Dec 21, 2023
Castle Of Alchemists - Hal0Badger
We have deployed a potential fix for a bug which causes strange stuff during Wave Finished or Win screens.

We couldn't replicate the said bug on our end, so this fix is potential.

Please inform us if the situation still continues.
Mist Slayer - Moju_King

Greetings Mist Walkers!
The long awaited new character has arrived!
Just in time for the winter sale, Mist Slayer will be
20% off
for a limited time - don't miss it!

Here are today's update notes:

Version 1.1.3

New Content
  • New Character - Musketeer! Friendly faced but wild at heart, he deals massive damage up close and summons powerful contraptions to assist in battle.
  • Musketeer outfits and cosmetics - more to be added later!
Adjustments & Optimizations
  • Further reduced stamina costs for some characters
  • Improved damage and duration for powers
  • No stamina consumption in the hall
  • Can skip talent unlock animations when assigning multiple points
  • Talent effects no longer tick down during level intro cutscenes
  • Improved some sound effects
Bug Fixes
  • Fixed the issue that normal attacks sometimes do not land after jumping
  • Fixed the issue that Druid inscriptions are not working
  • Fixed the issue that the arrows in the five elements icon are incorrect
  • Fixed the issue that the attack direction of some enemies is incorrect
  • Fixed the issue that some tutorials are not triggered
  • Fixed the issue that the archer's multi-shots will push enemies too far away
  • Fixed the issue that cameras in some scenes are displayed incorrectly
  • Fixed the issue that some difficulty conditions are not working

More content and refinements underway - Please continue to provide feedback and suggestions!
Thank you!
Dec 21, 2023
Project Zomboid - nasKo


Happy winter religious festival if you celebrate it, or if you have it in a month’s time, or just if you think it’s nice because you get a few days off while your neighbours drown in eggnog!

Here’s the December news round.
 

CRAFTING TEAM UPDATE


With the last Thurzdoid some people arrived at the mistaken impression that in normal b42 play, the iron ore deposits would exist on the map and be the primary source of metal for crafting. While we’re not ruling this out in the long term, and it’ll certainly be the only source of metal to be found within the wilderness map (more on this later), the primary logical source of metal would always initially be found within the now abandoned civilized world itself.
 



For several builds now, players have been able to dismantle various metal furniture and other objects in the world, including wrecked vehicles, to get metal bars, sheets and scrap. This still exists in build 42, and should serve as the primary source of metal–in various sorts and sizes–for crafting.
 


This also includes taking apart railroad tracks, which is fortunate in that you can use a piece of the track to construct a makeshift anvil.

On the subject of “modern metalworking”, here are some new workstations, a standing bandsaw, drill press, and arch furnace.
 
The bandsaw currently can be used to cut metal pieces into smaller metal pieces, which can save you some wear and tear on your hacksaw, and the drill press can be used to put holes into metal, such as fabricating tools such as header tools for making nails or a drawplate for making wire, among other uses. The arc furnace can be used for melting down assorted items to cast various metal ingots and bars. Now this isn’t the extend of the uses of these workstations, or the end of what we’re adding in this vein.
 




Speaking of other workstations, here are some of the new agricultural stations in b42, herb and crop drying racks, stone quern, and mill, as well as some new crops: Barley, Flax, Hemp (industrial), Hops, Rye, Sugar Beets, Sunflowers, and Tobacco. This gives us a great foundation of resources for textiles, cordage, brewing and oils. We have more crops coming, including some winter crops, garden vegetables, hot peppers, and some pretty herbs.



Moving on to things relevant for the wilderness, here is an example of a campsite made using primitive tier resources. It includes a small worksurface boulder and tree stump, which are naturally spawning workstations that can be used for some basic crafts, including some bootstrapping crafts for getting crafting up and started. Here’s also an example of a small cabin that could be built in the wilderness.



