Mar 27, 2024
Our Adventurer Guild - TheGreenGuy
Bugfixes:
- Fixed an issue where relationship wouldn't get filtered on the quest maps
- Fixed missing duration for temporary Aura-effects in the tooltip description
- Earthquake has a height tolerance of 99/99 now
- Fixed Crafting Recipe for Legendary Winter's Embrace
- Fixed an issue where the Location Modifiers on the Questmap wouldn't show their tooltips

Gameplay Changes:
- Achievements (NOT STEAM-ACHIEVEMENTS) will now grant little statbonuses to make them more gratifying. Added new achievements(Some of them track new stats, so don't be surprised if it says that your adventurer hasn't suffered 500 points of damage yet :P )
- You can now select a custom portrait for unique characters
- Sped up the animation for the Ragnarok Skill. Camera will also center on the sword at the start of the animation
- Added the skill "Arcane Reach" to the Highmage Skill Tree, which increases the range of ranged arcane skills by 1.
- optimized performance on ui for several screens where sometimes a large number of items could be displayed
- Tooltip for Aura-Effects will now show the duration of the effect if it's temporary
- Aura-Effects have been place behind units to be less distracting
Mall Craze - Timcoch
Hello everyone!

It's time for another update – version 0.2.5! But that's not the only number that matters for this update; it's actually the 10th update since Mall Craze launched into Early Access 🎉 (not counting minor hotfixes)!

Let's see what's in store for us today:

New Pre-Made level: New Opportunities 🏬
A local mall needs a new management, and you've been given the priviledge to become the general manager. The first floor of the mall is already up and running, but there are still a few things that need your attention!

Fun fact: This mall was initially built for internal development purposes.



Mini Scenarios
With update 0.2.5, pre-made malls are no longer anonymous buildings, as each pre-made level now has its own unique backstory. Mini scenarios also provide a brief outline of what your next step with the new mall could be.



Thank you everyone for your support, and I will see you in the next update!
- Milan, developer


Full Patch Notes 🔧
Additions & Improvements
  • "New Opportunities" pre-made level added.
  • Mini Scenario implemented and added for the following levels:
    • Empty Map
    • Small Garden
    • New Opportunities
    • 80's Dream
    • Sunny Skies
Small Changes
  • Tutorial level thumbnail changed.
  • Main Menu:
    • News design improved.
    • Animations added.
Bug Fixes
  • Fixed: Game crashes when object move is active and Shop Construction UI is closed.
  • Fixed: Rare edge case in savefile load code that caused crashes during save loading.


Available Now

https://store.steampowered.com/app/1223530/

TerraTech Worlds - Grace
Hi everyone - as promised, the larger update that we mentioned is now live. We do have further updates planned for TerraTech Worlds, including further game balancing and bug fixes, and we’ll share more on those ideally this week.

Before getting into this, we do just want to say thank you for the positivity and support sent our way after Monday’s update. We really appreciate you sticking with us, and we hope that pays off as we continue our Early Access journey together.

Now, about this update…

Resource Harvesting
  • Reduced health for trees, boulders, Hematite, and Cuprite
  • Boulders now only yield Debris.
  • Added Quartz (Silicon, Gold) to all forest areas, not just the blue forest as before (this change will re-add all resource givers across the planet in ongoing saves, meaning previously harvested resources will be back again).
  • Halite is less scattered throughout the coastline, but abundant near Lightning Trees.
  • Decreased the power consumption for the Resource Laser from 10 units of power per second to 6.5 so it can be fired for longer
  • Reduced the amount of heat generated by the Resource Laser to make it harder for players to overheat when using them. They were generating 0.5 degrees per second when fired, they now generate 0.2 degrees per second when fired.
  • Sped up processing times for the Fragmenter
  • Increased the resource yield for the Fragmenter


    Cost reductions
  • Carbon now burns in Carbon Generators for 1 min (up from 20 seconds), Refined Carbon burns for 5 mins, Pure Carbon burns for 30 mins.
  • Cost to craft Heavy Ammo reduced from 1 Refined Iron + Refined Copper to 2 Iron + 2 Copper
  • Cost to craft Plasma Ammo reduced from 1 Refined Aluminium + 1 Refined Copper to 1 Refined Aluminium + 2 Copper
  • Reduced the crafting time for all ammo and consumables
    • Light Ammo 3 seconds
    • Heavy Ammo 5 seconds
    • Plasma Ammo 8 seconds
    • Grenade Ammo 10 seconds
    • Missile Ammo 15 seconds
    • Rocket Fuel 5 seconds
    • Heater Fuel 5 seconds
    • Wash Solution 5 seconds
  • Increased Light Ammo drops from enemies from 0-30 to 0-100
  • Decreased the recipe costs for the Block Fabricator so it now costs 5 Refined Aluminium and 5 Refined Copper to craft
  • Decreased the amount of Refined Aluminium needed to craft the Heavy Hauler Cab from 40 to 30

    Enemy Block drop rates
  • Increased block drop chance from all enemies.

