Dec 19, 2023
The Isle - Punchpacket
Hey Islanders,

Due to the holiday season we will not be providing a devblog over the new year. However, in the spirit of moving forward with presentable content, we are releasing a new patch that will be delivered straight to evrima as opposed to the standard hordetesting branch. The inclusion of herrerasaurus and dilophosaurus has come early, however there are certain quirks both visually and mechanically for each of them that will be adjusted after the holidays. Continue using the bug report functionality regardless, as we will continue to refine content as much as possible in the coming days before holiday break. I hope you find the new additions to the roster as fun as we do.

Please note; you may need to restart your Steam client if the update is not immediately available to download.

0.13.18.17

Additions
Added dilophosaurus as a playable class
Added herrerasaurus as a playable class
Added the ability to scent when crouched or resting
Added dryosaurus directional attacks
Added new AI world spawner
Added replay focus and hotkeys to adjust playback speed
Added zoom function to replays
Added new hypsilophodon grab animation
Added input release to digging to interrupt it early
Added an additional effect for sting stage for sanctuary bees
Added a warning pulse effect and sound for agitated sanctuary bees
Added "wounded" as a status report and calculation for bite force
Added condition for pounce hit to check front and back of a big target
Added giant wax palms to Gateway
Added a NV brightness curve for all species, separate from range
Added new lunge swimming animations for deinosuchus
Added new water sense effect for deinosuchus
Added deflect animations for omniraptor and troodon when pouncing from the front or behind targets


Enhancements
Carnotaurus now requires a "run up" in order to charge
Ceratosaurus stability is increased when chuffing around corpses
Smoothing adjustments to animal head tracking
Smoothing adjustments to pounce latch translation/rotation and pouncer´s camera
Adjusted boar carry position
Reduced dirt vfx amount when digging
Improved trying to rest from sliding
Adjusted hypsilophodon and stegosaurus footprint sizes
Enabled swallowing while latching
Removed schooling fish from the gallimimus diet
Shortened stegosaurus knockdown duration
Migration zones now display immediately when scenting
Allowed corpses to update locational effects
Improvements to large call attenuations
Disabled chuffing while swimming
Hatchlings are now added to their parents' group regardless of size limit
Updated friends session finder
Made pounce and headbutt to ignore alt attacks
Weather sounds are now filtered when a player's camera is underwater
Increased ceratosaurus scent range
Players can no longer pick things up if they are charging as carnotaurus
Increased pachycephalosaurus bleed resistance
Setup new threshold values for bees attacks and juvenile diet swap
Updated admin panel event to match new input name
Adjusted nutrients prortions for sanctuary mushrooms
Updated deinosuchus underwater vision
Removed initial bleed damage from target when an animal pounces them
Increased pachycephalosaurus intake values when eating or drinking
Nutrient decay rates have been slightly lowered
Adjusted ceratosaurus animation swallow curves
Adjusted gallimimus, hypsilophodon, beipiaosaurus, dryosaurus, pachycephalosaurus, and troodon knockdown times
Restored minimum sprint duration/distance before sliding can activate
Ceratosaurus charged bites now force the player out of crouching
Added a stability multiplier to tenotosaurus when attacking behind itself
Removed impact sound from death screen
Adjusted pachycephalosaurus ram downwards activation angle
Slightly shortened recoil and stagger animations
Organs should now properly reflect food values based on the size of the animal they are taken from
Pachycephalosaurus headbutt can now properly hit swimming targets
Edits to nv underwater values
Updated balance values for pounce (stamina cost/damage)
Updated headbutt balance values (stamina cost/damage)
Updated all bucking stamina damage values
Increased the diet boost values to scent and NV ranges
Fast transitions from sitting to standing no longer cost stamina


