Ylands - rihapat
Ahoy Ylanders!

Patrik from marketing here! 2023 was a wild one for Ylands. Just consider the craziest thing, instead of the awaited 1.12 version we released the biggest update in Ylands history: the 2.0. Even though this was the bomb, there were so many other important numbers throughout last year. Let's see some marketing and game data!



Marketing data

You sent 101 691 messages and spoke for 76 243 minutes on the Ylands Discord server. What can I say, you just love to chat and admire each other's work. If you want to find some friends to play with, our Discord server is the best place for you. Now, we know, that you were not bored, and here is proof that the Ylands Marketing team also had a lot of fun this year.

4 Ylands Streams were held, 1 of those was quite a revolution as it took place on Discord, being closer to you all as we were playing games together, competing, chatting, and chilling. We posted over 300 Posts on Facebook, Instagram and Twitter X, and within traditional weekly community screenshots, we shared 156 of your in-game screenshots and amazing builds. From the video perspective, we presented the world with 2 trailers and 61 short videos for our TikTok and YouTube. If you are not following us on some of these social media you should definitely give it a shot!

We held 18 competitions and contests, and delivered at least triple the amount of prizes and giveaway items! We simply don't know the precise number here as sometimes, we just have to reward you randomly for being so awesome and helpful to each other. Last but not least we released 50 Dev Diaries and 21 maintenances were run.

But let's get back to you, Ylanders!

Game data

5 617 blueprints, yes that many amazing creations were uploaded to the blueprint shop by you, Ylanders! And what about all the wonders you accomplished directly in the world of Ylands? Oh boy! You picked up and cut down 1 245 456 plants, tamed 11 227 animals out of which there were 1 777 horses, and crafted 26 705 134 items. Surprisingly enough, among these 26 milion, there was only a single cultist skirt crafted. Those are all amazing numbers and we couldn't be happier.

Thank you so much for all the time that you spent with us, whether it was chatting with other Ylanders on Discord, creating blueprints and sending us your screenshots, watching our videos and liking our social media posts, and most importantly for the time you've spent in the world of Ylands.

We wish you to Stay Classy in 2024!
Jan 5, 2024
DFHack - Dwarf Fortress Modding Engine - myk002
This BETA release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
New features in need of feedback and testing
gui/control-panel layout overhaul
The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format.

What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things?
gui/autobutcher mousification
gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column.
confirm rewrite and new prompts
The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)?
uniform-unstick uniform fixing tool
When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members. There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.
gui/mass-remove now easier to use
gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It now also has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff.
Announcements
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Changelog
New Tools
  • control-panel: new commandline interface for control panel functions
  • uniform-unstick: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly
New Features
  • gui/mass-remove: new global keybinding: Ctrl-M while on the fort map
  • sort: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences for
  • uniform-unstick: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to fix
Fixes
  • ban-cooking: fix banning creature alcohols resulting in error
  • confirm: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)
  • misery: fix error when changing the misery factor
  • reveal: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)
  • sort:
    • fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
    • fix potential crash when removing jobs directly from the Tasks info screen
  • warn-stranded:
    • Automatically ignore citizens who are gathering plants or digging to avoid issues with gathering fruit via stepladders and weird issues with digging
    • Update onZoom to use df's centering functionality
Misc Improvements
  • wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
  • autochop: better error output when target burrows are not specified on the commandline
  • confirm:
    • updated confirmation dialogs to use clickable widgets and draggable windows
    • added confirmation prompt for right clicking out of the trade agreement screen (so your trade agreement selections aren't lost)
    • added confirmation prompts for irreversible actions on the trade screen
    • added confirmation prompt for deleting a uniform
    • added confirmation prompt for convicting a criminal
    • added confirmation prompt for re-running the embark site finder
    • added confirmation prompt for reassigning or clearing zoom hotkeys
    • added confirmation prompt for exiting the uniform customization page without saving
  • gui/autobutcher: interface redesigned to better support mouse control
  • gui/control-panel:
    • reduce frequency for warn-stranded check to once every 2 days
    • tools are now organized by type: automation, bugfix, and gameplay
  • gui/launcher: now persists the most recent 32KB of command output even if you close it and bring it back up
  • gui/mass-remove:
    • can now differentiate planned constructions, stockpiles, and regular buildings
    • can now remove zones
  • gui/quickcmd: clickable buttons for command add/remove/edit operations
  • work-now: now saves its enabled status with the fort
Structures
  • alert_button_announcement_id: now int32_t vector (contains report ids)
  • announcement_alertst: defined
  • announcement_alert_type: enum defined
  • announcement_type: added alert_type enum attribute
  • markup_text_boxst: updated based on information from Bay12
  • markup_text_linkst, markup_text_wordst, script_environmentst: defined
  • plotinfost: unk23c8_flags renamed to flags, updated based on information from Bay12
  • soundst: defined
  • world_raws: unk_v50_1, unk_v50_2, unk_v50_3 renamed to text_set, music, sound
Documentation
  • UTF-8 text in tool docs is now properly displayed in-game in gui/launcher (assuming that it can be converted to cp-437)
  • installing: Add installation instructions for winskin on Mac
  • modding-guide: Add examples for script-only and blueprint-only mods that you can upload to DF's Steam Workshop
Jan 5, 2024
Poon Puzzle - Shmoops Games



