2番線 | Nibansen - mfc.sdf.games
You can now reset the number of anomalies discovered by clicking "Reset Game" at the bottom left of the settings screen.
Timberborn - Miami_Mechanistry
Hello, everyone!

Update 5 - Badwater is live, and today, we've got the first round of tweaks, ready for testing on the experimental branch.

Thank you for the massive feedback on the new features - please keep it coming!
To help us understand your voice better, please make your feedback as specific as possible.

Misc.
  • Made several minor performance optimizations.
  • Added tooltips to the Discord and Merch Store buttons in the main menu so that you know better where they take you.
Bugs
  • Fixed a bug with the settlement list displayed on the Load game screen losing its chronological order. This should also fix the "Continue" button loading an incorrect save.
  • Fixed a bug with icons displayed in incorrect quality on flipped buildings.
  • Fixed a bug with map thumbnail overlays’ quality affected by the graphical settings.
  • Fixed a bug with drought/badtide warnings and pop-ups appearing and scaring you for no reason when the season’s duration was set to zero (either randomly or on purpose, via the custom mode settings).
  • Fixed a rare crash.
Bloody Ink - Doesntmatterpod


The development of Bloody Ink is progressing relentlessly. I can't wait to see you dive into this new horror adventure that unfolds within the narrative universe of Lost Alone.

While anticipating the mysteries related to Bloody Ink, a free demo is now available: "Bloody Ink - The Hour Of Fear." Enjoy this short story detached from the main game. Don't be afraid of spoilers for the main game: what you see in the demo won't be found in the full game! Except for some preview mechanics and certain game environments that will begin to introduce you to the world of Bloody Ink!

A microphone is not required to play, but... If you have one: be careful about what you say.
Jan 23, 2024
CRSED: Cuisine Royale - mad_melancholic_fox


Run for a win:
  • Weapons loaded with 1 round of ammo spawn in the area.
  • After a shot is fired, the weapon disappears from your hands.
  • You can't pick up more than 1 weapon.
  • Respawns are unlimited.
  • The one who kills more enemies in the given time wins.

Keep your eyes open, be careful, and good luck!
IfSunSets - POLYMORPH:IFSUNSETS
Hello, I'm part of the IFSUNSETS development team. I've come to share the news of the updated demo! This time, I'll list the update-related news and what we're currently working on.

We're very pleased to announce that there has been further progress in development! You can experience the updated content by playing the IfSunSets demo build.




[Content-related]
*Added a message indicating the number of Cthuga's stones needed for Boss Altar and World Altar interactions since the required quantity was unclear.

*Now asks if you want to safely change the night one more time when using the altar.
Added an explanation for Cthuga's Stone.

*Redesigned the disassemble icon for better clarity.

New animations for boss monsters to counter players' ranged attacks have been added.




Changed the display of item attributes to show percentages, for example: +0.03 -> Health Regeneration: 3%.

Now, when contamination reaches around 20%, the fairy will suggest a solution.

Items that can be added with blueprints are now visible in the crafting table.

Changed the background music (BGM).

Boss monsters now have theme BGM.

Changed the sound for humanoid monsters' footsteps during the day.

Added range indicators for ranged weapons.

*Fairy can now toggle attack ON/OFF with the 'F1' key.

*Fairy consumes energy with each attack and can replenish it with Cthuga's Stone.

Added soft-lock feature for automatic targeting of monsters. Soft-lock can be toggled in the settings.



Ongoing work to give each weapon distinctive features. More updates to come.

Updated the UI for skill proficiency notifications.

*Combined the 'Mallet' and 'blueprints'! Now you can construct, upgrade, and destroy buildings with a single 'Mallet'.


Learned blueprints are now marked as learned.

Added a sound for proficiency level-ups.

Adjusted the volume of wooden item sounds.

Reduced the probability of monsters performing a kick attack to 5%.

Changed the animation for spear attacks, limiting long-range attacks to one per spear.

