Deadside - Loaf


Hello Deadsiders!

On April 11th, at 9:00AM GMT / 2:00AM PDT, we will begin the release of version 0.12.0!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.
Version 0.12.0 is probably our largest update of the year so far, not only with the addition of proning, but changes to the overall gameplay experience. This update also brings a huge gunplay rebalance, which we think will hugely improve the overall weapon balance. Not only that, we believe that this new weapon gunplay system gives more control to the shooter, which will not only make the game more approachable, but also more competitive.

Before we go through the full list of changes and additions, first we would like to quickly cover the results of the recent public test. To all of you who participated in the public test, and filled out our survey, thank you, your feedback was very helpful in further refining this update. Here is a list of just changes we made after the release of the PTS, to save you the trouble of reading through the full patch notes again;

Changes after Public Testing;
  • Fixed a bug that was impacting FPS performance
  • Reduced the amount of sleeping bags to 3
  • Rebalanced the prices of armor at traders again
  • Added the ability to turn off client side weapon tracers
  • Reduced the size of tracer visuals
  • Added DLC weapon skins
One last note before we go into the patch notes, there will be no wipe included with this update, you will keep all progress



Version 0.12.0 Features

Prone Position



Now when you press [Z], your character will go prone! This feature will open up so many new gameplay opportunities, for example, AI will have a much harder time spotting you while prone, helping you remain undetected. It can also greatly reduce your silhouette, which could be useful for fighting more dangerous AI.

For PvP, we are excited to see what players do with this new movement option. This position could be useful in so many situations, like holding a hallway from under a tire, or keeping yourself hidden while a squad rolls by. Importantly for PvP, the prone animations are extremely slow, which allows for punishing counterplay.

Gunplay Rebalance

Version 0.12.0 has some major changes to gunplay, so many that we really don’t have the space to talk about each part in detail, so, here is a short rundown;
  • Weapon damage and cyclic rate rebalance, some weapons are going to change in “tier” by a lot
  • Weapon ballistics and accuracy rebalance, accurate weapons generally are now more accurate, inaccurate weapons now will be a bit worse.
  • Weapon default recoil is now less extreme, more predictable
  • Weapon recoil is much more predictable on semi-auto
  • Weapon recoil when looking down a scope with 2x or more magnification, now has 2x more recoil (does not apply to sniper rifles)
  • Weapon accuracy is slightly reduced when firing from the hip, M99 hip-fire is now very inaccurate.
  • Added visible tracers, but only to bullets that you fire, so that you can better track the trajectory. Tracers can be disabled if you prefer the old style.
  • Chest armor now protects more of the chest hitbox
  • Chest armor now has greater protection to most weapon types
  • Helmets now offer much worse protection, one headshot will always deal 50 damage minimum
  • All helmets now protect the entire head and face hitbox
  • Made bullet impact effects larger

The AR4-M



This new weapon is a new variant of the standard AR4, offering a shorter barrel, and slightly better handling than your normal AR4. With a more modern and ergonomic look, this weapon will certainly be the main choice for some players out there

New Weapon Repair System + Backpack Buff

This new repair system will completely replace the old one, with this new system which incentivises looting guns out of areas, instead of breaking them down on the spot. Now, weapons can only be destroyed at a workbench. Luckily for those who don’t have a workbench at their base yet, we have added two workbenches at the safezones, however, you will be charged a fee whenever you use it.



Just like before, disassembling a weapon will give you the resulting spare parts. The amount of parts dropped, and needed for repair, has been rebalanced as well. Repair kits are now universal, and can be used on any weapon type. However, they now only drop from mission reward crates, and cannot be crafted.

This new system requires you to bring guns either back to your base, or to the safezone to be disassembled, so, we have given +1 weapon slot to backpacks that can hold weapons at all. This means you can hold up to 6 weapons at once with a stalker bag! And just to make it sweeter, all weapons can now fit in backpacks, with the exception of the M99.

DLC Weapon Skins & New Painting Mechanic

One last addition to version 0.12.0, is DLC weapon skins, and importantly, these skins can be applied to weapons at a workbench! To be fair however, the luxury of painting weapons at workbenches, can only be utilized with the new paint item. Painting items at a workbench now requires paint, which can be found in the world, purchased, dug up in buried stashes. You can use this paint to apply DLC skins to items in game. You can have a look at these new weapon skins here:






Thank you for reading, enjoy update 0.12.0!

