Wartales - Dynamo [Shiro CM]
Wartales v1.0.31776

Pirates of Belerion

Fixes
  • Entering & leaving your camp will trigger a notification that indicates where to find Belerion, to the south of Tiltren, if you purchased the DLC.
  • AI no longer uses “Forced Recoil” against allies.
  • AI no longer struggles to use the ballista in battle.
  • The skill “Stance Knowledge” no longer ignores armor.
  • The skill “Landing” can no longer push suspended units.
  • The skill “Beastmaster” no longer loses control of ally animals when boarding or hanging to an edge.
  • Being pushed on a mine by a landing unit no longer prevents the turn from finishing.
  • Companions are no longer duplicated on the timeline after a boarding.
  • The reward for siding with the smugglers against the ambassador now matches the one they promised.
Balancing
  • The Wood requirement for entering the new region has been reduced from 50 to 10. Players who already gave the 50 wood will find the difference in their Ship’s inventory.
  • You can now buy Akhedian Steel from blacksmiths in Belerion.
  • The recipe for Boards has been simplified and now gives two items.
  • It now takes 7 applications of Fervour instead of 5 to trigger the pirates’ “Chronic Pyromania”.

Base Game

Fixes
  • The crafting recipes that were momentarily unavailable have been brought back.
  • Daggers’ crafting recipes can now be found in a separate bundle along with the newly introduced brawling weapons.
  • The Banner & Strategy Table can be crafted again.
  • Unlocked recipes are now visible even if no companion has reached the corresponding job level.
  • The skill “Animal Cooperation” no longer causes crashes when targeting an animal.
  • Using new skills on a unit with “Dodge” no longer prevents the turn from finishing.
  • The additional damages applied by the skills “Violent Impact” and “Rushing Gale” when the target is pushed against an obstacle have been restored.
  • Having no unit inside the tent no longer prevents players from closing its interface.
  • Emissaries no longer offer trade missions leading to Belerion if you don’t own the DLC.
  • Missing icons have been added.
Balancing
  • Regional restorations now increase Raw Materials’ armor reparation efficiency by 10 points instead of 5.
  • The chances of contextual tools appearing in the camp have been brought back to 100% instead of 60.
SCUM - Beda
Hello all! Hope you are enjoying 0.95! We have a small hotfix here for you to resolve some issues so check it out!




  • Fixed the issue where characters would stutter while skydiving.
  • Fixed the issue where fire ring and improvised fire place could not be used for cooking in SP.
  • Fixed the issue where apply button was always grayed out at barber trader.
  • Fixed the issue where squad tab would sometimes not update.
  • Fixed the issue on server settings where you could not disable vehicle spawns.
  • Fixed the issue where you could not switch to drone mode when you already played as a character.
  • Fixed the issue where using autowalk in drone mode would sometimes bug out.
  • Fixed the issue where some recipes were missing in the new system.
  • Fixed the issue where messing with garden blueprints could cause a client crash.
  • Fixed the issue where UI elements overlapped on check ammo action.
  • Fixed the issue which caused fuses to disappear from switchboards on server restart.
  • Fixed the issue where it was not possible to use the cooking pot and pan in SP.
  • Fixed the issue where camera FOV would twitch when entering vehicles.
  • Fixed the issue where vehicles ignored spawning limit set in server settings.
  • Fixed the issue where smoking a cigarette while wearing a hazmat suit would turn you into a Halloween freak of nature.


  • Added SCAR DMR weapon parts to Armorer trader inventory.
  • Temporarily removed FP gain when acquiring a gold card.
  • Crafting locks will not give FP anymore.
Supremacy 1914: World War 1 - Grayshine


Stormtroopers - coming soon

Get ready for a new unit in Supremacy 1914 - The Stormtroopers



We are introducing a new unit that will be available with the upcoming Operations. Stormtroopers are insanely fast offensive units and are quite the force! Give them a target and watch it crumble. When teamed up with Infantry for cover, they can clear out enemy fortifications.



