Path of the Abyss - suzukin
Path of the Abyss allows you to replace the portraits of the characters used in the game.

1. prepare an image file with the following specifications.
Portrait (large): width 512px, height 768px
Portrait (small): width 64px, height 64px
Both are PNG files.

2. Copy the file 1 to the following folder.
steamapps\common\PathOfTheAbyss\PathOfTheAbyss\Content\Portrates
*The file name should be the same as the name of the existing file in the above folder.

Portrait: Large (portratexx.png) appears in the center of the character sheet screen
*xx:01-08 numbers


Portrait: Small (s_portratexx.png) is displayed in the center of the character sheet screen
*xx:01-08 numbers


The existing portrait will now be replaced with the original image.
Wartales - Dynamo [Shiro CM]
Wartales v1.0.31912

Pirates of Belerion

Fixes
  • The Ghost Ship’s chest can be opened again even if it was previously looted, making it possible to retrieve the figurehead recipe.
  • Fixed an issue that would cause a crash after clearing Belerion’s Rat Nest for the second time.
  • It is now possible to use the Belerion Restoration book.
  • It is now possible to upgrade the Lord of the Seas Crown.
  • You will now obtain shark teeth when catching sharks.

Balancing
  • When the required reputation threshold has been reached, the Lords of the Sea’s “Hot on your heels” status will now only trigger after a rest. And it is only a few in-game hours later that they will come to hunt you down.

Base Game

Fixes
  • Forests are now functioning as usual again.
  • Fixed an issue that would cause crashes when removing a shield after changing the skills’ order.
  • Fixed some client-side issues in Co-op mode.
  • Fixed an issue that caused crashes during reinforcements in Gosenberg’s battlemaps.
  • Fixed an issue with fleeing merchants.
  • Fixed an issue in the Arena of Legends that caused companions to misalign with their starting positions.
  • The Jam recipe is now available in New Asthel’s tavern even if the taverner was replaced.
  • Removed a recipe that couldn’t be obtained yet.

Balancing
  • The damage inflicted by the Traitor’s Dagger was significantly increased.
Dec 20, 2023
Station to Station - littleoliphant
Patch notes:
Improvements:
  • Improved the alignment of the custom game menu text in Arabic
  • Improved the text when leaving photo mode on the controller
  • Improved the icon when leaving photo mode on the controller

Fixes:
  • Trapped animals will no longer walk on water or through buildings
  • Fixed that when using the D-pad on the dropdown menus your selection would sometimes not highlight correctly
  • Fixed a bug where UI was visible when making a screenshot on steamdeck
  • Fixed that setting blur to 0 in photomode didn't remove blur entirely
  • Fixed that the achievement descriptions of Eveningstar Valley level 4 and 5 were turned around
  • Fixed that you could end up underneath the level in photo mode
  • Fixed that sometimes star challenges would read {TITLE} in arabic
  • Fixed that the button to move the camera forward would sometimes not save
  • Fixed that when swapping the keyboard buttons for moving camera left and right, one would become empty when loading a level. Same for camera up/down.
  • Fixed that the photo mode button would appear when removing an anchor point
  • Fixed that repeatedly clicking inside the train would get you stuck outside of the train (Now clicking will not do anything)
Black Squad - GM_Skadi


Soldiers,

We would like to inform you that we will be conducting scheduled maintenance (December 21).
During this period, access to our game will be temporarily unavailable.

Maintenance Schedule:
SEOUL, South Korea
13:00 Thurs, December 21, 2023
to 19:00 Thurs, December 21, 2023

UTC, Coordinated Universal Time
04:00 Thurs, December 21, 2023
to 10:00 Thurs, December 21, 2023

CET/CEST, Central European Time
05:00 Thurs, December 21, 2023
to 11:00 Thurs, December 21, 2023

PDT/PST, Pacific Daylight Time (US)
21:00 Wed, December 20, 2023
to 03:00 Thurs, December 21, 2023

SINGAPORE, Singapore
12:00 Thurs, December 21, 2023
to 18:00 Thurs, December 21, 2023

EDT/EST, Eastern Daylight Time (US)
00:00 Thurs, December 21, 2023
to 06:00 Thurs, December 21, 2023

SAO PAULO, Brazil
01:00 Thurs, December 21, 2023
to 07:00 Thurs, December 21, 2023

Duration: 6 Hours


Thank you for your cooperation and support.
Dec 20, 2023
TerraScape - Cynth
Bugfix 0.13.0.7
  • Fixed "Game On" Puzzle 07 Terra: added another game spot (instead of forest) to reach gold and higher values
  • Fixed Vineyard hop basket props are invisible
  • Fixed Quarry missing wheel texture of crane
  • Fixed Royal Forest stone props persist after undo/destruction

Some fixes and improvements based on your reports and feedbacks. Thank you for supporting us!



