Artifact - Professor Squirrel
Happy Holidays!

BIG Changes Cumming to Artifact

This was originally penned for my Patrons, but I figure everyone may like to hear this!

There are some big changes heading to Artifact. I've been getting some smaller fixes out of the way recently. Then begins the major tasks at hand.

Firstly, Arousal. Arousal being capped to 10 worked a lot better in the beginning, but now with the plethora of perks, upgrades, and various conditions that can affect Arousal, 10 is just not cutting it. I have been reworking the entire system on paper in an attempt to make it so that each "stage" of arousal lasts longer, gains and losses are more incremental, and changes occur at a slower pace.

Reworking this system alone could take some time; throw bug testing into the mix and I'm not sure exactly how long it will take. At this point I'm not sure if it could be one week or several, but what I do know is that it needs to be done.

Secondly, story. Near the current checkpoint of the main plot, my brain was feeling like a rock that I had to squeeze, so I took a break from the plot to refine some other areas. Coming back to it, I know it can be much better, and I know it can be much better from earlier on. I have been working with someone to rework the outline and rewrite things so that changes occur at a slower pace and more attention is paid to certain variable player traits, among other larger plot changes.

There will also be more random encounters, transformation events, character side quests (new and revamped), but for now this has all taken a back seat for the plot rework.

I want to take another moment here to thank you all again for you support through this crazy year! We have so many balls rolling now, I'm excited to see how it all plays out in 2024!

Hope you all have happy holidays! <3


Artifact - 0.79.26 Release and Changelog

  • *Hotfix for bug that caused some of the medium-girth dick sizes for players and husks to disappear
  • *Fixed potential bug regarding the display of units of measurement
  • *Updated Patron credits
Highrise City - Caro
Greetings Mayors!

Thank you so much for your support and trust. With your feedback we were able (and still are) to expand Highrise City further and improve it as well. Thanks to the countless feedback we have quite a few plans on what else to add and we’ll share some insights soon.

For now, right before the holidays, we’ve got something very special for you. The very first expansion for Highrise City is here, called Metro & Planes. The DLC introduces metro lines for your cities which can easily be integrated into your current cities. It is a new option for your public transport routes and it also affects the way costs of your citizens. The all new airport allows you to expand on your trading options.

Already during the Early Access we already said that if we did paid expansions, we’d make sure that they would be priced fairly. And we stand by our word. We don’t believe in greed. We don’t believe in overpricing content. That’s why Metro & Planes is available for 2,99$. At the same time, we’ve set up a bundle which will give you an additional 10% Discount if you already own the main game.

https://store.steampowered.com/bundle/36978/Highrise_City_Metro__Planes_Bundle/



But that's not all!
Of course, the announcement of the Metro & Planes DLC is not all we have for you today. Work on the main game continues in the background and we have some news to share with you.
Your population's satisfaction can now be increased to over 100%! Keep an eye out for this new feature, as it will have a significant impact on your rental income. There have also been some improvements to the graphics, as you can see from the new animations, as well as the water and beach areas. We have also been able - helped by your feedback ❤️ - to iron out a number of bugs and make the game even better.

Enjoy these and other changes with today's update to the main game!



Full Changelog
  • Improvements to water and beach areas
  • New traffic lights with hoods
  • Air conditioning with animation
  • People are slightly less tolerant of longer journeys to work
  • When unemployment is high, fewer people move to the city
  • Companies need more offices
  • Number of unemployed is calculated correctly for large cities
  • Improved path calculation
  • Satisfaction of your population can now be increased above 100%
  • Improved display of satisfaction and resulting financial bonuses
  • Adjustments to rental income and basic costs for apartments and offices
  • A new research mission and a new research related to happiness above 100%


We wish you all a merry christmas. Enjoy flying around and taking the metro!
Vermillion - VR Painting - thmsvdberg
You can now generate a paint by numbers template from your own images and any image you find online! Vermillion will generate the outlines, which you can show above or below the paint on the canvas. The palette will be automatically filled with the required colors, between 2 and 20. You can change how detailed you want the outlines to be. You can isolate outlines to one color at a time, so you can very easily apply the right color in the right area. Painting has never been more accessible!

Additionally, you can now open local images on the floating screen directly from inside Vermillion, which you can also use to generate paint by numbers templates.

