Feb 9, 2024
Gravity Sketch - ed
🐛 Bug Fixes

- Fixed an issue where FBX exports that contained multiple objects with the same material name could share the same color even when not the same color in Gravity Sketch.
- Fixed an issue where connecting subdivision to the mirror, moving it off of the world mirror then baking mirror caused the newly baked copy to behave as if still attached to original.
- Fixed an issue where connecting subdivison or strokes to the mirror, moving it off the world mirror, baking mirror then remirroring the original caused it to be mirrored on local mirror rather than world mirror.
Arcade Sundown - abjurer_arcade
We added a new level, Dino Diggers! Also added a new playable character Hina (and her little friend Momo).

Have fun!
Xenonauts 2 - Goldhawk
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

Gameplay Changes:
  • Added research text for the Gemini Interceptor and Heavy Fusion Weapons research projects, meaning all research projects should now have research text.
  • Slightly updated the Abduction missions so they work as follows:
    • If you don't attempt the mission at all, you get +20 local panic
    • For each of the 10 civilians trapped in the abduction tubes, you get:
    • +2 panic for each civilian remaining in an abduction tube when the timer runs out and the tubes teleport away
    • -2 panic for each civilian freed from an abduction tube that survives the mission
    • +0 panic for a civilian freed from the tube who is killed before the end of the mission 
  • Soldier Equip screen - double clicking an empty slot will bring up the soldier assignment menu directly, so you don't need to select the slot and click the button any more.
  • Soldier Equip screen - clicking a weapon in the soldier inventory will select it in the Armory, allowing you to add more ammo quickly (let us know if this ends up being annoying).
  • Reduced the completion time of the initial research project, so you can now begin work on the new research immediately after winning the ATLAS Base mission.
  • Fusion lance cost reduced to $300k and 25 alloys / alenium (down from $1m and 40 alloys / alenium).
  • Wraith Destroyers now contain 1 less Wraith and 1 less Servitor, as they previously were a bit too difficult.
  • Set the large rock mesas in the Polar and Desert maps to be significantly tougher, and added proper destruction states to the Polar one.
Bugfixes:
  • Fixed the bug where the screen resolution doesn't change when in borderless fullscreen / exclusive fullscreen mode.
  • Fixed the bug where certain soldier hairs were not displaying correctly on their 3D models, leading to you having a team of bald people.
  • Fixed the occasional post-move delay that would sometimes affect soldiers, briefly blocking further movement / rotation / crouching input.
  • Fixed the soldiers initially not being visible in the dropship if you went to the Arrange Soldiers screen on the pre-launch soldier equipment screen.
  • Fixed not being able to heal unconscious units on the ground.
  • Fixed the Geoscape base icon being smaller in construction mode than it is when actually placed on the Geoscape.
  • Updated the Soldier Equip screen so items in the inventory and in the base armory panel now both have a slight highlight on mouse hover.
  • Pressing Esc when a soldier is moving now correctly interrupts moving, rather than opening the menu.
  • Soldiers no longer show their selection circle when moving.
江湖客栈-The Jianghu - 东厂丶大卫
开服过后我们收到大量玩家的建议,我们也对此进行部分优化。非常感谢诸位的宝贵建议。因此我们将在2024年2月10日0:30点对服务器进行重启,本次重启预计60-180分钟。更新前30分钟和更新期间游戏将无法登录,请大家在更新结束之后再进行游戏,给您带来的不便敬请谅解。

更新内容:
  • 1、移除了侠道7、8、9角色进入限制;
  • 2、大幅下调装备修理及鉴定费用;
  • 3、降低死亡后及修理后装备最大耐久值的消耗(从原先 死亡10% 降低为 3%,修理5% 降低为 1%);
  • 4、所有商道每日交易额上限提高一倍;
  • 5、时逢新春,中远商号-张梦辰掌柜开始以极高价格收购所有杂物类、食材类和图纸类物资;
  • 6、鞋类精炼负重减免强度大幅度提高,进图搬家全靠精炼鞋(自绿色品质装备开始);
  • 7、高级经验书籍生产重新开放,配方将重新构建;
  • 8、取消张梦辰金锭兑换银币之间的差价。

    再次祝诸位东家新年快乐,阖家安康,龙年大吉。
    注:因预防小号刷反复领取奖励,【除夕夜 团圆夜】福利邮件领取条件为:客栈时长24小时且声望等级达到20级方可领取,尚未收到除夕福利邮件的奖励的东家无需担忧,之后条件满足后依旧可以领取。
Bronzebeard's Tavern - ethonk
Bug Fixes
- Fixed: Bug where you couldn't store a storage box in place of an existing item in storage.