Moving on to the blacksmithing and crafted weapon related matters, as some crafted items consist of handles and heads, some that can be sharp,



Appropriate items will track those conditions as such:
 


There are some other new and very interesting statistics that will be associated with tool and weapon parts, but we’ll discuss this later once its implemented. The goal of these will be to provide much more variety to items, and much greater reward from higher skill crafting, and looting of rarer items.



Aside from being used as part of the “guts and bolts” of the crafting system, this also allows for a more interesting procedural weapon upkeep and breakage system.
 
The upkeep stuff is intended to be warm and immersive, but without an excessive amount of micromanagement. With the examples like the hatchet and spear, you can use the classic items like Duct Tape, Wood Glue, or Zip-Ties to repair the handle, or carve a new one and replace it.
 
Sharpness affects weapon damage and criticals. Weapons at 0 sharpness can still be used to kill, but are less effective, will take longer to chop down a door or a tree, and will accumulate damage faster. Sharpness can be restored using a Whetstone, but is temporarily capped by the weapons Head Condition (or general condition for items like knives). Minor head damage can be repaired with a Whetstone, greater damage with a Grindstone, and a broken blade can be used to make a smaller blade or other item.
 
With the procedural damage system, Sharpness, Handle Condition, and Head Condition all are affected by usage and combat, with Sharpness generally draining the fastest, followed by Handle Condition. When Handle or Head Condition hits 0, the fun stuff can happen with Procedural Weapon Breakage. With the Hatchet, when the Handle Condition reaches 0, the handle breaks, and the Head goes flying.
 
With a larger Axe or other weapon, you may end with with a usable crude wooden club in your hands. Spears basically work the same way, but leave you with a broken stick in your hands and can leave the Spear head embedded in a zombie. When Head Condition reaches 0, the Handle still breaks, but a broken Head is left on the ground or in a zombie, which may be salavged to make something new. Broken Handles can generally be carved to make smaller handles or other wooden objects.
 


This procedural weapon crafting and breaking also serves to give us the bits and pieces to make some nice post apocalyptic makeshift weapons.



Speaking of crafted weapons, Spears are being heavily rethought, reworked, and rebalanced. This is a case where the weapon part and breakage stuff really helps to make Spears more cool and spear-like. You will be able to make simple wooden spears from appropriate items, such as Brooms or Hockey Sticks, as well as Long Sticks, and a Wooden Spear can be Fire Hardened for greater durability and a minor boost to performance . Here’s also some crafted blades and the spears and knives made from them:
 




THE PROFESSOR’S PROC-GEN LABORATORY


Last time we introduced you to our latest recruit, former legendary modder and Minecraft dev ProfMobius.
 
We wanted to get him settled into Zomboid in an area he felt comfortable within, and it made sense for him to perform a trick he last played for Mojang. As such, his first port of call is to look into a wilderness procedural generation system.
 
Please note this isn’t full procedural generation and not intended to create random towns and cities, and at least for now, is purely to provide random wilderness. This will serve two important purposes for Build 42.
 
1) It will allow for the current borders of the premade map to cease to have a black impassible border, and will instead allow players to be able to explore outside the confines of the map a very, very large (though probably not infinite) distance.
 
This will allow players to establish themselves a greater distance away from the premade map and will expand the scope of wilderness based gameplay, as well as locations for settlements that can exist considerable distances away from the existing towns within the game.
 
2) The second purpose will be to allow for servers optionally to be able to generate a complete wilderness map with no towns, roads or other signs of civilization.
 
Not only will this be a good testbed for ensuring that none of our primitive and medieval crafting trees rely upon anything a player would need to loot, but will provide a basis for vanilla and especially modded multiplayer servers to focus entirely around crafting and community building, rather than looting and zombies.
 
The random map generation will have large biomes (all will be sensible for a Kentucky climate environment for the vanilla map border generation, but we may be able to be more imaginative and less realistic on the complete random map generation, and discussions are still happening about this) to add variety and things to discover.
 