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Sprocket - Mushy
Hi all,

The 0.2 closed alpha is complete and all major issues have been fixed.
The public alpha begins now and the update cycle returns to normal.

Test it now by opting into the '0.2-alpha' branch in the game's betas tab.
(Sprocket > Properties > Betas)


You wont be able to load old designs until 0.2 is closer to its beta release.

Aside from fixes, development will now focus on bringing missing features over from 0.127, as well as iterating on the new features based on your feedback.

Additions
  • Added turret baskets.
  • Duplicate and move now applies to every selected part, instead of only the last selected.
  • All parts attached to a part will now move when it is moved.
  • Parts can now be placed on cannon barrels.
  • Parts can now be moved on planes, instead of purely on single axes.
  • Rotation sensitivity can now be halved while placing parts by holding shift. With snapping enabled, this will half the snapping angle.
  • Rotation snapping can now be toggled by holding control. If rotation snapping is on by default, holding control will disable snapping.
  • Part repositioning toggle is now per compartment and is saved across loads.
  • Part move, rotate and resize can now be started using the same hotkeys as when editing points in freeform.
  • Freeform can now mirror deletions, fills and extrusions.
  • Added colour variation on vehicle dirt.
  • Added paint colour variation. Particularly noticeable on flat paint, which is no longer one solid colour.
  • Suspension arm length can now be edited.
  • Track length and width syncing to the hull can now be manually toggled.
  • Track wheel array total length can now be manually set.
  • Track wheel grouping can now have an offset. Letting you layout wheels like [oo ooo o] instead of being limited to [ooo ooo].
  • Cannons can now be assigned to more than one firegroup.
  • You can now hold the group select key (Ctrl by default) to select an entire plate in freeform.
  • Added ability to switch parts in-place by selecting the desired parts and picking a different variant. Only works on certain part types (side skirts, plates, fenders, cupolas and exhausts)

Changes
  • Freeform has been rewritten from the ground up.
  • Open-topped vehicles are now possible. The requirement to have compartments fully sealed is no longer necessary and has been removed.
  • Turrets now have a hole in the turret ring.
  • Generated hulls now generate a hole in the top, for turret placement.
  • Ammo racks can now be extended lengthways.
  • Ammo rack obstruction is now based on the area you allocate, instead of the shells themselves. Allowing you to make changes to shell size without invalidating all of your ammo racks.
  • Adjusting turret ring height no moves all parts, regardless of whether they're picked up by part repositioning. This includes freeform turrets.
  • Cannons are now placed independently from mantlets. Though they wont be able to move unless they're placed on a mantlet. Multiple cannons can be placed on each mantlet now.
  • Cannons can now be selected by right clicking on their barrel.
  • Rewrote input handling. Should make every input more predictable across the editor.
  • Crew roles are now assigned by assigning parts to operate, instead of setting the role and then configuring it.
  • The vehicle editor to a more point and click to edit style of navigation, instead of navigating through tabs. e.g. Selecting a cannon will enter the cannon editor.
  • Cannon blueprints are no longer deleted if no cannon is using them, they'll stick around until the designer is restarted or a new design is started/loaded.
  • Collision detection between parts is now much more accurate and responsive.
  • Cannon rotation constraints are now set manually. This then creates an area of space required to be clear for the set rotation range.
  • Made edges half as thin on designer GUI overlays.
  • Overlays are now switched via buttons on the bottom right of the screen, instead of a dropdown.
  • All tabs can now be activated by dragging the pointer over them while the left mouse button is pressed.
  • The vehicle editor now goes through a more thorough reload when changing designs and eras. This increases general stability.
  • Removed slider to recess cannons into the mantlet, as this can now be done via the move tool.
  • Track design options are now only displayed for the selected track part, so you wont have to search through a long list of track options anymore.
  • Track belts now adjust track segment length slightly when belts are generated, allowing belts to fit together perfectly, without a non-aligned belt segment near the rearmost roadwheel.
  • Track wheels are now moved using the placement tools, like every other part.
  • Wheels now receive unique paint mapping, so they'll appear less repetitive.
  • Paint mapping is now updated while placing parts, instead of only updating when the part is placed. This isn't really necessary but it looks cool.
  • Standardized fender dimensions, so switching between fender variants shouldn't require you to rescale them.
  • Part mirroring is no longer detected by their positions, but by a solid link. Meaning if they get out of alignment, moving them with mirroring enabled will re-align them.
  • Disabling mirroring now disables mirroring when moving parts via the move tools. Instead of only disabling mirroring during placement.
  • Autosaved designs now preserve their design name, instead of renaming the vehicle to 'Autosave'.
  • Improved responsiveness of the move placement tool and generated compartment click & drag, removing the disconnect from the part and the cursor.
  • .blueprintMeta files are no longer necessary and wont be created for new designs.
  • Undo redo has had a complete rewrite. It should be fully reliable now.
  • Click and drag editing of compartments can now be cancelled by right clicking.
  • Made freeform vertex and edge selection more predictable and responsive.
  • Freeform snapping is now enabled by default, with the default precision changed to 1mm. Units changed from metres to millimetres.
  • More grime is now added closer to the ground.
  • The hotkey to exit and enter the vehicle editor can now be rebound separately.
  • Remodelled and retextured the spoked wheel to bring it up to standard with the rest of the game.
  • On axles with more than one wheel, the inner-most wheel will now face inwards.
  • Changing suspension arm angle and length now changes the suspension position, instead of the wheel positions.
  • Exhaust visual effect reworked to plume more and linger longer.
  • The number keys are now used to switch between editor overlays.
  • Message logs now have a solid shadow background, instead of a blurred one.
  • LOS armour plate thickness is now more realistic and is more accurate on plate corners and sides.
  • Edges are now permanently visible when editing in freeform.
  • Part obstruction has been removed for all decorative parts.
  • Removed the scale rod from sandboxes as correct vehicle scale is now enforced.
  • Rotated flat sandbox sky 180 degrees and reduced contrast to brighten dark areas.
  • Decal URL input field character limit raised from 64 to 2048.
  • Reworked freeform slope tool to use a linear input instead of a radial one. It now acts like dragging a glacis on generated compartments.

