Feb 23, 2024
Warframe - LukeSimms
Devstream 177 was chock-full of exciting (and intriguing!) new announcements, including an in-depth look at the next Warframe update: Dante Unbound. We also unveiled new information about our upcoming 11 Year Anniversary celebration, as well as the official ticket sale dates for TennoCon 2024, and much more.

Since March is stuffed with so many amazing things to look forward to, we’ve compiled a list of the latest developments for you to track during the month ahead.

Warframe on iOS Launch



Enjoy Warframe on-the-go this March thanks to the recent launch of Warframe on iOS, featuring fully-integrated Cross Platform Play and Cross Platform Save features.* The launch was accompanied by the introduction of the new Starter Weapon Pack, available to all Tenno regardless of their preferred platform.

*Note: Some Cross Platform Save features may be affected by server overload at this time.


Are you an Android owner? Be the first to learn more details about Warframe on Android by pre-registering at https://www.warframe.com/android.

Dante Unbound Launches In March



The follow-up to last year’s successful Whispers in the Walls will arrive on all platforms next month – stay tuned for an exact date! This upcoming update will see you aid both Loid and Drusus in protecting the Leverian against the greedy, grofit-seeking clutches of Parvos Granum.

This “Echoes”-style update includes our 56th Warframe (and Drusus’ old assistant): the Orokin Scribe, Dante. You’ll also get to enjoy a new Styanax Deluxe Skin, an improved Disruption gamemode in the Entrati Labs, a rework for Inaros, new Incarnon Weapons, QOL improvements, and more.

Dante Unbound also marks the return of TennoGen with a new collection: TennoGen Unbound.

TennoCon 2024 Ticket Sales



Mark your calendars and set your alarms: tickets for TennoCon 2024 will be available for purchase beginning March 28! We will also start accepting submissions for this year’s Cosplay Contest and Community Showcase.

Not only are we adding an additional date to this year’s show, we’re also inviting all attendees to join us for a special TennoCon edition of TennoVIP on July 19 from 6 p.m. to 10 p.m. ET at RBC Place London in London, Ontario, Canada.

We’ll have more details when the official TennoCon 2024 microsite goes live on March 28.

11 Year Anniversary



The month of March will also see the launch of our Anniversary campaign, celebrating 11 years of innovating and community-building as we look ahead to a very bright future for Warframe.

We’ll be offering a brand new Dex Nikana Melee Weapon to all players just for logging in. You can also earn previous Anniversary-themed Dex Rewards by completing weekly in-game Alerts, and earn fantastic new Glyphs from DarikaArt by watching Community streams on Twitch with a linked account.

There’s more to come, so watch for additional details in the days and weeks ahead!

DEVSTREAM 178 AND TENNOVIP AT PAX EAST



Devstream 178 will be coming to you live from the Main Theatre at Pax East 2024 in Boston, MA on March 22 at 3 p.m. ET! Hosts Rebecca Ford, Megan Everett and Geoff Crooks will be joined by special guest (and Warframe voice actor) Ben Starr.

Later on, we’ll get together with TennoVIP ticket-holders at MJ O’Connor’s Pub at 6 p.m. ET for an forgettable evening of mingling, games and prizes. Tickets are unfortunately sold out, but if you were lucky enough to snag one, we’ll see you there!
Carnaval Simulator - JBA Software Development
Howdy guys! It's been a bit since last post. I got really sick the past time and Carnaval took place. Now I have recovered for most part and I am happy to announce that work is being made on the next major update! For now on, larger updates will take place that will take some longer time to develop. I may still throw in some small updates after each one though but expect longer update times but in return you receive greater content. All updates will be of course completely free :)

I have made my general plans for the year all the way up to Carnaval 2025 for the game's official release. Great things are ahead of us, this will raise the game's quality massively.

So what will be in this major update? Well I already made a post about the plans for Carnaval Simulator a while ago. Plans have changed in some ways though due to revisions, community feedback or it got added to the game already.

Here's what to expect:
  • Customizable front cart (finally hidding your tractor)
  • Proper stretch mechanic -> stretch your props in certain ways
  • Gravity score mechanic -> don't worry, this will not affect sandbox and it's only a score mechanic
  • Durability mechanic, affected by the temperature
  • A better value system for each prop
  • Crew progression perks -> crew becomes more useful
  • Honking in multiplayer
  • Throwing confetti in first person
  • More loading screens
  • More camera controls
  • More props -> currently I can promise a new character, the rest is a secret

Besides these new features, I will always try to fix bugs whenever I can. I am really grateful to all people reporting these bugs. They all get looked at.