While we will not be looking to generate fully random maps with buildings, towns, roads etc at this point, it’s important to point out that the random basement system implemented into Build 42 has required the ability for binary exported buildings from our building editor to be able to be ‘injected’ or ‘stamped’ into the game world at run-time, and this functionality will be accessible to modders.
 
We fully expect modders to have all the power they need to be able to expand the wilderness map with random towns and road networks. It may be something we’d consider exploring at some point once the main map is complete, but until then it’s not something we want to distract from the hand-crafted game world. While we believe random maps would be a cool addition for those who have played the game so much the existing map and popular modded maps no longer feel fresh, we would prefer new players always had the traditional handcrafted map in their first throes of survival.
 
Here’s a quick rough cut of something created with the earliest draft of ProfMobius’ world generation tool – hopefully the start of something cool


 

MANY YEARS LATER
Just to underline our continued dedication to handcrafted mapping, we have a backlog of many and varied Challenge maps and spin-off maps waiting in the wings for main game inclusion. The one now stumbling and blinking into the stark and glaring light of day is Xeonyx’s Many Years Later.

Given the sparsity of ‘normal’ looting spots this is due to be another of our testbeds for our revamped post-apocalyptic crafting, but it’s pretty fun in terms of just how full of despair it feels.

The recent addition of rats and wildlife also really set it off now. Here’s a quick vid from recent explorations:


 

CHRISTMAS ANIMALS


Finally, Amz, our video producer and the most ‘Christmas tree must be up the day after Halloween’ Christmassy person in any room that’s ever existed has put together this amazing John Lewis’esque video! We all love it and hope you will too!

Enjoy!
 

 
Oh, and in weird bug news we had a problem with infinitely spawning chickens. Things swiftly got out of hand.


 


Oh the Humanitz!


We’d like to point people in the direction of a friend of TIS’s new zombie survival game that’s carving out a slightly different area of the zombie survival niche, a bit more actiony and aiming for something in-between State of Decay and Zomboid in the Venn diagram of zombie survival.

If you have place in your heart for another great zombie game, especially one that’s plenty of fun to play in co-op, make sure to check out HumanitZ on Steam!

https://store.steampowered.com/app/1766060/HumanitZ
Survival: Fountain of Youth - psychedelic yeti
Hello, Fountain Seekers!

Hope you are enjoying your adventures in the Snake region! In the meantime, we’re bringing even more content to keep you there during these long winter evenings. Without further ado, here’s the list of new features and bug fixes coming with patch 1486!


NEW BOSS

The Snake region boss is finally in the game! Yes, one more boss to test your combat skills. Do we want to tell you what it is? Well, this should already be clear from the region naming. So, bring your best equipment and head to the highest point of Silver Island. And yes, there is a special prize for the victory!

