Apr 18, 2024
Evil Nun: The Broken Mask - Keplerians
Hey, guess what? You can now grab Evil Nun: The Broken Mask at an awesome discount for one more week! Don't miss out!

Stellaris - PDX_ladydzra

by Eladrin

Hello again!

The Machine Age will be arriving on Tuesday, May 7th, and is available for pre-purchase on its own or as part of Stellaris: Season 08.

Stellaris: Season 08 includes all of this year’s major Stellaris releases at a 20% discount, plus includes the Rick the Cube machine portrait as an immediate unlock. I do a quick rundown of the things that are in it in this video:



Today we’re going to look at the new Become the Crisis path, Cosmogenesis.

Becoming the Crisis​
Back in Nemesis, we introduced the Become the Crisis Ascension Perk, which let an empire choose to embrace their darkest impulses, manipulating and concentrating fluctuations in the Shroud created by horrific acts in a bid to ascend to a higher existence.

That Crisis, now renamed Galactic Nemesis, accumulated a resource called Menace by committing evil deeds in order to advance through its crisis path.

Cosmogenesis has a bit of a different philosophy. Where the Galactic Nemesis operates through explicit malice, intentionally attempting to maximize the amount of suffering they can cause, an empire following the path of Cosmogenesis is more of a crisis to the galaxy due to callous indifference while pursuing what is theoretically a more noble cause.



Cosmogenesis can be selected as your fourth Ascension Perk. (In 3.12, Galactic Nemesis will also be moved to become available as a fourth perk.) Like Galactic Nemesis, you cannot take it if you are Custodian or Emperor, or are not independent. Unlike the previous crisis path, however, this one is not ethics locked. Even a Xenophile Pacifist can delude themselves into thinking that a small amount of possible, unintentional suffering now may be a worthwhile sacrifice for a better future.


Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should.​

Galactic Nemesis dealt with quantity over quality. Cosmogenesis empires are the opposite. They seek the secrets of the Fallen Empires, desiring to reach the power they had in their prime.




Some of the Crisis Perks.

One of the shortcuts you can use to get there is the Synaptic Lathe. A powerful research facility, it harnesses the power of minds to compute and store data, with the slight downside of burning them out over time. It can be upgraded twice, and uses a simplified variant of the planet interface.


Yes, you can (and should) Ascend the Lathe​

The districts unlock building slots, and either increase Research or Advanced Logic generated by the Neural Chips. The buildings can significantly modify many aspects of the Synaptic Lathe, whether it be Synaptic Preservers that reduce the burnout rate of Neural Chips, Neural Stabilizers that keep the Chips content and less rebellious, or even Synaptic Overclockers which will increase the effectiveness of the Neural Chips but burn them out much more quickly.

The more Neural Chips you have contained within the Lathe, the more effective it becomes, as every chip improves the output of every other chip, resulting in a nonlinear productivity growth curve but make sure that there is always pops for the lathe to process, or risk seeing it break down for lack of suitable components.


A brief overview of the Synaptic Lathe

To streamline the process of recruiting “volunteers” for the Synaptic Lathe, you can set species to use the Synaptic Service purge type, which will automatically resettle pops to the Lathe over time.


Service Guarantees Citizensh... Actually, Never Mind.

At Rank 4, you’ll gain the ability to experiment upon reality through your Applied Infinity Theses. These allow you to attempt to make improvements on a stubborn reality, which can have galactic or localized effects. Sometimes these go well…


For our next experiment, let’s round pi to 3. It’ll make calculations so much easier.

But other times things don’t go quite as planned, and the simple folk from other empires that just don’t understand may get upset.


At least we still learned something!

Frustratingly, reality is resilient, and does not take kindly to “adjustment”. But the Infinity Sphere has been nice enough to provide a potential solution. A new universe would be much more malleable than this ancient one that is stuck in its ways.



Once the Horizon Needle is completed, the Exodus begins. It’s time to embark the people from your colonies onto the ship, and go into a bold new world.



Should you succeed, a perfect new universe will be created to your specifications, and your people will have endless and true understanding. Based on some of the choices you make during the Exodus, there are several endings to your journey.



Oh, what happens to this universe? That’s not really your problem anymore at that point, is it?

It doesn’t all explode, if that’s what you’re asking. That would be a terrible, senseless waste. (Okay, parts do, but that’s really just collateral damage.)

Every end is a new beginning.


The aftereffects of your final experiment will ripple across the galaxy, causing significant problems for those that were left behind. A control group that elects to stay behind and observe from your former empire will protect itself well. The rest of the galaxy isn’t quite as prepared.


Their grammar was also damaged in the time stop.