Old promises that have been altered:
  • Spectator camera -> already added in update
  • Rearrangement of the mod structure -> moved to the future
  • More modable options -> moved to the future
  • Better learning curve / more balanced game -> already dealt with but changes may still occur all through out development

I will keep you guys up to date on the progress. I cannot provide an exact release date but this information will follow. Smaller additions like a button to enable all rotations in build mode may be added too but I will let you guys know about this as the update progresses. I hope you guys have a wonderful weekend, we will see each other next time. Ciao!
Cogstellation - sphynx
- can respawn and abort during planet trial
Together in Battle - Sinister Design
Greetings, tactics enthusiasts! February may be the shortest month, but I sure didn't let that stop me from adding in a ton of cool stuff to the game.

The biggest changes this month:

  • the game now has a virtual keyboard, allowing text input when playing with a gamepad! With this change, Together in Battle now fully supports gamepad--and along with it, SteamDeck. 🙂



  • in the shop, when mousing over equipment, the game now immediately clues you in to the biggest reason why each character who wants that piece of equipment wants it. If the reason is an increase in a particular stat, the game will display the stat change the new equipment would produce:



  • improved auto-move-and-attack behavior: when double-clicking or shift-clicking an enemy, the game now heavily favors skills for which the target is already in range. (If the character moves, it will generally be because there is no skill that's in range, or because there is a much more effective skill that requires the character to move.)
  • caverns now have a second floor with free exploration that can be accessed by finding the stairs down! (Characters don't regain energy or recover from being Stunned while in free exploration mode, making the navigation a bit of a puzzle.) Cavern depths are generated with one of three different puzzle types, each of which leads to a big treasure if solved.
  • the funeral scene is now complete, with new cutscene art to match!
  • new random event sequence that begins in the arena, has multiple cut scenes, capped off with a dramatic hand-designed battle.
  • new random event: Birthday Fan. This one can play out a variety of different ways depending on the personality of the character you select to participate in it.
  • new skill: Create Fire. Creates Fire on an open space within 2 tiles of the character. Pyrokineticists now learn Create Fire later on in their skill progression.



  • new skill: Create Ice. Creates Ice Spikes on an open space within 2 tiles of the character. Cryokineticists now learn Create Ice early on in their skill progression.
  • new skill: Quick Twirl. Behaves just like Twirl, but the character can both move and use other skills afterward. Costs 2 energy. Characters generated with the dancer background are now set to learn Quick Twirl when they reach high levels.
  • new item: Flower Garland. Worn on the neck; boosts morale by 1.

Miscellaneous improvements

Next up, we have new dialogue, new portrait art, new NPC sprites, improvements to character generation, improvements to procedural battle map generation, combat UI improvements, and more!

  • incorporated new sprites for Dese civilians into the game, replacing the placeholder sprites used in Save the Travelers.



  • proc gen characters are now created with some natural variability in their portrait size--some larger and some smaller--with human women on average a bit smaller than human men.
  • increased the consistency of physical trait effects on character stat growths.
  • increased the maximum number of life skills and personality traits the game will track over the course of a playthrough to avoid duplicates from 12 to 18.
  • when tracking life skills with alternate names (e.g. author/novelist, farmer/gardener, lawyer/judge, etc.), the game now accounts for all variants, not just the variant chosen, thus foreclosing the other variant from being chosen by another character.
  • added a commonality attribute to various life skills so that ones with duplicative effects (like historians, professors, lawyers, and judges) are now collectively no more likely to be chosen than any other.
  • wrote new background dialogue for pickpockets, burglars, and bounty hunters. (Previously, they shared the same background dialogue as gamblers.)
  • it is now possible for a camp activity to involve a second character without that character physically showing up (or having their own activity used up).
  • characters who have a crush on someone now gain a potential camp activity where they spend the evening fantasizing about their crush.
  • artistic characters with a crush on another character can now sketch drawings of their crush at night.
  • reduced the daily chance of a character with -10 morale resigning from 35% to 25%.
  • updated the Mustebeast Tent event so you can now pick a bunkmate from among everyone else in the roster, not just a selection of 4 random characters.
  • the engine now supports changing character clothing within unit portraits (as well as disrobing).
  • new portrait added to the game: town crier.
  • new portrait added to the game: Specter.