*Added 5 new field monsters.
Monsters drop unique items, which can be used for various purposes such as item enhancement and crafting special items.


Ant monsters will appear in the waterfall area, and the [Ant Leader] is scheduled to be added.



In the meadow, the [Deer Leader] and, in the ruins, the [Shining Deer Leader (tentative name)] are scheduled to be added.


Small deep-sea monsters have been added along the path to the abyssal fish boss.



nake monsters have been added to the rocky hills of the jungle.
(Snake monsters drop scales and can be used as materials. There is a very low chance they will drop shining scales.)



Shark monsters have been added in the late-game coastal areas.



Ranged monsters have been added.



Added mid-boss monsters.


Added effects for arrow impacts.

Updated the graphics for the previous waterfall.

Most monster animations have been modified.

Revised the appearance of bone weapons.

Monsters can now jump (currently in debugging phase).


Added monster and animal encyclopedias.




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[Balance-related]

Slightly reduced fiber acquisition (13 -> 12).

Increased boar damage.

Increased deer movement speed.

Reduced tracking distance for Hellboar (boar boss).

Increased the cost to craft cloth equipment (4 -> 6).

Major adjustments to the stats of most weapons and armor. Upgrading basic equipment should noticeably strengthen your character.


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[Bug-related]

Fixed an issue where monsters stood still.

Resolved unauthorized entry into boss rooms.

Fixed a bug where rabbits entered water.

Removed thin lines visible in the octopus boss room.

Fixed the ability to climb the second floor as a parkour.

Changed the appearance of breaking wooden walls to match the breakage of wood.

Fixed odd shapes when hitting palm trees.

Fixed the issue of not being able to place storage on leaf foundations.

Closed certain gaps where players could fall.

Improved accuracy of witch attacks and increased projectile speed.

Fixed the issue where the player did not take damage while standing still on a campfire.

Fixed the bug where water purification occurred even when standing still on a campfire.

Corrected the issue where items did not land properly on the ground.

Adjusted the visibility of contaminated water prompts from the fairy.

Fixed teleportation errors with the altar.

Fixed cancellation issues during altar interaction when moving away.

Resolved an issue where changing the effect quality caused water levels to rise.

Added a barrier and message to prevent players from going to the Kraken in the far sea.

Fixed camera angles during NPC interactions and floating NPCs.


Fixed collision issues with stairs in the store.

Fixed floating trees.

Corrected floating objects in the waterfall cave.

Fixed a bug with a white sphere appearing on the road.

Resolved the issue of boxes floating above the ground.

Fixed a waterfall error on a cliff.

Adjusted a wall in the Wisdom Forest.

Fixed an issue where monsters could not pursue the player in certain areas.

Fixed the issue of continuous water filling even after cancellation.

Fixed placement issues of storage cabinets.

Fixed incorrect display of shop prices and text corruption.

Resolved collision issues in the store railing.

Fixed the store ceiling jitter.

Corrected objects in the store that players could pass through.

Fixed the bug where saved games caused infinite loading after quick menu activation.

Corrected inconsistencies in altar names on the map during altar transitions.

Removed the mouse pointer effect.

Fixed the issue of butterflies floating upwards.

Adjusted the interaction range of advanced beds.

Resolved a problem where monsters would enter objects when knocked back.

Fixed frame stuttering during the giant monster's ground pound animation.

Fixed frame stuttering during


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[Work in Progress and Planned Content]

We are currently working on enabling monsters to jump and chase players.
(Although this was included in the latest update, it doesn't work perfectly yet, so we are still fixing it.)

We are working on giving each weapon a distinct characteristic. (See image description)

We are addressing the issue where anti-aliasing works properly only on graphics cards that support DLSS. (This may have caused various optimization problems.)

We are resolving the 'fatal error.'

We are optimizing the main menu.

While overall frames are stable, we are addressing occasional frame stuttering issues. We have identified the cause and are working to resolve it as quickly as possible.