As always, if you're enjoying the update, please consider leaving a review! Greatly appreciated. Have fun! 🙏🏻
The War Enders: First Strike | 终战:初击 - Reiyume Yukiko
We are going to push patches that updates player fighter NGSD and Kiruya, and we will explain here:

Player fighter NGSD is a bold move. The charge attack mode brings high burst fire power and it has strong DPS with high frequency controls. But we found the cons in this design later: The enemies' arrangement is not designed for this charge attack mode, it requires players to move with constant high fire power; In addition, the score system of arrange mode is directly quick shot, and the original mode also requires quick shot otherwise player will be in danger in dodging bullets.

In this situation, long-time charge-attack becomes a decoration, and the high frequency controlling is most used. The high frequency controls is not only tiring, but switching back and forth between hi-speed and low-speed is also adverse to dodging bullets. These make this fighter has zero advantages in arrange mode or original mode with scoring or survival play.

Kiruya is designed after NGSD, and it is also a charge attack fighter. It did try to avoid some problems those exist on NGSD, but the direction is wrong. The design is towards higher burst fire, and lower frequency controls. This didn't solve any problems those exist on NGSD.

We do have some other plans in solving this problem, but in the end we decided to remove charge attack mode in the game. We don't want players to do extra micro controls in the game. We want to keep the game "pure".


About the new NGSD and Kiruya, it can only be said that we want each fighter has its own features and strong. Stay tuned.

We are really serious about game content update after release, even we are still on Early Access. This time, we still want to push this patch after many tests, so we decided to send a early message about this coming patch. We hope players can be ready this way. If you like NGSD and Kiruya in the current version, please don't forget to leave a record about them.


Thank you for your understand,
Crystal Heart's Studio
Slime 3K: Rise Against Despot - George Kulko


"slime love holidayz! squishin well fed humanz fun"
Hey there, all!

This update is quite big, and we're glad we could time it with the holidays. Here's what we've added.


🎮 Controller Support 🎮
Yes, we've finally added controller support. Enjoy, and let us know if you have any feedback.



🤫 Hidden Passive Abilities 🤫
The most significant change in this update. The mechanic can be described in one sentence:
If Slime collects N abilities with the same tag during a run, it gains a passive ability that doesn't occupy a slot and remains until the end of the run.

You can see your hidden passive abilities in the top left corner of the screen. Not sure why we called those passives "hidden," then if you can see them on your screen... I guess it's because there's no telling how to get a hidden passive until you get it... Ugh, never mind.


This mechanic has long been planned; it's aimed to deepen deck-building. Now, it makes sense to include certain abilities in your deck, bearing in mind that you'll need to sell as the run progresses. It makes more sense now to have certain cards in your deck as "transitory," leading to the acquisition of the necessary passive ability.

Some abilities you might have grown fond of have migrated to hidden passives—sorry, it'll be better for everyone! You may miss the Dual Wielding card; leveling it up to level 3 is now significantly more challenging, but it seemed too powerful for a regular deck ability. When it comes to deck-building, we didn't want to have too many "mandatory" abilities. The overall number of ability cards seems to have decreased, but in reality, we've only added new mechanics. Now it's time to test this new take on the gameplay. If you like it, we will proceed and add content on top of it. And if you don't... Well, we'll have to redo it then, I guess. =D


⚖️ Balance Changes ⚖️
Due to the hidden passive abilities, the game balance has undergone significant adjustments. Some areas may seem easier, while others might appear more challenging. Late-stage enemies now deal more damage, but the Slime has become deadlier, too!


🎨 Visuals 🎨
We've also added various new projectiles for ranged enemies, so now they don't shoot only pink balls. Additionally, we've included an animation for the loading screen:

...and a Christmas-themed main menu—see the GIF above in this post. There are some other minor visual changes—only improvements, promise!



Anyway, that would be it for this update. Please provide feedback about it; it greatly influences the direction the Slime will crawl in next!


🎄 Merry Christmas from our team, and enjoy shopping during the Winter Sale.

Speaking of the sale: Slime 3K is 20% off until January 4th; pick a copy up for a friend (or yourself if you somehow still don't own it):

store.steampowered.com/app/2348610/Slime_3K_Rise_Against_Despot



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🌐 Reddit






Potion Tycoon - πceratops
Merry greetings, potion magnates!

Another week, another update! Because how could we let you start the holiday season without giving you a chance to enjoy it inside the game and catch the festive vibe while playing it? No, we couldn’t. And we won’t!