  • UI improvement: for moves smashing an enemy up against the edge of the map, the collision damage preview now displays the collision just off the edge of the map instead of layering it under the ordinary damage reticle.
  • UI improvement: removed the "you have already done this today" warning from the Jobs Board button in Kalkerapur, as it is now commonplace to get multiple job opportunities in a given day.
  • you can now talk to Explorers while on a Cavern Exploration job.
  • you can now talk to Caravan Guards while on a Caravan Guarding job.
  • increased the difficulty of caravan guard battles slightly.
  • made Ice Spikes a bit more dangerous and durable, and made Fire a bit easier to extinguish.
  • if you choose to people watch during the Festival of the Ascendant Lights, Gurdeep now has a bit more dialogue and you will now have an opportunity to buy a Flower Garland for 5 aura.
  • you can now ask Rohit for a more in-depth explanation of the Psy Clash rules during the Festival of the Ascendant Lights if you opt to play games.
  • added some animated portraits to the narration before meeting Gurdeep during the Festival of the Ascendant Lights.
  • added Black as a battle background for dark spaces (like caverns and such).
  • new background art for camp activities involve a character discovering or going to a temple!
  • new background art for the riverbank!



  • new background art for the Dusht random event and the gambling camp activity!



  • did a bit of code optimization for when the game checks for whether spaces are solid land.
  • optimized the game's internal operate() function for increased performance.
  • the game's procedural map generator can now generate bridges across large stretches of hazard tiles, not just one-tile gaps.
  • the game's procedural map generator can now generate bridges across gaps between cliffs.
  • characters and objects can now be forced to spawn within a specific range of distances from the player in proc gen maps.
  • the game now properly supports stairs which appear to lead down below the map; there is a now a "StairsDown" variant of all existing stairs objects.
  • improved proc gen map logic for placing stairs (they can now only be placed at elevation 1, and not adjacent to environmental hazards).
  • status effect immunity messages now only pop up if the target is a character. (The player doesn't really need to hear about how boulders and trees are immune to, say, Blinded or Enthralled status.)
  • removed the log and one of the bushes from Battle at the Overgrown Garden to make movement around the map less restrictive.
  • wrote another variant for narration during rainstorms.
  • added a couple of kitten name variants.
  • added animations to the portraits of characters reacting to the player's choices during the Beggar event.
  • improved the sound effect made by floor buttons when they are stepped upon.
  • cleaned up the "Grab" sound effect a bit.
  • added the number of the current save slot to generated log files.

