For the first time since entering Early Access, Dread Delusion has got a whole new major region: The Clockwork Kingdom. The ominous clanking of gears can always be heard in this cold, desolate place, for the Clockwork King has spread its perverse machinery and violent automation across the land.
This update adds the largest island yet. Along with a vast dystopian city, hundreds of characters, and five unique quests.
THE CITY OF FERROPOLIS
The sprawling city of Ferropolis is home to the Clockwork King and its countless denizens who toil to do their monarch's bidding. It's easily the most detailed, content-rich city yet seen in Dread Delusion.
Densely populated, Ferropolis is packed full of NPCs, items, and secrets.
Hit the shops! Trade wares on the black market or indulge in Bottled Visions from the upper city.
Visit the Missing Persons Noticeboard; can you track down a child who has been erased from memory?
Go before the Clockwork King in the Great Machinarium. Will you serve the mad King? Try to redeem him? Or orchestrate his downfall?
MAIN QUEST - THE SEARCH FOR CAXTON FROST
While the notorious sky pirate Caxton Frost seems to have vanished, in the mountains, you meet a curious man named Horace, who seems to have lost his memories. Could he hold the secret to finding Vela's old comrade?
New main story quest that spans the whole Clockwork Kingdom.
The journey to recover Horace’s memories will take you into the depths of the corrupted lands and through his dreams.
THE CORRUPTED LANDS
The King's magic has twisted reality itself, turning this place into a surreal nightmare festering with abominations of the flesh.
Travel to the Lost City of Progress, on the furthest end of the island. This new dungeon offers a devious challenge to those willing to brave its streets.
Piece together the City’s history and recover the exquisite artifacts abandoned there
SAFE PASSAGE
Simply getting to the Clockwork Kingdom is not without difficulty, for the gatebridge on the eastern edge of Hallowshire is closed tight.
A new quest will see you befriending the enterprising young sky trader Mikhail. Could this be your way in?
Find Mikhail's skiff at the dock along the bluffs at the edge of Hallowshire’s eastern farmlands.
Patch Notes
Major:
New Region: The Clockwork Kingdom, complete with the sprawling city of Ferropolis.
New Quest: Sky Pirate Caxton Frost. Find Vela's old comrade in this lengthy new main questline.
New Quest: Madness of the King. Decide the fate of the Clockwork Kingdom in this expansive region quest.
New Quest: Missing Persons. Discover a mystery behind one of the many disappeared persons in the kingdom.
New Quest: The Vision Trade. Imbibe bottled dreams in this new sidequest.
New Quest: Safe Passage. Gain entry into the Clockwork Kingdom via Mikhail's Sky Skiff in eastern Hallowshire.
New Dungeon:The Lost City of Progress sits on the southern tip of the Clockwork Kingdom, rife with enemies.
Miscellaneous:
The journal map has been updated with new landmarks and landmasses in the Clockwork Kingdom.
Changed the way cutscenes are presented (now with a larger border).
Players may notice a new type of building in every major town, which cannot yet be accessed...
New islands have appeared on the fringes of the Oneric Isles, that cannot yet be accessed.
Added new visual effect when enemies die
Added a new player housing unit in the Clockwork Kingdom.
Added a new Erudite Academy teleporter
New NPCs have been added
The console log now shows game 'Facts' as well as normal debug log entries.
Bugfixes:
Tweaked the death respawn system. Players should no longer be able to unlock a region's death respawn point by falling to their death underneath the landmass.
Fixed numerous text errors in item descriptions.
Tweaked the triggers around useable objects, making it less likely that players can interact with objects through walls.
Fixed a bug that was preventing enemies from moving through large doors.
Fixed a bug that was causing the game to load incorrectly when switching to a different save file from the menu.
Adjusted enemy positioning and fixed some navigational issues
Fixed a bunch of footstep SFX types not registering correctly on certain textures
The latest version of Harem in another world is now available for download. Lots of bits updated in this build so it's quite a chunky changelog. Any questions/bugs/issues feel free to reach out to me either on Discord or in the steam discussions.
Full Changelog:
4 new scenes, 3 new animations
Main story quest Progression
New town available to visit Haleden
3 new Relationship quests
1 new side quest
23 new maps
2 new enemy varieties
New weapon and New ring available
Recollection room expanded with fairy office where you can access cheats and other bits
New Relationship tracker with character profiles for girls which you can view in the recollection room
Missed scene unlock/replay feature added in recollection room
Upgraded engine framework, This will provide improved stability and framerate. Especially on Steam deck consoles.