Bug fixes
Fixed mud not going away if wallowing after a rain event fired
Fixed headbutt slide and animation failing to restart
Fixed pteranodon animation blending when using vocals while flying
Fixed ceratosaurus charged bite tap animation
Fixed wallow adding mud even if raining
Fixed dryosaurus/carnotaurus charge indicator showing for hatchlings
Fixed morphs for animals with a subadult stage
Fixed wrong math on removing source food when removing a chunk
Fixed players occasionally losing their saved skins
Fixed grazing message having priority over eating a specific plant
Fixed bullfrog not being properly listed for omnivores diets
Fixed deinosuchus and ceratosaurus occasionally receiving vomit debuffs
Fixed gore chunks not having correct nutrient proportions from its source
Fixed troodon jump attack sound not crossfading by age
Fixed collision for physics assets against old cliff rocks
Fixed some foliage and rock collisions being inaccurate
Fixed beipiaosaurus upwards swimming animation not playing correctly
Fixed weather sometimes not replicating
Fixed beipiaosaurus vertical swim speed being incorrect
Fixed vomit animation making meat chunks clip through the neck and face
Fixed profile creating sound playing on start up
Fixed pachycephalosaurus juvenile generic call sound clicking
Fixed pteranodon not taking off at low stamina properly
Fixed carnotaurus not sliding after turning from charge
Fixed issue with eating value always being 50
Fixed boar montages
Fixed replay cooldown starting from the start of recording instead of its end
Fixed directional attack being spammable
Fixed wrong values on skin setup for AI spawn
Fixed organs not becoming rotten sometimes
Fixed pieces being interactable after destroy was called on server
Fixed schooling fish scale issue on spawn
Fixed trace attack hitting overlaps
Fixed dryosaurus/carnotaurus cooldown indicator color while the ability is active
Fixed organs weight values sometimes being too heavy
Fixed dryosaurus not biting while holding ALT
Fixed slowdown when landing
Fixed sinking too deep into mud when jumping in
Fixed deinosuchus nose bubbles showing above water
Fixed crouch jittering when stood in water
Fixed some species using diving animation for mud pools
Fixed locked damage not being added on some normal attacks
Fixed skin preview background not having light sometimes
Fixed sickness status on UI disappearing when relogging
Fixed meat chunks occasionally not despawning if eaten fully from swallowing or on the floor
Fixed pachycephalosaurus ram head damage multiplier
Fixed issue of swallow animation on simulated proxies
Fixed drag SFX sometimes playing louder than intended
Fixed certain hints not showing up
Fixed scent bar not being full when inside migration zone
Fixed flung animation repeating
Fixed carnotaurus slide animation after charging
Fixed sanctuary mushrooms being added to adult diet list
Fixed collision of gore pieces during swallow
Fixed swallowing state not applying once swallow animation starts
Fixed "can't swallow" hints not showing up in some circunstances
Fixed organs occasionally becoming stuck to the player's mouth
Fixed AI dinos not updating locational effects
Fixed bees not damaging adult dryosaurus
Fixed bullfrog and deer giving wrong diet nutrients
Fixed issues with drink distance checks
Fixed subadult to adult growth times for dinosaurs without a subadult stage
Fixed dryosaurus juvenile and hypsilophodon grazing/eating sounds not playing
Fixed bleed clogging sometimes not working when wallowing
Fixed vocals ducking venom ambience
Fixed goat, boar and deer sliding animations when sprinting
Fixed juvenile omnivores not getting nutrients from anything besides sanctuary mushroom sources
Fixed fall damage not being calculated when quicklogging
Fixed lunge sprint boost after leaving water to land during lunge
Fixed crouched scent animations clipping through floor
Fixed pawn being destroyed if quick logout after going to Spec mode at least once
Fixed scent blocking other abilities if it was activated when scenting is not possible
Fixed gore been somewhat intertactable after fully eaten
Fixed headtracking jitter
Fixed organs that were thrashed to be thrashed again using original corpse
Fixed pounce camera disalignment
Fixed some debuff values taking too long to disappear
Fixed animal AI not spawning blood pool effects
Fixed corpse flies not despawning
Fixed headtracking facing forward when looking back
Fixed wallow hint showing on blood pools for herbivores
Fixed beipiaosaurus bouncing on water surfaces when out of stamina
Fixed deinosuchus sprint footstep sounds not playing sometimes
Fixed hypsilophodon slide footsteps not spawning
Fixed pteranodon being able to skim above ground
Fixed a latency issue causing the pounce start animation to repeat
REMORE: INFESTED KINGDOM - REMORE


Come join us on our Winter Season Live stream that is happening right now!
Let’s play REMORE: INFESTED KINGDOM together!