    Storage
  • Increased the default Tech Yard block storage amount to 200, up from 100.
  • Tech Yard Storage expansions also offer 200 increased block storage, up from 50.

    Larger Tech builds
  • Cab Reactor Capacities and Efficiencies have been increased across the board, significantly more so for later-game cabs:
    • Scout Cab - Reactor Capacity: 100 -> 125, Cab Efficiency: 80 -> 100, Total: 180 -> 225
    • Navigator Cab - Reactor Capacity: 100 -> 125, Cab Efficiency: 100 -> 125, Total: 200 -> 250
    • Engineer Cab - Reactor Capacity: 100 -> 140, Cab Efficiency: 160 -> 220, Total: 260 -> 360
    • Centurion Cab - Reactor Capacity: 120 -> 180, Efficiency: 140 -> 220, Total: 360 -> 400
    • C.R.A.B. XL Cab - Reactor Capacity: 160 -> 260, Cab Efficiency: 40 -> 140, Total: 200 -> 400
    • Heavy Hauler Cab - Reactor Capacity: 180 -> 320, Cab Efficiency: 20 -> 80, Total: 200 -> 400
    • Harvester Cab - Reactor Capacity: 150 -> 280, Cab Efficiency: 50 -> 120, Total: 200 -> 400
  • Modified built-in cab cargo sizes across all cabs. Some are the same, some have had their cargo sizes increased. The distribution is now as follows:
    • 8x3 for the Scout
    • 8x4 for the Navigator, Centurion, C.R.A.B. XL, Engineer
    • 8x5 for the Heavy Hauler and the Harvester


    Camera
  • Reduced the default camera height from 550 down to 300
  • Allowed players to lower the camera focus with a slider
    • The new default behaviour is to adjust the camera height value automatically as you zoom in and out, to keep your Tech in the frame. There is a tick box in the options to turn this behaviour off, in which case you get a camera height slider to raise or lower it to your preference.


    Onboarding
  • Moved the objective to craft a block fabricator from the base objectives track to the certification one and added an objective that asks players to claim a reward to ensure players know how to claim rewards and have claimed the block licence for the small cargo
    • These both auto-complete if they have already been done

    Stability
  • Fixed various crashes reported to the crash reporter
  • A warning now displays if Steam libraries have become corrupt
  • Enabled crash reports for dedicated servers
  • Users are now notified if they’re kicked from a session, rather than just seeing ‘Connection Lost’
  • Prevented crashes caused by a discrepancy between client and server transforms when techs desync
  • Fixed some blocky shorelines
  • A message is now shown to the player and a forced exit given if if their CPU does not support required AVX instructions
Mar 27, 2024
Sect And Monsters - hewei
1. Fix some issues with ineffective skills
2. Recasting and adjusting the material of the artifact spirit
The Bible - codemeister777
Released quizzes for four more books of the New Testament!
Colossians, Philippians, 1 Corinthians, and 2 Corinthians.
Added 4 new achievements into the game.
Added a total of 99 new questions with this update.

(Look forward to more tomorrow!)
Boat Crew - Cotanius Jeta
Greetings Captain,

We are with you in what is, at the same time, a small and a big update. Previously, the save system was focused on autosaves, with the game being permanently stuck in a sort of rogue-lite mode where you couldn't load to roll back a defeat except by returning to title or forcibly quitting the game before it autosaved again. With this patch, we have now added the ability to freely save and load your game.



The intended Boat Crew experience was meant to be one where you roll with the punches and try to regain what you have lost upon defeat, This was meant to make each boat more precious and thus emphasize the survivability and decision making aspect of the game. However, for those who want to test things out or simply have a more relaxing experience, freely save slots were planned but meant to be focused on later.



After months of overwhelming feedback from you on how saving and loading at will was desired, that has been fast tracked. We hope that this addition, however small, will improve the enjoyment of the game for many of you.



That's all for now,
Captain,
T.T.

v1.4.3.4 Stable
- Added campaign manual save/load feature.
- The game will no longer create an autosave immediately upon loading a save.
- Loading a save will no longer immediately hang the game on click.
- Fixed a bug causing the threat indicator to flash level five on campaign pause when staying undetected for too long.
- Fixed some reported exceptions by error reporting.
Stormworks: Build and Rescue - Geometa


Dear Stormworkers,

It is minor update week! This weeks update includes a bunch of reworks, improvements, and quality-of-life fixes, as well as a bunch of bug fixes.

