Feb 23, 2024
SailSim - DemetrisZ
Racing is now a reality within SailSim. I am happy to announce yet another great addition to our simulator. Racing is now a part of our sailing experience along with many other improvements and additions.

The brand new Racing mechanism is fully integrated into SailSim Portal and Cross-Play, making it a great and fun addition. All environments support Racing and although the courses are still basic, they do provide a competitive feel. With time, i think i won't resist in adding more fun ways to improve racing but for now, there is plenty to do as is.

Besides racing, many things were worked upon in this update. Below is a list of everything i could remember.

- New Achievements were added for the racing environment
- New Sound-FX were added
- New icons within the UI and functionality
- The UI in general went through a large Clean-Up for out of place items
- Additional rewards were implemented for the race winners
- Portal stats are now integrated with racing and are displayed
- Fixes were made in Portal as i went through the whole system
- Fixes and additions were made in the Calendar system
- Cross-Play had bugs which were sorted after a general overhaul
- All levels went through a touch-up as i played through them a bit
- A deeper implementation of the SailSim Ranking system was made
- Adjustments to Game Pad controls were made
- General code and graphical fixes were made to increase stability and performance

I hope these updates make SailSim even more enjoyable for all. No one is perfect so naturally if you do find anything wrong, out of place or something that doesn't look right then please let me know.

PS: To access the Racing functionality, Cross-Play must be enabled in your settings and you must be logged in through the available online gaming system of your operating system. These functions are also described within SailSim. (Racing is within the Portal menu)
Unexplored 2: The Wayfarer's Legacy - jd
This patch adds more reliable ways to fast travel to Haven and clan settlements. Envoys can arrange a journey to their clan, while Loremasters offer to take you back to Haven.

On the flip side, you need to be more careful with well-made items. They can now break! Like any other item they first get damaged and wrecked status. But once wrecked you need to be extra careful! If one of them breaks, you’ll keep any sigils you forged in them though…

Gameplay Changes
- Moving the well in Haven to a more sensible location.
- Envoys offer the option to travel to their home town immediately.
- Traveling loremasters can take you back to Haven.
- Inns in settlements have a chest where you can safely store items.
- As an experiment we have made the option to start a journey from the map screen always available unless you are in combat.
- Changes the position and priority of the restore save option in the game over menu.
- Almost any weapon has a chance to smash through objects such as brittle rock or broken gates. They are just less effective and they will quickly wear from misuse.
- Well-made items can break. When they do, the sigils are returned to your inventory.

Bug Fixes
- Areas outside a city gate cannot be marked incorrectly as being inside the city.
- Gifts from shrines are not duplicated when you leave and reenter the level.
- Improving the way sarcophagi keep their state persistent across level switches and level restores.
Feb 23, 2024
Cooking Live - Italian Kitchen Simulator - Victoria S.
This is a board game where you can travel Around the World!
This event will last a few days, but you can only do 3 laps.

Use tickets to roll the dice and move the number of spaces equal to the number on the dice.

You can get more tickets for:

playing levels—each level will have a tag showing the number of tickets you can get
completing daily and weekly tasks in your blog


There are a few Rainbow Tickets that give you one roll free.

You can buy Gold Dice to get special features:

Roll the dice for half price
Get ALL the gold rewards
Get x2 showplaces
Unlock the 2nd and 3rd laps


There are 60 different spaces:

Some are empty.
Some contain a reward.
Others have showplaces on them.
And some spaces can move you either back or forward.


Every time you finish a lap you will get a reward!
You can buy the second and third lap with Rubies.

If you didn’t get a special reward during your current lap, it will be stored in the Golden Cage and you will be able to claim it after the third lap.

This event may get you:

Booster parts
Time-limited boosters
Full boosters
Groceries
Blog points
Coins
Rubies
Collections


Have a wonderful trip Around the World!
Overwatch® 2 - BlizzKaedi
Hi everyone, and Happy Friday! :)

It's been a very exciting week and a half for Overwatch 2! Season 9: Champions shipped with a new and improved version of our Competitive system and a pretty comprehensive set of changes to the core mechanics of our game.

We're incredibly invested in these changes having a positive impact on the game and are committed to making rapid iterations to them to make that happen. In fact, earlier this week, we made our first pass at tuning with a set of refined projectile sizes and health changes for some of our heroes. We'll keep an eye on how these play out in order to inform you of our next set of changes.