Adventures guild and combat updated. The adventures guild becomes available after saving the girl from the graveyard. You can then access the guild in the farmlands outside Roma. The girl you save has had her named changed to Annie.
When you kill enemies they will now drop Monster hunter points which you can trade in at the adventures guild for house decorations
9 new decorations available through the guilds
You can also purchase a hint for the secret stash location through the guild
New Title Screen
New logo intro
Location name will now pop up on screen the first time you visit a major town
Girls pictures appear when speaking to them in castle
New wood,stone and iron collecting, you now collect materials from unique rocks and logs. Purchase a pickaxe and woodcutting axe from the item shop
New sprite for Madeline
New faceplate for Madeline
New unique dialogue when talking to Lorel with Horsec*ck
Added option to skip tentacle scene
New submerged logs and rocks sprites
Fixed flicker in the end of some scenes
Fixed bug where crowd noises continued playing after winning first place in race
Fixed potion shop puzzle not accepting some solutions
Fixed leaving bank safe being difficult
Fixed collision error in goblin village
fixed Sasha bath scene being available from start
fixed incorrect hint about wood in goblin village
removed “big chungus” line, it was funny when I put it in two years ago I swear!
I did a lot of preparations for the upcoming editor. I already added a couple of new maps for quick battles as they had progressed enough to be implemented in advance.
To be continued!
Changelog
Add support for different landscape effects based on biome
Add generic desert battle maps for quick battles
Add desert tweaks for castles
Add generic hill grasslands landscapes for quickbattles
Add depth of field effect, can be switched on in graphics settings
Add new intro header screen
Add UI effect when hiring a unit
Add UI Effect when constructing a building
Tweak lighting settings during battle
Increase saturation and contrast
Add church bell sound effects to churches at the start of a siege battle
Add sound effect to new month widget
Add effects to NPC Turns
Add screen shake and particles to hiring units/constructing upgrades
Add weather and seasons to main menu
Add officer name list to custom factions: enter names seperated by comma to replace default officer names
Add hotkeys to hide/unhide stuff in faction editor: H: Helmet, J: Horse, K: Flying ash
Add missing icons for new helmets
Unify death officer logic
Tweak siege voice lines
Set global heraldry on by default for custom factions
Improve some campaign sound effects
Fix no color hood still getting some color
Fix traits carrying over to new officers when assassinated
Fix campaign UI conflicting with end turn UI
Fix colors on heraldic mace
Fix clickering transition between campaign income dialog and game events
Fix settlement buildings dissapearing when razed
Fix Herladry on traveling units during campaign
Fix English voice lines playing during battle
Fix crash related to being able to occupy an empty settlement that's not next to your settlements
Fix user being able to upload default faction data
Fix bad ladder climbing physics when player is far away
Combat Mission Final Blitzkrieg and its DLC Downfall, are now available.
Combat Mission Final Blitzkrieg follows the Western Allies through the battles along Germany's border and into the heart of the Reich itself. The game covers the October 1944 through January 1945 timeframe with a focus on the American sector of the Battle of the Bulge.
Join the assault into Germany! Command the late-war British, Canadian, and Polish forces through to VE Day, 8 May 1945, or take charge of desperate ad-hoc German forces and Volkssturm. In this DLC you can wield Comets, Pershings,and other late-war equipment through three campaigns (totaling twenty-four missions), ten standalone scenarios, and dozens of new Quick Battle maps.
To celebrate the launch on Steam and Matrix Games, the base game will be discounted by 30%, while the Combat Mission Final Blitzkrieg Complete Bundle will be discounted at 10% off for a limited time.
Anyone with a copy of the game purchased on Battlefront.com will also be able to redeem a Steam key HERE using their original game code. If you want to know how to do it, all details can be found here
Last but not least, we are excited to announce the opening of sign-ups for a new tournament.
The Tournament will begin February 5, 2024.
This Tournament will feature 3 rounds with a different scenario each one. The round time is 50 days.
Last Man Out- Remnants of 17th Armored Infantry Battalion attempt escape from Herrlisheim. Axis probe
Trouble with Siegfried- Forward US elements meet the Westwall. Allied attack.
Cutline to Grosshaw – Opposing infantry platoons clash during a fighting patrol into the Hurtgen Forrest. Meeting engagement
Before joining the tournament, please take a moment and carefully read these instructions that are specific to all Combat Mission Tournaments.
- Because of the way that Combat Mission’s original “play by email” system works, both game files have an in-game field for password protection of the file. This field should be left blank. For the Allied side the password has been selected before the battles were sent and that field is to be left blank. You can use a password for the Axis side but it isn’t needed because the Tournament feature handles protection from cheating without using the in game system.