Make your potion house look so nice and cozy like never before, lulled by hypnotically floating snowflakes and coated in the gleaming white fluff. Dress your workers in jolly holiday outfits to further dip yourself in the cheerful atmosphere of the upcoming winter festivities!

But hey, that’s not all what this update brings you! Besides the holiday stuff, we’ve added a bunch of utility and quality-of-life improvements, most notably in the Alchemy Workshop, to let you concoct your celebratory potions with increased comfort. Please find the full changelog below and like always - let us know how you liked it!

As 2023 comes to an end, we wanted to thank each and every one of you for your unabating enthusiasm and continuing support of Potion Tycoon, and for all the feedback you’ve shared with us throughout this year. It did really help us shape the game and get where we are now. We wish you a great fruitful year ahead and hope to see you around in 2024, for which we are already cooking some lovely treats and surprises!

Best wishes!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

Changes:
  • Holiday Season:
    [**] Added winter graphics for the holiday season.
    [**] The visual theme (Default or Winter) can be selected in the Video settings.
    [**] A new themed costume option is now available in the worker’s customization menu.
  • Construction:
    [**] When placing items in the Construction Mode, rooms are tinted red if the item can not be placed there.
    [**] A new tooltip added to constructible items to explain where they can be built.
  • Alchemy:
    [**] Ingredients in the Alchemy View can now be filtered by individual ingredient effects and properties.
    [**] The ingredient book in the Alchemy View has new size options to display 2x2, 3x3 or 4x4 ingredients per page.
    [**] With Potency increase of 0.1 Appeal is now increased by 0.2%.
    [**] Catalysts increase Potency by additional 0.25 on top of the multiplication bonus.
    [**] Grade increase is now capped by the gap between Potency and Container Quality - If either value is 2x higher than the other, Grade doesn't increase further.
    [**] A list of beneficial and detrimental properties is shown when hovering over the recipe name in the Recipe Summary.
    [**] Some minor changes to branding tags’ display, e.g. price-related branding isn't shown in the Alchemy View anymore.
    [**] A "taste scale" pop-up is now shown upon hovering over taste tags in the Alchemy View.
Fixes:
  • Disabled the Alchemy toggle in the Construction Mode to prevent various issues which could occur after switching to the Alchemy view from Construction.
  • Fixed a quick UI flash when opening some dialogues.
  • Fixed the special Witch worker getting big ears in the customization dialogue when changing the color of her outfit.
Armored Warfare - Silentstalker
Commanders!

Today we’ve prepared the following items for you:
  • KF41 Lynx Prototype Tier 10 Premium Armored Fighting Vehicle
  • Griffin 120mm Tier 8 Premium Light Tank
  • Bradley AAWS-H Tier 8 Premium Tank Destroyer
  • Stryker ADATS Tier 9 Premium Tank Destroyer
  • MBT-70 Tier 6 Premium Main Battle Tank
  • Commander Loot Crate
Between December 21 and December 28, 2023, the following items will be available:

 
KF41 Lynx Prototype
 

This is a 2018 prototype of the KF41 Lynx, a cutting edge IFV developed by Rheinmetall for export. Featuring advanced modular armor and multiple gun configurations, the vehicle has already been adopted by Hungary with more contracts pending. You can read more about it in our dedicated article.



In Armored Warfare, the KF41 Lynx Prototype is a Tier 10 Premium Armored Fighting Vehicle. It is a durable and powerful IFV featuring two weapon configurations (30mm and 35mm) as well as a new infantry type that fires large thermobaric warheads from its anti-tank launchers.

The KF41 Lynx Prototype Tier 10 Premium AFV is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

 

 

 
Griffin 120mm
 

The Armored Warfare version of the Griffin Light Tank is based on an early 2016 tech demonstrator, intended to show the U.S. military during the AUSA 2016 conference that General Dynamics meant business. It was built as a private venture; effectively a scaled-up example of General Dynamics was capable of providing when it came to highly mobile vehicles with a lot of firepower for the U.S. airborne forces. The U.S. Army was impressed and the design has since evolved into what is generally referred to as the MPF Light Tank. You can read more about this vehicle in our dedicated article.