Direct link to the broadcast:
https://steamcommunity.com/broadcast/watch/76561199236239552


Thank you,
REMORE
Dec 19, 2023
Midnight Monitor: Anomaly Watch - viexigames
Thank you for your continued support of Midnight Monitor!

What Did You Miss?
This update adds the very frequently requested "Missed Anomalies" feature. This is accessible from the Win/Lose screens and will show you which anomalies you missed, and in which rooms:




This will allow players to better understand what anomaly types and rooms are giving them the most trouble 😎

"Easy" and Hard Mode Changes
The minimum number of cameras in the Neighbourhood House has been lowered to 4 (previously 6). This means that the game has been made easier for those who find it too challenging.

To balance this out, using fewer than 6 cameras will completely disable Hard Mode. Likewise, Hard Mode is now forced when using more than 8 Cameras. Hard Mode is still optional when using between 6 - 8 cameras.




Nerfed the Pumpkin King, Sorta...
So it turns out the Pumpkin King COULD be unkillable. A bug existed where if you changed the number of cameras on the main menu and then enabled Halloween Mode, the Front Entrance might not be active. The Pumpkin King would still spawn, with no way to kill him.

This has now been fixed. Halloween Mode = Front Entrance = Pumpkin King. Nobody actually reported this bug to me - I just happened to find it by myself, but it seemed pretty nasty!



Please see the full list of Patch Notes below:

General:
- Added "Missed Anomaly" reports to the Win/Lose screens detailing which anomalies and locations were missed during gameplay
- The "Unlimited" FPS Limit has been changed to "Vsync" to better explain its function. Selecting this mode will allow the framerate to match your monitor's refresh rate
- Removed the built-in mouse cursor

Modern House:
Gameplay:
- The Kid's Room Flashlight has been brightened slightly

Neighbourhood House:
Camera Selector updates:
- The minimum number of cameras has been reduced to 4 (previously 6)
- When playing with fewer than 6 cameras, Hard Mode is forced off
- When playing with greater than 8 cameras, Hard Mode is forced on

Halloween Mode Bugfixes:
- Previously when enabling Halloween Mode, it was possible for the Front Entrance camera to not work, and the Pumpkin King could not be defeated.
- Now the camera rotation is refreshed whenever Halloween Mode is enabled

Misc:
- The Tutorial/Intro tooltip has been updated
- The Anomaly Scanning function can no longer fail, and will always give the location of 1 or 2 anomalies

Bugs:
- Fixed an issue where the zoom blur would persist across camera changes
Dec 19, 2023
Horrible Game Playtest - ULTRA YELLOW
Improved sound attenuation
Increased start delay
Improved Gate sounds
Kiopioke! - hydrok
Based on feedback I have created a small patch of fixes:
  • Input can now continue after dialogue boxes have been cleared. Allows movement immediately after dialogues.
  • add navigation hints on menus so that navigation is clearer
  • by default, Escape will now also act as a "back" button in menus
  • difficulty has been re-tuned for the last level in Shielded Plateau

Thanks to everyone who has already tried the demo! More updates to come!
Dec 19, 2023
Mazes and Labyrinths - channel_surfer
Small update. Version 1.01 adds cropped mode to the video options in order to provide additional support for those playing the game at 720p. Cropped mode is a rather blunt tool, cropping the top and bottom 24 rows of pixels to reduce the default viewing area from 768 pixels to 720 pixels. Menus are also updated so that text above and below this range are not cut off.