Hi all! Hope you had a wonderful Christmas and New Year!
The long-awaited demo of the game has just been released, so if you're interested, get it now!

Thanks!
Miners Settlement - DVenture


Nightmare
    The time of Nightmare begins! Well-known bosses in their cursed form will appear for you to take down and get their loot, as well as tokens that can be exchanged for valuable rewards. What when how?
    • The Event entrance is placed inside the city -> to the left from the marketplace
    • Complete quests to gather Nightmare Tickets from milestones
    • Fight Cursed monsters to have a 50% chance for a Nightmare Coin
    • Exchange the Nightmare Coins in Event Shop

Event last until January 11, 9 UTC. 

Chest Boost
Today, one of the merchants has updated the goods available in their chest. Head to the Market Place in the City to see what they're offering.

The merchant has two chests:
  • Chest with addditional chance for Rings 
  • Chest with a chance to get Bee Hive Pet
Along with the new chest we have also added exchanges 

  • Relics for Chest Tickets + Sacred Soul Stones
The Chets are available in Marketplace inside the city -> left to the city portal

Time is limited and it lasts until January 7th, 9 UTC

Have a great game!
Jan 5, 2024
天师 - 3116158322
2024/01/05
《天师》(版本1.1.54.9)
新增:部分战斗动画(未完成全部)
新增:茶收购事件,名酒收购事件
新增:猫咪后续事件
优化:修炼卡顿问题
Jan 5, 2024
Love n Life: Lucky Teacher - Pavlos_TBCM

We hope you had a warm holiday season with your family and loved ones during the recent Christmas celebration!

We've had to wait quite a while to experience and immerse ourselves in the world of Love n Life: Lucky Teacher. During this time, we didn't want time to pass meaninglessly and believed that our loyal fans deserved a gift worthy of their anticipation and trust.

We're thrilled to share a sneak peek into the exciting features and improvements we have in store for the upcoming release. Our team is hard at work, dedicated to delivering an experience that surpasses your expectations and sets a new standard for Reborn Entertainment's games. Don't miss out on these eagerly anticipated updates:

Bring you to the best and smoothest experience!

Most exciting update: Chibi Interactions
We have upgraded chibi interactions to enrich your experience!

Objective

Adding objectives helps guide you better in understanding the game mechanics without taking away the freedom to explore the game. Objectives and rewards provide significant motivation and a great sense of accomplishment when completed.

Faculty Meeting upon promotion

Teaching and part-time jobs will become more interesting midway through the game. We've introduced Faculty Meetings when you reach the Senior Teacher position. You'll need to attend weekly meetings at the Director's Office. These meetings help you earn more money and experience, while also increasing affection with Ishida.

And some other exciting improvements.

💥💥WISHLIST OUR UPCOMING GAMES💥💥
https://store.steampowered.com/app/2445340/Love_n_Life_Lucky_Teacher/

https://store.steampowered.com/app/2144500/Love_n_War_Warlord_by_Chance_II/

-----

Join the vibrant Reborn Community on Discord, where you can connect with fellow players and receive crucial guides that enhance the gameplay experience. Furthermore, you can share your thoughts, and be part of our growing community.

🔸 Discord: https://discord.com/invite/zHrRdQDYfn

🔹 Support us by clicking on the Follow button on REBORN PAGE and Wishlist our upcoming game or DLC in the following time.

💕
Darold The Doomer: Psychedelic Lucid Dreams - Janxferz
My latest project after Darold, Mind of the Midwest, has a demo that is now out on Steam for you all to try! Check it out if you can!
https://store.steampowered.com/app/2757000/Mind_of_the_Midwest/
X Invader - yldh921216
Hello, Invaders!

I'd like to inform you about the content of the December update that took place today.

If you experience any issues running the game after the update,
please prioritize performing a file integrity check.