In Armored Warfare, the Griffin 120mm is a Tier 8 Premium Light Tank and a powerful, fast machine, armed not only with its 120mm cannon, but also with special ammunition types, making it deadly at any distance. Few Tier 9 vehicles can match its sheer ferocity on the battlefield.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
Bradley AAWS-H
 

The Bradley AAWS-H Tank Destroyer was an attempt by Loral Vought to mount four kinetic guided missiles on an extendable arm while using the Bradley IFV chassis as a platform. Kinetic missiles were cutting edge tech back in the 1980s – unlike standard ATGMs, they destroyed the target by their kinetic energy instead of a HEAT warhead, accelerating to several times the speed of sound. There was little to no defense against them, although they did have some drawbacks, which was why they were never adopted in real life. You can read more about the vehicle in our dedicated article.



In Armored Warfare, the Bradley AAWS-H is a Tier 8 Premium Tank Destroyer. It’s an ATGM-based TD, carrying special kinetic missiles that actually become more effective with increasing distance to your target. It is the embodiment of a long-range missile carrier and is perfect for players who prefer sniping to close combat.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
Stryker ADATS
 

ADATS stands for “Air Defense Anti-Tank System,” describing its purpose very well. The system is intended to engage both air and ground armored targets. It was developed in the 1980s by a Swiss company called Oerlikon-Contraves and was offered as an interesting hybrid that would be able to deal with both Soviet tanks and helicopters or attack planes. Unfortunately for it, it came too late – only Canada would actually accept it in service and the end of the Cold War meant the end to all attempts at its large-scale introduction. The ADATS missiles were quite large but, more importantly, extremely fast and were certain to be extremely destructive to any Soviet armored targets, even though this thankfully never had to be tested in real combat. The ADATS turret was offered for a wide variety of platforms and was actively installed on a vehicle that is kind of like a cousin to the Stryker, the Canadian LAV-III. In this configuration, the vehicle was called MMEV.



In Armored Warfare, Stryker ADATS is a Tier 9 Premium Tank Destroyer. It is a wheeled vehicle armed with two weapon systems – powerful long-range guided missiles and short-range unguided rockets, offering it some survivability in short range combat as well as the ability to deal tremendous damage if left to its devices.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
MBT-70
 

Germany and the United States cooperated in the 1960s and 70s to create the ultimate Main Battle Tank to replace the aging Patton tank series in service. The MBT-70 prototype tank was the U.S. result of the development program. It was exceptionally well armed with a 152mm gun, capable of firing guided missiles and equipped with cutting edge technology, but high costs and endless delays in development led to the cancellation of this project and the subsequent adoption of a more reasonable design – the Abrams.



In Armored Warfare, the MBT-70 is a Tier 6 Premium Main Battle Tank. Several features make it quite unique – it has a large caliber gun that, while slow to reload, delivers tremendous damage with each shot. It can also fire devastating guided missiles and while its mobility levels aren’t the best, it can devastate its opponents with well-timed shots, relying on its armor to keep it alive while it reloads. And last but not least, this vehicle has a hydraulic suspension available, allowing it to tilt its hull to improve its gun depression and elevation.

Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

 
Commander Loot Crate
 

This week, we’ve prepared another special offer for you in the form of a brand new Commander Loot Crate, featuring, amongst other things, some of the rarest commanders in the game!



This Loot Crate gives you the opportunity to obtain the following items:
  • Commander Ofelia Kitescu
  • Commander Austin Harper
  • Commander Alexander Cortez
  • Commander Alisa Korhonen
  • Commander Erin O’Connell
  • Commander Jorge Alvarez
  • Commander Joshua Seagrove
  • Commander Fyodor Sokolov
  • Platinum Commander XP Insignia tokens
  • Gold Commander XP Insignia tokens
Clicking the link below will open the game’s launcher. Please select the Market option on the left and select Armored Warfare to access this offer.