Let's talk about the reworked Competitive Play system, which also launched with Season 9. There's been a lot of excitement around it. In fact, there's been a pretty sizeable shift in our player population because of it. Previously, Quick Play was the most popular mode in Overwatch. It accounted for roughly 40% of the total match hours in the game, while Competitive Play sat at around 35%. Those numbers have since shifted, and Competitive Play now makes up about 45% of match hours, with Quick Play around 32%. An interesting thing to note here is that the total number of hours that people are playing Quick Play isn't down; it's just that people are playing a lot more Competitive Play! We're really excited about this and take it as confirmation that people would like to see more changes and improvements to that side of the game, as well as systemic PvP improvements.

Speaking of improvements, we'll be making more changes in mid-Season 9 and Season 10. One of the largest of these will include the removal of grouping restrictions in Season 10. We'd like people to be able to play with their friends in every area of the game, however we'd also like to keep Overwatch's competitive integrity intact. Groups with a large range of player skill—what we call wide groups—will only play against other wide groups. Narrow groups will only be matched with other narrow groups. For most players we think this will have a big benefit to their match quality. We'll also be adding features to the Competitive Progress screen, such as Match History and a Scorecard, implementing role-specific titles, showing the rank range on the scoreboard, and more. We're also looking into a small set of Top 500 improvements but haven't nailed down which season they'll go live yet.

Lastly, I'd like to take a quick moment to talk about our Quick Play: Hacked feature. The biggest goal is to help inform the types of improvements we could make to the core game.

For instance, based on the first one we ran, Quicker Play, we're looking at making a few changes to the game. We'll be increasing the speed of the Push bot when he's pushing the barrier. We're implementing a speed boost out of spawn for Flashpoint maps, as well as during setup for defenders on Hybrid and Escort modes. We’ll also be reducing the match length of Push from 10 minutes to 8 minutes in Quick Play and are discussing whether to do that in Competitive.

We received a lot of feedback on the way we ran the first event, and I'd like to take a moment to address some of it. The first question that people asked was why we would run this mode in Quick Play rather than something like our old Experimental Card, which was originally created for this purpose. The truth is that the Experimental card was never popular enough for us to get the type of data we wanted from it. Only about 18% of our players joined this queue, and out of those, the overwhelming majority would only play 1 match before going back to their preferred modes. We'd like to get longer-term data and feedback on these tests than what Experimental was giving us. It's difficult for anyone, devs or players, to make an assessment of a game-wide change in just one match. The other piece of feedback we heard was that big disruptive changes to Quick Play didn't give players an option of playing their favorite mode if they didn't like those changes.

Based on what we heard, we will change the way we run Quick Play: Hacked for future events. When we want to test things that have the potential of being fairly disruptive, we'll run the mode on a separate card next to Quick Play. When we want to test something that is a little more moderate, we will probably take over Quick Play but do it for a shorter period of time during the week. And when we have a test that we feel has little disruption to the core game, we'll probably run it the same way we did the original.

That's it for this week. Hope everyone is having a blast in Season 9. Thanks for reading, and let's make a great game!
USC: Counterforce - Lau_Rad
Hey Marines!

Time to do some math! We’re going to break down the weapon prototype system. You can improve your gear with prototypes. When you successfully complete a Single Mission within the given bonus deadline, you receive 1 or 2 randomized Prototype Weapons. These are enhanced versions of a weapon already available to you in Squad Assembly, with some additional and/or modified properties.

The number of Prototypes you get depends on the mission Difficulty AND your Performance Score. To know your exact chance of getting a second Prototype (one is guaranteed under the conditions stated above), multiply the Difficulty level (0–6; 0 for Beginner, 6 for Ultimate) with your Performance Score (0–100). If this value is less than 250, you will only get 1 Prototype. If the value is between 250 and 449, you have a chance for a second one, proportional to how close you are to 449. If the value is 450 or above, you are guaranteed to get 2 Prototypes.



Each Prototype you get is first assigned a Mark (I–IX) and an overall Quality Level (1–100). The Mark of a Prototype determines what kind of properties it can potentially have. The Quality Level determines the quality range of each of its properties and also factors into how many properties the weapon will ultimately have.

Mark is a random value between Difficulty + 1 and Difficulty + 3. On Beginner, you can only get a Prototype up to Mark III. On Ultimate, you will get a Mark VI in the worst case.