The Stormtroopers will come with a new deployment mechanic. They can not be produced like a traditional unit, but instead will be deployed via new unit cards. Unit cards will be available as a reward for advancing through Operations. Besides the new unit, participating in Operations will also reward you with other units already existing in Supremacy 1914 and various kinds of reward cards. Those are Booster Cards which will shorten the time of production and construction, and Resource Cards which will grant you additional resources. These cards will all be stored in your inventory which will talk about later.



Watch out for our next update on December 19th and make sure you start completing Operations for getting Stormtroopers and other rewards.

We would love to hear your feedback and thoughts of the coming feature. Feel free to leave your comment in the dedicated discord server: https://discord.gg/official-supremacy-1914-server-861599790982234132

Your Bytro Team


X-Plane 12 - danial
Another Beta run comes to an end! 12.0.8-rc-3 ships with months' worth of Beta testing, bug fixes, and new features! Thanks for all the feedback along the way!

Click here for a full list of new 12.0.8 features and updates

XPD bug fixes during 12.0.8 Beta run:

  • XPD-14808 - Crash when destroying the aircraft_grid_widget and the full size render icon has been purged.
  • XPD-14806 - Crash when checking for available readback command when not tuned to a valid controller.
  • XPD-14800 - External visuals go into infinite loading loop.
  • XPD-14809 - The list of XP instances in the network for existing IP entries is wrong if new host shows up.
  • XPD-14833 - Icing effect doesn’t properly work without thermal textures.
  • XPD-14810 - Memory leak in telemetry system.
  • XPD-14791 - “Reset UDP ports” button leaves inet init error displayed with updated port.
  • XPD-14643 - Mouse wheel scrolling fails at right side of screen with FSR.
  • XPD-14787 - Assertion failed when landing or loading Skyhawk float plane on solid ground.
  • XPD-14786 - Crash when popping up ATC window at EGPR.
  • XPD-14779 - Tons of PNG iCCP warnings with zibo & 12.0.8-beta2.
  • XPD-14775 - Bug report “Complement to my last submission “impossible to push back.
  • XPD-14554 - Tips during load don’t rotate anymore.
  • XPD-14774 - Performance Regression reading “sim/aircraft/view/acf_livery_path”.
  • XPD-14750 - Bug report “Carrier snaps and violently pulls aircraft to catapult location when taxing close”.
  • XPD-14631 - Bug report “Freezing mode is not working properly”.
  • XPD-14755 - Default MD-82 fails to draw fuel from CENTER fuel tank: engines quit when wing fuel runs out
  • XPD-14760 - X-feed selected L or R causes Opp engine shut down in AirSim3D C560XL
  • XPD-14753 - Planemaker: can't select "None" for tank-moves-with-wing option in weight/balance
  • XPD-14638 - In FakeVR mode, the mouse cursor is behind windows and the panel and can't interact
  • XPD-14746 - Blue bar at bottom of VR rendering
  • XPD-14748 - Lightning Strikes Glitch Frame on OS X
  • XPD-14777 - CDU #2 datarefs may get truncated depending on current CDU#1 page
  • XPD-14740 - Crash due to broken navdata not being handled correctly
  • XPD-14735 - Dataref Read/Write Ability Gone
  • XPD-14736 - 2D panel rendering broken with panel/always_render art control
  • XPD-14718 - Missing OBJs of new fire extinguishers
  • XPD-14670 - Icing effect doesn't properly take thermal sources into account
  • XPD-14689 - Window icing glows in the dark
  • XPD-14692 - Rain on windshield visible in “forward with nothing” view and disabled windshield effects
  • XPD-14673 - Hot Start CL650 crashes on startup due to a previously writable X-Plane dataref having been changed to read-only
  • XPD-14717 - Aircraft Class in Analytics Needs to be Untranslated
  • XPD-14721 - New Gateway/Global airports recut!
  • Further tuning of pitch-down effect upon wheel spin-up
  • XPD-14729 - Thousands of new log warnings
  • XPD-14716 - FMOD event velocity is apparently set the same as the vehicle velocity
  • XPD-14521 - Citation X fuel transfer annuciator test failure.
  • XPD-14512 - Eagle claw landing gear ‘pops’ during ‘rotate’.
  • XPD-14510 - B738: Max throttle gets less N1% than less than max throttle.
  • XPD-14378 - Crash when selecting Details tab - VRAM Profiler .
  • XPD-14201 - Assertion failed - platform_x != flt[p_we_watch].dob_x().
  • XPD-14167 - Unable to quit sim on Linux box with pawel_network_integration_1207b1 .
  • XPD-13944 - Expand Electrical Bus-Tie Capability.