This update adds keyboard movement to some of the editor cameras that did not have them. It is a minor change, but is a player request that is great to add because it makes the various editors more consistent.



In response to player feedback, we have also reworked the oil spills, as well as adding the "clear oil spills" button, a change that will be supported by a great many players!

Several important issues have been resolved such as some of the dedicated files being missing from the main application (Steam adds these automatically to "dedicated server" applications). This change will help many dedicated servers.



Please see the patch notes for full details on this weeks changes and improvements.

We look forward to your thoughts and feedback on this update.



Much love <3,

The Stormworks Developers



Patch Notes

v1.10.8

Feature - Added directional WASDEQ movement to vehicle editor and addon editor cameras
Feature - #20199 Clear oil spills button
Rework - #22954 #23920 Rescaled and rebalanced oil spills
Rework - #22954 #23920 Fixed oil spill cleaning issues
Rework - #22954 #23920 Fixed oil spill map edge coordinates wrapping crash
Fix - Fix issue with fluid level resolving not respecting a to b oil resolution as expected with pressure leveling
Fix - #22814 Handheld and vehicle mounted weapon projectile start positions at high speed
Fix - #23111 Aljon hospital name
Fix - #23258 Fix ocean water surface clipping for ultrawide aspect ratios
Fix - Fixed arecibo observatory microcontroller
Fix - #24422 Included missing Valve dedicated server files
Fix - #24574 Diesel burner air consumption values
Fix - #24552 Modular engines air consumption not reacting to pressure
Last Epoch - Wick93
Hello Travelers,

In today's Hotfix, we are fixing a list of things for you!

Changes

  • Improvements have been made to Monolith visuals and performance along with several bug fixes
    • Fixed a bug where some channeled movement skills such as Rampage could end abruptly in the Alpine Halls monolith echo
    • Fixed issues with trees obscuring your view in the Hidden Oasis monolith echo
  • Added a fix that will warn players when files must be verified.
  • Fixed Loot filter toggle "X" sensitivity
  • Fixed bugs where the following skills' damage areas were not scaling with area modifiers from their trees or from items
    • Abyssal Echoes
    • Dancing Strikes (not all parts of the combo were affected by this bug)
    • Erasing Strike (just the initial hit, not the void rifts)
    • Forge Strike
    • Healing Hands
    • Necrotic Mortar (from Summoned Skeletal Mages)
    • Reap (from Reaper Form)

  • Fixed Passive and Skill Tree localization issues
  • Updated visuals for Announcement banners
  • Updated Unique Reward icon in Monoliths from Ring to a generic icon
  • Added missing name to Graveyard


Bug Fixes

Skills & Passives

  • Fixed a bug where the player's Falcon could fail to be unsummoned after the player has died
  • Fixed a bug where Warpath would cause players to become stuck in place and unable to move
  • Fixed a bug where Drain Life with Blood Pact and Ghostflame with Arteries of Malice would stop channeling when at very low current health
  • Fixed a bug where Healing Hands was still scaling with cast speed instead of melee attack speed when Seraph Blade was allocated
  • Fixed a bug where Gathering Storm was still scaling with melee attack speed instead of cast speed when wielding a staff and Lagonian Diplomacy was allocated
  • Fixed a bug where Thunder Tempests from Tempest Strike's Cloudburst Conduit could not hit enemies
  • Fixed a bug where Added Spell Damage Affix with Tempest Strike did not work
  • The grace period for your minions now ends when your own grace period ends
  • Fixed a bug where attempts to cast minion-targeted abilities like Dread Shade on minions that were in grace period would always fail
  • Fixed a bug where stationary minions would never leave grace period, resulting in them never attacking

UI

  • Fixed a bug where items sold in Online mode were displaying original price in the "Buy Back" tab
  • Fixed a bug preventing Defensive Conversions from displaying in the character sheet online

Other

  • Fixed a bug where Soul Embers would persist after the dungeon was completed
  • Fixed a bug causing Void Despair to be invisible
  • Fixed an error when leaving Offline mode
  • Fixed a bug where, players spawning into a new location would reveal part of the map too soon.
Mar 27, 2024
Suzerain - Mr. Nowak


Dear Suzerain Universe fans,

We are updating the game with a second hotfix. Work continues on stabilizing and improving the experience. If you want to support the endeavor please report your issues in our Discord forum here. We read all your feedback.