Quality (Q) is calculated by the following formula:
  • Q = 15 + Difficulty × (Performance Score / 10) + [a random integer between -25 and (Performance Score / 2)], clamped between 1 and 100

The number of enhancements (properties) is a random value between (Mark / 3) × (Q / 100f) and (Mark / 2) × (Q / 100f), plus 1. The maximum number of properties is 5. (The “f” after 100 here denotes that we’re keeping the fragments in the result for that operation; otherwise, we’re always flooring the results.)

Then, for each enhancement the weapon will have, its exact type and individual quality are determined. This individual quality (q) is a random value between Q / 2 and Q (the weapon’s Quality Level).



Below you find a table of all the possible enhancements (properties). In this table, Mark refers to the minimum Mark a weapon must have for the chance to get the corresponding enhancement. Min. and Max. show the minimum and maximum values between which the enhancement’s effect will get its actual strength, based on its quality (q = 1: minimum; q = 100: maximum; 1 < q < 100: linearly proportional value). Values are generally added to the weapon’s respective property value.


Enhancement
Mark
Min.
Max.
Info
Ammo capacity
1 (I)
1.10
2.00
multiplier*
Melee Combat Value
1 (I)
5
15
Spread
1 (I)
-3
-10
not on Flamethrower
Bleeding per hit
2 (II)
5
25
Reload APs
2 (II)
-1
-3
Accuracy
3 (III)
2
10
not on Flamethrower
Effective range
3 (III)
1
5
Minimum range
4 (VI)
-1
-2
Tranquilization
4 (VI)
5
25
Acid damage
5 (V)
25
50
not on Flamethrower/CryoBlaster
Impact force
5 (V)
10
20
not on Flamethrower
Armor Penetration
6 (VI)
1
10
not on Flamethrower
Fire damage
6 (VI)
25
100
not on CryoBlaster
Roll damage
6 (VI)
1.05
1.50
multiplier*, not on Flamethrower
CDF
7 (VII)
0.25
1.00
Poison damage
7 (VII)
5
15
Base damage
8 (VIII)
1.05
1.50
multiplier*, not on Flamethrower
CHC
8 (VIII)
1
10
Cryo damage
8 (VIII)
3
10
not on Flamethrower/NHC
Attack AP cost
9 (IX)
-1
-2
* Applied to the weapon’s default respective property.

The crafting cost of a Prototype depends both on its Mark and its overall Quality Level. The common four materials are always required, but Portable batteries are only needed for Mark IV and above, Electrical components for Mark V and above, Asura-49 for Mark VI and above, and Deothonit for Mark VII and above only.

Note: Don't worry! The game will handle the math behind the prototype system. Your task is to acquire these prototype weapons and eliminate the enemy.

Example:

You complete a mission on Intense difficulty (3) and gets a Performance Score of 80. 3 × 80 = 240, which is less than 250, so they will only get a single Prototype. They have the chance for a Prototype between Mark IV and Mark VI – let’s say they get a Mark V. The Quality Level (Q) is 15 + 3 × (80 / 10) + [a random integer between -25 and (80 / 2)]. Let’s say this random roll is 11; so, Q is 15 + 24 + 11 = 50. Oh, and they get an Assault rifle—this was also determined randomly.

The next part, to get the number of enhancements is a bit trickier. We’re going to floor the results of the Mark divisions, but use fragments for the Quality divisions (that’s what the “f” after 100 denotes): random between (5 / 3) × (50 / 100f) and (5 / 2) × (50 / 100f), plus 1 thus becomes random between 1 × 0.5 and 2 × 0.5, plus 1. So, the random part is between (we’re flooring again for the final result) 0 and 1 – and we’re then also adding 1. Thus, if we’re lucky (50% chance in this instance), this Prototype can have 2 properties. Let’s say we are!

It’s a Mark V, so we can get any of the properties up to Impact force. Let’s say we get that, and Ammo capacity for the second one. For each property we get a random quality (q) between 25 and 50: say we got 33 and 40. The range for Impact force is between 10 and 20; q = 33 means it will have a final value of 13. Ammo capacity is between 1.1 and 2.0; with q = 40, it will be ((2.0 – 1.1) / 100f) × 40 + 1.1 = 0.009 × 40 + 1.1 = 0.36 + 1.1 = 1.46. (We calculated the value that is 40% “halfway” between 1.1 and 2.) The default ammo capacity of the Assault rifle is 40, so this will have a capacity of 40 * 1.46 = 58.4, floored to 58. And each attack with it will have +13 Armor Penetration compared to whatever it would otherwise be.