Bug fixes
  • fixed: characters returning from cavern exploration would inappropriately remain on the cavern exploration roster going forward, allowing them to participate in cavern exploration while also remaining available for everything else.
  • fixed: clicking on a bridge or on stairs while moving in exploration mode would cause the selected character to move adjacent to (rather than onto) the clicked object.
  • fixed: when ending dialogue in exploration mode, the game would select the next character in the army rather than re-selecting the last selected character.
  • fixed: the land movement sprite had become misconfigured in movement tiles during Exploration Mode due to (what else) changes to the code made when adding localization support.
  • fixed: shoving an object while in exploration mode could result in the game displaying that object as the current selected unit in the actions bar.
  • fixed a null error that could occur when clicking to Use a triggerable object when in exploration mode.
  • fixed: in the deck viewer, you could accidentally click on cards by clicking in the empty area below them.
  • fixed: triggering an on-death attack for a destructible object (such as Explode) would not grant experience to the character who destroyed the object and triggered the attack.
  • fixed: due to a typo, the game was unable to grab the item template for Fur-Lined Cloaks.
  • fixed: the game was sometimes overwriting proc gen equipment materials values for Together in Battle with old placeholder values, resulting the game not loading material names correctly and therefore failing to generate the correct names for weapon and armor images.
  • fixed: when shown in battle, the info bar was layering on top of UI elements that should have taken priority over it.
  • fixed: AI-controlled characters would not open a closed door during their move onto the door's space if that space happened to be the last space in their move.
  • fixed: flyers who were dunked into water or lava by virtue of being Heavy would, upon swimming to an adjacent tile of liquid terrain after Heavy status wore off, immediately resume flying. Such units must now swim back to land (or a bridge tile) to recover Flying movement.
  • fixed: the AI could use Swim with characters suffering from Immobilized status when in water or lava.
  • fixed: when switching months in the calendar, the game ceased to display the current day correctly.
  • fixed: it was possible (albeit mathematically unlikely) for one or more of a character's NPCs to be generated sharing that character's same first name.
  • fixed: the Poltergeist promotion for the Spirit effectively nerfed Juxtapose by changing it from an after-attack behavior of Use Once to Can Move.
  • fixed: narrowing down a tag by its parameters for RemoveTag was only working in cut scenes, not battles.
  • fixed: when talking to Caravan Guards in a caravan battle, the game referred to them as Explorers.
  • fixed: on rare occasions, the proc gen map algorithm could generate more than one bridge tile on the same space.
  • fixed a range error that could occur when generating spawn positions for destructible objects in proc gen maps.
  • fixed: the gamepad navigator code could sometimes fail to enable navigation to some of the reply buttons in dialogue branches with multiple responses once the reply options finished fading in.
  • fixed: using the StopMusic script action and then resuming the track that was playing prior to StopMusic with PlayMusic would not work, as the game would think that track was already playing.
  • fixed: characters undergoing the second Lost Kitten event were not gaining the new Play with Kitten camp activity as intended due to a scripting error.
  • fixed: character dialogue would animate, with accompanying babble sounds, even as a report covered the dialogue menu onscreen. In a branch with a ShowReport action, the game now initiates dialogue animation and babble sounds only after the report is closed.
  • fixed: one of the "talk" camp activity variants for hot-tempered characters was not setting character facial expressions appropriately.
  • fixed alignment on the floor button object.
  • fixed: the Crickets and CricketsAlt loops were not looping cleanly.
  • fixed: localization-related changes to the code over the past few months caused the game to stop displaying the name of the status effect in "[Status effect] wore off" pop-up messages.
  • corrected an error in the description for Medicated Bandages.
  • fixed: Create skills with particle effects did not produce their particle effects as intended.
  • fixed a few awkwardly worded dialogue variants where characters talk about their life backgrounds.
  • fixed: when shown in battle, particle effect velocity for the info bar was not scaled properly.
  • fixed: one variant of one of the hot-tempered victory barks was ungrammatical.

Campaign creation suite improvements

Finally, we have a ton of improvements to the campaign creation suite, including a brand-new tileset, improved battle map generation, support for editing proc gen equipment materials, multiple new script actions, and more!