■ Guide to Conducting a File Integrity Check:
https://help.steampowered.com/faqs/view/0C48-FCBD-DA71-93EB



■ Update Version: v 0.7.0



■ Patch Notes:

1. Major Updates

* New Avatars *
Shigekun: When a coin is acquired, a coin explosion occurs that causes physical damage.

Frost Fwincess: Fires icicles in a random direction every 3 seconds. Freezing 500 enemies reduces the firing cycle by half.

* Soul Code *
Quality Miner: +2% chance of dropping gold, +2% chance of dropping coins when hitting a boss [Added]

Quick Reflexes: Damage increases proportional to movement speed [Deleted] -> When 230 enemies are killed with continuous elemental damage, +10% attack speed effect is obtained. The effect stacks.

Heavy weight: Damage increases inversely proportional to movement speed [Deleted] -> When 333 enemies are killed with summon damage, +7% area effect is gained. The effect stacks.


* Bug Fix *
Fixed a bug where the Rune Ax of Destruction appears when the conditions are not met.



If you encounter any issues during gameplay,
please report them to our Discord for a prompt response.



X Invader Discord:
https://discord.gg/Jz6DnKKBke

We are always grateful to everyone who plays X Invader.

Enjoy your gameplay!
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hello folks,

With immense pleasure, I'm releasing this update. As I announced in the devlogs, it's thanks to Cringer, shenryyr and their community that this update is so big.
There's a lot to talk about, so let's get right to it.

The interface

Quite a few things have been revised. The studio panel now shows the number of points produced per week by your teams. This gives you a better insight into the future.
In addition, tooltips have been added to explain what the points correspond to. Speaking of tooltips, from now on they won't overlap, which I think will make the game easier to read.
Dark mode, accessible from the options panel, had text and panels that were barely visible, this has been fixed.

From now on, when you create a game, on each gauge, an indication appears according to your level of knowledge. There are plenty of other interface changes, but I've covered the most important ones.

The pop-ups
A confirmation pop-up is present at every important stage, when you cancel a game, a console or sell a studio, for example. But there's also another form of confirmation, and that's with console manufacturers. When you make an offer, and the manufacturer accepts it, you can henceforth retract at the last moment.

The rendering of pop-ups has also been revised, and is now more polished.

Other changes
Contracts, game ports, game engines and anything else that depends on a certain number of points to be produced ends when the required number of points is reached, rather than at the end of the following week.

The environment around your first studio has been redesigned; it's subtle, but gradients have been added, as well as shadows and small grasses, so it all looks a little better.

Balancing
Adjustments have been made to the correspondence between genres and themes, to better match players' expectations.

Consoles have been completely rebalanced for difficulty 2 and higher. The easiest difficulty remains unchanged. But for the other difficulties, the changes are significant. The rate of return on consoles has been reviewed, and the higher the difficulty, the more it reflects reality. As a result, you'll have to be very careful when offering promotions, or risk bankruptcy. Previously, console quality had no significant impact on the return rate, and since v1.17.0, console quality has a significant impact on the return rate. But the difficulty also has an impact. CEO, for example, can have a return rate of around 80% on a poor-quality console, whereas on the same console in difficulty 1, the return rate will be 5% at most.
These parameters are accessible to modders, so you can create difficulties with consoles that are impossible to sell, or vice versa.
What's more, the better your company's rating, the better your consoles will sell. To find out your company's rating, simply click on the companies tab on the right-hand side of the screen. And the bigger your console's catalog of games, the better it will sell too.

These changes will be reviewed for v1.18.0, which will add a few new automations to the game. If you'd like to know more about v1.18.0, the roadmap is available here :
https://github.com/binogure-studio/city-game-studio-i18n/projects/2

In-game purchases

I've been talking about this for a while, and now it's here. In-game purchasing has been revamped. You can save IAP models, name them and reuse them across multiple games.
A welcome change that reduces IAP micromanagement.

Fixes
There are many fixes, most of them purely visual, such as the improved readability of dark mode. For the rest, I'll list them quickly.
When you assign an HR to a studio, the salary increase could be 0%, this has been fixed, and by default it will always be 8%. When you play your first game, the tutorial asks you to make a game report, however this is not yet available if you've paused the game, from now on the tutorial waits until the report is actually feasible before offering it to you. When you're working on your virtual store, some employees weren't working. This was due to a problem assigning tasks in the code, which has now been corrected. When you send your team on vacation, the specialists weren't going on vacation. This has now been corrected and everyone is going on vacation.

Conclusion
It's been a very, very busy December for me, and I'm satisfied with the work I've done, although I still think there's a lot more to do. Especially on consoles.
In the next update, console creation will be reviewed, to give you a better idea of what the console will become. For example, you'll be able to see what kinds of games your console will be compatible with, but this will only be an approximation. You'll be able to start creating games for your future console as soon as you've launched its development, but beware: cancelling the console during development will necessarily cancel the original game.


