Monsters Loot Swag - Steve_Yorkshire


This is POLARIS, she enjoys meditating under the stars, drinking green tea, and beating the seven shades out of anything that moves!

POLARIS is the second unlockable character, and can be unlocked by the player getting the achievement known as; THE AMBASSADORS BY HOLBIEN.



POLARIS is a close range, melee based playable character with a trio of hand-to-hand standard attacks, featuring very high health regeneration, alongside high mobility, and high strength for knocking monsters out of the way. Her Special Attack is FURIOUS FISTS, were she pummels everything in front of her with super-fast blows, whilst being invulnerable to damage herself. Her Special Evade is RUGBY RUN, a short range speed burst with very high damage to anything she collides with, ending in a small area stun.


FURIOUS FISTS in action! (You can make your own Waaaa-ATATATATATATATA sound effect if you like)

Besides this new unlockable character, there has also been a host of bug fixes, tweaks and changes, which bring the game build up to version 1.8.4.9. Most of the fixes are regarding updating the engine from the older, and now retired build, and stabilizing the BETA build.

  1. Update 27: updated to v.1.8.4.9, BETA build merge 1.2.2.8.
  2. New: Unlockable player cosplay character "Polaris" is now available and requires Achievement "THE AMBASSADORS BY HOLBIEN" to unlock.
  3. New: Multiple fist strikes special weapon for player melee combat datablock.
  4. New: Rugby Run special FX and audio for Polaris special evade.
  5. Change: Unlockable characters are now initialized directly via the test for unlocked steam achievements.
  6. Fix: Removed zone volumes which were causing an assert on disconnect server / quitting level in BETA version.
  7. Fix: Wrongly named arrayObject was attempting to cleanup the nodes list on level initialization.
  8. Change: Added Follower mesh to preloading objects.
  9. Change: Removed out of date font references.
  10. Fix: Streamlined fonts and constrained sizes.
  11. Change: Re-fonted all GUIs.
  12. Change: Increased Elafi The Athelete Level 4 Boss melee attack range from 3.5 to 6.5.
  13. New: Added multiple strikes FX for Elafi The Athelete Level 4 Boss melee attack.
  14. Change: Decreased Elafi The Athelete Level 4 Boss melee attack knockback so that the player is not automatically knocked to safety after being hit and thus is more likely to receive multiple kicks.
  15. Change: Moved the miss radius particle effect for Elafi The Athelete Level 4 Boss melee attack to spawn at 75% of range. Previously it made the player looked like they were in range of the attack which missed.
  16. Fix: Multiplayer was showing engine versioning and not game versioning.
  17. Fix: Level End GUI input control was not getting the call for set first responder due to misnaming.
  18. Change: Amalgamated level end client calls to standardized function.
  19. Fix: Removed redundant client call at level end.
  20. Fix: Monster Boss charge FX array had been disabled in Default build, Beta build not affected.
  21. Fix: Level End Menu buttons were throwing an assert whilst being parented to a gui when not visible. Parenting now delayed until button status check is activated.
  22. Fix: Level End Menu buttons are now cleaned up onSleep.
  23. Fix: Multiplayer mission recycling and level advancement was broken due to recent changes to engine build. Fixed and reported to engine development team. Changes merged into devhead on github.
  24. Fix: Multiplayer advance level schedule calls were not referencing the new naming convention for game modes.
  25. Fix: Multiplayer disconnect was calling an obsolete function, now calls disconnection directly.
  26. Change: Removed all references to redundant server exit pause timings.
  27. Change: Removed all references to obsolete cycling of missions on the server.
  28. Fix: SpawnFX arrays with sfxPlaylist workarounds for some monsters on Default build were missing. Beta uses the correct system due to sfxPlayLists being fixed to work with networkable explosions.
  29. Fix: Numerous weapon audio fx not referencing the correct module in BETA build.
  30. Change: Player attributes for Light and Heavy Attack Damage no longer scale together. Heavy Attack Damage is now the maximum damage that can strike a single target and is out of 350. Light Attack Damage remains out of 150.
  31. Fix: Explosion 72 particle was not correctly referencing the bitmap.
  32. Fix: Machine-gun burst audio special attack was wrongly named in the Beta.
  33. Fix: Level 1 Boss attack audio was changed but reference not updated.
  34. Fix: swordFlashHighAudio was trying to reference a defunct playList in Beta.
  35. Change: Updated autogenConditioners header file and will probably flush the shader cache on update.
Atomic Picnic - andrusaurus
Hello Loners! We’re running our next public playtest of Atomic Picnic next week, April 10-17.