  • XPD-14478 - Clicking “next tutorial” button results in assert failed: flight_in_progress().
  • XPD-14426 - vpaths missing in XP12 for Global Airports.
  • XPD-14262 - Valid ATC options may be unavailable after cancelling or when filed but not cleared.
  • XPD-14231 - 2K textures for taxi signs.
  • XPD-14221 - Testing branch build won’t launch on Windows .
  • XPD-14218 - Assertion failed: intrange(this_p, 0, num_fm_planes() - 1).
  • XPD-14217 - Assertion failed: fltrange.
  • XPD-14166 - Assert on exvis machine during replay - m_history[hcn-2].get_remote_time() .
  • XPD-14480 - Add Korean language support.
  • XPD-14459 - Panel Preview Command broken for F-14.
  • XPD-14451 - Switching the roles of master and exvis slave sometimes leaves exvis in standby.
  • XPD-14450 - Ships Update.
  • XPD-14449 - Update library.txt in sim objects.
  • XPD-14435 - Update of containers for big ships.
  • XPD-14431 - Updated LODs of container loads for container carriers.
  • XPD-14430 - Updated LOD of big ships.
  • XPD-14414 - Bug report “Headlights pointing to the opposite direction”.
  • XPD-14403 - 180 degrees FOV can dev assert or corrupt screen.
  • XPD-14402 - assertion fail in window management after loading a config with popped out proj params.
  • XPD-14400 - Add Reset Edge blending button?
  • XPD-14399 - Projector config testing: Assertion failed - succeeded .
  • XPD-14393 - Add linux HOTAS Warthog joystick configs contributed by Marco Auer.
  • XPD-14339 - New library items: ground markings, fire extinguishers.
  • XPD-14265 - Add Ukrainian language support.
  • XPD-14246 - Repeated inappropriate altitude compliance calls from ATC in some combinations of terrain and weather.
  • XPD-14239 - Check-in calls use actual altitudes rather than indicated.
  • XPD-14232 - Adding AI aircraft when in multiplayer reports invalid number of AI aircraft.
  • XPD-14227 - San Francisco Landmarks update.
  • XPD-14216 - new art in the airport library - legacy towers replacement, military shelters.
  • XPD-14200 - Hypoxia and blackout on EXVIS machine only.
  • XPD-14199 - Case which results in some exvis aircraft displays flickering.
  • XPD-14190 - Broken airport definitions can cause continuous logging.
  • XPD-14185 - Crash when arriving at untowered airport with active flightplan.
  • XPD-14184 - Wingtip vortex effect and condensation not visible on extvis.
  • XPD-14180 - Parts of ATC are still running on exvis machines.
  • XPD-14163 - Review behavior when switching machine from Exvis standby to master whilst in flight .
  • XPD-14159 - Airfoil editing datarefs are broken.
  • XPD-14145 - Make “Reset on crash” alert more visible on Settings UI.
  • XPD-14134 - Slaving meter uses wrong dataref on both King Air and Baron.
  • XPD-14119 - Bug report “Baron 58 no autopilot information light”.
  • XPD-14106 - Unpausing the sim triggers bogus DELTA/ABS_DELTA in sound events.
  • XPD-14103 - Crash reading certain array datarefs.
  • XPD-14099 - Race condition in otto_class.
  • XPD-14489 - Error in italian translation
  • XPD-14531 - Planemaker ignores settings for body parts attached to landing gear
  • XPD-14672 - Crash on startup with no wifi
  • XPD-13835 - Per-airport flatten switch creates floating beaches
  • XPD-14654 - A333 MCDU Perf page distance to TOD keeps thousand digit below 1000 nm
  • XPD-14579 - Map Window - Aircraft move, Altitude, Speed, and Pitch changes all turn the aircraft clockwise.
  • XPD-14587 - Some aircraft engines were shutting down after loading flight (via .sit file)
  • XPD-9386 Bug report: Tiling extension causes artifacts
  • XPD-14353: Add dataref to allow plugins to disable autotune. Requires XPLM branch feat_XPD-14353_Disable_autotune
  • XPD-13882: Fix flows changing too rapidly
  • XPD-14343: Disable dev_assert which can happen if the pilot's being arsey
  • XPD-14143 + XPD-14169: ATC dialog and autotune were resetting COM1 active when COM2 tx had been selected.
  • XPD-14316: Various problems with controller handoff being ignored.
  • XPD-14246: Fix discrepancy between flight model and ATC ISA altitude
  • XPD-14239: Radio calls used correct indicated altitude even if altimeter setting was wrong
  • XPD-14193: Request diversion mentions the previous destination
  • XPD-14192: Ensure the AI closes *all* aircraft doors, not just the ones it would have opened itself, when service completed.
  • XPD-14190: Don't continually regenerate fake flows except at load time - if the flows are unusable, this never stops.
  • XPD-14189: LSO left/right commands were reversed
  • XPD-14539 - Crash when routing AI under rare conditions