  • new tileset added to the map editor: Castle Sandstone! It's the same as the Castle tileset, but sandstone-colored (and thus more appropriate to sandy or arid environs).
  • you can now edit the properties of different materials used in procedurally generating weapons and armor in a custom campaign! When creating a new custom campaign, the game now saves a copy of Materials.xml, which you can manually edit to alter the effects of different equipment being made of--for instance--Steel instead of Bronze, or Boiled Leather instead of Leather.
  • new script action: KnockbackUnit. Pushes the unit in a specified direction for a specified number of spaces, as if they'd been shoved or subjected to a kinetic gust. Three parameters: unit name, direction, and number of spaces.
  • new script action: ChangeClothing. This works like ChangeExpression, but instead of changing facial expression, it changes the body graphic being used in an existing character portrait. Supports all base classes usable by characters of that species. Optional third parameter: if set to true, this will permanently change the clothing used in the named character's portrait wherever it appears throughout the game.
  • commissioned new clothing for human proc gen character portraits, settable with ChangeClothing: Villager, VillagerDese, VillagerDese2, Merchant, MerchantDese, RoyalGuard, Slave, and None.
  • new script action: ReactToDeath. Causes all characters in the specified roster(s) to behave as though the named character died while in their roster. They will suffer a morale penalty based on the strength of their Friendship and Romance with the named unit, will gain a memory of the event, and may become depressed or go into mourning for a period of time. Two parameters: character name, roster number(s).
  • new script action: SetStringByClosestCharacter. This grabs characters based on how close they are in a relationship sense. Sets a string variable equal to the name of the character in the specified army (if used in battle) or roster (if used in a cut scene) who scores as "closest" with the named character: 1 pt per Familiarity level, 15 pts per Friendship level, 20 pts per Romance level. Parameters: Variable Name, Army or Roster Number, Character Name, Exclude Characters In List (optional).
  • when calling LoadConv, the new conversation now keeps the existing trigger character and secondary character of the prior dialogue or script by default for easier scripting.
  • you can now leave the name parameter blank in the AddNPC script action, and so long as the NPC being added is a relative of some kind, the game will auto-generate a name for them (as well as procedurally filling in all the other parameters you left blank).
  • new tag used to affect randomized battlefield placement: AvoidOwnArmy. This causes the game to weight placement of the tagged unit so that members of the unit's own army are treated as enemies, enforcing minimum distance rules.
  • new tag used to affect randomized battlefield placement: AvoidArmyObjects. This causes the game to weight placement of the tagged unit so that destructible objects belonging to various armies are treated as characters, including them when calculating minimum distances.
  • new sound effect: Button Click.
  • new sound effect loop: Running Water.
  • new combat visual effects: CryoCast and PyroCast (used in the new Create Ice and Create Fire skills and adapted from existing visual effects for Cryo Blast and Pyro Blast).
  • new text sprite symbols: Backspace, Confirm, and Arrow White L.
  • the map editor successfully loads and saves the "forced spawn distance from the player" attribute of army groups in proc gen maps.
  • reorganized the army group fields in the Generate Map window of the map editor, added fields for specifying forced spawn distance from the player.
  • within the Generate Map window of the map editor, shifted the player deployment options over to the leftmost column to make better use of space.
  • created a 5th set of object fields in the Generate Map window of the map editor.
  • the map editor will now let you select more than just 2 terrain tilesets, and more than just 1 hazard tileset. (It will still pick only 2 tilesets and 1 hazard set at a time when it generates an instance of the proc gen map, but those will be will pulled from every possible tileset you selected.)
  • added "force spawn distance from player" fields for destructible objects to the Generate Map window of the map editor.
  • the map editor successfully loads and saves the "forced spawn distance from the player" attribute of objects in proc gen maps.
  • improved the game's detection of premade unit load IDs (as opposed to actual class names) for army group units in proc gen maps.
  • added parameter count error-checking to a bunch more script actions.
  • improved in-game documentation of AddCampActivity and LearnCampActivity to better distinguish them.
  • the game now supports Species as an alternative to Race among string stats.
  • fixed: using RemoveTag to strip a unit of its scriptID would remove the tag, but not the associated scriptID marker used to find it by the game.
  • fixed: upon loading proc gen maps, the map editor would strip out colons from any premade unit load IDs within army groups.
  • fixed: the map editor was not setting terrain check boxes correctly within the Generate Map window of the map editor to match the sets used by existing proc gen maps upon loading them.

And that's about the size of it!

So where are we now?

This update brings the game up to version 0.6.00, meaning that I now regard the game as being more than halfway done! I numbered our last update 0.4.500 mainly because the funeral scene wasn't complete yet--but with that now finished and everything else that's been added alongside, I feel comfortable saying that we're now 60% of the way to a version 1.0 release.

I'm very happy with how the game's systems have come together to create a rich and replayable core game loop. By my count, Together in Battle is now up to 176 character skills, 4 job types on the jobs board, and 57 random events (not counting guaranteed plot events, investigation scenes and battles, events exclusive to the arena, or systems-driven character activities and interactions in camp). This is already quite a lot of content--more than you'll find in many games at version 1.0!

Remaining tasks consist largely of adding plot scenes, hand-designed plot battles, and endings. I also have a wish list of new random events I want to write, time permitting. This is a self-financed game, so I've had to be very judicious about what art assets I invest in. I would dearly like to add proper rest animations and hair/skin palette swapping to character sprites, but this would involve a big financial outlay on my part. We'll see about that one.

In summary: the path to version 1.0 is clearer than ever. I want to thank everyone who has been here and walking this path with me: your feedback, bug reports, and general encouragement have been more helpful than you know!

Reviews and the Discord

Leaving feedback isn't the only way you can help: if you're enjoying the game, I do hope you'll leave a review as well. That makes a huge difference to a solo developer like myself! Getting to 50 reviews, in particular, will really boost the game's discoverability. (You see, 50 reviews is the point where Steam stops describing a game's reception as just "Positive" and starts describing it as "Very Positive" or "Overwhelmingly Positive.")