This is not an ideal mode for most players as the reduced size of the viewing area means small portions of the levels will no longer be visible. Still, if you have a 720p monitor or need the display locked to 720p for any reason (typically for streaming or videos), this is often the lesser evil as it will let you play the game without distorting the graphics. It may also help for upscaling the graphics on larger monitors as well.

Full list of changes:

- Cropped Mode added to Video Options
- Sprite updates for the rapids in the overworld
- Error for the wrong name for Ari being pulled for the ending fanfare removed
Dec 19, 2023
Don't Starve Together - KleiFish
Bug Fixes
  • Fixed bug causing Combustion spell to have no effect if you had exactly 4 Ethereal Embers.
  • Fixed crash sometimes with the Combustion spell when targets become invalid.
  • Fixed crash sometimes with the Shadow Fire spell when targets become invalid.
  • Fixed crash sometimes with Guardian Shadow Tentacle targeting non-player entities.
  • Fixed crash when swapping Lighter onto a Mannequin.
  • Fixed the Hot Headed BERNIE! Spam.
  • Fixed BERNIE!’s death loop when Hot Headed.
  • Fixed BERNIE!’s affinity damage and resistance.
  • Fixed Webber’s Carol emote requiring Webber’s beard for the Merrymaker skin set.
CHUTNEY: Space Survivor - Rjinswand
After a year of development, our third person, hoard-shooting deck builder CHUTNEY: Space Survivor has released!
Share with your friends, spread the word!

A brief thank you to everyone that helped along the way during development, from play-testers to anyone willing to lend their ideas, we appreciate your work and it has helped shape CHUTNEY: Space Survivor into the game it is!

Join our discord here to discuss the game or chat with the devs:
https://discord.gg/g7gd9qRktW
Endless Furry TD - Tower Defense - Rust Jesus
1. Added game speed drop-down to pause menu, you can now choose different game speed settings to control the flow of the game. (PLEASE NOTE RUNNING THE GAME AT A HIGHER SPEED MAY CAUSE THE GAME TO BE MORE LIKELY TO CRASH!)
2. Audio menu added to pause menu, made sure it doesn't interfere with anything from the original pause menu. Just need to clean up and re-organize the buttons next update, as the UX/UI design feels weird right now.
3. "First Audio Load" code changed, you can expect the game to start a FULL VOLUME even if you have already played before, this is just cleaner code. I apologies for the small "bug" this causes, just adjust your audio levels again and all will be fine :)
Dec 19, 2023
GUARDS! - WYLDERZONE
The situation in New Alestead has escalated, the Mega City Slums are under constant gang occupation, Perps are roaming the streets, civilians are being held at ransom, and a new drug 'Miff' is taking over.

Our orders are destabilize the gangs control of the districts and gather intel on the Kingpins location - then bring him in!

Its your job to subdue the perps, rescue the hostages, and detain any Miff contraband on the Streets.

We have limited time to pull this off, and if.. no WHEN we do you bring the son-of-a-gobbo back alive for interrogation... we'll make sure he talks!

// MAJOR CHANGES //

🏙️ Procedurally Generated Maps

In order to increase replayability we have moved from scripted, linear mission chains to procedurally generated city maps. The old maps you know and love are still in the game, but have been re-worked as boss levels.

🎲 Meta Game

In addition to increasing replayability on the mission layer, we have added an over-arching meta game. If you are familiar with XCOM you will feel right at home with our meta-layer that sees you splitting your focus across multiple crime scenes in an attempt to keep anarchy under control while frantically trying to gather enough intel on the Kingpins location before he escapes!

⚔️ Combat and Weapon Overhaul

New challenges require new tools and equipment. Guards will now be able to choose between lethal and non-lethal weapons - which are ideal for taking down high value targets. Recent legislation means Guards will now no longer be able to "accidentally" punch high value targets to death. The standard issue Guard Kick (tm) has received a significant boost. New weapons are available for purchase in the weapon store.