 

 

We hope that you will enjoy the offer and, as always:

See you on the battlefield!
Software Inc. - Coredumping

Changes
  • Added ability to curve a room from its corners
  • Overhauled skyscrapers in city map
  • Added textures to trees and replaced old school placable trees
  • Replaced street lamps
  • Added "Leave when done" option for couriers to make them deliver their boxes ASAP when there are no boxes left to fetch (Now default behaviour for temporary couriers)
  • Firings that happen within 8 hours of hiring no longer affect applicant appeal

Fixes
  • Fixed bug that could cause rooms to incorrectly become inaccessible or make employees fail to path to seemingly pathable areas
  • Fixed bug that would give multiplayer clients money for each existing starting wind turbine in the rural map when they rejoined the game
  • Fixed game not fully converting old data mods to new multiplayer bug system, causing some to fail when a day is simulated
  • Fixed available contracts being bugged after rejoining a multiplayer game
  • Fixed HR not activating properly when loading saved team setups
  • Fixed bug in how employee turnover rate is calculated in the early game
  • Fixed lead designers losing connection to their product for local player after rejoining multiplayer game
  • Fixed ALL daily addon expenses being doubled as an added royalty expense (This bug was added in the multiplayer update and may have a big impact on addon profitability)
  • Fixed being able to clip furniture that spans 2 floors with furniture in the floor above
  • Fixed bug in how framework IDs are assigned in multiplayer causing clashing framework IDs and wrong ownership connections
  • Fixed being able to place snapping furniture on top of existing furniture when moving multiple items

Forest Ranger Simulator - Muaddib
Ho ho ho🎅

Christmas is coming, but before that, there is some time to Save the Forest!

The new update is live now. Here are all the changes!



Cleaning up water bodies:
  • Visual effects of lake and reservoir pollution
  • Visual coverage of wastewater in the game
  • Possibility of clearing a body of water with an object
  • Pollution barrels
  • Possibility to dispose of the barrel after cleaning the pollution - sell it at auction or put it in a container
  • The icon on the compass of the pollution location
  • Notification of contamination
  • Collecting XP for cleaning the water tank.



New item
  • Dirt collection tool/grid
  • Can be purchased from the player's shop
  • Animation of lake and reservoir cleaning

Tutorial/side tasks
  • New task for cleaning up water bodies
  • New task information
  • New task in the task log
  • Option to include a task in sandbox mode
  • Elements translated into all available languages in the game

New languages
  • Korean
  • Ukrainian
  • All texts translated into new languages

ForestWiki
  • Addition of information on the treatment of water bodies
  • Elements translated into all available languages in the game

Christmas items
  • Christmas tree to be found in the forest
  • Possibility of setting up a Christmas tree as an ornament



Have fun playing our game
PEBI - Preview Emotes Badges Icons - SpielmannSpiel
This update is way overdue, since the last one is from Feb 21, 2023 (just before I got sick) and brings a lot of quality of life improvements and small fixes.

This is everything I worked on since then, finally released.

I wanted to use the opportunity of an update to give a BIG THANK YOU to the art-community who is very supportive, understandable and patient and reports bugs and crashes and problems with PEBI so I can fix them.
With out you PEBI won't be nearly as good as it is.
THANK YOU 🐹💖



We also added the GOLDEN HAT supporter DLC over on steam in case you want to support PEBI's development even further.
It is a pure supporter DLC, but you get a golden hat.

If you want to help us (and/or other game devs/creators) out without spending (more) money, please review our programs and games on itch, steam and wherever you find them. For small teams/indies a review goes a long way.
It hasn't to be Shakespeare, a simple "Like it." with "recommended" is enough.



Re-Color Layer / Coloria

A new feature requested by Vanlau was the ability to re-color layers for emotes, so that changing colors / making new color themes gets way easier.
Big thank's to Plantprogrmmer who helped with figuring the multiply blend mode out.





Emote Display Maker

The "Emote Display Maker" got manual time settings




and the ability to set the "margin left", making placing emotes practically freely on the sheet.



and much more



Change Log

Full change log:

* (tag: 0.25.33dev) working file history #172
* (tag: 0.25.32dev) 0.25.32
* fix steam doesn't gets the F12 screenshot bug
* Coloria: fix flickering #168
* fix layer re-ordering bug in Banner maker & Coloria
* Coloria: "loading" text #168
* Coloria: file reload button #168
* Coloria: load back into PEBI #168
* Tile Generator: help text for square sheets
* Coloria: layer enable/disable #168
* Coloria: Drop Area #168
* AMin: better wordin in drop help text
* (tag: 0.25.31dev) 0.25.31
* Image Selector NUT's loop backwards #170
* Main: Drop Area help text on mouse hover #169
* typo, cleanup #168
* typo
* added ads to coloria & tile generator for the demo
* fix twitter icon
* added discord support link
* (tag: 0.25.30dev) Coloria multiply cleanup #168
* Coloria WIP multiply parallel #168
* Coloria WIP working multiply #168
* (tag: 0.25.29dev) Coloria WIP hide vlend mode for last layer #168
* Coloria WIP #168
* Coloria WIP #168
* Coloria WIP #168
* PEBI animator timing tab rename
* no zip
* over 9000 achievement
* (tag: 0.25.28dev) fix drop area anchor
* (tag: 0.25.27dev) 0.25.27
* Main: Image drop area single+multiple #167
* fix drop-icon
* optimize open folder behaviour
* (tag: 0.25.26dev) 0.25.26
* AdvancedPreview: advanced profile settings don't apply on newly added pictures #166
* (tag: 0.25.25dev) better initial image source directory selection
* (tag: 0.25.24dev) use source image folder as export folder #165
* stop PEBI from overwriting it's source file (tis happened in the past!) + Achievement #165
* fix wrong compiler flag scope
* golden hat ico
* (tag: 0.25.23dev) adding GOLDEN HAT DLC
* (tag: 0.25.22dev) stop blinking when warning button is clicked #162
* stop blinking when warning button is clicked #162
* asking for credentials bcause steam broke the build pipeline -.-
* asking for credentials bcause steam broke the build pipeline -.-
* (tag: 0.25.21dev) 0.25.21
* add blinking to the warning button #162
* (tag: 0.25.20dev) FILES NOT FOUND: annoying popup and remove tile mode warning on no image #162
* (tag: 0.25.19dev) 0.25.19
* rename actions to more actions
* missing s
* added Last Stance ad
* added mastodon links
* added icon to action menu elements
* (tag: 0.25.18dev) 0.25.18
* Emote Display Maker: added frames to manual record
* Tile Generator: overhaul UI
* (tag: 0.25.17dev) 0.25.17
* Emote Display Maker: Save Settings #75
* Tile Generator: arrangement
* Tile Generator: allow loading of external image + better save system
* (tag: 0.25.16dev) Tile Generator
* Tile Generator: Show Stats #156
* Tile Generator: Show Stats #156
* (tag: 0.25.15dev) 0.25.15
* Emote Display Maker: Vanlau collection 2023-07-11 - recorder abort #154
* Emote Display Maker: Vanlau collection 2023-07-11 - warning dialog #154
* Emote Display Maker: Vanlau collection 2023-07-11 - milliseconds #154
* Emote Display Maker: Vanlau collection 2023-07-11 - button on recording #154
* (tag: 0.25.14dev) Emote Display Maker: scroll bars #150
* Emote Display Maker: Auto Update #152
* Emote Display Maker: distance left #149
* (tag: 0.25.13dev) 0.25.13
* Emote Display Maker: copy stripe from TwitchChat
* Emote Display Maker: added username and color change in TwitchChat
* (tag: 0.25.12dev) fix even weirder scaling bug https://youtu.be/Pa1-6Ytq8hI #147
* (tag: 0.25.11dev) fix weird scaling issues with menus and labels caused by WPF by removing WPF integration #142
* (tag: 0.25.10dev) 0.25.10
* 0.25.10 dev
* Emote Display Maker: record time override #147
* fix hard crash because of missing WPF ImageBrush ImageSource, added log-parameter, better assembly load debugging
* (tag: 0.25.8dev) fix a bug where an image is exported on a very specific selection in single image mode
* fix _export_nothing achievement
* wip #142
* wip #142
* Texture View: 3D cube #142 wip
* Texture View: 3D cube #142
* (tag: 0.25.7dev) reverted changes for #140 due to the discord app just being broken with pasting transparent images
* (tag: 0.25.6dev) 0.25.6dev
* hide experimental UI
* copy to clipboard png not transparent in all applications #140
* mock emote display maker v2
* (tag: 0.25.5dev) move tiling wizard setting to settings, add theme to settings, ui cleanup
* Settings: Apply Button #122
* add settings for image file lock race condition #63
* tried to solve #137 and failed
* (tag: 0.25.4dev) 0.25.4dev
* Emote Display Maker: experimental file drag/drop
* fix Emote Display Maker: add (all) on re/moved file crash #132
* (tag: 0.25.3dev) 0.25.3dev
* Emote Display Maker: show image amount at bottom #131
* new separators for Emote Sheet Maker to prevent accidents
* fix advanced preview text under button

...