Possessions - cj.garcia
We're planning on running a Free Playtest Weekend this Friday, March 1st at 6pm EST - Monday, March 4th at 6pm EST! Request access to the playtest on the Store page for the main game and come back during the playtest window to download and play the game.

If you already own the game and you want to play with others in the Free Playtest, you'll need to both use the Playtest version of the game.

We're not expecting any major bugs, but please let us know if you have any issues or questions.

Our community Discord has an area for finding people to play with if there aren't enough public lobbies being hosted.
Village Heroes - CUNX
Features
  • Basic attacks can also be released without equipped weapons.
  • Optimize the output algorithm of the Hundred Refining Furnaces to make the results more random.
  • Optimize and optimize the experience of death reset skill talent.
  • Optimize the character selection interface experience and support keyboard WASD operations.
  • Optimize the server selection interface to display more servers.
  • Temporarily blocked due to poor dungeon experience.
  • Added instructions on how to obtain some important materials in the game.
  • Steam platform changed to use Steam account to log in
  • The Alpha test is over, and the Alpha test download on itch.io is closed.
  • Organize pet wiki.
  • Make a pet gift package of one of four choices and put it in the achievement mission to unlock it.
  • Add new task types, adjust task values and rewards.
  • Add the /pos command to display the player's position and scene area in real time
  • When fighting in a team, join other teammates to share 20% of the experience gained.
三国大领主 - 3584424063
On Monday, March 4, S337-S339 will clean up inactive accounts from time to time, each cleaning lasts for 10-20 minutes. Inactive accounts refer to: 1. Land above level 10 has not been occupied. 2. It has not been online for three consecutive days. 3. No top-up. At the same time, the above three points are inactive accounts, which will be cleaned up.
On Thursday, March 7, the whole server will be maintained from 10:00 to 14:00. After maintenance, the "Lucky" activity will end, and the new activity "Awakening of Insects and Thunder" will be officially launched. S337-S339 enters the second season. For the specific content of the season, please refer to the season description in the world. Attention to the relevant protagonists of this season's settlement: The roulette rewards of the last activity will be issued to your mailbox at 00:00 on March 7. If you don't go to the mailbox to collect it before maintenance on March 7, the season settlement will empty the mailbox. Please try your best to receive rewards before maintenance. The progress and recruitment number of wish card bags and nirvana card bags for the new season will be reset. Please pay more attention to it.
After maintenance on March 7, the "faucet activity" began. This issue of tavern faucet card bags can be extracted: Shenguansuo, Shenzhangbao, Shen Zhoutai. Nirvana card bag can draw powerful demon generals: Mo Zhao woman, Mo Xun Yu.
The new server S343 will be opened at 10 a.m. on Saturday, March 2.
After maintenance on March 7, the field brushing experience returned to normal; the difficulty of the 18-20 Yellow Turban Army returned to normal.
After maintenance on March 7, the problem of additional dizziness and sealing BUFF war report in the magic Zhanghong skill Qishi scripture battle was repaired, and the problem of battle performance stun and seal icon display problems were fixed. Fix the problem that the actual effect and description of the magic Diao Chan's skill are inconsistent.
After maintenance on March 7, if the equipment bar is full, please add relevant tips.
After maintenance on March 7, the military barracks may not load the display under certain special circumstances.
After maintenance on March 7, the "Awakening of Insects and Thunder" festival began. The content of the activity is as follows:
Activity time: 10:00 p.m. on March 7, 2024 - 23:59 p.m. on March 20, 2024.
Activity 1: Golden Egg Gift
Golden and silver eggs appear from time to time during the activity. After defeating golden or silver eggs, you can get a lot of rewards.
Activity 2: Lucky Turntable
You can get 3 turntable lottery tickets when you log in every day during the event. You can turn to oranges and even divine fragments in the lucky turntable. The fragments of the gods that can be transferred to this lucky turntable are: Shenchengpu fragments, Shenxu Huang fragments, and Shen Zhuge Liang fragments.
