.
The Bloody 100th continue to be an inspiration for us and for those of you looking to research their history, you will find the website provides you with everything you need.
Hey Dwarves! We're so excited to announce a content update this time around designed to make the overall experience better. New methods for picking up where you left off and now with more friends!
What's New? - Save System! The game now auto-saves at the end of each day retaining money, rating, unlocked customers and upgrades! - Added support for up to eight players!
Networking Changes and Fixes - Added a slider in the "host" panel for specifying lobby sizes. - Fixed a bug where players were allowed to join other sessions with mis-matching versions. - Fixed a bug where if a client drops connection they can't join or create new servers.
Co-Op Changes and Fixes - Added auto-save (saves the tavern at the end of each day or wipes save if bankrupt). - Added auto-load (now loads the host's save if they have a valid slot). - Added a way to manage tavern saves from the main menu. - Increased the player cap to eight players. - Added four new colours for dwarf skins. - Added more spawn locations to accomodate for larger game sizes. - Updated employee of the day to fit up to eight players (scrollable). - Fixed an issue where the continue button blocked the "employee of the day" title.
Gameplay Changes - Adjusted stains to be unable to roll under the FOH service bench. - Added descriptions for Tavern Expansion upgrades to emphasize multiplied revenue from their seating. - Added an "Alert" UI used for customer/renowned related notifications. - Added an alert for when a new type of customer is introduced. - Added an alert for when the Gobbler applies his buff to the tavern. - Added an alert for when the Dwarf King applies his buff to the tavern. - Added an alert for when the Druid applies her buff to the tavern. - Added a "Save Prompt" used for notifying players on the state of their save. - Added a prompt for when the tavern is successfully saved. - Added a prompt for when the tavern save is found and loading. - Added a prompt for when there is no save and a tavern is being created.
Map Adjustments - Patched a hole where players could jump into the rooftop of the bar. - Adjusted the collisions of the bar's roof to not clip with the player's camera. - Adjusted the collisions of the kitchen's overhead to not clip with the player's camera. - Adjusted the collisions of the grill. - Adjusted the collisions of barriers in the lobby to prevent soft-locking.
Bug Fixes - Fixed a bug where jump-throwing slingshots the item back to the player. - Fixed a bug where the "relax" secret interaction mistakenly granted you a secret achievement. - Fixed a bug where the vote-start day UI did not appear for late-joining clients. - Fixed a bug that caused the game to crash if a renowned is forced to leave mid-special action.
Help Us! If you have any feature ideas or have experienced any bugs/crashes or have any general suggestions for the game we'd LOVE to hear it! Please join the discord server below! https://discord.gg/D5QFcZt3aX We have more planned changes and fixes coming soon so stay tuned... Enjoy the Tavern!