You can get in to the test starting Wednesday, April 10, by joining our community at http://OTK.to/AP. On Friday, April 13, it will open up to everyone right on our Steam page. You can play through the 17th, we’ll turn things off first thing on the morning of the 18th.


Here’s a breakdown of everything new in this playtest:
  • The Loner’s Camp: A new hub and lobby where you can pick your character and loadout, and get some practice on the firing range and platforming course.

  • A new map: Twilight Dan is our second map, tighter and more frenetic than the first.

  • Discoveries & progression system: You’ll start this playtest with one character, one weapon, and one device. Unlock more via challenges we’ve dubbed “Discoveries”.

  • New mini-boss and enemy: Our new mini-boss, “Wilson”, and new enemy mobs known as “Berserkers” can be encountered on both maps.

  • Seven new upgrades:
    1. Bible - Bring down an orbital strike surrounding your character.
    2. Static Dash - Use of Air Gear charges up the damage of your next attack.
    3. Empowered Shot - Boost bullet damage on successful active reload.
    4. Shockwave - Area of effect damage on landing after using Air Gear
    5. Dash Shot - Fire a bullet when using Air Gear to dash.
    6. Projectile Pattern on Device - Alters the pattern of your device’s impact.
    7. Absorb - Damage taken while using Air Gear heals your character.
  • Assorted fixes and optimizations: Bugs squashed, graphics optimizations, UI tweaks, an upgrade re-roll feature, and much more.

Your feedback is super helpful as we continue to work on the game. After you play, please hit us up on Discord to tell us what you think.

Thank you, and see you in the Wasteland!
Roots of Yggdrasil - Alexis_Manavoid

Earlier, we've asked you to design artifacts that you'd like to see in the game. The submissions were sent on Discord and on the Steam Forums.

There were many great submissions both with strong thematic and clever ideas, so we've asked you to vote for your favorites on Discord. We're happy to say the the results are out! Here are the top four submissions :

  • Name: Spellcaster's Folio 🌪
    Description: Whenever you build a Refinery building, draft one Action card.
    From : Borings (Steam Forums)

  • Name: Ourobouros' Scale ♾️
    Description: Only Draw 1 card at the begining of your turn. Whenever you play a card, draw a card.
    From : Surcouf (Discord)

  • Name: Ominous Flock 🕊️
    Description: Every 3 explorations, gain a bird artifact and spawn a threat.
    From : Juff (Discord)

  • Name: Long Arm 🦾
    Description: double the area around objectives.
    From: Time Drake (Steam Forums)

And the winning one is....
Ourobouros' Scale!
We loved the concept of this one as a game changing artifact. It's got a huge drawback but can also become the cornerstone of your build. We're happy to say that after a little tweaking, this new artifact is now in the game!!





But that's not all!

We're bringing to life a few other ideas that we liked from the challenge in Update 3. Here's a tease at some new artifacts coming your way soon :


From borings (Steam Forums)


From borings (Steam Forums)


From Surcouf From Discord)


From Ultixian (From Discord)

A new game from our friends at Lucid Dreams!
Biomorph is out! If you're a fan of Metroidvania, this is definitely a must-play!
They just released today, please send some love their way!
https://store.steampowered.com/app/1430220/BIOMORPH/


Want to be part of the next design challenge?
Join us on Discord!
Z.O.N.A Project X VR - AGamingTeam

We are pleased to introduce to you the new version of the update 1.00.61.