Activity 3: Add a new holiday tavern card bag
The powerful demon stationed "Magic Zhoucang" in this holiday tavern card bag. The three generals, Shen Chengpu, Shen Xuhuang and Shen Zhuge Liang, appeared in the tavern card bag again after a long time. Don't miss the protagonist you want. You can draw it to your heart's content.
Activity 4: Redeem Rewards
Every battle in the wild during the activity is likely to drop text: Jing, sting, sting, beginning, thunder. Collecting these words can be exchanged for ingots, famous general treasure chests, lottery tickets, Putian Tongqing treasure chests, Tutongqing treasure chests, magic general fragment boxes, dragon and phoenix crystal source treasure chests, rare treasure chests, and ordinary reinforcement bags.
Activity 5: Recharge Rewards
If the cumulative recharge during the event reaches a certain amount, you will receive a lot of rewards. This reward is mainly for the out-of-print god "God Cai Wenji". Lords who have not drawn the god Cai Wenji in the previous activities, or the god Cai Wenji does not have enough fragments, can get it in the recharge reward.
In addition, a number of enhanced must-have elixirs have been added to the 5000, 10,000 and 20,000 levels of this cumulative recharge activity.
The reward in the 20,000 grade is replaced with an "Infinite Magic General Optional Box". After use, you can choose one of the 36 magic generals. Don't miss it.
The top-up rewards are richer.
Activity 6: Login Bonus
During the Spring Festival activity, you can log in every day to get 50 ingots, 50 aristocratic points, 5 postings, 2 intermediate technology accelerations, 2 intermediate building accelerations, and 3 lottery tickets.
Activity 7: Double Recharge
During the activity, the setting to get double ingots for the first purchase in the recharge interface will be reset, and players who have already purchased can enjoy double ingot treatment again.
Activity 8: Reset the single recharge activity. The magic general prop in the 4998 grade of the daily single recharge in this issue is "Magic Zhouyu Fragment *200". The activity lasts for 14 days. Don't miss the new out-of-print magic general Mo Zhou Yu!
At the same time, the 4998 grade reward has been upgraded, and the original "luxury gift bag" has been upgraded to "rich gift bag" (after use, you can choose from orange crystal * 25, Fengyi stone *300, dragon holy stone *250, fantasy stone *250, Xuanhuang stone *200, colorful stone *200).
The god of Wei replaced the box and the god of the State of Wu with the box of any chosen god general *2, and the must-made elixir replaced it with the divine elixir treasure chest (one of the must be the elixir *2 and the ascending elixir *400), and the magic treasure chest was added (one of the 7 star-watching stones, broken mirror stones, and eight kinds of the eight kinds of arms books, each of which is huge).
Activity 9: Continuous Top-Up Activity Reset
Activity 10: A new phase of cumulative consumption activities begins
Activity time: 10:00 p.m. on March 7th to 23:59 p.m. on March 20. The god in the reward turned the fragment into a fragment of Shen Zhou Tai.
Activity 11: A new value-added discount activity opens
The discounted props in this issue are: Shen Xiaoqiao Fragments, 300 points for nobles, advanced march orders, archers 3-star material packages, Flame Mountain, large physical potions, advanced recruitment orders, and honors.
Activity 12: The Gods of Merit Mall, Honor Mall and Tiger Rune Mall will be updated.
Honor Mall updated to: Shen Lv Bu, Shen Sima Yi
Merit Mall updated to: God Cao Pi, God Zhao Yun
Hufu Mall updated to: Shen Huangzhong, Shen Lu Xun
Activity 15: Adjust the content of the gift package purchased with recharge.
The fragments of generals in the resource gift pack from Monday to Saturday turned into fragments of Shenchengpu.
The new version is under production, please stay tuned.
Immortals Must Die - charles.paiva.dev
Demo will be available during the event and up to a week later.
Mar 1, 2024
Take The Wheels! - Accident Prone
Hello!
Today's update (Demo Update 1.04) features again, some further improved movement changes, with further reduced sideways friction to allow for smoother drifting as well as some new particles for the car, alongside some other quality of life improvements and bug fixes.

