ProtoZED - scott_hf_dunbar
Actually its nearing 2.0 for me because I had to rework/redesign the system right after I got it to 1.0 but REGARDLESS - it is almost done!

This attachment system will allow nested items ( think tarkov attachment system )

While the example here is a gun, the system will work for any item and any attachments so modders can create complex and unique items.

Maybe a bat with attached spikes? Or a grenade with a loud squeaking rubber ducky? Come here zom zom zom! :)

To Pixelia - Kaan5
Hello, Pixelians!


As we are about to leave the winter behind and step into a new season renowned for agriculture and crops, To Pixelia also enters a new era with the Beta phase.

Initially conceived as an urban life simulator set in a city environment, our vision for Pixelia evolved to incorporate farming elements into the game.



We are on the verge of completing our new areas as well as fresh new features, which will bring farming, fishing, animal husbandry activities and completely new areas into the life of Pixelians.


What's new in the Beta phase?




Alongside introducing new ways to personalize your experience, we're expanding the range of customization elements available to you.

This process unfolds gradually as we address bugs, introduce new features, and improve the existing ones based on feedback we have received.

In this update, we've introduced a new beard style, along with the ability to wear and customize new glasses and shoes and your Pixelian's eyes. You will have more control over your Pixelian's look.

What's in the future?


Looking forward, we plan to enrich customization options further, including the introduction of gender-neutral choices in the weeks to come, which will allow you to be able to use every existing hairstyle in the game.

Additionally, there will be new hairstyles, masks, new outfits and new pets added to the game.

We are also in the process of unlocking out all locked features, such as Bands, Political Parties, Boxing, and Basketball competitions, to ensure a more inclusive and accessible experience for all players. We want to unlock one feature at a time in weekly updates,

And you will soon have another big update consisting of new characters, new area, new property and new features.

Dispel - dispel.game
Bug fixes:
Fixed player getting stuck when using skills while running.
Added timer for all hot inventory slots 0.5 seconds
Fixed VFX Fireball
Stormworks: Build and Rescue - Geometa


Dear Stormworkers,

This week we are releasing a new update!

Along with many fixes and improvements, we have added a new vehicle editor change - sticky rotation. A components rotation no longer orientates based on the direction of the surface you are hovering, but rather responds to the rotation keys. This change is intended to reduce the issue of it being unclear which key produces which rotation. Why is it always the last rotation key that you try?



This change obviously reworks a fundamental vehicle editor behaviour that many players will be used to. While we expect most players will be relieved that this has finally been changed, we are also aware that some players may feel that they are used to the old behaviour, however confusing it was. Let us know your thoughts and feedback!

As well as this change there are many fixes and improvements in response to player feedback on the issue tracker. Please see the patch notes below for full details.



A big thank you to everyone who turned up last week for the live stream!

Much love <3,

The Stormworks Developers



Patch Notes

v1.10.4

Rework - #21443 Orientation is now sticky when placing components in the editor
Fix - #23076 Leaks not using their bounding when resolving with the ocean (Boats not sinking)
Fix - Crash fix for occasional issue with character input resetting
Fix - Hand item not clearing when teleporting (Fishing rod physics issues)
Fix - Seats applying an offset to character position when testing for drowning
Fix - #22332 Advanced rotor counter-torque forces applying in space
Fix - #22419 Waypoints are now grid based and distance restraint has been removed
Fix - #22457 Removed inert electric node on liquid fuel rockets
Fix - #22601 Addon references to removed node locationData.is_env_mod
Fix - #22652 Fixed lights issues on the arid island
Fix - #22766 Updated classic mode description
Fix - #22792 Reworked raycast interactions to fix several issues with rays from recent character network physics changes
Fix - #22813 Reworked visual effects of fluid jets
Fix - #22817 Directional rx description error
Fix - #22845 Distance sensor high electric consumption
Fix - #22916 Resolved buoyancy mesh generation issue for gas tanks
Fix - #23184 Enabled keypad waypoints to work on the moon (shows universal coordinates and not moon-relative coordinates, for lua addon compatability)
Fix - #24099 Fishing rod inventory description
Balance - #22846 Large solar cell price
Balance - Rebalanced hopper mass
DEATHWATCH - PRELUDE - Swains
The first trailer for DEATHWATCHERS has finally dropped!



I'd also like to announce that DWERS will be a part of the next Steam Next Fest in June! Can't wait for everyone to give it a try! Really excited to hear what people think, what they like, what they don't and especially any improvements/changes people will recommend!