NEW FEATURES
  • You can now disassemble ships — time to get rid of all that wreckage!
  • We left a farming skill book in the Buffalo region for all of you hardworking farmers over there. Go searching for it if you want plants on a farm to require less water to grow.
  • Are you into alchemy? We introduced the 5th-level Alchemy perk: it unlocks the Hemotoxic poison recipe that can be used to craft poisoned weapons. Just in case: those also poison their meat, so keep it in mind.
  • If you have items with low durability, you’ll now get a special HUD warning in the right part of the screen. Your belt is about to break? Repair it just in time!
  • We added new ambient music in several places in the Snake region. More immersion is always nice, isn’t it?
  • New stumps. Even the smallest things matter!
  • Various 3D content optimization. May the Survival: Fountain of Youth world look even nicer!
BUG FIXES
  • Fixed the bug with ships jumping in shallow waters
  • Fixed some garbage objects that couldn’t be interacted with
  • Fixed the house column layout that could be placed in the other machines' layouts
  • Fixed the raft layout that could be placed under the canoe layout
  • Fixed the canopy layout placed very high if the Tipi Hut layout is installed in the center
  • Fixed furniture layouts that could be placed in other furniture layouts and house elements
  • Fixed dark water in sulfur lakes
  • Fixed that issue with Macuahuitl having a throw range description
  • Fixed confusing farm UI text when cutting down eucalyptus
  • Fixed several places where players could get stuck
  • Fixed the placing of some machines in the mangrove jungle
  • Fixed the bug with not getting proper resources when disassembling different tiers of farms
  • Fixed confusing UI text when cutting down a small palm tree
  • Fixed the bug with some objects displayed too dark in view
  • Fixed the bug with not being able to interact with machines and objects in a house
  • Fixed the bug with Improved Smelter on Stormbreaker having only one slot for ingots (it has 2 slots now).
  • Fixed the invisible constraint on Copper Island
  • Fixed the issues with the UI of the trap breaking if you place an animal carcass in it
  • Paralyzed animals fix
  • Fixed the bug with the need to retake resources from chests to unlock recipes
  • Fixed the description when harvesting poisoned animals
  • Fixed the issue with disabling building area layers in machines
  • Fixed farming skill icon
  • Fixed the pit on Silver Island
  • Journal: now showing progress for survival tasks
  • Multiple visual fixes
  • Several localization issues
The Survival: Fountain of Youth Team
Dec 21, 2023
Never Ending Dungeon - AleksandraBBGames
Hello Adventurers!

Hope you're all doing great as we say goodbye to 2023. First things first, Happy New Year to each one of you! Let's take a quick look at what we've been up to before we jump into 2024.

We're working on a really cool new setting that we can't wait for you to explore - a Mansion. Imagine wandering through its grand halls and secret passages, each room telling its own story.

We have both concept arts:



And work in progress on 3D iteration:




We're on a quest to perfect the NED menu and it's shaping up wonderfully. With prototypes for the main menu, loading screen, a list of saved adventures, and a sleek view mode for loaded adventures, navigating your epic journeys is becoming more intuitive and visually stunning.





We know you had some thoughts on our first camera setup (back in Tech Alpha), so we're making changes. Our goal is to make moving around in NED smooth and enjoyable, and we're working hard to get it just right.


We also created new minis:




And flame mockups for torches and bonfires:





Our community is growing, and we'd love for you to be a part of it! Join us on Discord for exclusive updates, discussions, and a chance to connect with fellow adventurers. It's the perfect place to share your tales, get tips, and stay in the loop with all things NED.

-> Dive into Our Discord Community HERE <-



As we take a little break for the holidays and gear up for a new year, we just want to say a big thank you. You all are the best, and your excitement and support keep us going and pushing to make NED better and better!

Let's roll the dice for an epic 2024!


Take care,

The Never Ending Dungeon Team
Shadowbane - A-loveshadowbane
Dear players, everyone:


In order to ensure the stability of the game operation and improve the game experience, Shadowbane's server [Gram] will perform routine maintenance on December 21 17:00-19:00 Pacific Time (8:00-10:00, December 22 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.



[Wonderful Activity]
From 21:00 on December 21 to 21:00 on December 24, Pacific Time (from 12:00 on December 22 to 12:00 on December 25 Beijing Time), this week's limited-time event will be opened. For specific content, please follow the in-game mall!




Shadowbane game project team December 21, 2023
Obscurity: Unknown Threat - Snakelet
Happy Holidays! We decided to combine the December and January playtests together for a two week long playtest over the holiday period. Dedicated servers will be available for the whole duration of this playtest. Get some friends together and come try out the latest update!

This time around we have the beginnings of the weapon levelling and attachment unlock system in place, giving players a different selection of attachments per gun to try out from the get-go. The Gun Range has been updated to include weapon benches, so players can test all of the guns and attachments quickly and easily. The Obscurity Elimination game mode has also had some significant changes to scoring and round flow.

Many other updates and changes are included, such as new and reworked grenade launchers, a bunch of new headgear and further map updates.

Finally, for the holidays we have added Jolly Hats and some victory screen pizzazz!