See the changelogs below for the changes made!

• Fixed bug when going from airborne to water it could set thrust force to zero
○ This bug also occurred when boosting while airborne and landing on water
• Heavily adjusted movement again to make more drifty
○ You are now punished even less for racing with a more drifty style
○ This may have had the side effect of increasing the top speed of the car (due to changes made to
make the car more drifty, so expect faster track times now!)
• Added a new developer level to test the car in different environments, including a slalom, several jumps and a loop
○ The loop and ramps are very jittery with the car right now
• Modified the speed indicator to me more accurate with the car's actual current speed
○ Before, it would show ~90% as the car's top speed
• Changes to the UI
○ Completing a time trail track now says "Finished!" instead of "1st!"
○ If online your position on the leaderboard as well on the "leaderboard position" screen
§ It will also show if you improved on your time too
○ Changed the tutorial UI to have less visual clutter
§ See here for what it looks like now!
• Adjusted the Forest Run track to have less visual "bounce" on the track
○ There are no more "potholes" on the track now

These movement changes today also mean it's possible to break some new track records! So give it a crack today and see if you can be number 1 in both Island Hopping and Forest Run! (sub 2 minutes on Island Hopping is now very much possible!)
Mar 1, 2024
Community Announcements - 云无心x
New Content:
After six months of updates and iterations, we have fixed over 2000 bugs, and the current version is now extremely stable. Additionally, we have introduced a large number of brand-new gameplay elements, new characters, new levels, and more. As a token of gratitude for your encouragement and support, we have collaborated with "The Lost Village" studio to create a joint DLC, which everyone can ask for free within the next month.
Due to the impromptu addition of the main city map for the DLC and limited testing, there are some bugs. All of these issues have been resolved now, and we appreciate your understanding.

1. Fixed floating buildings in the main city map.
2. Fixed the issue where the destruction button for outdoor buildings was occasionally unresponsive.
3. Fixed the BUG with game navigation to new levels due to the development of the Workshop.
4. Streamlined and optimized some of the text.
5. Optimized the efficiency of villager data retrieval, resulting in increased late-stage frame rates.
6. Improved the redundant algorithm in furnishing, resulting in increased late-stage frame rates.
7. Fixed the occasional bug where, on the first load, entering building mode had a chance to retract respawn points.
8. Introduce a group of new adventurers who will arrive with the airship.
9. Increased the experience provided by equipment enhancement materials.
10. Resolved the issue where placing a building, then clicking on the merchant building, and again placing a building would crash the game.
11. Fixed the bug where, when there was only one slot for an S-rank mission, the reward members couldn't be modified.
12. Fixed certain paused functions that were unusable.
13. Moved some Workshop features to the Beta version, accessible via right-clicking on the game, selecting "Properties," and then switching to Beta for a new experience.

Our next focus will be on the Workshop, gradually opening up adventurer customization, bloodline creation, and even skill design to everyone, enabling the editing of their worlds. We will also redesign the game's entire UI and develop a world boss system, an adventurer personality social system, and optimize the current mount system.

Here is a new UI concept. Feel free to share your feedback in the comments; we will carefully consider all suggestions.
Mar 1, 2024
The Isle - Punchpacket
Filipe - Lead Programmer
It’s mostly been a continuation of last month’s work, with the exception of several changes and bug fixes for the latest patch.

In regards to what I’ve been working on;

- More Burrow internal tests and prototypes, there are several concerns about the scalability and performance of this system, so we are experimenting. Not much to say about this one yet.

- Continued working on Rex Crush ability, which is a variation of Deino´s Lunge. Gameplay wise they are very different, but the code part is mostly shared. We have a functional system already and the work now is mostly making all animations to look as desired, besides balancing it.

- Several design meetings and more to come to make final decisions of several systems and future developments, including Migration, that still needs it´s second half (when no Mass Migration) is active. Currently the system is only half done, which is the “Mass Migration” happening one after the other.

- Besides that there was a lot of work on bug fixes, system improvements and Engine Update.
That is all for now.


Ariel - Programmer
This month I had two bigger tasks to work on. First of all, a new attack for the stegosaurus. It is a different kind of tail swing attack that deals more damage, but requires more consideration to use. The attack has to be prepared by holding the right mouse button, which visually lifts up the dinosaur’s tail, also serving as a warning to other players. Then players can use the left mouse button to perform the attack, which is slightly different if someone is looking up, down or horizontally. This allows for hitting specific areas of others, but also means that one needs to be more careful with it to avoid swinging above smaller targets for example. There is a second version of the swing that can be performed while sprinting, this one hits in a wide arc in front of the dinosaur that really opens up new possibilities in combat. I also added support for attacks hitting obstacles like trees or rocks and being canceled. This is currently only in use for this attack, but could potentially be extended to others later.