Map Changed
- Adjusted: Bard to not be audible until the second expansion is purchased.
Feb 9, 2024
Enlisted - [CM] Ungorisz
Our location artists continue their journey around old maps, creating new pathways, adding more reliable cover and other balance improvements. This time we return to the center of Berlin.

By the way, we’ve already made a few noticeable improvements to it, and this is Round Two.

Road to the Reichstag

Two new pathways have been added to the southern part of the Ministry of the Interior. Previously, attackers only had one path, under the three arches, through which they could attack the Reichstag or the Kroll Opera House from the Ministry. And it could have been easily covered by a tank from the park near the Reichstag. Now it’ll be easier to slip by unnoticed.


We’ve also opened a few previously blocked windows on the northern side.



The Reich Chancellery

Earlier, it was possible to attack Hitler’s office from the east via two corridors, and from the west - only via the marble gallery.

We’ve opened up a nearby corridor that was inaccessible before. This alternative path will help the players diversify their tactics.


We’ve also solved the problem of the easily destroyable covers inside the Reich Chancellery. Some sandbag barricades were replaced by durable filing cabinets that the Germans carried to their positions. Now a single heavy machine gun won’t dominate the entire corridor, and Hitler’s office will be harder to clear out with grenades.



A few other small improvements.

We’ve changed the height of the windows of the brick buildings near the Reichstag and in other parts of Berlin. Now it’s comfortable to fire through these loopholes.


A few changes were made to the civilian houses. We’ve barricaded a few small dead ends to improve navigation in these buildings.


These improvements will be added to the game in one of the upcoming major updates, and we’ll keep collecting statistics and your feedback about our maps in Enlisted.
Legends of Astravia - studioalemni
Note: In order to maintain pretty pixel ratio, images will open in the current tab/window when clicked.

Hello everyone,

So far we're kicking the year off nice and strong, as progress on the new demo is going extremely well. This month I have the opposite problem that I usually have when putting together a devlog--there was too much done to share!

I'm also going to structure devlogs a little differently now; I will start with any exciting news, announcements, etc. before moving on to the actual progress. Wall of text first, then pretty pictures :)

New Demo 80% Done
It's almost a bit surreal working on the revised demo. A lot really has changed, and it's fun to see how my process has become more optimized. The process for making cutscenes is more streamlined, with a clear process from writing the draft, integrating, and testing. And by applying the "layered cake" method that Fang taught me earlier in the year, things went even faster.



Beta testing will be very soon, there are just a few more mechanical issues I want to iron out. Be sure to keep an eye on the Discord server if this is something that interests you!

Getting Ready for (Next) NextFest
As many of you are aware, we're currently in the middle of a Steam NextFest (very exciting!). Legends of Astravia's spiffy new demo will be in the next one, and there has been an endless amount of work to do in preparation. In the world of indie games, making the actual game is only half the work.

I've been very focused on the game's marketing, trying to come up with a proper push leading up to the launch. Expect a ton of screenshots, snippets, and other exciting new visuals leading into the Demo's release.

The current "Trailer" on Youtube is due for a serious update, and the Steam page will get a little gameplay montage as a holdover soon. Also, the game's description, marketing text and FAQs will get some updates over the next couple of weeks as well.

Development Archive
Part of this marketing strategy is ensuring all of the game's visuals are up to date across the world wide web. With the release of the new demo in June, and the big visual change to the game last year, it's important that all of the screenshots and artwork reflect the final game as much as possible.

As such, I removed most of this artwork from every single social media channel and itch.io.

However--it is not gone forever. In fact, I think these old screenshots, gifs and other snippets give a very important peek into Legends of Astravia's complicated development process.