Join our community:

Dec 20, 2023
Monster Hide - TheLittlesGames
- Added a new weapon
- Added a new melee weapon for Christmas
- The player moves faster
- The player can now slide
- A new map is available for wave mode
- Christmas event
- Zombies can drop gifts which earn coins by picking them up (only available during the Christmas event)
- New clothes are available for Christmas
- Sprint system has been improved
- Some minor changes
- Bugs fixed
Fernbus Simulator - Dana


The Update 31 for Fernbus Coach Simulator is here!
Full changelog here:

Changelog 1.31.66726

  • Optimizations to use less video memory
  • Fixed being unable to change Resolution
  • Fixed Thunder sound
  • Fixed Repaint issues on AI and parking busses
  • Fixed Passenger Light always on ComClass
  • Fixed Headlights always on TopClass
  • Added Climate controls to TopClass Crossselector
  • Fixed People walking away with partial Luggage
  • Fixed Trucks failing to accelerate
  • Fixed AI vehicle interior rendering too late
  • Fixed being unable to override savegames
  • Fixed being unable to save when switching tabs in save menu
  • Additional Telemetry Options
  • Added Shadow Fading
  • Fixed not updating displays
  • Fixed some more screen flickering
  • Level Art Fixes
  • Performance Optimizations**


** Please, be aware that the impact of performance optimisations varies from system to system due to hardware configurations, installed software and other programs running in the background
Aethermancer - GalinaMalina
Hey and welcome to this new devlog where we will go on a secret mission to sneak into the map generator and see how it works.



In Aethermancer we use procedually generated maps for our overworld, that are based on different biomes. If you want to learn more about what our maps in general look like before we get started, feel free to check out this tour of Terastae we did earlier this year. I will keep this non-programmer-friendly since we'll mostly be talking about the logic and system behind all of our maps - so let's get going!



Depending on how you want to generate the map, there are multiple routes you can go. In general there are two types I would distinguish: You can use noise as the base (Minecraft does this) or you can use rooms (most roguelike/roguelites use this). Since we need quite a bit of control over what we generate and how much space we need, we're using a room-based system. However room-based does not mean that you will be trapped in one section of the map, it’s more used as a base for the generation and will still allow you to roam around the map and explore.



So the first thing we need is a general layout for our map that is based on rooms. Depending on what exactly you want those can look quite different. Below is what one of our maps would look like, which we will use as an example for now. All of our areas have four points at which they can connect: North, East, South, West. Depending on which points are connected, we end up with different shapes for our areas: O-area (1 connection), I-area (2 connections, which are counterparts), L-area (2 connections, which are not counterparts), T-area (3 connections) and X-area (4 connections).



Okay, now we have the basic structure for our maps but if you run across that map, the shapes are a bit ... meh. So instead of using the basic shape of each room, we use something called area prefabs. These contain predefined shapes (and a bunch of other things) which we use to define which part of our room is accessible and inaccessible. We are using a mix of these area prefabs that are then procedurally filled as well as completely hand-crafted, premade areas. For the sake of this devlog we are ignoring premade areas.



But there's one thing about these prefabs that is restricting them. If we have a room that connects North & South we can't use a prefab that connects East & West right? So we would need two different ones. If we now look at O-, L- and T-areas, we would also need 4 different ones just to cover every direction once. That seems like a lot of work so why don't we use a trick and do some sneaky magic to get rid of our problem? The solution we're looking for is rotation. By turning our area prefab we can make it fit for all rooms of the according type. Now we (in theory) only need one are prefab per room type, but if we use more than that it adds even more variety to our map. We use quite a few currently and there's always the option to add more.
Now we have a map that has a defined accessible area. Which is cool but ... we actually need to decide what goes where and how we want to fill the whole map? If we just filled it with tiles depending on if it's accessible/inaccessible that would be really boring ... and we don't do boring at this company so let's make this map pretty! For that we're using subbiomes which define how a room gets filled in terms of terrain and props. So depending on what subbiome and what area prefab we use, we end up with different rooms, which is pretty neat. Now that the accessible part looks cool, let's get to work on the inaccessible part!