I also worked on the new camera system that some of you might have seen already as a concept. The plan is to bring the player’s perspective closer to that of the dinosaur and provide a better sense of scale. I experimented with different setups to have all the functionality we need while keeping it easy to configure and smooth to use. In the end I got the general system working, but it still needs to be set up for each dinosaur and some of their unique mechanics as well.

Other than that I made some smaller visual improvements to the herrerasaurus. There is now some variation in its bite attack animation in certain directions, as well as a slightly different idle posture when standing on branches. I also set up the sliding down audio loop on the programming side.


amar0k - Programmer
The past month has been mostly about the latest update for me with lots of performance and reliability testing and fixes.

I made some improvements to the queueing system and re-added the server list character display along with fixing all of the server list filters and setting up a new pagination system for how servers are searched and displayed.



Worked on a bunch of back-end server related analytics and management tools like automated server restarts with RCON announcements, Easy Anti Cheat updates and our build deployment pipelines.

Various on-going changes to AI spawning and behavior, How AI spawn is still something we are working on and will be refining over time. I guess I could say the same about AI in general; it has been through a few iterations of designs from both a technical and gameplay standpoint. Performance being a priority and having the AI function how we want has been a long road and I think we have finally found a workflow that will allow us to get things moving.

I have also been working on scavenger AI being presented by niagara particle systems as there are some interesting things we can do with this along with the performance improvements and client side visual benefits.

I also finished off a developer tool we use to map player activity on Gateway. Here is a picture of around 2 hours of gameplay data for all classes on NA1 and EU1.



This has many use cases for mappers and helping with gameplay design decisions.

Started working on the Psittacosaurus as a new AI dino to be introduced soon.



Finally, backlog bug fixing and an engine update.


Wedge - Sound Designer
Beginning of February I finished any outstanding work needed to complete Diabloceratops’ vocal sounds, mostly on the remaining juvenile vocalizations. I also did more work improving and finalizing Herrera’s climbing sounds, trying to get them to feel as they should with minor tweaks to the sounds. Once these tasks were considered complete enough to move on, I took the opportunity to replace some of the placeholder vocal sounds on Dryosaurus directional attacks as well as add in Psittacosaurus’ legacy sounds until a time comes where they can be revisited. This includes its calls, attack, pain and death sounds; enough sounds for the necessary functionality as an AI creature at a rudimentary level.

My next task was to design new breath sounds to replace the ones heard currently when sniffing and panting. I opted for a more natural and generic quality to these sounds to cover all animals of their respective size group without coloring them too much. Subsequently they can be used as modularly as they are currently and still work for most contexts. They can then be supplemented by idle and filler vocal sound, blending the breaths into the individual creatures' bespoke sound pallets.

Finally I’ve been working on completing our suite of horn foley sounds, designing the same sounds for small and large size categories as were already made for medium sized. I also have created a gore sound for situations where a creature is impaled by a horn to finish off the set of sounds necessary for ceratopsian combat.


VisualTech48 - Environmental Artist
The Crane month as I’d like to call it. This month is all about the 2 new cranes, a lot of behind the scenes stuff for the shaders for our future buildings™.

You'll soon be able to see completed and vast docks, with the new addition to our arsenal with 2 new cranes, which are as large as a location, and fully traversable. I’ve made a lot of changes to our walkway kit that benefit from the Cranes as well. These are massive objects in the world, as you will soon see.





And the small crane, with a few variations, to wrap up the Docks.




Bryan - Dinosaur Supervisor
Been a busy month as usual and hot out of the cloning tanks are… some rats? Who wrote this?
Anyway, yeah a species of rat, a lizard, some insects and a crab. I’ll have to ask about getting some lemon trees to go with the crab.



Also got some new trot animations coming in for the Pachycephalosaurus and Gallimimus.


hypno - QA Lead
For the majority of February, QA has been focused solely on bug testing. This is because not only have we upgraded the engine to 5.3.2 but also because we merged all of the balance changes/bug fixes from the latest evrima version into a “master branch” that also introduces all of the content that was being developed alongside our latest patches, including the Diabloceratops, Mutations, Ceratosaurus Manual Vomit and other various tweaks and bug fixes.