- The Tournament will have you playing 2 individual battles where you are playing both sides of the same battle. If you get into the game before your opponent, you will see 1 game turn to play. If your opponent has gotten there first then you will see 2 turn files and each turn thereafter should have 2 files.
- Once a tournament begins you will receive the files in the "Saved Game and PBEM"; drop menu under Automated PBEM++ In Progress. You will receive email notifications when your opponent has sent you turns. - When logging in you MUST use the email address associated with your Martix account - You will need a Matrix user name and password to play any tournament (or PBEM++ battle).
Hello, Everyone! ❄️❄️❄️ I'm very happy that you are with me and helping me find problems and errors! As I promised, I am trying to listen carefully to your voices and I have just prepared and uploaded the first patch for Snow Plowing Simulator: First Snow!
You will find in it:
you noticed that you want to chill and not worry about health and calories! Therefore, now when you launch a new game, you can choose the option to disable this function! Have fun! 🫶🏻
many people were also annoyed by the constant pop-ups with information on what to do! I understand you well, I prefer to discover the game step by step instead of clicking on what the help tells me. The function of disabling popups has just appeared for you. They are generated all the time, but they do not clutter the entertainment itself and go straight to the information (I). You can always access them by clicking the "I" button!
some players also experienced problems with saving and reading the game. I analyzed everything and thanks to those who reported this error, it was corrected! Now all game settings are saved safely.
you also reported that the snow height on some properties is too high and that sometimes the snow is too close to the scenography elements - I have also corrected this.
That's all that appeared in the first patch! I'm still working on further corrections, but I treated the above ones as the most important!
Next I will work on: ❄️improving the operation of the tractor plow, especially its snow collection ❄️getting out of vehicles because, as you say, it can be a source of problems ❄️improving the wheels on the pickup truck ❄️further work on optimization ❄️vehicle physics ❄️preparing tutorials on Steam that will guide you step by step on how to play
As soon as I deal with these first childhood mistakes :), I will immediately write to you what will appear in the game compared to the prologue - because remember that the prologue does not show you everything! If you are satisfied with the game or this patch solves your problems - please let me know, maybe recommend the game to your friends, and maybe change your comment if you have changed your mind.
Just a note for people reporting performance problems: I understand you very well and I sympathize that Snow Plowing Simulator does not work well enough on your computer. Unfortunately, snow mechanics, calculating snow-cleared surfaces, dynamic weather, etc. require adequate computing power from the computer. Especially when it comes to the graphics card. If your graphics are weaker than suggested, try setting the settings to minimum and disabling other programs running in the background. If this doesn't help - I'm very sorry and I'm sorry about this. But don't judge the game then - just write on the forum that the game simply didn't run on your device, and by leaving negative comments you are discouraging players who could enjoy playing Snow Plowing Simulator on their own device!
Thank you for your help, time and feedback! Arthur, the Main Developer of Snow Plowing Simulator
The Occupy Mars team is very grateful to you for the overall positive reception of the ☢️ Nuclear Update! We've been closely following your feedback, keeping the developers updated with reported bugs, and we're happy to announce that, as a result, today we can bring you another update with fixes. 👏
Changelog 0.152.7 -> 0.152.10 (public_testing and nuclear_update_preview)
We've focused on 🛠️ fixing the most critical bugs, including the one with the well, and we've also improved the sandstorm 🌪️ system a bit, since you've often reported inconveniences related to this particular event.
What we have fixed:
incorrect pump input value
discrepancy between the value given by the well and the spectral detector
bug with hanging in the air after save reload
excluded small miner to be received in a supply drop
shortened sandstorm event duration
improved notifications about sandstorm event
If you encounter any issues or have concerns while playing version 0.152.10, feel free to reach out to us through our social media channels. We appreciate your feedback, as it helps us improve the gaming experience. 🎮 Your input is valuable, so don't hesitate to share any thoughts or observations. Thanks for being part of our community! 📱💬
We are currently testing another update with even more changes and improvements, so hopefully the next one will be stable enough to be released on Steam default branch, as well as on Epic and GoG but for that we still need some time, so thank you for your patience. 😊
Looking forward to see you in the next devlog...
... or during today's stream! 📺 Join us for some gameplay, discuss the latest update, and relax with fellow Martians! 🤜🤛
Scrap piles now have a small delay before grouping into a larger pile.
Adjusted order for immune damage calculation to the end of the damage formula. This will make sure it applies after vulnerabilities.
Immutable damage will still go through immunity.
Irradiated Blood now does 75% of your current health on removal. Before it did a flat 75 damage, instantly killing the weaker roles and anyone who doesn't put their cart up.