This week we're part of the Steam Dinosaurs Versus Robots Fest! To mark the occasion we've got a little gem of an update for you...
Special Event:
LOVE, DINOS & ROBOTS
The devilishly good partner to our Valentines event is out now! Love, Dinos and Robots ties into Steam's featured sale, and acts as a glorious conclusion to our annual lovefest. It's a celebration of cyborg carnosaurs! But wait, it's not just robo dinos- we've rounded out the human team with cybernetically enhanced versions of themselves, joining Cyborg Commando as next generation saurian exterminators...
To go along with the robotic theme, a new set of dinosaur control collars have been added. With their batteries running low, these ones are malfunctioning. So if you wanted a collar that does not apply eye glow, this is for you...
All legacy robot skins are also back today with a discount, and you can still embrace all of the lovely Valentines Part 1 items until the end of Love, Dinos & Robots (over two weeks from now!). For an overview of all the special event items, check out our dedicated Trello page here.
WEEKLONG STEAM SALE!
Starting 10am PST and running from 26th February to March 4th, we are 65% OFF (!!!)
Save big with Jurassic sized deals on Primal Carnage: Extinction, the PCE 4-pack, and ALL DLC during Steam Dino Versus Robots Fest! Now's a great moment to pick up the Deluxe andUltimatecollections if you'd been holding off, or to invite friends to jump into the carnage for the first time!
Visual & Sound Updates:
A new visual effect for weapons is splatter effects when you are hit with spit. If a Dilo or Cryo splashes you with their spit you will now also see your gun covered in goop for a while afterwards.
One minor audio effect type that can have a big impact on how visceral combat feels is the sensation of bullets whizzing past you during battle. We've fixed an issue that was causing only dinosaurs to hear these, and added unique fly-by sounds for arrows that help them stand out from gunshots.
We're also continuing to improve various legacy cosmetics wherever possible. For example, humans now wear the Valentine's tophat properly (apart from Angus, who's just off his head).
Some dino skins had their settings tweaked to be more consistent, while a few character textures have been overhauled. Most radical is a new set of normal maps for T.Rex, giving it a more 3D feel...
Finally, there's some UI tweaks based on community feedback. Notifications for Call Help and Call Follow are now gone (annoying!), CTE egg outlines are more accurate (egg shaped!), and store sorting is better.
Check out the full change notes below!
Version 2.9.51
Full Changelog:
added special Dinos Vs Robots event items
added new flyby sounds for arrows whooshing past you
fixed bullet whiz effects only being audible to dinosaurs
added new spit overlay visual effect for weapons - when humans are hit by Cryo or Dilo spit your gun is now covered in goo - new goo splatter effect fades over time after blinding period ends
baked new normal maps for Tyrannosaurus Rex
slight adjustments to Dilophosaurus base textures
reduced specularity of human shader a bit
tweaked textures and shader for Oilspill Acro skin
fixed a handful of Oviraptor skins that had inccorrect settings
fixed older weapon skins that used the camo pattern system having incorrect colours
humans now wear the Heartwarming Tophat properly (well, most of them do)
updated item properties of some cosmetics that were non tradable/marketable
fixed CTE egg outline not being egg-shaped
removed chat notifications for Call Help and Call Follow
in-game store now displays newest items first instead of placing the oldest up top
fixed a couple of recently reported crashes
Hope you enjoy this latest update! We'll be back to celebrate St. Patrick's Day next month...
Attention everyone! Here is the last batch of change before the community update. If you want to discover the complete content of the patchnote, now is the time to try the public beta branch!
Balancing
Camp upgrade
Shield Bearer Camps upgrade now grant +3.5% Def (instead of 2.5% before)
Shaman Camps upgrade have been reverted to granting +5% Health
Fantassin Camps upgrade have been reverted to granting +5% Def
UI
Custom Lobby - it is now possible to invite and join a custom lobby with a Lobby ID (just like for co-op Conquest)
Alert messages are now displayed in a custom report window that let you describe the issue in more detail and send the report.
Report button is now also accessible from multiplayer lobbies.
Multiplayer Leaderboards screen now displays up to the top 8 players in each category, but no longer lets you search through all ranked players. (Following new changes and limitations on multiplayer rankings)
Bugfix
Squirrel - Rumor Mongering no longer improves relations with other clans.