With the ability to select a new empire to continue the game after losing the game (or winning, in this case), we’ve chosen to let you continue to explore the fate of the universe after the Cosmogenesis empire completes its mad goal. Your old empire will remain in the game as a true Fallen Empire.



Multiplayer Resync​
Another feature we’re adding in the 3.12 “Andromeda” release is a Multiplayer Resync button.

This button, as the name suggests, resyncs a game to hopefully allow you to continue if an Out of Sync error occurs. It won’t always solve the issues, but when it does, it’ll save you some time as you’ll no longer have to quit and rehost the game.


Normally a reason for the Out of Sync is listed, but I forced the desync so nothing is actually wrong.


Transferring data!

Next Week​
The Machine Age is getting close!

Next week will be the first Art of The Machine Age dev diary. The artists have so much to show that they’ll have another one post-release.

See you then!
Apr 18, 2024
Train Valley 2 - Vauban


Hello there!

What is fixed?

  • Increasing Toll Station with default toll settings will no longer break your Editor upon running
  • Patent Pending campaign - timers have been adjusted and hints were added to make the experience more accessible
  • Test Batch and Mass Production achievements numbers were changed to 1000 and 5000 respectively

We are always looking forward to your questions, bug reports and suggestions. See you in a bit, friends!

Discord :tv2computer: TikTok :tv2computer: Website :tv2computer: Twitter / X :tv2computer: Facebook
犬神ディフェンダーズ / Soul Dog TD - Libragames
April 18
The following updates have been made

Update
.- Removed the send opinion button on the title screen
- Corrected some text in the bonus acquisition conditions (English)
- Addition of missing characters in simplified Chinese (already applied in the previous 1.1.2 revision).

That's all.
下一站江湖Ⅱ - Inmotiongame
各位大侠好,
《下一站江湖Ⅱ》将于4月18日21:00微更客户端(到时候大家稍微退出游戏重启更新即可),我们将修复今天各位大侠提交给我们的部分BUG及优化建议共计十九条:
1.关闭时限及天罚机制:听了评论区、微信群的诸多老师建议后我们决定,就在今晚关闭该系统!的确:真正的开放世界不该用任何方式去限制玩家的自由,我们非常认可:
注意:
1)关闭该机制后,由于我们是动态世界;失去了时限天罚的推动可能会让不少大侠错过不少精彩的动态事件!建议多出去走走,不要都当十里坡剑神
2)打坐修为我们将增加上限:通过打坐获得的修为不能超过一甲子,不然都坐化了,游戏结束了
2.修改了部分文本与配音不符的问题
3.优化了初见百晓生对话。
4.修改了部分npc任务会有多个同样npc跟随的问题
5.修改了部分剧情战斗后没有正确触发后续剧情的问题
6.修改了某些地宫机关会对npc造成伤害的问题
7.修复了部分NPC位置异常的问题。
8.修改了部分草药、矿石位置异常的问题。
9.修改了部分宝箱位置异常的问题
10.修改了部分委托无法接取的问题
11.修复了神兵山庄无法去其他楼层的问题
12.修改了武学引导概率卡死问题
13.修改了更换时装后万宗攻击无法连击问题
14.修改了属性描述中的刚属性描述错误问题
15.修改了拂笑手秘籍错误的问题。
16.优化了钓鱼鱼饵不是默认最大数量的问题
17.修改了配音声音有混音的问题
18.新加闪避功能的快捷键设置,可以自由设置闪避功能的快捷键
19.修复了部分版本部分大侠未购买DLC也能激活DLC相关外观的问题
1)在本次更新后,未购买DLC的玩家在衣橱里的DLC时装会重新变为未解锁状态(但是,因为是单机游戏的原因,我们无法删除道具,该玩家依然可以通过包裹里时装道具进行时装更换)
2)这对于已经买了DLC的玩家来说不公平,且此责任在于官方本身!为了弥补各位买了的DLC的大侠:
a)我们将在5月份追补两个限定DLC送给所有购买了DLC《江湖如梦》的大侠!此DLC不会出售!仅作为这次弥补用!
b)DLC(1)包含两套全新时装、一个坐骑、一个跟随特效(同当前《江湖如梦DLC》一致)。
c)DLC(2)包含全新的绝学特效动作(仅外观):重制的降龙、九剑、及七伤(游戏里获取对应武学后可激活)
江湖路远,江湖也很漫长!
今日上线我们的确拥有诸多的问题,无论大家的支持、批评我们都牢记于心,游戏才是根本!或许,在我们将诸多缺点遗憾放在商店首页告诉大家的时候我们潜在便预感到了今时今景!但是我们也看到了很多大侠对我们底子、框架、规划的期待!
那么就请大家监督,以两年为期,看我们能将他做到什么地步!每周、双周、每月我们都将与你同步!