Side Effect - Daestra
Hello! Let's continue with the rework of certain summons.

  • Water Elemental: continuing in the line of charge-based summons. It wasn't the most useless summon, but redundancy between spells and summons doesn't appeal to me.
  • Flying Bomb: probably the most useless summon in the game. However, I kept the concept and classified it as a "spamable" type summon. The damage is quite decent, and the upgrades are inexpensive. Ideal for eliminating static units. The Flying Bomb is no longer neutral but friendly. This makes it more flexible.

  • Fixed bosses on coliseum.
  • Infernal machine updated.
I am aware that the level of 'The Destroyed Machine' is broken. This is due to the rework of the 'An Eye for an Eye' spell. Don't worry; it will be fixed in the next update. I will take this opportunity to rework the overall difficulty of the levels related to the machine.
Cycle Idle RPG Playtest - Leafcutter
The newest game feature, Eternal Recurrence, is now available! Visit the Skittering Depths to unlock this card-based minigame!
Tax-Force - Outsider Games
Howdy Tax Collectors!

This is our second Tax-Force devblog!

I’m sure you’re looking forward to busting some tax-dodging billionaires as soon as possible! This time we’re here to talk about what you get to do with all those hard-won taxes once you’ve busted some heads!


City Economy

Farset-13 isn’t just in debt, every part of the city has been stripped to the bone by greedy profiteers. The few hospitals that are still open are barely running and cost a fortune to access, there’s barely any security keeping essential interplanetary shipments safe and you’ll be lucky to get to work with transport the way it is.

You can do something about it!

Every time you hunt down one of our tax-dodging billionaires, you’ll have a choice to make about whether you let them keep running business as usual (cutting you in on the profits), or taking back the resources they’ve horded over the years.

If you choose to take resources back, you can re-invest them into your public services, which, over time, will pay off the planet’s debt and maybe even improve some lives!


The City Changes

If you do well in your missions, you’ll have more resources to invest in the three core aspects of your city.

Medical – When you buy more medical cards, the cost of your healthcare will go down, making it a little easier to survive the hunt for taxes. You’ll also find that this will improve the lives of the most vulnerable people in your city, changing their stories.



Security – As you improve the security of your city, you’ll find that your weapon shop stocks more items, as you secure more off-world trading routes. You might also find that there are people in your city who are happy to have their businesses protected.



Infrastructure – As you improve the infrastructure of your city, the levels you fight your way through to reach your tax-dodging targets will change, giving you new ways to play. You’ll also find that your citizens have access to better homes and better transport, which they’ll no doubt thank you for!



Card Collecting



Each aspect of the city is represented by a variety of cards. Each day, you’ll have the chance to spend your resources to buy more of these.

The most basic cards will improve your city in a variety of ways, but some cards have special features that allow your city to pay off even more of the debt as part of a combo!


Why have an economy?

We really wanted to offer something new and interesting that treats the economy of Farset-13 as more than a simple theme. This isn’t a city management game; we want to give you options that are fast and satisfying. Every time the game resets and you start again at day 1, your city will reset. This means that every time you play, you have the chance to try different strategies for both paying off the debt and changing the world around you.