New features:

☢️ Did you express a desire to be able to scale the mini-map on the PDA? Now it's possible: you can both reduce and enlarge it.
☢️ Not only has map scaling become available, but also the ability to set a single checkpoint in the PDA, which will allow you to mark a place if you want to return to it.
☢️ Now you can also control the PDA not only with your finger but also with a laser pointer, just as in the main menu.

Changes and improvements:

🔸 A minor bug with the backpack has been fixed: if you place an item in the backpack slot, then release it and immediately take it back, this led to the sound repeating and looping.
🔸 The problem with incorrect graphic settings at the "Swamp" level has been eliminated.
🔸 Minor fixes and improvements have been made at various levels.

Remember, stalkers: The Zone is unpredictable and constantly changing. Every step you take into it is a new challenge. Be vigilant and careful. We wish you luck! Many interesting discoveries await you ahead!

P.S. I originally planned to add the new PDA feature only in Z.O.N.A Origin, which is currently under development, but after your requests, I decided to partially integrate this feature into Z.O.N.A Project X as well. I also wanted to share a link to Z.O.N.A Origin for those who haven't seen it yet; development is in full swing.



The Hexadome: Playtest - Féline_Dion
Patch Note #1 - Closed Beta
0.2404.5-Prod – April 5th

📖 Onboarding

  • The cheer bar is now visible in the Advanced Tutorial module about Upgrades.
  • The Overwatch tutorial has been tweaked
  • The copy in the Champions’ Challenges has been changed.
  • Laxmee’s challenge victory condition has changed: she now needs to be in the scoring zone AND stay alive.

🎲 Gameplay fixes

  • Fixed Hannibal having a teammate play an action while being in Overwatch. Overwatch is now correctly cancelled.
  • Fixed displacing drop on a champion not triggering the drop.
  • Fixed Player stuck in Combat UI when chaining a move and an action request and failing to disengage on their way.
  • TACTIC: Fixed Dance for me Tactic not allowing to target Champions.
  • TACTIC: Parvati’s Advanced Surgery now Hastens its target 3 times
  • TACTIC: Hannibal's Code<Audible>'s feedback in Timeline is now fixed.
  • TACTIC: Fixed Tactic Adamantine so it can't target Valkyrie or other Immovable Champions.
  • TACTIC: Code:<Dive> - Fixed Champion not able to attack if he attacked during his last turn

⚔️ Online matchmaking

  • Match intro now displays the name of your opponent instead of a Worthy Opponent (not that they are not... ;) ).
  • Stability fixes for online matches.
  • Reduced opponent disconnected timeout from 60s to 20s.
  • Shows a “player disconnected” popup while in pick and ban if opponent encountered connection issues.

🎨 Animations

  • Updated Gata's ultimate animation “Like a cheetah”

🎶 Sound

  • Removed some voices still attributed to Gata and 8-Ball.

🐛 Other Bug fixes

  • Fixed double escape at the end of the game closing and opening the menu back.
  • Fixed unable to escape if pause menu is displaying before entering the game during the cinematic.
  • Fixed feedback panel not available in gameplay with f11 shortcut.


GRAB - Slin
Changes:
  • Fixed T-Posing.
  • Performance improvements.
  • The item lists will now show the objects you already own at the top, making it easier to find and equip them.
  • The shop will now hide packs on the front page if you already own them (unless you own all of them) and show packs you don't own instead.
DIE LAST - alina
Get ready for more surprises in Die Last as we unveil one more effect of Lost Objects.

Discover the disruptive impact of Builder's Rebellion: the DeBots unsettle the equilibrium by randomly choosing targets and damaging allied pipes across the map. Prepare for potential chaos lasting for a few hours!