Mutations
QA have access to a large pool of mutations that are available for testing. We have already identified issues with the current selection, the majority being that the mutations in question were too weak to justify selecting them (given that the player can only select 4 in one life presently). Due to the nature of the mutation system locking them permanently once selected, we want to ensure that all of the choices are just as valuable as the other and to incentivize players to choose more than damage oriented boosts. With that in mind, most of the damage boosting mutations are relatively weak compared to the others, such as those that increase survivability (whether it be healing/stamina regen boosts or slowing down hunger drain).

Whatever the outcome, we’re going to try to make all of the mutations feel like good choices, on their own or when combined and create a way to define your characters/playstyle better. Perhaps one of your group members is an expert nocturnal hunter that takes the lead during night ambushes? Maybe your character is a natural herd leader and can allow for increased group sizes? You can even become a cannibal and avoid suffering the usual consequences of eating your own species. I know I’ll personally be very interested to see what types of characters and combinations players can create with this system.

Ceratosaurus Manual Vomit
This one is a relatively new ability for QA to start testing – it only just had new sounds made for it! From our initial tests, the ceratosaurus’ ability to purposely vomit on a corpse to decompose it faster has really brought out the identity that it was missing. Not only is it now able to bully other species off a corpse but it can now also “steal” them, forcing them to move on and look for a different meal. We do need to test this further to get a better feel for the mechanic and tweak various things with it, but so far so good. As well as this, we’re currently toying with the idea of increasing the buff that ceratosaurus receives around corpses even further if it is rotting, which I think would synergise quite well with its new ability.

Miscellaneous
Dilophosaurus players rejoice! Your hallucinations will now work on AI characters instead of just other players.

We’re reintroducing the up/down attacks for omniraptor and troodon after fixing some issues with them
Dawn/dusk times are being adjusted so that the sun rises a lot sooner and sets a lot later in the day. This will result in slightly longer days and shorter nights as they were intended, without artificially speeding up time.

While this bug is unintentional and caused by work that was being done on the Tyrannosaurus crush ability, this type of “gore while still alive” is something we want to look at doing in the future:



Lastly, I just wanted to give a quick shoutout to our volunteer QA team for finding over 200 unique issues since the beginning of this month. 😊


KissenKitten - Producer
Let's see. This month has been so busy it feels like a blur. The team has covered most of what you can expect to see coming. Now that we have largely got things relatively stable, we can focus on preparing all the stuff we’ve been working on in the background. Like random events out in the world, diabloceratops, sparring, additional/omitted playable features etc.

The jump to UE5 blew our kneecaps out in regards to Gateway so we can finally mend those wounds and get more playable and interesting areas back onto the map that you never got to experience. Such are the risks. Anyway, places like the dockyard for instance. I bet I can guess which species I’ll find there. There will be new gametrails coming so even in the darkest deepest jungle, you can find a path that will lead you out. This allows us to create pockets of jungle that may get exceptionally more dense but will always be navigable, reducing the chances of you ever getting lost without a way out. Pro tip: The denser the jungle, the larger the animals that can hide there.

There’s been some promising developments on the new camera work. We can bring the perspective in even more than initially anticipated so we can really slip you into the skin of your animal. Your feet are going to be touching the ground now which should create a much more immersive experience. Ambushes can be set up more reliably and encounters get the heart pumping since you’ll practically feel the creatures barreling down on you. The Isle is going to start delving deeper into horror elements now that many of our core foundations have been set for the animals. Expect more screams and more blood. And you thought getting a drink couldn’t get any scarier?


On the animations side (which is always my favorite) the team has been motoring. There’s a variety of different AI types we’ll be working on to assist in fleshing out the ecosystem. The boar got a tiny spot of love, the chickens did too. They should be easier to spot and chase now. We’re bringing back some golden oldies like the psittacosaurus but we’re also adding rats, varying crab types, insects, clams etc which you’ll be able to find out in the world and fill a niche that’s been needed for smaller animals. Do keep in mind that some may only be detectable based on your species/size. An adult rex won’t see the insects the same way a hatchling will, if they see them at all. This should open the door to our juvenile carnivores finding more than possible players in sanctuaries, around human structures, in open fields etc as well as allow for more foraging opportunities for omnivores and semi-aquatics.

The rex, trike and maia are also coming along nicely. Here are some examples. These animations may or may not be indicative of their final iterations.




















We’ve got some new animations for the gallimimus to smooth out its aim-offsets during different states of motion. Gallimimus is also the first long necked animal being tested with the newest camera changes. This will help guide future camera work of other animals such as sauropods, which are right down the street from us now.