Thanks everyone!
Deadside - Loaf


Hello Deadsiders!

Since the start of the new year, our developers here at Bad Pixel have been quietly working and preparing, with the hopes of making 2024 the best year for Deadside so far. In order to make this a reality, many of our developers are focused on very time consuming, large scale features. This means our post today might not have as much teaser content compared to previous WIP posts, however, we still have some very big news to talk about, so let's begin!

Sleeping Bags!

While we have already put some teasers out on sleeping bags already, we thought it would make sense to take the time and talk more in detail about how this feature might function. It's no secret now that this feature has the potential to radically change how respawns work in Deadside, so we have lots to talk about. Before we begin though, please remember that this is still a WIP feature, anything and everything about sleeping bags is subject to change. With that cleared up, let's talk about this feature;


The sleeping bags are actually quite simple on their own, they can be crafted with rags, and placed in most areas around the world. Once placed, these sleeping bags will allow you to respawn on them. Once you respawn on a sleeping bag, that specific bag, and any other sleeping bags within a certain radius, will have a cooldown timer.



The respawn marker inside of bases will be removed from the game with the introduction of sleeping bags, with the sleeping bags themselves essentially replacing the marker. While this might seem like just a visual change at first, the ability for both base defenders and raiders to have access to their own selection of sleeping bags, has the potential to completely change the way raids are done.

We have also re-balanced the respawn beacons to function better within this new sleeping bag system, now instead of just providing a single respawn point for yourself, a respawn beacon will now be a shared respawn that anyone in your squad can access and use.

While this might seem like a lot already, we have lots of other ideas regarding other aspects of the respawn system that we may change with the release of sleeping bags. Unlike what we have already written about though, these ideas are not nearly as finalized, so it wouldn’t be wise to write about them today. This means it's very possible that the final version may include more changes than what we have talked about here, so make sure to keep an eye out for future posts!

Overall, the sleeping bag mechanic should give our players a lot more control over their respawns, making it a more important part of the game that our players will need to actively participate in, ideally adding more depth to the game in total. They are being tested on the Closed Test Server currently, so you should be able to try out this mechanic for yourself very soon

Ground Vehicles!

As you may know, the Bad Pixel team has been working on ground transport intermittently for a very long time. It has always been our most requested feature, and one of our biggest development challenges. Today we are happy to report a bit of progress on these highly anticipated automobiles;

The biggest challenge when it comes to ground vehicles in Deadside, is netcode optimization. Compared to the boats which we already have in game, ground vehicles require more complex physics interactions. This means more processing power needs to be spent by the central game server, in order to correctly sync the vehicle on each player's client.

Essentially, our goals with ground vehicles are to have them functioning smoothly, and to have enough of them on the map so that they are accessible for most players. Both of these attributes require efficient netcode, which is why our vehicle team continues to spend most of their time focused on further optimizing the network architecture of the vehicles.

So far this year, we have already had some promising internal tests of ground vehicles running on test servers. That being said, the vehicles are still very much a work in progress and far from any sort of release, but if development continues to run smoothly, that might start to change

However, a system this complex could seem like it's functioning great in one moment, only to have a critical error hidden away that requires potentially months more development time to be spent. This is something we have experienced in the past when developing boats, it's just the nature of working on vehicles in a game like ours. With this in mind, it wouldn’t be responsible for us to give you a time-frame for the release of ground vehicles. In any case, we will keep you updated on progress.

Now, we understand you may have read “ground vehicles” in the title, and were hoping for maybe more exciting news than what we have presented so far. But don’t worry, we wouldn’t leave you completely empty handed.

Similar to the two different types of boats in game, we have decided to add two different types of ground vehicles;

The first type will be a car made for transporting people and cargo across a range of road types. Nothing too out of the ordinary there, especially if you have seen our old car teasers.The new second type of ground vehicle however, isn’t meant for squads at all. In fact, it might end up only using two wheels! This second type of vehicle will be much smaller, with less room for cargo and passengers. But, just like the inflatable boat, this second type of vehicle will likely have its own specialized advantages for its role.

So, that is all the news we have for today. We can’t wait to show you what else we have been working on in the background. In the meantime, if you have any feedback we would be happy to hear it. You can send your feedback to any of our socials, but the best places would be our Nolt, for suggested features, and our Discord, if you would like to have more in depth conversations with our community, or community managers.