Summary: The higher the completed mission's difficulty results in a higher Mark rank Prototype blueprint that can be crafted of the looted materials. Using these weapons means extra abilities are applied during combat! So, you can assemble a more effective Squad, and thus, you can complete higher difficulty levels.

Now you're all set! Stay tuned for more updates on the game development. We're not done sharing sneak peeks at what we're working on and what's waiting for you!

We read all your comments and feedback, so feel free to share your thoughts and help us in making USC: Counterforce the best game possible!

There's no more time to waste, Commander! A lot of bugs are waiting for you. Dismissed.

The USC: Counterforce team
Pesticide Not Required - MatKost
Pesticide Not Required will be fully releasing On Monday, March 18th!! We've been cooking up tons of fun stuff and can't wait for you to try it yourself!

Be sure to add the game on your wishlist so that Steam will notify you the moment it releases!

https://store.steampowered.com/app/2479320/Pesticide_Not_Required/
Sakura Isekai Adventure - Compy

Aki’s ordinary life is turned upside-down when she’s summoned to the magical land of Anthem by a cute cat-eared witch, named Mina.

Mina enlists the help of Aki, our heroine, and Scarlet, a cheerful foxgirl, to track down Luna and punish the brigands who kidnapped her. Our trio’s journey will be far from easy, however. Attacked by thieves, assaulted by slimes, and encumbered by Aki’s own incompetence, Aki’s new life in Anthem gets off to a poor start.

Can an awkward, unassuming office lady like Aki really become a hero?
Find out soon in Sakura Isekai Adventure, wishlist it now:
https://store.steampowered.com/app/2646050/

Or grab it in the Sakura Bundle:
https://store.steampowered.com/bundle/710/Sakura_Bundle/
Sakura Gym Girls - Compy

Aki’s ordinary life is turned upside-down when she’s summoned to the magical land of Anthem by a cute cat-eared witch, named Mina.

Mina enlists the help of Aki, our heroine, and Scarlet, a cheerful foxgirl, to track down Luna and punish the brigands who kidnapped her. Our trio’s journey will be far from easy, however. Attacked by thieves, assaulted by slimes, and encumbered by Aki’s own incompetence, Aki’s new life in Anthem gets off to a poor start.

Can an awkward, unassuming office lady like Aki really become a hero?
Find out soon in Sakura Isekai Adventure, wishlist it now:
https://store.steampowered.com/app/2646050/

Or grab it in the Sakura Bundle:
https://store.steampowered.com/bundle/710/Sakura_Bundle/
Sakura Succubus 2 - Compy

Aki’s ordinary life is turned upside-down when she’s summoned to the magical land of Anthem by a cute cat-eared witch, named Mina.

Mina enlists the help of Aki, our heroine, and Scarlet, a cheerful foxgirl, to track down Luna and punish the brigands who kidnapped her. Our trio’s journey will be far from easy, however. Attacked by thieves, assaulted by slimes, and encumbered by Aki’s own incompetence, Aki’s new life in Anthem gets off to a poor start.

Can an awkward, unassuming office lady like Aki really become a hero?
Find out soon in Sakura Isekai Adventure, wishlist it now:
https://store.steampowered.com/app/2646050/

Or grab it in the Sakura Bundle:
https://store.steampowered.com/bundle/710/Sakura_Bundle/
Sakura Alien - Compy

Aki’s ordinary life is turned upside-down when she’s summoned to the magical land of Anthem by a cute cat-eared witch, named Mina.

Mina enlists the help of Aki, our heroine, and Scarlet, a cheerful foxgirl, to track down Luna and punish the brigands who kidnapped her. Our trio’s journey will be far from easy, however. Attacked by thieves, assaulted by slimes, and encumbered by Aki’s own incompetence, Aki’s new life in Anthem gets off to a poor start.

Can an awkward, unassuming office lady like Aki really become a hero?
Find out soon in Sakura Isekai Adventure, wishlist it now:
https://store.steampowered.com/app/2646050/

Or grab it in the Sakura Bundle:
https://store.steampowered.com/bundle/710/Sakura_Bundle/
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