Fixes
  • Resize tool visual gizmo now matches resize direction when global space is enabled.
  • Global rotation with the rotation tool is now possible.
  • Fixed camera clipping into certain cupolas when zoomed into commander first person.
  • Fixed alignment of the Churchill VII front and midsection fenders.
  • Fixed a memory leak that occurred when saving designs.
  • Improved freeform detection of mirrored faces.
  • Fixed camouflage misalignment on scaled parts.
  • Mirrored non-planar plates will now be perfectly symmetrical across the vehicle. Also prevents some cases of part auto-repositioning breaking part symmetry.

Optimizations
  • Custom paintjobs and decals now load over time, instead of all at once.
  • Cannons now have lower levels of detail generated, speeding up their rendering when far away.
  • Improved speed of track belt generation.
  • Optimized vehicle shader paint coordinate calculation.
  • Optimized many models.

Thank you for the continued support and patience.
Enjoy!

- Hamish
Sect And Monsters - hewei
1. Increase skill stores
2. Equipment Enhancement
3. Added 10000 layers of challenges and some equipment that increases mutation and reincarnation limits.
Sugar Lust Harem - pocketace
- Toggle for window mode/ fullscreen
- Updated with a few new tutorial levels
- Adjusted animation transitions
Apr 10, 2024
Incursion Red River - BlueTheRobot
It is now official! You can now go purchase Incursion Red River. Thank you for sticking with us up to this point, and we are sure to show you some cool things in the upcoming weeks and months ahead.

20% Initial Sale till April 22nd! Grab it now for $13.59!

Buy it here!
Apr 10, 2024
Knightly Passions - FEYADA

Dear friends,

As you know, Knightly Passions will be released on Steam on April 26th, 2024. We’ll attempt to briefly go over what we’re working on right now.

In Version 1.0, we’ll be introducing two difficulty modes: “Adventure” and “Tactical.” We’ve already got these modes functioning nicely, but we still have a lot of balancing ahead of us, which is going to be quite a bit of work.

In the new version, we’ll be thoroughly revisiting quest rewards. We’ve concluded that sometimes, rather than gold, you might prefer to receive a good sword, bow, piece of armor, or combat skill card so that the quest reward feels more impactful. Additionally, several quests will be receiving both textual and graphical improvements.

Some items will be cheaper in 1.0, while weapons will be more expensive. We’re trying to make it so that players don’t need too much money in general, but buying a good sword will require several quests’ worth of gold. We’re also considering making the price of items vary based on the difficulty mode. The items offered by the arms trader and blacksmith are being changed. We want to make their stocks expand smoothly as the game progresses so that players won’t be able to buy 6th-tier swords at the very beginning of the game. Speaking of weapon tiers, there will be 8 tiers of weapons in total, but the 8th-tier (best) sword and bow won’t be available for purchase. Don’t worry, you’ll still be able to obtain them — you’ll just need to make it through some difficult challenges to do so, rather than simply buying them.