白玉京工作室 拜上
Apr 18, 2024
Milling machine simulator - VIDIAn
🎮 Update for Milling Machine Simulator and Lathe Machine DLC

Greetings, Machinists!

We're thrilled to announce the latest update for Milling Machine Simulator and the Lathe Machine DLC, packed with exciting improvements and new features to enhance your machining experience.

Milling Machine Simulator Updates:

  • Fixed a critical issue where cutting ceased to function when transitioning from the vise to the dividing head.
  • Experience improved lighting in the machine scene.
  • Addressed a bug with the dividing head, ensuring that yaws are now opened to the same length when the workpiece is not symmetrical.

Lathe Machine DLC Enhancements:

  • Introducing Career Mode! Immerse yourself in a journey of mastery with our new career mode, offering a curated selection of projects to tackle. (Note: Currently featuring 7 projects, with more to come in future updates!)
  • Get hands-on control with added support for moving and/or rotating tool on the tool post, allowing for greater precision and customization.
  • Experience improved lighting in the machine scene.
  • Fixed issues with the opening and closing of the tailstock for smoother operation.
  • Addressed a bug with the chuck mechanism, ensuring that yaws are now opened to the same length, even with asymmetrical workpieces.

We're committed to providing you with the best machining simulation experience possible, and that's why we'll be continuously adding new projects to the career mode, expanding your horizons and challenging your skills. Stay tuned for future updates packed with even more exciting features and improvements!

Keep those chips flying and those spindles turning!
Unbroken: The Awakening - MGP Studios
Greetings Everyone,

I'm happy to announce the Unbroken Demo is now live and available for Download.



It will be available for the next 2 weeks till the 2nd of May. Feedback would be very welcome, seeing as I would aim to address most frequently recurring reports and issues. First off, an important thing worth mentioning: the default visual style has been set for the steamdeck: Unbroken visual filter and and Gridsoft scanlines. These should have been off by default, but in order to save time and not postpone the demo further I decided to keep it for now. These can be easily disabled, or altered in the visual style settings.

Here's a clip of how a part of the demo can be played through.





One of the biggest challenges is onboarding: to get players aquianted with the games specific combat flow. There are lots of possibilities and not all of them are fully explained in the demo, but rather hinted. Currently decided to go with this route as to not interrupt the gameplay with constant info popups (and there are quite a few of these already).

Either way, things worth remembering:


  • Use the resin to get an edge in combat: dodge bullets, take out packs of enemies and most importantly the resin kick
  • Use the resin kick for one hit kills on regular enemies
  • Throw your weapon when its out of ammo (ranged weapons you will hear a click): its useless, but a well placed/timed throw will stun an enemy and also interrupt most of their attacks, giving you some much needed room to breath (especially in the proving ground near the end of the war memory)
  • Listen for the audio cue of enemies flintlocks and get ready to evade/dodge slide out of the way (or under the bullet for a adrenaline multiplier) or deflect with a melee weapon (deflection at the head or family jewels is a one hit kill)
  • Ammo is scarce. Restock on ammo and resin whenever possible. So don't forget to pick up rifles from fallen enemies and keep your ammo count in check. If out of ammo in a life or death situation, just throw your weapon at the most lethal threat.
  • At the war memory proving grounds, the sniper on the plank on the support beam can be taken out without using ammo. Throw your weapon at the support beam, to destroy it, which will make him fall to his death.
  • Resinkicking an enemy into another one will stunlock him for a moment
  • You can resinkick multiple objects into enemies for one hit kills (ie barrels, doors, church benches etc)
  • In true souls-like fashion: unless you got a good grasp of the combat mechanics, don't rush into a pack of enemies: that's a recipe for a quick death

  • For the steamdeck its important to set the Effects LOD to Low and disable v-sync
  • To set custom framrates disable v-sync
  • If you are getting slowdowns during action, particle effects, lower the Effects LOD setting and shadow distance
  • It is not recommended to lower shadow distance below 20, as this is highly likely to break the visuals (light will have minimal obstruction

After the war memory, you will be taken to Nelsons Crossing. You will be able to take the Thieves Crossing route to Achthoven wharf, or take the FPS Fest carriage to an action levels preview loop. The demo also will have some unlocks and upgraded stats available from the getgo(weapons, special resin, wall jump, speed, heatlth etc). These will have to be unlocked in the maingame, either by purchases, doing quests or other means.

So that's it for this one. Enjoy the demo and your romp through Crests Edge.

Till the next one!

Cheers,

Mike


WARNO - [EUG] Gal Marcel Bigeard
Hello commanders,

Welcome back to another DevBlog. In today’s post, we’ll discuss a nation jostled into the spotlight rather repeatedly in recent times: the British.