Thanks for reading, stay tuned!

Bad Pixel



Join other survivors:



Twitter
Facebook
VK
YouTube
Official website

Garry's Mod - Rubat
Hello everyone,

The next Garry's Mod update is coming soon.

The current plan is to release the next Garry's Mod update on 13th of March at 4PM GMT.

This update will be backwards compatible with existing servers, so servers do not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes.

You can preview the list of upcoming changes here:
https://wiki.facepunch.com/gmod/Update_Preview_Changelog

(Please note this list is still work in progress and is subject to change.)

Regarding recent patches
I know the recent security patches introduced a few issues into the game. I can understand that it may be frustrating when an addon worked before and stopping working after an update.

But please understand that these patches were and are necessary to ensure security of the game for everyone. Sometimes there just isn't a way to fix a security issue without breaking something else.

The most helpful thing you can do in these cases is report issues you find in a constructive manner, with as many details as possible, with steps to reproduce the issue. This ensures the issue is fixed or mitigated as quickly as possible.

This upcoming update will address a few regressions since those security patches based on community feedback.

Please help us test the update
We kindly ask anyone, players, modders and server owners alike, willing to help us test this update before it releases, to minimize any potential problems with the update.

Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the current version of the game.

The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes.

You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting)
https://github.com/Facepunch/garrysmod-issues

Or at the very least in the comments below, or on our official Discord server or:
https://discord.com/invite/gmod

If you want to set up a Dedicated Server instance using any of the beta branches, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server

How to switch game branches:
  1. Exit the game
  2. Right click on Garry's Mod in Steam and select Properties
  3. Go to the Betas tab and select your desired branch
None - This is the normal version of the game
Pre-Release - This is the next update
Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual
Classified: France '44 - sheldon_team17
We have become aware of an issue with the pricing of our Deluxe and Overlord Editions on Steam. The price of the Deluxe ($39.99 / £39.99 / €39.99) and Overlord ($49.99 / £49.99 / €49.99) is correct, and any purchases made so far are at the correct price.

However, due to a technical issue, the Guerrilla Pack ($5.99 / £5.99 / €5.99) and Resistance Kit ($2.99 / £2.99 / €2.99) were displaying incorrectly as ($49.99 / £49.99 / €49.99) each when viewing bundle details. As a result, the discount offered by purchasing the Deluxe or Overlord Editions would appear inflated.

We have now resolved the issue and all prices are displayed correctly. We’re sorry if this pricing error influenced your decision to pre-purchase Classified: France ’44. If it did, then you can request a refund as usual through Steam’s refund process. If you have any questions or concerns about this issue, please contact Team17 Customer Support.
Gord - TomT17
Greetings, Wanderers!
Today, we've released Gord The Alliance for Steam! The Alliance DLC brings a wealth of of new content to Gord’s unforgiving primordial world. The Alliance begins immediately after the end of Gord main campaign, unravelling the story of a powerful artifact whose power allows to control the Beasts and Monsters located in the mysterious land. Watch the trailer below:


Before we explore the new features of The Alliance DLC, we've made some tweaks to Gord, including addressing some of the community requested changes, game balancing and performance changes. Full patch notes below.

Gord 1.5 Patch Notes
Disclaimer
Some fixes require restarting the scenario. This applies both to Campaign missions and Custom Scenarios mode.
New features
  • The game is now prepared for its expansion: The Alliance.
  • The Item exchange panel now has a dedicated keyboard shortcut [K]. It can be rebound in the Controls settings.
Tweaks and updates
  • Damage numbers during combat are now enabled by default. They can be turned off in the Settings.
  • Players will no longer hear irrelevant voiced warnings in the first minutes of new scenario.
  • By default, the Automatic Repair option is now enabled but turned off for all subjects on their Info Panels.
  • A limit of 60 FPS is enabled by default and forced when the game is launching to prevent temperature spikes at startup.
Balance
  • Rebalanced Poloz poison effect.
  • Increased the max trading values for resources.
  • Improved enemies' behaviour during raids.
Bug fixes
  • Fixed the issue with the game not making a distinction between death from old age and death during combat. Right now, the proper voice-over is played when a Subject dies from an old age.
  • Fixed issue with Automatic Work Resumption working even if it was disabled by the Player.
  • Fixed the issue with subjects being unable to move after being pushed out of the structure by a gameplay event.
  • Fixed the issue with a Player not being able to open the Item exchange panel using a controller.
  • Fixed the issue with the Player not being able to unassign subjects from work slots using a controller.
  • Fixed the issue with tooltips for map filters not being visible on full-Screen Map when using a controller.
  • Fixed the issue with the item “Bow of Thunder not loading its effect correctly after saving the game.
  • Fixed a rare issue with enemies not spawning after the second wave in the “Hold your Ground” Custom scenario.
  • Fixed a rare issue with subjects teleporting outside of Gord after using the Scorpio structure.
  • Fixed various issues with subjects’ navigation.
  • Fixed various stability issues.
The Alliance DLC - Key Features:
5 New Campaign Mission Scenarios
Confront the relentless Calanthian attacks, forge alliances with untamed creatures, and engage in diplomatic parleys with formidable Horrors. All roads lead to a legendary showdown against the King's General, laying claim to your lands. Meet unexpected allies beyond the mountain pass and play a brand-new campaign of strategic conquest.