We are in the process of replacing various graphics purchased and used from the Unreal Marketplace with graphics unique to IfSunSets.

We are working on creating treasure map quests scattered throughout the world.

We are crafting notes related to the world and the story.

We are creating crafting stations for armor and weapons. Now, equipment can be crafted at these specific crafting stations.

We are compiling a monster and animal guide.


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[To Be Resolved or Added]

We plan to work on the underwater environment.

Items that can be interacted with underwater will be added.

Changes will be made to the swimming mechanics.

NPC dialogues will undergo significant revisions.

NPCs will appear to move to the shop after being rescued, instead of disappearing immediately.

We plan to reintroduce multiplayer functionality, addressing various issues.

Although the ability to mark the map has been developed, we are discussing whether to represent this feature as structures or allow free usage.

We plan to depict interactable water. The water will create ripples based on your actions.
(Splash, splash!)

Objects that only appear at night will be utilized to create various exciting exploration spaces.

We plan to add more diverse wave monsters.
(Swimming monsters, flying monsters, long-range monsters)

We are brainstorming new construction modules for more flexible construction.


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Thank you!
Jan 23, 2024
Warhammer 40,000: Darktide - FatsharkStrawHat


Devoted Rejects,
Happy 2024!

We are currently gearing up for the coming year, and kicking things off with Hotfix #30.

Please find the notes below:
  • Fixed a crash which could happen when trying to display information of a player which was still entering the Mourningstar.
  • Fixed an issue where enemies that weren't aimed at could be hit by fully automatic weapons while aiming down sights and using a gamepad.
  • Fixed an issue where the Agripinaa Mk XIV Quickdraw Stub Revolver did not display any information under the "Reload Speed" stat when inspecting the weapon.
Dev note: The issue was only affecting the UI; the Reload Speed was correctly modified by the stat.
  • Fixed an issue where Poxbursters could fail to be staggered by a Psyker Force Sword push-attack if hit at the very outer edge of the attack effective range.
  • Fixed an issue where hair was incorrectly removed when equipping the Psyker "Deimos MK VIA Rebreather" and "Deimos MK VId Rebreather" head gear cosmetics.
  • Fixed an issue where music failed to play during the Monstrosity attack in the end event of the Consignment Yard HL-17-36 mission.
  • Fixed various uncommon crashes.
Jan 23, 2024
Kalyzmyr - PsychoSeel
Hello Warriors, hope your bloodlust isn't quenched yet!

After the release, we've been getting automated crash reports and thanks to your feedbacks, we've also discovered some bugs that otherwise would be not possible to find. If there is any bug that's not fixed with this patch, please let us know here or on our Discord.

Happy hunting and check out our upcoming title, Dekamara!

  • Fixed stunned enemies no dying
  • Fixed players level up each time they spawn(after level changes or player dies etc..)
  • Fixed dying in the first defense stage of the new level resulting in broken state.
  • Spike traps now can hit air type enemies.
  • Fixed crash if players earn a reward on Boss Challenge room.
Armored Warfare - Silentstalker
Commanders!

We’re happy to announce that the T-80BVM progression MBT will be making its appearance in the foreseeable future.



As you already know, we’re introducing additional progression vehicles to Armored Warfare in order to complete the line previously ending with the T-80U MBT. We have launched the T-80UM-1 Bars in October and have announced the final vehicle of the line but, unfortunately, there have been some delays in adding the “middle” model as it is a complicated one. But there has been progress since and today, we’d like to tell you more about this tank.

The history behind this vehicle is actually quite complicated. It started well before the fall of the Soviet Union with numerous proposed T-80 upgrades, but almost ended with it as there just wasn’t enough money to go around in the 1990s. Russia’s military was simply in bad shape and things would not improve until the early 2000s. That, however, didn’t mean there were no attempts. There was the 1997 T-80UM-1 Bars and the Black Eagle that appeared the same year. But things didn’t properly take off until the establishment of a program called “Motobol” in 2005 or 2006.