In addition, make sure to come follow along on social media! The Sinister Design Discord is small but friendly, filled with the sort of people who love to discuss tactics, debate which classes are best, or just give helpful advice. If you're here, I'd love to have you as part of our community.

That's all I've got, friends. Until next month!


Tactically yours,

Craig
Memoirs of a Battle Brothel - manlymousedan
Hi everyone!

Made a shortish video showing some of the main gameplay loop in BSI, the stealth sequel to Memoirs!

Baldr's Squid Isekai: A Parody - manlymousedan
Hi everyone!

Made a shortish video showing some of the main gameplay loop in BSI!

Trash Bandits - Krab
PATCH NOTES - v2024.2.23.0
Three more preview levels, 4-4, 4-5, and 4-B, will be coming to the Workshop within the next few hours!

GRAPPLE
-Fixed an issue causing infinite "bonks" when the player is grappling and swings downwards into a wall
-Grapple length is now shortened in this scenario

DRONE
-Added SFX for drone
-Fixed a bug causing drones to spawn at the wrong height

ROBOT
-Fixed a bug causing robot SFX to not play, or play when they shouldn't be
-Fixed loot drones being on the wrong depth, and not entering the spawner properly

PARTICLES
-Fixed an issue causing some particles to gain too much velocity at low FPS

COLLECTIBLES
-Collectibles such as catalytic converters, catalogues, etc., will now attract towards the player when the player is in the air
-Player must be on the ground to collect said collectibles
-Collectibles attracted to the player will be instantly collected if the player enters the truck
-Collectibles now have a "collect radius" variable

EDITOR
-Added PC object
-Editing string variables now opens a large textbox on the screen to show the entire string
-String variable values are now truncated in the variables panel

ZIPLINE
-Fixed an issue with jumping from vertical ziplines
Feb 23, 2024
Balatro - LocalThunk
- Made the Arm less bad (Cannot downgrade poker hand below level 1)
- Fixed bug where returning to main menu when unlocking achievement sometimes crashed the game
- Fixed bug where enhancement/seal in standard pack were not tied to the Ante in seeded run
- Fixed various grammer/nomenclature issues with Jokers [english]
- Fixed bug where Black Hole/Soul did not appear based on Ante
- Changed wording on Foil, Holographic, Polychrome, Negative tags to be more clear about their effect
- Fixed bug where Chicot disabling the Manacle was not drawing a card to fill out the empty space in hand
- Fixed bug where destroying any non-glass card with hanged man caused a message under Glass Joker
- Fixed bug where Raised Fist was not triggering in order with face cards/10s
- Fixed wording for perishable challenge - "all Jokers are eternal"
- Fixed bug where 'Mid Stakes' achievement was being unlocked on Blue stake instead of Black stake
- Fixed bug where unlocked Deck name was not localized
- Fixed bug where Deck view in challenge run didn't have localized challenge name
- Fixed bug where Jokers that give end of round money were not showing their localized name
- Fixed Controller mapping when selecting hand - you may now cycle around bot the right and left of the hand when selecting cards
Kerbal Space Program 2 - mikey
This weekend marks one whole year since the Early Access launch of KSP2. How is it that a year can fly past in a heartbeat while also containing so much stuff?

In that time, our team has released a total of 11 updates and knocked out more than 2441 bugs. We’ve brought new physics systems online (re-entry heating, more rigid rockets) and we’ve added new features (Exploration Mode, Science collection, and Missions). As good as it’s felt to work through our feature list, the most satisfying part of the release process has always been the "day-after basking," where we take in all the unexpected ways the community is taking advantage of new gameplay possibilities. This has only gotten more exciting since the arrival of the Science and Mission features - not only are your vehicles getting more ambitious, but the missions themselves are starting to get pretty elaborate. The ways you’re getting the U-Dunkit module into alien seas are emblematic - it’s quite an awkward part, and the vehicles that it’s attached to tend to be delightfully weird!


Shadowzone does a Laythe dunk (full disclosure, he discovered a bug on this journey, but I think he still had fun)


Shadowzone is dunk-drunk, and now seeks out puddles across the Kerbolar System!


Audaylon with a rare double-dunker with fore and aft Dunk-its!


GalaxDragon aka Yuri has managed to get their U-Dunkit nowhere near any liquid at all.


SciVirus has used the part in an unexpected but delightful way.