So, check out the Dev Archive on the website to take a little visual stroll through the game's development from 2017-2022, 5 long (...long...) years!: Link

Development Progress
Since the demo is nearly completed, I think progress in January was pretty darn good! One of the more exciting things about the demo is just how much things have changed--for the better. The game honestly feels like, well, a video game?? (Crazy, right? I don't know!)



The premise of the demo is largely the same as 2022, Oliver will have an encounter with the mysterious Azel and the two will traverse the Earth Leyline together. However, we have a new recontextualization with Mordin Village, very similar to the game's demo in 2019.



Oliver and Azel have already had a prior meeting at this time, and so their encounter in the temple is a reunion of sorts (I hope the FF7 fans reading are extra excited by that word. I sure am!).

New Areas
In addition to some restructuring of the "paths" you'll traverse (need to keep veteren players on their toes!), the demo will feature two new areas that were not seen in the 2022 demo.

First, Oliver's Dream...



And secondly, Mordin Village!



Unfortunately, the town will be asleep, so there won't be many NPC interactions, but I feel it will still invoke some nostalgia, especially in those of you who played the demo all the way back in 2019.



New Characters
The most exciting aspect of the demo is that it will feature several new characters who bring a very fresh and distinct tone to the game. I have to give Fang a lot of credit here, this was one of her writing suggestions that really made things come together.





I also had a lot of fun drawing their faces. The switch to my own art style really renewed my confidence in my abilities overall. I honestly can't wait to draw more.




That's all for now. I look forward to sharing more progress next month--there are some even more exciting changes coming up!

Thank you,

-Jaiden
My Time at Sandrock - MoeeeZ
Howdy all Builders,

We wish you will enjoy the fun, and may the Year of the Dragon bring you boundless happiness and joyful moments with family and friends! We hope you all enjoy Sandrock adventures!

Also, here is an exciting collaboration with 'Let's School', check out the 'Let's School' quest in Sandrock's late game. It's the first installment in the 'Let's' series, developed by a fantastic small team in our studio. Many Sandrock elements are now part of it!



In 'Let's School,' Nia becomes an art teacher, and there's a new student, Logan, bringing a playful vibe. As the principal, you get to guide Logan a bit.




Sandrock is now a student source in 'Let's School.' Recruit students with Builders attire and explore the town!

https://store.steampowered.com/app/1937500/Lets_School/

Check the bundle here for extra 10% discount!

https://store.steampowered.com/bundle/28030/_/


Your feedback is important to us and all Builders. Singleplayer or Multiplayer and Localization Surveys are eagerly awaiting your thoughts. We hope you can take a moment to fill them out.

Catch up with us around the web for more Sandrock information:
Subscribe to Youtube
Join our Discord
Sandrock Instagram
Sandrock Twitter
Sandrock Facebook
Sandrock Official Website



Feb 9, 2024
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear friends,

The beta testing of the new update 5.202 continues: IAR-80B and Spitfire IXc are being polished and new career changes are being tested. The new control assignment features are working great.

We have some good news about the upcoming Spitfire IXc: this aircraft, which was a mainstay of the RAF in early 1944, will be added to the Battle of Normandy lineup. This means that all Battle of Normandy owners will automatically receive it when the 5.202 update is released. This will make the BoN career mode even better and more realistic. It also means that both Western Front modules, Battle of Normandy and Bodenplatte, will have their own Spitfire IX, which was an iconic British aircraft of the time (there is a Spitfire IXe in the Bodenplatte module).




In addition to the new content and improvements in nearly every system of the sim mentioned in our previous DD, 5.202 will bring a neat feature that many of the Mission Editor enthusiasts have been dreaming of - on-the-fly editing of landscape, forest, and water maps that previously could only be edited using 3rd party graphics editing software.

This feature, developed by our lead programmer Sergey, makes editing much more intuitive and easy as you can see the effect of your changes in the sim world immediately - you can plant a forest or cut down the trees near the airfield, fill a new river or remove a lake, create a mountain or dig a ravine. Here are some preview screenshots of this feature.







The new version should be ready for the release soon, in two weeks 😉
Warhammer 40,000: Warpforge - CrisGV

The Gather the swarm of Vardenghast with a host of exclusive deals perfect to evolve your card collection.

Don't miss this chance to get the full range of new cards in a fell swoop!
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