This is just a small part of what we’re working on right now. We’ll have more news and teasers from version 1.0 for you soon.
Lemonade Apocalypse - gfRolandsen
Hi all!

Some bugfixing and windowed mode have been implemented:

Windowed mode
Can be accessed in the cog wheel (Click the 2nd button in the cog wheel menu)

Bug fixes
  • Mute persists through all levels now.
  • Glass now actually costs 0 after Lemonade Machine have been bought.

Thank you for the reports, and please continue letting me know of occurances of bugs and other QoL improvements as I will continue fixing these things.
Apr 10, 2024
Playcraft - Zeroneus
Spells and cars can now use the Dig effect on terrains
Improve the Teleporter that was not working in some cases
Apr 10, 2024
Hex of Steel - valentin56610
ADDED
  • I have decided to add 'generic' (non historical) heroes to most of base game countries. These heroes never existed historically, but have believable names. I have added 10 of these in each category (Air/Land/Naval) for pretty much every country. I decided to do that to give more incentive to play smaller countries which did not have heroes.
  • New policy in the Field Modifications category: Improved AP shells. +30% damage vs armoured targets for all AT units. Ammo cost for supplies x300% for all anti tank units.
  • Biome category for damage breakdown (northern countries getting bonus for fighting in snow).
  • New combined arms 'mechanics'. Not really a mechanics, but a new damage bonus in combat. The damage bonus from this is maximum 10% of the unit's raw/base damage. So, if the unit has 30 base damage, it will add 3. The way this works is the following: Combined arms only applies to infantry and tanks. In order for infantry to get the 5% combined arms damage bonus, it must have an allied tank adjacent to it, and to the enemy it is trying to attack. For tanks, it's the other way around, they need an allied infantry. To get an additional 5%, you need to also be adjacent to an allied artillery. Combined, these will bring the 10% promised above.
  • 2 new buttons on the main UI (left) of when a unit is selected. Redeploy and Disband. More available shortcuts than from the OOB.

CHANGED
  • Multiplayer compatibility version -> 7.3.6.
  • Updated the manual.
  • You can now see the ammo/fuel state of your allies (units).
  • Downgrading a unit into a Garrison will no longer result in the unit being sent to the reserve.
  • Yugoslavian counters graphics color scheme.
  • Italian counters graphics color scheme.
  • Denmark counters graphics color scheme.
  • Campaign commander (you, player) rank now has a max rank cap: 15.
  • Tanks / Cavalry no longer gets the terrain penalty when attacking FROM a defavorable tile, unless being attacked (in which case they are effectively fighting in that terrain).
  • Damage bonus from hills is now only applied in defensive position, to further align the battle logic, same as above.
  • Rebalanced Europe 39 (standalone).
  • Rebalanced Winter War (standalone).
  • Rebalanced Op. Edelweiss (campaign).
  • Terrain modifier now only applies for the defender during battle, retaliation fire will no longer take into account and apply the attacker's hex modifier, since battle happens only in defender's hex.
  • Since the attacker will now take more damage, I have enabled back the stacking of recon (air+ground) bonuses. You can now get both as an addition, instead of the best of the two. As a remember, it is +15% damage on base/raw damage for each (air/ground).
  • The tank penalty now consists of 50% of the terrain modifier penalty instead of 100%. This change was made so that tanks would deal more than 0 damage when attacking cities.
  • Buttons for actions on the left for currently selected unit that are unavailable for the unit (Such as paradrop for naval units) are now hidden.

FIXED
  • Romania annexations by Hungary and USSR were happening at the wrong date.
  • AI level 5 units could reach 150 HP (if they were purchased with veterancy) instead of 140 max.
  • You could deploy in marsh tiles units that could not move through them.
  • If a plane had 0 max ammo (often recon planes do if they have no defensive weapons) then the AI would move to the closest airfield and stay there forever.
  • You could spawn generals through events, and they would remain available to purchase in the store.
Apr 10, 2024
Cryoterror - wild
Recently i have continued to develop Cryoterror and i have decided to unretire the game, meaning that you can purchase the game from the Steam store again. Cryoterror will unretire tomorrow, April 11th at 6:00 PM GMT, which is 10:00 AM PST for North Americans.

Cryoterror has also been updated with the new 2.1 update. A changelog for that update will be out when the game is unretired.
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