Are you up for the challenge? 💥
Bulwark Evolution: Falconeer Chronicles - Muppetpuppet
  • fixed that resource capacities don't reset on load (free replenish)
  • fixed that a quick mouse click in a dialogue to close it would actually make a snap choice without you knowing
  • fixed that some random encounter (resource masters and Atun oft reported) would go unresponsive because another had spawned.
  • fixed resource anomalies not spawning on the resources
  • increased the twitch voting timer to 50
  • captains show what they transport on the map even if you selected the endpoint
  • prevented a potential crash due to switching the resource flow on and off at breakneck speeds
Conan Exiles - Andy B
Greetings Exiles!

Age of War - Chapter 4 is well underway, and we've been busy delving into your comments and thoughts from the update! We'd like to take a moment to share some info around the release, clarify some things, and give you a heads-up on what's immediately ahead:

Amended Patch Notes
There were some additional changes to stamina regen, crafting balance, and Official Server harvest rates introduced in Chapter 4 that were not included in the patch notes on release. We've updated the patch notes to reflect these changes. You can find the updated notes HERE.

An Upcoming Hotfix!
We are currently preparing a hotfix with the *aim* of releasing later next week. - the following hot issues are among those to be addressed:
  • Return of the the custom item split window
  • A better solution for items not being able to be moved consistently within or between inventory containers
  • Right click once again consumes items
  • Selecting Items on the radial wheel will provide item information
  • Using torches and bindings while mounted
  • Additional tweaks for Fatalities
  • Bearer Thrall HP changes reverted *(for now)*

As soon as we have more details on the contents and release date for the hotfix, we'll let you know. Thank you for your continued feedback!

Battle Pass
In Chapter 4, we revamped the way you earn XP and progress through your Battle Pass. Unfortunately, precise details of this revamp were not properly communicated to you, and we apologize for any confusion or panic caused in the opening days of the update.

Here's how Battle Pass XP now works, in a bit more detail:

  • Every week, three (3) Challenges are rotated in. Challenges each always grant 2500 XP upon completion.
  • Defeating NPC foes grants XP per kill, varying between types of enemies. Harmless creatures like prey animals grant minuscule amounts of XP, while tougher foes like World Bosses grant significantly more; up to 100 XP per kill.
  • Manually crafting items in benches grants some XP. You do not gain XP from crafting "basic" items from your inventory such as twine, toches, repair hammers, and the like. You also do not gain XP from automated crafting stations such as Furnaces. Crafting Epic items grants more XP than crafting normal items.
  • Harvesting resources provides a small amount of XP. The amount remains the same regardless of what you harvest.
  • The amount of XP required to progress a level in your Battle Pass has not changed (1000 XP)

We know these are significant changes to how Battle Pass progression works, so we're keeping a close eye on this.


Known Issues
We're currently aware of and investigating reports of the following:
  • Dying of “Falling through the world” in certain specific locations
  • Occasionally logging in with your character partially inside foundations
  • UI Text may be difficult to read on large displays
  • Occasional performance ‘hitch’ on consoles when navigating menus
  • Followers do not engage ambushers from the Sacred Hunt
  • Client crashes in specific areas on Isle of Siptah

We sincerely appreciate the feedback and constructive criticism you provided leading up to and after the launch of Age of War - Chapter 4. We're continually humbled by your passion and dedication and look forward to making things right for you.

Thanks for reading, Exiles. Stay tuned for more details as soon as they're available!
Big Ambitions - David Estes Creations
Hello to all our previewers of EA 0.5!

We hugely appreciate the feedback, bug reports, and community involvement from you all as we work to make this the best update yet!

And so here is a patch addressing nearly everything that has been reported so far!


Build 2437
Fixed an issue with the radio causing time-skipping activities (sleeping, taxi, etc.) to glitch.


Rivals
We've heard the feedback regarding rivals and will be making a few changes - mostly allowing for player counter-attacks against the rivals.

Those are not in this patch, but we did remove one thing - some players pointed out that it wasn't realistic for one person to cause a city-wide product shortage, and we agree. That has been removed for now and will be replaced in the future with a different tactic!

Store Profitability

Due to some other changes we made to the marketplace, players are finding some areas of overly excessive profitability that we will be addressing.

In this patch, we have adjusted customer traffic, almost exclusively focusing on "off-hours".