The role of the producers will be slightly revised, so that they can help you create your games. They'll give you extra information on the success of a game, telling you that your team is producing enough points to make a good game. And the producers will also specialize in one or more game genres, giving you extra tips. The magazines and review sites for your games will also be revamped. I'm going to take the time to make some beautiful covers, and the most important thing will be the content of these magazines. Each gauge will have a score between 0 and 100, depending on its accuracy.


Before you ask, I don't yet have a release date planned for this next update, and in the meantime, I wish you a good game, a happy new year and thank you all for your support!


Xavier aka Binogure

Changelog
UI
  • Reworked the studio capacities and the staff capacities to explained how many points it produces per week on average. Also adds the current capacitiy and the maximum capacities for employees.
  • Rework many tooltips to improve their redability regarding points production.
    When unlocking a lot of feature at the same time, the UI is flooded with a lot of tooltips, overlapping each others. This has been fixed, only one tooltip at a time no more. It makes the game way more readable
  • Rework many tooltips to improve their redability regarding points production.
  • Training panel: Rework the employee selection (was barely readable in dark mode)
  • Hire and assign greyed out: Explain there's no desk available
  • Game edition: Add a label explaining you don't get any tips when acting as a publisher
  • Custom-platform: Explain not to release the console right away in order to publish more games first
  • Studio list: Select rent studios first and sort them by area instead of price
  • Improve the game creation panel, explain how the blue area is computed.
  • Improve pagination icons
Popup
  • Rework the popups so they render better
  • Add confirmation popup when selling/demolishing a studio
  • Improve confirmation popup when buying a game genre
  • Improve the popup when making a game (feature list and history games)
  • Add a popup manager so it's easier to use them
  • Add confirmation when canceling a game port
  • Add confirmation when canceling a game
  • Add confirmation when canceling a remake
  • Add confirmation when canceling a game engine
  • Add confirmation when canceling a contract
  • Add confirmation when canceling a trade game
  • Add confirmation when canceling a indie game
  • Add confirmation when canceling a custom platform
  • Add confirmation when canceling a game update
  • Add confirmation when canceling a game dlc
  • Add confirmation when selling/demolishing building from the city map
Manufacturer negotiation
  • Add a confirmation at the very end
Misc
  • Contracts end immediately after making the required points
  • Custom-platform: As soon as a custom-platform is ready, flag it as ready
  • Game Engine: As soon as an engine ready, flag it as ready
  • Game port: As soon as a game-port is ready, flag it as ready
  • Add the Godot Engine logo to the splash screen
  • Small studios: Revamp the studios surrounding
  • Code linting
Balancing
  • Dragon / Animals is now a perfect match
  • Custom platforms: refund rate has been rewritten in order to take into account the game difficulty
  • Custom platforms: unit sold has been rewritten in order to take into account the game difficulty
Mod Maker
  • Add new parameters for custom platform difficulty adjustment
Bugfix
  • On the history panel and the game port panel, if you have a lot of games with very long names then you cannot see all of your games. It's been fixed
  • DLC name not visible on dark mode
  • Sound / Music on feedback panel
  • List office: Rent/Buy instead of Rent/Price
  • SteamDeck: Cannot make a sequel if the game name is quite long
  • HR: Assigning an HR set the pay raise to 0% => Set it to 8%
  • Game Engine: Engine list barely readable in dark mode
  • Game Engine: License list barely readable in dark mode
  • Spontaneous application - Reword the english translations
  • Custom platform: No color on the miniature while making games for them
  • Tutoriel: Fix an where you can't do the first game report
  • Contract duration has been fixed, the progress bar reset too often
  • Digital store feature: Sometime employees stop working on their task
  • Gameport review: Next button shouldn't be visible
  • Send staff to vacation: Not working properly when selecting a single studio
Lifeslide - Dreamteck
Happy New Year everyone!

The Lifeslide Christmas challenge is over and the flight was intense. Here are the top 10 entries of the players who took part in the challenge between December 18th and 31st:



If you see your name in there, congratulations! You are now a proud owner of a Lifeslide hoodie! To claim your prize, read the instructions HERE.

Honorable mentions who didn’t make the list but were very close:

  • Wade: 1,960,687
  • The Mad Rat: 1,696,792
  • kaerzi: 1,152,355
  • Serious Derg: 1,048,237
Thank you all for playing and we’re wishing you a fun, exciting and successful new 2024 year!

- The Dreamteck Team
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