Hotfix Patch 3.0.3
(27/03/2024)

The hotfix is deployed to the default branch. The database changes only apply to new games, and code fixes apply to on-going games.

Kingdom of Rizia DLC

Gameplay and Story
  • Updated coup ending checks to reduce the likelihood of coups
  • Did a pass on ending outcomes
  • Cleaned up potential succession confusion
Content Updates
  • Added more trade decrees
  • Enacted decrees show cost text
  • Added narrative support for low energy scenarios
  • Included "Voice of Rizia" article for low budget situations
  • Added look-at resets in the intro scenes
  • Improved Summary Succeeded By checks and characters
  • Added country adjectives as keywords to codex entries
  • Updated the writing on the Plavo codex entry
  • Taddeus and Angelica codex entries added
  • Added codex entry updates for Vina, Rusty, Lucita, Rico, Hugo
  • Made naval resource names consistent between decrees and armed forces panel
  • Added Vina's possible spouses to some epilogue variants.
Technical
  • Royal decrees now feature a save checkpoint
  • Implemented story pack checks for turn and final save
  • Resolved other store deployments
Design and Balancing
  • Rebalanced Sordland relations
  • A slight negative impact of pulling out of reforms
  • Some impact of crossing Sal
  • Reduced admin cost starting points
Bug Fixes and Polish
  • Fixed retirement epilogue triggers
  • Fixed a few summary lines and pushed default states to latter ones
  • Fixed a few issues with some coup checks
  • Load checkpoint state fixed for royal decrees
  • Resolved issue with remove income tax decree reappearing.
  • Fixed remove income tax decree showing up again when increasing then removing tax
  • Fixed missing Terador codex entry
  • Improved several misc text
  • Fixed wrong state of treatment of foreigners
  • Fixed bug that jumped from coup ending to revolution
  • Fixed remove blasphemy law not disappearing from decrees panel after Derdia scene
  • Numerous spelling and grammar corrections
  • Added arrested checks in decree approvals panel for missing characters
  • Fixed MITZ vote condition error
  • Added correct removal of GRACE and Rumburg modifiers, resources, and policies
  • Corrected wrong Morella gas export modifier
  • Resolved problem with executions newspaper not showing who gets executed
  • Fix for Manus appearing when he is gone
  • Made sure other zombies don't plague us in Palas Rezna
  • Numerous spelling and grammar corrections
Missing Content List
  • Achievements beyond prologue and chapters
  • For some epilogues images, sounds, and dates might be missing
  • Transition images for turns
Suzerain Base

Changes
  • Re-added turn images to Sordland story
  • Fixed missing Pales text on the Sordland world map
Primeval - Exhibyte
There have been some changes made to eating in order to make needing food less punishing and make eating more impactful.

Creature bite size has been split into two separate variables. One for bite size and one for swallow size. Bite size is used for normal eating and swallow size is used for titanoboa swallowing prey and in the future will be used for other carnivores swallowing smaller dead creatures whole. Swallow size is now equal to the previous bite size and now normal bite size is 10x smaller than swallow size. This means that a creature can eat from a carcass for 10 times longer.

The hunger rate is now up to 5 times slower, where the younger a creature is the higher the hunger rate will be. This was done so you don't have eat as often if you're an older creature.

The thirst rate is now up to 5 times slower, where the younger a creature is the higher the thirst rate will be.

The amount of bites it takes to fill up on food has been increased up to 4x more for older and larger creatures. This was done so when you do need to eat you need to eat more and you may be more likely to need to defend your food from predators or scavengers. You may be less likely to fill up from one source, unless its a big source.

Hatchlings now grow at 200% of their previous rate. This now takes approximately 10 minutes for a large-sized species to grow from just eating food at the nest. Growth will be faster if doing tasks or eating more nutritious food.

Juveniles now grow at 56% of their previous rate. This now takes approximately 30 minutes for a large-sized species to grow from just eating food at the nest. Growth will be faster if doing tasks or eating more nutritious food.

Sub-adults now grow at 20% of their previous rate. This now takes approximately 2 hours for a large-sized species to grow from eating food with a mid-range nutritional value. Growth will be faster if doing tasks or eating more nutritious food.

Adults now grow at 10% of their previous rate.

Smaller-sized species grow faster than the above-noted large-sized growth times.

Fixed a problem where the player's nest wasn't getting set on session start after they had hatched and left the game. This fixed nest food not spawning for the player when entering the game again, and also fixed creatures from a previous session not getting cleared from the nest when entering the game as a new species.

The Great Sands map has been adjusted to not have so many big rocks, and should now perform better.

Feedback is welcome on any changes I make.
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