So the first thing we'll need to do is determine how much of the inaccessible part of the map we actually need. There's little use in generating a bunch of things on the other side of the map if no one is ever going to see it, because they can't get there. So we're simply going to extend our current outer border depending on how much space you can usually see on the camera.
Let's figure out what cool stuff to place and where we want to put it. We could come up with a general structure of what we want the inaccessible area to look like and place that everywhere but again ... that's kinda lame. So let's divide the outer area into chunks, we're using the lazy flood fill for that. The nerds that want to learn more about how it's done can check out this video, for everyone else: We now simply have multiple smaller areas we can work with instead of one large one.



Previously I mentioned that the subbiomes have more information stored in them, among other things they also store what type of inaccessible subbiome can be placed next to them. This enables us to place inaccessible subbiomes with more intent so that things feel well placed instead of misplaced. Each biome can have its own type of border (e.g. water or fences) as well as a collection of different props that get placed in the area.



Okay now our map look quite nice and like a charming place to fight monsters. Now that's all, right? Well you know, it's a pretty good map but ... isn't it ... kind of ... boring ... in some places? Don't burn me just yet because we have more exciting stuff to add to the map! What if we wanted to aim higher and ... add heights?

For that we'll use a simplified version of the Wave Function Collapse. You can use Wave Function Collapse for a bunch of things but we will mostly use it to determine what kind of height we need where, which is a lot simpler than other cases where you can use it.
In our case we have the following basic rules:
  • Each area has four sides (North, East, South, West)
  • Each side can either be connected or not connected to another area
  • Each side can either be a height or not a height
  • If two areas are connected, the connecting sides have the same properties (since they are kind of one thing)
Keeping these rules in mind, we can determine for each connecting side whether it is a height or not. Any non-connecting side could be either, so for them we randomly decide whether they are a height.



Okay so now we know which side is what but ... what now? Well, the good thing is each of our area prefabs also has a height prefab for each combination, so we can use them to determine what positions end up being heights (aka what the actual heights look like).
This system makes sure that all combinations make sense and while also giving us a lot of freedom of how we want each height to look like. As long as the sides connect with the right heights, we can do all sorts of weird and cool stuff with heights without risking the map being unuseable (in most cases, there are still some restrictions as there are with almost everything).



I hope this devlog gave you a glimpse of what is going on behind the map generation of Aethermancer! We do have a bunch of other things that are going on in the map generation, but this devlog is already quite full with information so we'll keep that for another time.


Taboo Trial - Luna Noodle
Dear players

Thank you for your feedback. The updates for this time are as follows:
1. The values of base attack and additional attack for rune attributes have been increased (existing runes will be adjusted through a hot update based on the multiplier).
2. The "Power Attack" talent has been enhanced with increased base attack effectiveness and a raised level cap.
3. In Endless Mode, the shop will only appear in the final chapter to avoid being overly cumbersome.
4. The boss levels in Endless Mode will drop fixed items that increase base attack, spell damage, and maximum health.
5. The Rune Shop now allows the purchase of random set runes using the Holy Water item.
6.Fixed the issue where subscribed games in the Workshop did not take effect correctly in-game.

Note: To obtain the best gaming experience, please ensure that you have downloaded the latest version of the game.
Everafter Falls Playtest - squarehusky
Gameplay

  • Love potion requirement from palm sugar to Totonut Oil so you don’t get stuck without item out of season.
  • Additional dialogue for npcs during alien visit



Bugs Fixed

  • Strand of hair correctly gets unmarked as vital item upon first quest completion so Atlas doesn’t always consider it lost
  • Dialogue no longer gets stuck on certain quests (eg Love potion quest). Will cycle if other options available. Dialogue system re-written so if you encounter any dialogue issues, please report.
  • Spelling issues



Known Issues:

  • Mini bosses not correctly spawning in their rooms, or spawning extra in other rooms
  • Some buttons not working in co-op mode/remote play
  • Animals still walking through fences some times.
  • Seeds and trees can be placed on and grow through rugs placed outside
  • Fishing Line not disappearing on rare occasions
  • Fences don’t tile correctly with T shape is created
  • Critter Terrarium has issues with correct insect spawning from juvenile form
  • Spooklets can be avoided indefinitely if running around the same area
...