From December 22nd at 12PM AET until January 5th at 12PM AET:
  • Dedicated servers and P2P will be available 24/7.
  • Dedicated server events, community discussions, polls and LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.

Patch notes for this release: v0.46
Project Hospital - Oxymoron Games
Hello everybody,

It looks like it's time to slowly wrap up 2023 and like every year, let us take this opportunity to wish you a Merry Holiday and a Happy New Year! Also, we would like to thank everybody who bought Project Hospital during the last 12 months or participated in the currently running beta test of Silence of the Siren, our upcoming turn based strategy game. Welcome to the community!

For us, the year was mostly consumed by Silence of the Siren, as we're getting closer and closer to its planned release in Early Access. We visited several conferences across Europe including Gamescom and EGX and had a great time showing the game to a lot of you.

With Project Hospital, we were mostly helping players with the occasional technical issue and some compatibility problems on the Steam Deck. Also thanks for a few very nice messages with feedback and ideas we received during the year!

The team will now be mostly off until January 2nd, which means we might not be available on our social channels. If you encounter any issues, don’t hesitate to ask our amazing community here on the Steam forum, otherwise we should be able to get back to you at the beginning of January.

For now enjoy the holidays and the upcoming Winter Sale!



https://store.steampowered.com/app/2147380/Silence_of_the_Siren/
Mikene's Aspects - Hugo Laion
The combat was very rigorous, so I decided to balance things out, but just a little.

- Mikene's initial maxhp increased from 1500 to 3500.
- Adjusted cooldown of enemies attacks.
Europa Universalis IV - vasi
We've just released some beats to revoke the privilegia to with the Europa Universalis IV: Utopia Holy Roman Empire Music Pack.

We’re excited to have teamed up with composer Utopia and producer George Hammond once more to bring you these tracks inspired by the mighty Holy Roman Empire. This music collection adds ten new songs to EUIV that highlight the vibrancy and majesty of the HRE at the peak of its power.

We hope you enjoy this music pack, guaranteed to rouse the conqueror within.

Listen to a preview here:



Here are some words from the creators - plus some links to where you can find more of their work:

===========

"Greetings Emperors!

George and I have been cooking up a special treat for you to finish off 2023! This is a pack of ten original songs that covers some of the most iconic moments in the Holy Roman Empire's early-modern history. There are five intense tracks for war, and five gentle tracks for peace; all ten integrating seamlessly with the existing game music. You will hear the Prussian space marines come rolling in; you will hear the mighty pen of Austrian Diplomacy as it strikes yet another strategic manoeuvre; and you will hear the legacy of Holy Roman Emperors past, present and future come forth to celebrate your next coronation.

Production of this music has been a huge undertaking, and George and I have really enjoyed bringing this to reality. The end product is far deeper and richer than I ever imagined, and is a nice nod back to the original magic of Utopia. So join us! And immerse yourself with the power and glory that your most Holiest and most Roman Empire deserves.

Enjoy!
~ Utopia"

Utopia's website: https://utopiamusic.net/

===========

"It’s really exciting to finally be able to share what Utopia and I have been hard at work on over the last few months, and I really hope that you all enjoy the music! It’s been an absolute pleasure to work with Utopia and Paradox on this project, and it’s an experience I’ve learnt a lot from. Utopia and I have painstakingly worked to create these 10 tracks for you all, going backwards and forwards over every little tiny detail, but we can confidently say that the final result is a thousand times better than what we could have ever imagined when we first started working together.

I especially found it very fascinating reading up on the history of the Holy Roman Empire and the German nations within it in preparation for this set of tracks, and it was really interesting to see how Utopia had interpreted the events and institutions of the HRE in his music, and this is one of the main things I’ve loved about my work on these projects, as it’s so inspiring listening to and sharing different methods and ideas with other composers, and seeing the work that results from working together.

To a happy 2024!
~ George Hammond"

George's website: https://georgehammond.myportfolio.com/

===========


https://store.steampowered.com/app/2602580
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