Dec 29, 2023
Game Time Glizzys - Typotron
-Remove Christmas themes :(
-New Title Music
-New 'Wrong Order' alert
Warkestra - Deborah_ReLU
Hello Commanders,

Today, I will be presenting the passive skills of the final minion type you will meet in this demo version of Warkestra, the Hornets.

As the only flying type minion in Warkestra, the Hornets' Passive skills largely focus on sleep and self-destruction.



Double Sleep: The Hornets will be able to put two enemies to sleep, buying you critical time.



Wide Self Destruct: The range of the self-destruction attack will notably increase, enabling you to take out a wider array of enemies. However, this comes at the cost of a decrease in the damage dealt.


Thank you for joining us on this inside look at the Hornets' skills. As we continue to design and balance the units in Warkestra, we're excited to hear your feedback and see how these tactics enhance your gameplay experiences.

Happy gaming!
War Thunder - Blitzkrieg Wulf


On December 30th 1947, the MiG-15 jet fighter took off for the first time, later becoming one of the most popular jet fighters in history. The MiG-15 was actively used to protect Warsaw Pact countries and showed itself well especially in the Korean War.

The MiG-15bis ISH is available for Golden Eagles and is here to stay!

When: From December 29th (11:00 GMT).
Where: USSR research tree > Aviation > Premium vehicles.



About the aircraft
  • The MiG-15bis ISH is a modification of the MiG-15 and is distinguished by bomb holders placed on the pylons. This increases the number of available weapons for the MiG-15bis ISh, all while maintaining a high top speed and good rate of climb, meaning this aircraft is excellent for ground attacks. In addition, this aircraft is equipped with capable guns that tear apart enemy aircraft when hit!
Path of the Abyss - suzukin
*This update may cause custom portraits to be initialized. We apologize for the inconvenience to those who have changed their portraits, but please back up your portraits just in case.

Fixed the following.
1) Skill locks set during a battle can now be carried over to the next battle.

The following problems have been fixed.
1) More than 4 mutations of mana wells are attached to one person.

2) When resting in camp, the LP reduction effect is more than the maximum LP value.

3) Mana absorption and moral absorption in the item filter are reversed.

4) Moral numbers on the movement screen go up and down violently.

5)The effect of preparing for a strong attack is countered

6) DYING is not recovered even if "recover from combat loss" is selected in the monolith.

7) Shortcut doors can be made passable from the front

8) Corrected typos in other skill descriptions
Dec 29, 2023
House Party - Alex
Pretty much all reported issues should be resolved with this patch. Let us know on our Discord: https://discord.gg/eekgames in #create-ticket if you're experience any issues and we will dig deeper in and/or get it in the next patch! We also love seeing your screenshots of your customized outfits in #community-content in our Discord, and in Steam and would love to see more!

Some of the resolved issues include:

  • Player jacket/shoes are no longer stuck on.
  • Vickie Vixen and Brittney side stories are now working correctly.
  • The issue sometimes causing plastic looking characters on the loading screen has been resolved.
  • Fix for female player sometimes not being able to "use with" some items.
Territory - threat vector
Improved
  • Improved all blood impact and splatter effects
Dec 29, 2023
Penkura - LionsArt

Dev-Com
Welcome, members of the Accord!

A small patch, fixing issues found by the players.

As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ MMC was capable of creating an item of amount 0 if MMC storage was full and the item could not be split.

◈ (MOD) Legs Supporting Micro Springs couldn't be created.

◈ Possible fix for mission "In Search for Answers".

-------------------------------------------------
⊞ Improvements / changes / additions ⊞
-------------------------------------------------

◈ Highlight function now understand if the item can have a fraction value.
Underspace - Camlann Producer
Happy Holidays, Starchasers!

Crazy that it's already the end of 2023 -- even crazier that Underspace will come to Steam Early Access next year! It's been such a long time coming and I can't wait until you all get your hands on my blood, sweat, and tears in game form.

Pretend that sounded less weird... here's a cat open as a distraction.



They're even more excited than I am... perhaps.

This week's featured content creator is Alfenwylm. While they definitely enjoyed their time and had some great feedback, I wanted to say quickly that a lot of said feedback has already been addressed. For example, the "emptiness of space" is not so empty now, with plenty of props and items being added into space stations and the like, for example. But either way, great video and I'm grateful for it :)



As always, I'd like to state that, if you have any interest whatsoever in trying out Underspace, check out download our latest demo and give it a spin. You should also totally join the Underspace Discord. You joining would end 2023 on the right note, surely.



Now that you've all joined the Discord and have tried the demo, here's what I did two weeks ago:



+ Added script commands for detecting if the player is looking at something or not.
+ Added more stuff for the campaign.
+ Added new monsters.
+ Worked on new campaign missions.
+ Added pattern spawning to some attack blocks.
+ Worked on advertisement stuff.
+ Added new controls for skyboxes.
+ Added new controls for death trackers to turn off large fighter logic.
+ Large fighters can have override targets that they target regardless of state.
+ Added new projectile types.
+ Went back and added some closure effects to lanes.
+ Added new faction types for big battles.
+ Added new boss scripts
+ Added new boss effects.



And here's what I did last week:



+ Scripted more bosses.
+ Added new interiors.
+ Added new tutorials.
+ Added new conversations.
+ Added effects when entering thruster.
+ Fixed issues brought on by old thruster code.
+ Added a random sound player for on-station announcements.
+ Added alternate routes for players choosing to go more evil and do stuff.
+ Detailed more interiors.
+ Added new textures for interactables.
+ Added Ijuni tradesmen to Vauldric.
+ Finished the next draft of the main campaign.
+ Added new ambience noises.
+ Added flak to various big battles.
+ Fixed some issues with said big battle.
+ Added tech for bloodstains.
+ Began refining some sidequests.
+ Started adding tech for ships to spawn as undocks from stations.



As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:

💥💥💥 UNDERSPACE 💥💥💥
Twitter
TikTok
Instagram
Facebook
Reddit
YouTube
Discord

And, because obviously:

🚂🚂🚂 TRAINWIZ 🚂🚂🚂
Twitter
Tumblr
YouTube



Thanks for checking out this week's devlog -- stay tuned for more Underspace updates!
Starship EVO - Musashi917
The push tool has been replaced by a grab tool.
It mainly solve the issue of putting hovercraft back upside up but it can be used for any purpose.
Press the rotate key with / without shift in order to move the entity grabbed closer or further away.

The hovercraft has also been improved:
  • Fixed issue on down ramp that sucked the craft to the ground
  • hoverpod are now rotating
  • the direction the force is applied now depends on distance to the ground.
  • Power down is now smoother.

Cheers!
Green Hawk Platoon Playtest - VanCity Nikolai
  • Changed the FPS/TPS switch to 'P' key
  • Updated Materials on the Red Dot Scope
  • Fixed the blocky shadows (enabled virtual shadow maps)
  • Updated textures on the 16x Scope (Sniper Scope)
  • Compiled the Game as 'Shipping' (this should fix issues with the game requiring an install of C++ /Visual Studio)
...