If your store was only open during "normal" business hours for that store, your profit shouldn't change much at all (if you see something weird, please let us know!). But if you were running stores 24/7, you might notice a big drop in customers during those "off hours".

Be aware: This will cut down profit during those "off hours" significantly

Changelog:
  • Added Rivals settings to Custom Game options. Turn to "0" to deactivate the Special Rivals.
  • Fixed issue limiting custom game starting cash to $2
  • Fixed an issue that was causing buildings to be partially faded/hidden when first loading into the game
  • Fixed an issue causing the BizMan > Inventory page to appear empty
  • Fixed an issue causing the UMC van to bounce around after calling the tow truck
  • Fixed an issue preventing player-created blueprints of the new warehouse types
  • Fixed MarketInsider including wholesalers in their product count
  • Fixed Contacts page was showing wrong opening hours for businesses
  • Fixed an issue causing employees to threaten to "quit" every hour without actually quitting
  • Fixed issue where employees quit immediately after being hired to replace a previous employee
  • Fixed issue causing both headhunter options "recruit continuously" options to appear disabled
  • Fixed no visible security guards
  • Fixed player getting stuck in skate park
  • Fixed some issues causing lower FPS in Ika
  • Fixed tooltips overlapping mouse at the top menu bar
  • Fixed some number formatting issues
  • Added if you click on a business in the Rivals app, it opens the business
  • Fixed some furniture items going through walls
  • Widened some UI to fit text better
  • Fixed a second issue with the map filters not allowed WASD movement on the map
  • Fixed an issue where the player wouldn't unpause if packing up a box
  • Fixed a few places where "Operating System Number Formatting" wasn't being used
  • Fixed "Operating System Number Formatting" settings weren't being saved
  • Fixed can't click on hospital chairs to sit at desk
  • Fixed shopping baskets in customers' hands appear default color instead of matching custom colors
  • Fixed Settings button wouldn't work in VoogleMaps
  • Fixed Entry pad would get skewed if you interacted with certain buildings in Lower Manhattan
  • Fixed nightclub store hours getting messy in 12-hour time.
  • Fixed a few items in Ika that were unclickable
  • Added donuts to AI stores "Donut Days" (note, won't update existing stores)
  • Fixed issue causing 32 4th Ave to appear as a car dealership in VoogleMaps after visiting the casino.
  • Fixed an issue causing multiple speakers in a large business to not play in-sync
  • Uploaded EA 0.5 translations for several languages
  • Fixed help text bookshelf capacity issues
  • Slightly reduced building pop-up UI size
  • Fixed a few Lower Manhattan Warehouses were listed as having buildings that were too small
  • Fixed security camera can't change color in interior designer
  • Fixed UI obscuring "change sign settings" options
  • Fixed several trees in the park were not hiding when running by
  • Fixed an issue with the Persona App UI not masking
  • Fixed missing Computer Monitor demand description
  • Fixed noticeable audio loop in Vord Tiara Vic engine sounds
  • Turned off UI popups while using a mop
  • Fixed issue in NY Distro where vehicles had to be close to the cash register
  • Reduced frequency of radio jingles, and prevented them in clubs and while DJ-ing
  • Fixed large truck traffic issue at 10th and Broadway
Note 1:
If you had the bug where your inventory page was blank, that should be fixed now, however, you might have to do this trick:
  • Load the saved game
  • Take your business (example: A Law Firm)
  • Open that business' BizMan > Settings page
  • Turn it into something different (example: Web Development Agency or Graphic Designer)
  • Click "save".
  • Turn it back into the original business
  • And click save
If it's still not working, please submit a bug report, but that should fix it!

Note 2:
If you have music playing in normal speakers in your home, and you try to use a DJ booth, both devices will play music at the same time. We will be fixing this. For now, just manually go to your speakers in your room and turn the volume down before you use the DJ booth!



Now it's time to fire up the game, enjoy your weekend, and let us know if you find anything else weird!

~Hovgaard Games
...