Snake - Field Rations can no longer result in positive Food consumption.
Scouts can no longer get stuck while scouting a territory that gets colonized by another clan.
Addition of a security to prevent getting stuck on loading screen.
In-game chat now correctly refreshes when switching from general to team chat.
Various bugfixes and improvements related to Lobby-finder, Lobbies, and Leaderboards.
When leaving a ranked lobby, the penalty warning no longer disappears after a few seconds.
Fixed display issue in resources UI.
Various text improvements.
Fixed Mimirsbrunn screen display problem.
Known Issues
Close button in Hunting Path window sometimes does not appear
we remind you that there are two days left before we remove the old version of The Sinking City from Steam. After that, you will be able to play only the new version.
Please remember that your old saves aren’t compatible with the new version, so if you want to finish your old version walkthrough — this is your last call.
For those of you who want to play the new version without having to start from scratch, we've prepared saves to download. More details on this in the F.A.Q.
Ready to earn (most likely lose) a lot of marbles?! Now introducing the Casino!
Play the slot machines or try shooting the tanks on the shooting range, a new way of spending your precious marbles.
Offline mode
Wee Tanks has now switched from using a custom database to using the Steam Cloud saves, no more issues with accounts not signing in or other game breaking online buggies.
If any issues arise with the account syncing from the online system to offline Steam, please don't hesitate and contact me
[Big changes]
Wee Tanks now uses Steam Cloud saves
Casino has been opened, slot machines and a shooting range
Great performance boosts
Custom tank editor has 3 new functionalities
[Small changes]
Fixed controllers with the same name recognized as one
Players menu button added to main menu
Boosting always possible in Tutorial Level
Join Game renamed to Join Friends button
Shinies and super shinies added to statistics menu
Performance increased in tankey town (less grass and combined the houses into one big mesh)
General performance increases
Fixed tanks stopping with pathfinding
Custom tanks can now be placed in secret missions
Fixed King tank body not turning shiny and not logging the find
Removed custom .wtcamps showing in main menu background, causing long loading times
Fixed not being able to place custom tanks
Fixed bugs with secret missions not saving and loading data correctly
Fixed picollo sound returning when changing music volume in setting during pause menu
Shooting range casino has now translations
Shinies and super shinies can now spawn during shooting range
Fixed player spawning in casino when entering Tankey Town
HORROR TALES: The Beggar - Carlos [Horror Tales dev]
Dear Horror Tales community,
We're thrilled to announce that the console ports of Horror Tales: The Beggar are progressing smoothly, and we're on track to deliver an unforgettable horror experience to even more players!
The team has been hard at work optimizing the game for consoles, ensuring that every spine-chilling moment is perfectly captured on your favorite platforms. Whether you're gaming on PlayStation or Xbox, get ready to immerse yourself in the eerie world of The Beggar like never before.
But that's not all - we have a bone-chilling treat for you today. Feast your eyes on the newest screenshot unveiling our sinister antagonist: Morvin. With his haunting presence and malevolent aura, Morvin is sure to send shivers down your spine as you uncover the mysteries lurking within Horror Tales: The Beggar.
Stay tuned for more updates as we draw closer to the console release date. The horrors await, and soon, you'll be able to face them head-on from the comfort of your living room.
Thank you for your continued support, and remember - in the world of Horror Tales, fear is just the beginning.
Hi, everyone! We uploaded the 0.1.0.2b which includes a lot of bug fixes and other changes. It features a reworked tutorial system, with much more detailed explanations and videos. There are also improvements in almost all gameplay systems that are based on the feedback that we received since the demo launch.
We plan to release one more patch with fixes and quality-of-life improvements after this one, and then focus on content updates for the demo. The upcoming patch will include functionality to move existing build parts, an alternative inventory-based UI for the building menu, and more types of default weapon attacks.
The full list of changes in the current patch:
Demo Build 0.1.0.2b
Tutorials
Reworked existing tutorials to a new format with videos and more detailed explanations.
All tutorials are now presented in a fixed order for easier progression. The horse taming tutorial is still available separately upon discovering a wild horse.
The Destroyed Village quest line unlocks only after completing or skipping the tutorials.
Resources
Increased the guaranteed amount of rare resource pieces (clay, fuel, pigments, salts, precious ore) near deposits to 4-5.