The goal of this program was to upgrade the existing fleet of Russian T-80s for a number of reasons, most importantly that turbine vehicles fared better in cold environments and that there were thousands lying around the army’s warehouses, a perfect framework for a massive upgrade. Another idea was to offer some for export (for countries like Cyprus and Yemen), but that’s another story.



It’s worth noting that this program wasn’t really connected to the Bars because that was done by Omsktranshmash whereas the Motobol program began at the Kirov Plant (also known as the Leningrad Kirov Plant, LKZ) and the Spetsmash design bureau (KB Spetsmash) in St. Petersburg.

The goal of the program was to modernize the existing T-80B/BV tanks and included the development of numerous components as well as various T-80 variants, most notably:
  • T-80UA (T-80U upgrade featuring 2A46M-4 gun, improved 1A45-1 FCS, new gunner and commander optics and Shtora soft-kill APS)
  • T-80UE-1 (2005 T-80BV overhaul including T-80UD turret, new GT-1250 1250hp turbine engine, 18kW APU, improved 1A45-1 FCS, Kontakt-5 ERA instead of Kontakt-1 and numerous other features)
  • T-80BV fitted with Relikt ERA (unknown designation, one-off prototype)
  • Object 219AM2 (T-80U with Arena-E hard-kill APS), one-off prototype
  • Object 219M (deep T-80BV overhaul, also called T-80BV-RM or T-80UM), one-off prototype
Most of these vehicles sort of disappeared in the annals of history. The T-80UE-1 was kind of mass-produced but not really, as Russia couldn’t afford to buy too many of these – it was formally accepted in service in 2005 with 10 allegedly built between 2007 and 2008, but there isn’t much else.



The Object 219M is more interesting though, as it represents a predecessor to the vehicle we are discussing today. In many ways the Object 219M (we’ll be using this name as it is by far the best-known one) was the T-80BVM should have been. It featured the following firepower upgrades:
  • New 125mm 2A46M-4 gun replacing the 2A46M-1
  • Replacing the by-then obsolete gun-launched Kobra ATGM capability with a newer system called 9K119 Refleks
  • New FCS called 45M
As a result, the effective firing distance grew by 15 to 20 percent. Effective rate of fire at night was doubled (it took less time to line each shot).

The protection was enhanced by replacing the old Kontakt-1 ERA with the cutting-edge Relikt system and the Arena-E hard-kill APS was added as well. Its mobility was improved by improving the engine output from 1250hp to 1400hp. The tank really came with all bells and whistles – it even came with an anti-mine system and Nakidka camouflage.

A single prototype was unveiled around 2012 and was shown several times to public but, as you can imagine, it was still way too expensive for the upgrade to be launched en-masse. The tank would end up paraded around for a few years until its disappearance. It is said that the hull was used in the Burlak program as a turret carrier and that’s how it got to Omsk.

Following the failure of Object 219M, Russia still had tons of old T-80BVs on its hands and nothing to show for its years of development. The idea was therefore simple – “let’s take the concept of Object 219M, simplify it to make it affordable and we’ll have viable tank in no time.” And that’s what the the T-80BVM basically is.



Developed by Omsktransmash, the first demonstrator appeared in 2017 at the Army 2017 expo in Moscow and featured numerous improvements, but not as many or as high-quality ones as the Object 219M. They include:
  • Brand-new Relikt armor (the Arena-E APS was left out despite being initially announced as a part of the upgrade)
  • New 2A46M-4 gun (the 2A46M-5 model info is incorrect) with improved 2E58 gun stabilizer
  • New Sosna-U gunner optics (similar to those on the T-72B3)
  • New ATGM launching system (replaced the old 9K112 Kobra system with the 9K119 Refleks one)
  • Improved automatic loading mechanism to use the larger Svinets rounds
  • New R-168-25U-2 “Akveduk” comms system
The contract to upgrade the first T-80Bs to this version was signed in 2017 and the mass-produced vehicle first appeared in public in 2018. It has officially entered service in either 2018 or 2019.