⚒️ Armor and Armor Values

Armor now provides its wearers with additional health improvements! Spend your hard earned gold on stylish, and practical armor upgrades. You can upgrade your armor at the armor stand by the door in your quarters.

FULL PATCH NOTES FOLLOW:
----
Changelist December 2023
(Last Changelist posted October 2023)

Additions:
[+] Added new HUB and tutorial area
[+] Added Generated missions - Mission on the war map are randomized each day (Subdue, Rescue, miff collect)
[+] Added Generated level layouts - New Alestead is a vast city, each missions takes place in one of the many generated streets of New Alestead
[+] Added Generated level loading screen with mission info
[+] Added Crisis War Map - Tracks Anarchy and available missions per district
[+] Added District Anarchy Tracker - Each mission you fail will advance the Anarchy track, at max Anarchy the District will fall to gang control
[+] Added Mission Timeouts - Missions are active for a limited time and when they expire anarchy will increase
[+] Added District Intel Tracker - Each mission you win provides Intel, at max Intel we find the Kingpin
[+] Added HUD elements for next mission and intel/anarchy tracker
[+] Added HUD Popups when returning to the HUB for mission timeout, max anarchy, max intel, kingpin defeated, kingpin escaped, new case file
[+] Added Kingpin Mission - Take on the Kingpin in a final mission to save the district, if you fail he will escape and the district will be lost
[+] Added Pay coin to control the situation on the Streets - Increase time on missions, decrease anarchy and discover new missions
[+] Added Buyable weapons before hitting the streets
[+] Added Armor Stand and Armor defense buffs (increase HP)
[+] Added Lethal vs Non Lethal Damage - Non Lethal cannot kill, Deadly can kill if KO, Lethal will instantly kill if enemy reaches 0 HP
[+] Added Persistent Equipment caching Between Levels
[+] Added HUD Markers to APC and Extraction locations
[+] Added UI feeback to coin and cape pickup
[+] Added enemy screaming and arms raised telegraph at close range
[+] Added After Action Report Crisis Trackers
[+] Added Coins to HUD
[+] Added enemy repopulation mechanic to backfill the world with enemies on the return / extraction beat
[+] Added ability to escort Perps and Hostages (follow / stay)
[+] Added secondary coins reward from bring perps back to the APC
[+] Added Bloody Screen effect for low health
[+] Added F to invite Friends element (opens steam overlay)
[+] Added Friend elements to HUD, flashes red when KO, and a red skull if dead and needs revive
[+] Added downswing to melee combo 3rd attack

Alterations:
[~] Goblin Thrower rearm animations
[~] Update sprint and Idle animations to have less camera sway
[~] Added smoke pop to hub assets when they are recreated
[~] Thrower brick now explodes on impact
[~] Remove roll from camera shakes to help with motion sickness
[~] Tweak hit stop animation on melee to feel better
[~] Increase enemy melee range to keep the enemy in frame
[~] Increase attack combo windows
[~] Edit Translations
[~] Decreased Player Stun Duration
[~] Allow Player to block whilst Stunned
[~] Updated music
[~] Miff Blind Effect updated
[~] Fracture assets now KO enemies instead of killing them
[~] Stopped stealing weapons from enemy front, only allow stealing weapons from behind

Bugs:
[!] Fix bandwidth limits to improve overseas networking
[!] Fix unplaced notices not destroying when parented actor is fractured or destroyed
[!] Fix gamepad issue where multiple settings would change when scrolling a setting
[!] Fix some item hit effects missing on clients, in particular ally kick effects
[!] Fix thrower enemy floating
[!] Fix thrower enemy not rearming and standing idle
[!] Fix Punching with Shield not working
[!] Fix throwing knife attachment issue
[!] Fix Thrower not moving after arrest
[!] Fix issue where UI would not draw
[!] Fix muffled enemy VO
[!] Fix infinite falling bug in some levels
[!] Fix AI seeing through doors and stacking up on them
[!] Fix missing mouse in AAR in some cases
[!] Fix loss of gamepad control in some cases
...