Increased the chance of finding common resource pieces (stone, iron ore) near deposits from 100%/50%/25% to 100%/100%/75%.
Wild plants (fibers, herbs, crops) are now generated in groups of several plants instead of a single one.
Holding E now allows to automatically continue resource harvesting.
Rat pelts can now be used to produce leather.
Added guaranteed herb and fiber resource spawns near the starting location.
Fixed an issue where auto-equipping an axe might not work with bushes.
Fixed an issue where resource pieces might not spawn near the character after loading the game.
Fixed an issue where a tool wasn't auto-equipped when holding a weapon.
Fixed an issue where trees could regrow through obstacles in some cases.
Fixed an issue where the type of resource deposit could change after an update or alterations to the world seed value.
Fixed an issue where saplings could respawn if they were harvested using the Interact button before they grew.
Fixed an issue where resource deposit pieces and minimap icons could sometimes become hidden when the character was close.
Environment
Replaced forest grass meshes with smaller ones with better optimization. This change aims to improve both visibility and performance.
Increased the size of resource pieces to make them easier to pick up.
Increased global light brightness.
Increased overcast skylight brightness.
Increased default night brightness.
Improved collision for Hazel shrub destructible pieces.
Slightly adjusted foliage saturation in the Dark Forest biome to make it more visually distinct.
Fixed an issue where some surfaces, such as cliffs, appeared excessively glossy during rain.
Combat
Strong and charge attacks now always stagger the opponent, even if their poise is not broken.
Both character and enemy fast attacks can now stagger the target, with a 3-second cooldown. This change is aimed at making the combat less spammy and adding more impact to attacks.
Updated tooltips for combat abilities.
Increased the hit area of Unarmed punches.
Reduced Sidestep stamina cost from 3/4/5/6 to 1/2/3/4.
Reduced Dodge stamina cost from 4/5/6/7 to 2/3/4/5.
Fixed an issue with the target lock when using ranged weapons.
Fixed an issue where some hits from ranged weapons might not register when not using aiming.
Fixed an issue where aiming with pistols and hand mortars was unavailable while holding a torch.
Fixed an issue where status effects and diseases were not removed after the character's death.
Fixed an issue where the character might get stuck in a dead state if the game was saved after it was killed but before respawning.
Enemies
Significantly increased the maximum follow distance of enemies before they begin returning to their spawn location.
Some powerful enemy attacks can now knock down the target.
Fixed an issue where the Boar charge attack hit detection started too late, preventing it from hitting the target.
Mounts
Fixed an issue where a weapon/tool wasn't sheathed when mounting a horse.
Fixed an issue where renaming the horse wasn't saved.
Fixed an issue where using healing items while riding a horse could disrupt the character's animations and movement.
Taming
Increased the base affection for horses and goats from 0 to 150, allowing you to tame them in one go by giving them their favorite food.
Replaced the spawn of wild animals near the starting location with domestic animals instead.
Fixed an issue where tamed animals returned to their spawns after loading the game instead of staying at their last location.
Equipment
Fixed an issue where switching equipment items when the inventory was full could cause the equipped item to disappear.
Fixed an issue where switching container items with inventory items, when the container was full, could cause the container item to disappear.
Fixed an issue where swapping equipment items, when one of them was equipped in the quickslot, could lead to a missing item.
Fixed an issue where swapping items between a weapon/armor stand and a full inventory could cause the displayed item to disappear.
Fixed an issue where swapping the equipped item with the inventory one might not update the equipment model.
Fixed an issue where swapping a one-handed equipped weapon with a two-handed one from the inventory didn't fill the off-hand slot.
Fixed an issue where consumable items couldn't be used while the character was sitting or lying down.
Crafting
Added a craftable item for curing diseases. In later versions of the game, the Apothecary crafting profession will be unlocked, and this item will be replaced by multiple recipes.
Fixed an issue where upgrading an equipped item didn't update its description.
Building Mode
Increased the size of the basic tent.
Updated the building category name for pelts and sleeping bags.
Fixed an issue where some build parts durability might reset to 1 after loading.
Fixed an issue where build parts might not refund the full building cost in some cases.
Fixed an issue where placing a Tar Kiln near a Debarker connected to a Circular Saw could break the connection.
Fixed an issue where Leather Racks weren't resuming production automatically after loading.