Since then, it went through numerous iterations with various armor and optics configurations (including the so-called “mobilized” version with downgraded optics).

It’s unclear how many were built since but the estimates range between 200 and 300 vehicles. The T-80BVM has been relatively widely used in the Ukraine conflict by both sides as a number of these tanks (possibly several dozen) were captured by the Ukrainian Armed Forces in 2022 and early 2023. The production on the Russian side still continues and the tank remains (along with the T-90M) the most modern MBT of the Russian Federation.



In Armored Warfare, the T-80BVM will be a Tier 9 Main Battle Tank.

The tank will be possible to unlock from the Tier 8 T-80UM-1 Bars MBT of Marat Shishkin’s MBT branch by completing an achievement using the Bars (not to worry, it won’t be a repetition of the previous requirement and it will emphasize active gameplay).

Regarding the vehicle itself, it’ll be, as one might expect, an evolution of the T-80-style gameplay – a highly mobile, heavy hitting machine with decent protection. There will be, however, several features setting it apart from its peers.



For one, the vehicle will offer 4 differed protection upgrades:
  • Basic Relikt ERA coverage
  • Relikt ERA with additional side plates (based on the later models)
  • Relikt ERA with another, secondary Relikt ERA layer covering its sides (this second ERA will be placed in soft bags similar to those used on the BMPT Mod.2017 – this version first appeared in 2022)
The fourth protection upgrade is the Arena-E hard-kill APS.

The engine will be possible to upgrade to 1400hp (Klimov GTD-1400 turbine – not bad for 46 tons).



And, finally, there’s the firepower consisting of the usual assortment of 125mm ammunition including 3VBM23 APFSDS, 3VBK27 HEAT, 3VOF36 HE and gun-launched ATGM. There will be two new shell types that’ll be available as upgrades though:
  • 3UBK14F1 gun-launched thermobaric ATGM
  • 3VOF77 “Namestnik” programmable HE
Both should provide some additional gameplay elements for the vehicle.

And that’s pretty much it. We hope that you’ll enjoy this vehicle that’s coming in the first quarter of this year and will be followed by the Object 292 Tier 10 MBT to complete the line.

See you on the battlefield!
The Danger Zone - and.khramushin
- The fog of war. The mechanics of the field of view have been redesigned. The area that the player does not see, instead of the usual dimming, will now be blurred (blurred).
- Optimized map loading.
- Improved indoor lighting and sound.
- The weather cycle has been changed.
- Fixes and improvements to localized versions (downloading text and translations).
- Other fixes and improvements to the gameplay (minor and minor edits and changes).
Shady Lewd Kart - Shades
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New Week New Lewds! Hello Peeps its ya boy Shades! We are back for another Week in Review! This week lets talk about Kart and showcase those Mimes that won the contest! Lets GO!!!!
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To all who voted the Mimes had it! Bon Bon and Chu Chu are entering Kart! We are hard at work getting them ready for the track as art has begun!

As you can see Ducky is straight to work on the girls. Both driving what will be the greatest Kart design in HISTORY of Shady Lewd Kart! We aim to have the Mimes in an update with a bunch of new stuff rolling out latest April as now we are focusing on smaller updates to keep you all busy ;)

Trust me when I say the Mime lewds are next level hot. I made sure both of them got the works dont worry about that!

Meanwhile we dropped a slick update that added Lock n Lewds for Love and Enchants as well as some fixes and polish. Also a something very....unusual. Dodgy Dave now knows how many Karts you collect from Lock n Lewd....but why would he want to know that....

Also it was a close call but outfit A won! So expect to see this outfit in some form. We are working on something quite cool and wanted to get your feedback on the costume so thankyou all for voting on it.
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Thats it for this week of Shady Corner! We got a killer week lined up of some more Kart related goodies so stay tuned. As always thank you for the continued support. You have really been amazing.
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