We’re all working hard on the game and can’t wait for you to try it! Please join our Discord if you’d like to become a part of our community where you can hear all the latest news about our games.
Tax-Force signing off!

*distant 90s theme tune*



We’d love to see your comments below, and if you’d like to us more directly, join our community over on Discord.
Dec 15, 2023
Only Up! 1 - WGI_Gaming_Studio
*Better optimization for low end PC
*Package game is now only 2,5GB
*Shader loading screen very fast
Dec 15, 2023
Avium - The Vanguard
- v1.0.7
  • Cleaned up Database and Control Tabs in Pause Menu.
  • Removed messy HUD element from FPS Mode.
  • Fixed Martinist Boss combat!
  • All major cutscenes are now skippable!
  • Radio Announcements in Story Mode are now skippable like they are in Free Mode.
  • Slightly reduced size. (-1gb)

- v1.0.8 (est. Jan - Feb.)
  • 1 More Zombie Map, should be based in one of Netherworld's maps.
  • Better keyboard UI interface for gamepad in Main Menu.
  • MORE 5 ACHIEVEMENTS!
  • Continue reducing size and optimizing gameplay.
Starmancer - OminuxGames
When colonist morale is low, they now have a chance to "snap". Added a tutorial. Kat is back! Water now decays into dirty water, and dirty water emits germs. Added the flammable item attribute (this is a big deal, so be careful). Improved lockdown behavior so that colonists now return to base much quicker.



Changes
  • Colonists now have a chance to "snap" when their morale is low. This chance increases the lower that their morale is. When colonists snap, they acquire a random perk, such as graffti artist. Every extra snap increases the chance that the colonists will get an extra bad perk, such as pyromaniac, saboteur, and maniac. Every few hours, colonists gain +1 morale as "catharsis", capping at +15. Colonists "snap out of it" when their morale returns to positive. Snap count is reset to 0 upon: death, therapy booth use, memory wipe from memory pen. Snap count is reduced by 1 every 10 days. In this way, colonists will no longer stay upset forever, and the first few snaps are very forgiving.
  • Added new snap perks: Hider, Space Terror, Lazy, Crybaby, Binge Eater, Vomit, Dazed, and Militant Incompetence
  • Added tutorial
  • Added notification when no colonist is assigned mining, building, or scavenging
  • Slinkers now eat rotten food.
  • Colonists (and all lifeforms) now respond when they're attacked by another agent and it's a miss. Previously they would only react once they took damage.
  • Water now decays into Dirty Water in the presence of germs.
  • Dirty water now emits germs.
  • Biowaste and Puke now emit more germs.
  • Added "flammable" item attribute. Flammable items catch on fire when near fire or explosions. The item is destroyed when it catches on fire. Flammable items: Biomass, Goolerium, Most Food, and Biowaste.
  • Fire now triggers explosions when near to items with the explosive attribute.
  • Windows and the Water Recycler now cost Scrap instead of Metal Framework
  • Lifeforms (monsters, etc) now obstruct pathfinding (so they stop colonists and other monsters. colonists could become trapped. much fun)
  • Whale Meat is now flammable. Rotten Whale meat is now explosive. For the good people, this is dangerous. For the pirates, this is free explosive.
  • Galaxy map can now be opened always.
  • Colonists now lose relationship points when they see another colonist puke. Added a memory (-2 morale) when colonists witness someone else puke.


Fixes
  • Colonists will now store warpfuel in the warpdrive before putting it on floors.
  • Colonists no longer explore while lockdown is active
  • Larva husks in a hot room now grow into eggs much faster.
  • Fixed a bug where dimple was eaten by a worm while on the treadmill.
  • Fixed a bug where colonists would pretty much ignore lockdown all the time.
  • Colonist level up messages are now only displayed every 5 levels, and all levels above 40.
  • Colonists will no longer remain wandering outside your base after lockdown is activated. Now, during lockdown, colonists will only wander near your core (this is fun, because everyone gets to hangout).
  • Fixed an atmosphere bug with shelves.
  • Fixed a bug where fog-of-war would be created when placing floors near asteroids.



What's Next
  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?
...