New Mechanic: Taming Beasts & Monsters
Ready to enhance your tribe by taming Beasts & Monsters? On our social channels last week, we shared further details about the Taming Process for Gord, including introducing players to a new structure: The Taming House. Here are the steps to beginning this process in The Alliance DLC:

🔨 Build a Taming House
🐺 Defeat a Monster
💪 Carry Monster to the Taming House
🖤 Begin the taming process

Once tamed, this creature becomes a Familiar and acts as a guardian to the player's unit. Level up this tamed monster by engaging this new Familiar in combat.


3 New Horrors
The Alliance brings three new Horrors to encounter:
  • Walok: Gatekeeper to the Promised Land. Bargain with Walok, and the gods may send fortune, granting your passage through the treacherous mountains.
  • Vodenyak: Lives in one of the new biomes- the Desert Barrens. Vodenyak has four tentacles, devouring all water and life energy from the land.
  • Saragash: Introduced as Larva, Saragash is integral to The Alliance DLC. Gain Saragash's trust in to prevail against the Calanthians. Cross him however, and face the consequences!

3 New NPCs & 3 New Human Enemies
Meet new protagonists in The Alliance DLC including The Beastmaster, who holds the knowledge of taming creatures and Bobak, an owl monster tamed by The Beastmaster. Bobak is twice the size of an ordinary owl, with natural feathers decorated with drawings.

The Alliance DLC also brings a new nemesis in the Calanthians, led by General Kaleen- a ruthless executor of the king's orders.


And many more features!
The Alliance also brings three new Monsters, two new Biomes, new Custom Scenario possibilities, ten hours of new gameplay and a multi-staged final battle.

Learn more about Gord The Alliance on the DLC's store page below:

https://store.steampowered.com/app/2102280/Gord__The_Alliance/

Save 50% OFF Gord!
Gord's base game is currently 50% OFF on Steam until 11th March 👇

https://store.steampowered.com/app/1351210/Gord/

👋 We hope you enjoy Gord The Alliance. If you do, consider leaving us a review on Steam here.
Keep up to date with Gord
Gord Twitter
Gord Facebook
Gord Discord
Argentum Online - pLuS
Hello everyone!

We share with you the values and statistics of the Mounts available in the Patreon Merchant of Mesón Hostigado, we also change the value of the Backpack/Meditation Books for a number more in line with the length of the season, these values are subject to modifications in the upcoming seasons.



  • Reins of the Young Golden Dragon: 1000 credits, you need 80 in Survival to ride it, grants 1.1 speed.
  • Reins of the Young Cárdeno Dragon: 1000 credits, you need 80 in Survival to be able to ride it, it grants 1.1 speed.
  • Reins of the Young Red Dragon: 1000 credits, you need 80 in Survival to ride it, grants 1.1 speed.

  • Reins of the Adult Golden Dragon: 1250 credits, you need 100 in Survival to be able to ride it, it grants 1.13 speed.
  • Reins of the Adult Cárdeno Dragon: 1250 credits, 100 in Survival is needed to ride it, it grants 1.13 speed.
  • Reins of the Adult Red Dragon: 1250 credits, you need 100 in Survival to be able to ride it, it grants 1.13 speed.
  • Backpack (unlocks an inventory row): 1000 credits
  • Spirit book (activates different styles of meditations): 400 credits

[IMPORTANT] These items are UNTRANSFERABLE, so you have to go to the Patreon merchant with the PC you are going to use.

Greetings!
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