The stegosaurus has a new swing to make it more dangerous and combat capable against the incoming large carnivores while also having a new grappled state that kicks the door open to them being vulnerable to pack animals like omniraptor.

Ceratosaurus is going to be projectile vomiting to corrupt the meals of other predators and ensuring they live up to their purpose as garbage disposals. This keeps ceratosaurus relevant to other carnivores regardless of size or strength. You may be the first ceratosaurus group to steal a corpse from an adult rex, but good luck getting away with it.

There’s also some new animations for various species across the roster as a whole. Maybe you’ll be able to spot them all. There’s more but I don’t want this to be a novel. See ya next time. Be good to each other.



梗过100关 - badao
Hey boyos, the weather we've been having here lately has been both colder and hotter, so pay more attention to what you're wearing and what you're cutting down on.

The game is all about meme, so some translations are inevitably inaccurate and unreadable. Please be kind to our translator who have lost his mind and ignore those things (or not).

This is a big step for this game, which is about to enter the international market and bring new shocks to the global gaming industry. Here are some details about this update:

1.New weapon combo: Fourteen Injury Fist
2.New Achievement: Fist
3.English version

Future update plan:
Steam Workshop Support
Three Kingdoms Zhao Yun - gglaive3
Version V1.1.5 Update:

Dear generals, the Spring Festival has passed, and the development team has addressed several issues based on your feedback. Additionally, with this update, the cloud save functionality will be restored, allowing everyone to play with their saved files across devices.

Details are as follows:
Bug Fixes:

  1. Fixed the bug where material icons were not displayed after dropping.
  2. Fixed the bug where players could get stuck inside Xinye City when attacking Cao Ren.
  3. Fixed the bug that displayed Du Ruo abnormally after the date with Xiahou Lan in Zhengli.
  4. Fixed the asynchronous display bug of teleportation point icons on the map.
  5. Fixed the bug in the Cao Ren boss battle in Bamenjinsuo where Cao Ren couldn't return after entering the shield formation.
Optimizations:

  1. Ongoing optimization of the Changban Slope scene for smoother gameplay and improved level experience.
  2. Reduced the weight of cavalry charge attacks; adjusted the attack rhythm of units like Longspear Bandits, reducing turning and tracking abilities.
  3. Added elemental symbols to the Ling Seal icon for better representation of level, elemental type, and attack/defense differences.
  4. Optimized the frame rate issue in the Arrow Rain section of the On the Yixiantian stage.
  5. Adjusted and optimized the air wall in the Boss battle at Woniu Mountain, increasing the combat area.
  6. Normalization of cloud save functionality
Thank you for your understanding and support, and we hope you continue to enjoy the game!
Mar 1, 2024
The Coffin of Andy and Leyley - 76561198432111838




Kit9 Studio - Progress Report

Next Episode

From the work completed so far, this episode will be the longest yet. Even in its unfinished state, it is roughly the length of both previous episodes combined.

Once finished, this episode will be released as a major content update, and work on the final episode will begin.

It is still too soon to give any release dates.

Translation Tool Plans

The next major technical task ahead will be an overhaul to the translation tool. It needs some additional features to make it ready for the next episode. When this work completes, more details about the new tool and how to use it will be provided in a future progress report.

Audio Issues

The stress testing for an audio issue fix earlier this month had unfortunately failed. While the new code was stable, and working well, after many hours the game will silently crash with no logging. It is also a very difficult thing to reproduce, and currently remains unclear if its actually related to the threading used in the new audio code, or if this is a deeper and unrelated issue.

To be on the safe side this fix is being benched until the crash can be further isolated. Depending on which versions exhibit the crash, it could take days or weeks of stress testing to narrow it down for further debugging.

Since this isn't game breaking issue, the next attempt to fix it will be made sometime after the coming episode is released.

Minor Patch

A recent hot-fix for the Steam initialization issues was just released as a patch. It appears to be resolving the issue for many of those affected by startup issues when first launching the game. Thanks to all of those who were able to test it and provide feedback.

Something Extra

Also sent along for this month's content updates was the following:

"This month the author bestows upon thee chaos and mayhem."

Relevant Links

General Discussion
Patch Notes 2.0.10
Technical Support
Audio Issue Information

...