We're looking forward to the new possibilities that will be opening up to players in the coming year, especially with the arrival of colonies! We’re making good progress in that area right now - why, here’s a stately little orbital test colony over Duna (it looks extremely cool with all the modules rotating):


Thanks for continuing to share your creations with us, and thanks for helping us to make KSP2 even better in 2024!
Nightingale - InflexionAnton
We already released one patch this week and are working on a more substantial update to resolve several issues and bugs that we’ve been tracking.

As we continue to squash those pesky bugs internally, we’ve compiled several troubleshooting articles to help Realmwalkers navigate the more notable issues:

Crashes:
These are being caused by a couple of hardware and software issues. A number of these can be solved with software updates for Windows and your graphics card or by verifying your game files. If you’re experiencing crashes, please search for the error message on our tech support knowledge base (linked below), and if you continue to experience them, please send us a support ticket:
https://inflexiongames.zendesk.com/hc/en-us


Players not matchmaking into the closest region:
Our servers auto-matchmake users to the region with the lowest ping for them at the time of spinning up a Realm for the first time. For some reason, whether it’s ISPs, VPNs, or otherwise, some users were placed into a much further region than they would expect, even if later on their closest server had better ping.

We are tackling this in two ways:

We are opening up South American and Oceania servers this weekend. Keep an eye out on our socials for when they’re live. Please note if your Realm was already placed in a different server, you will need to start a new one to be put into these new server regions.

In the next patch, players will see what region our server recommends based on ping when in the character creator. You will be able to override this and force it to place you in the region of your choice. Please note these settings will not apply if you visit a friend’s Realm in a different region, or in The Watch.

Network Errors:
These can present themselves in a few ways, but if you’re experiencing these, please check out this article for troubleshooting tips and if they don’t solve the problem, please send a support ticket for further assistance: https://inflexiongames.zendesk.com/hc/en-us/articles/22958338069147--A-network-error-has-occurred-message


Swamp Portal not loading:
For some players after defeating the Bound in the Swamp tutorial Realm, the portal does not open. Our team is investigating why this is happening and will be adding more logging into the new patch to try to track down this elusive issue.
If this happens to you, please check the following article and submit a ticket so we can continue to document this error:
https://inflexiongames.zendesk.com/hc/en-us/articles/23116577864987-Swamp-Tutorial-Portal-Doesn-t-Open


Dying or disconnecting in tutorial Realms:
This can cause the player character to be in a bad state (crashing, network errors, etc.). This seems to be related to the issue above, so we’re hoping the extra log information will help track this down. For now, if this happens to you, please submit your player logs in a ticket here so we can track how many users this is affecting and provide you with updates as they become available: https://inflexiongames.zendesk.com/hc/en-us/articles/22779159531547-How-do-I-get-my-player-logs


Hotbar All Shovel Icons:
This is a visual bug and doesn’t actually replace your items with shovels thankfully. Mouse over the items to reveal the true items. Our team is working on a fix and will provide an update when it’s patched.


Infinite Essence exploit:
Savvy users have discovered that you can buy water for less Essence than you sell it back for. This will be fixed in the next patch.


Default Graphics Settings Being Set to Ultra:
For some users, our settings are automatically placing them in higher settings than their system can handle, and can occasionally cause crashes before they can get to the settings to change it down.
We’re working on some workaround and more permanent fixes for this issue, but in the meantime please visit Zendesk https://inflexiongames.zendesk.com/hc/en-us and submit a Support Ticket with your DXDiag info. How to find this information:
https://inflexiongames.zendesk.com/hc/en-us/articles/22769906566427-How-do-I-provide-a-DxDiag-file


Twitch Drops
We’ve gotten a few questions regarding Twitch Drops and have prepared additional articles for them in the link below. These include things like issues with the authentication site saying you don’t own the game, accidentally extracting your outfit pieces, and how to get your distinguished dog: https://inflexiongames.zendesk.com/hc/en-us/sections/22736632706971-FAQ
To link your accounts and other FAQs, see here: https://playnightingale.com/twitchdrops


Got Feedback?
If you’ve got any additional feedback or a great idea for Nightingale, please head over to our Sleekplan board: https://playnightingale.sleekplan.app/


Please use the search function to check whether your idea has already been mentioned - and then upvote it!

Have a technical issue and need help? Check out our troubleshooting knowledge base and if that doesn’t help, reach out to our support team: https://inflexiongames.zendesk.com/hc/en-us
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