Fixed an issue where Leather Racks could have negative local storage values after removing pelts from the processing slot.
Fixed an issue where processing tools didn't transfer resources from full local storage when the global one freed up some space.
Fixed an issue where inactive automation tools displayed a "Storage is full" message, even when there was available storage space.
Fixed an issue where inactive automation tools had incorrect production speed tooltips.
Fixed an issue where some containers, like the cauldron, incorrectly displayed 9 available slots instead of 6.
Fixed an issue where the building mode didn't activate after using the Unstuck option while being in a dungeon.
Fixed an issue where some build parts didn't remove intersecting foliage after placement.
Fixed an issue where some containers and furniture could be placed on top of overlapping foliage.
Fixed an issue where foliage that was destroyed upon placing a build part could respawn after the game reloading.
Fixed an issue where the build part grid of a loaded object could persist even after its destruction.
Prebuilt Houses
Fixed an issue where the character, even when standing close to the entrance, sometimes might not enter the house.
Fixed an issue where containers in prebuilt houses didn't have loot.
Fixed an issue where ovens in prebuilt houses couldn't be used for cooking food.
User Interface
Added a hotkey ("P" by default) for displaying the mouse cursor. It can be remapped in the settings menu. This can be useful to check active status effects, reorder quickslots, or check ability and item tooltips.
Added a hotkey ("O" by default) for opening Resource menu. It can be remapped in the settings menu.
Changed the default hotkey for taking all items from "T" to "E" and added an option to remap it.
Investigation (Scanning) now also highlights enemies with a red outline.
Updated minimap icons for both domestic and wild animals to display their types.
Fixed an issue where dragging ability into quickslot with an item could cause the slot to become unavailable.
Fixed an issue where the tool efficiency tooltip disappeared after placing the first tool.
Fixed an issue where the map marker context menu stayed open when the map was closed before selecting one of the options.
Fixed an issue where the Escape button didn't close the active window after a confirmation popup.
Fixed an issue where the building placement mode wasn't exited properly when opening the map.
Fixed an issue where the Escape menu could be opened in the main menu.
Fixed an issue where pressing E while the Workbench menu was open didn't close it.
Fixed an issue where item received notifications were displayed, when inventory filtering was active and the inventory was full.
Fixed an issue where the processing tool speed bonus tooltip might not be displayed after loading the game.
Fixed an issue where the quantity of dropped or transferred items could be automatically filled instead of allowing manual input.
Fixed an issue where minimap icons for domestic animals couldn't be discovered.
Fixed an issue where minimap icons for domestic or wild animals weren't marked as discovered if the character was located near them after loading the game.
Fixed an issue where destructible fence gates had an incorrect interaction tooltip.
Fixed an issue where various menus could be opened while the Tutorial window was active.
Fixed an issue where dragging cooking ingredients into slots might not work in some cases.
Fixed an issue where toggling build part description type didn't take immediate effect.
Fixed an issue where quest objectives and rewards panels might not fit and added scrolling functionality for them.
Fixed an issue where the quest log scrolling bar might overlap text in log entries.
Fixed an issue where some quest objectives might be marked as not completed even after finishing the quest.
Settings
Reworked default graphics settings to obtain better visuals with roughly the same performance.
Implemented key binding checks to avoid mapping conflicts.
Added the following graphic settings:
Screen Space Ambient Occlusion
Anti-Aliasing Method (None, FXAA, Temporal AA)
Temporal AA Gen5 This setting can improve Temporal Anti-Aliasing quality and reduce ghosting artifacts.
Temporal AA Screen Percentage This setting can be used to reduce ghosting and after-image artifacts.
Added a warning message for any unmapped controls.
Changed default cloud rendering mode to 2D Dynamic instead of Volumetric.
Fixed an issue where Clouds mode might not get updated after changing the corresponding graphics setting.
Fixed an issue where grass disappeared when Shadows were set to Medium or lower.
Fixed an issue where opening and closing Settings menu during character creation enabled movement inputs.
Audio
Reduced the volume of the Stamp Mill sound effect.
Reduced the volume of footsteps and water splashes during rainy weather.
Fixed an issue where combat music might not trigger in some cases.
Other
Fixed an issue where the character's maximum Focus value might occasionally reset to 0.
Fixed an issue where the character's jump height might become higher than normal if movement inputs were mapped to the arrow keys.