Hold on to your teacups, lads!

An End to Misery

The British: they sure had it tough - oh, the suffering, dear WARNO community, it was great and unrelenting (for all of us)...

So, to rest a community’s rather vocal minority’s excited hearts and pouty mouths, we decided to collect some new units into one DevBlog.

WARRIOR APPLIQUE

Make way for the WARRIOR APPLIQUE (a most fitting title), coming to the 1st Armoured Division. This Milan-equipped Warrior IFV has additional bolt-on armor, granting it +1 Front and Side armor.



This type of applique protection was first added to Warriors deployed for Operation Desert Storm. The ATGM on the IFV has also been upgraded from MILAN 1 to a more advanced MILAN 2. This transport option will be only available to ARM. RIFLES squads.



SARACEN and SALADIN

That’s not all. The next two units are coming to the 2nd Infantry Division. This formation was responsible for rear-area defense for the British I Corps in NORTHAG. As such, it could count on plenty of old equipment stored throughout West Germany, which would equip its Territorial reinforcements rushing from the UK. These pre-positioned war stocks included lots of SARACEN APCs, as well as a few SALADIN armored cars. Both have been modeled and will be added to the 2nd Infantry Division.



SARACEN
The venerable FV103 SARACEN is a 6x6 wheeled APC, lightly armored and armed only with a 7,62mm machine gun. Introduced in 1952, the vehicle was only removed from active service in the 1980s to be replaced by the Saxon. In 1989, the British Army still employed hundreds of them, mainly in Northern Ireland, where it was a familiar sight during the Troubles. Other SARACEN were in storage in the United Kingdom or West Germany (as mentioned above). In-game, it will be a transport option for specific TERRIERS units.



SALADIN
The FV601 SALADIN was a heavy armored car, sharing the same 6x6 wheeled chassis as the SARACEN but sporting a turret armed with a low-velocity 76mm gun (the predecessor to the weapon mounted on the SCORPION recon vehicle). The SALADIN mostly saw service in Northern Ireland and Cyprus as part of the United Nations. In WARNO, these vehicles will be made available as older (and thus cheaper) recon vehicles featuring the Reservist trait.



BUCCANEER

Last but not least: the BUCCANEER. We already mentioned in the previous DevBlog that this iconic British unit would make a “cameo” appearance in WARNO’s Left Hook Army General campaign. The Blackburn BUCCANEER was the RAF’s prime ground-attack aircraft until the introduction of the TORNADO. Mostly replaced in this role, the “Bucs” were kept in the UK for maritime and nuclear strikes. Still, they were very capable of performing a range of ground-attack sorties, even more so than the newer TORNADO thanks to their versatile loadout: “heavy” bombing, air-ground missiles, SEAD, and even hauling laser-guided bombs.



In WARNO, the BUCCANEER will be only playable in the Army General campaign for now. The unit will be featured in all its glory in a future NORTHAG expansion.



A Meeting of the Like-Minded

In other, exciting news, the Eugen team had a very nice encounter with fellow game developers and Cold War enthusiasts Radian Simulations known from the excellent Gunner, Heat, PC! armor simulator.

https://store.steampowered.com/app/1705180/Gunner_HEAT_PC/

Eugen’s own Matthieu “MadMat”, Stephan “Panzer”, and Luka “HrcAk47” were invited for a “Developer Chat” discussing all things related to game design, rationale of making games, production issues, unit research, and more!



Until next week

That’s all for this DevBlog. Keep the discourse civil, commander. And, before spamming or instigating flamewars or other nefarious campaigns, yes, we are working hard on WARNO, and no, we don’t have a release day for the full launch out of Early Access. And don’t get us started on “what about X unit’s mustache?” or “X is under/over/backward performing,” “or WARNO should be a cozy dystopian hack&slash anime.” All will be revealed in due course, commander. And no, we won’t stop with our Napoleon historical tidbits - they are a well-cherished Eugen tradition!

Join the WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

Until then. See you on the battlefield.

Utopia No.8 - mark.wang
Steam version v1.0.5 has been released.

▼ New Content
    1.Island structures leveling system ※There is a robot by the island arrival air balloon to access the systemFarming now requires seedsResource time adjustment for farming/animal/tree/mineFishing spots now reflects the island’s fishing levelNPC ”Sweetheart” now sells all kinds of items for island With the new island system, the previous default farms/animals have been removed. Many resource prices/requirements have been updated.2.New harvestable trees have been added3.Add mud spots along side island river bank to pick up fishing baits

▼ Optimization
    1.Some emotes now have facial expressions2.The mine nodes now match the minerals they produce3.Fishing spots now have fish swimming at the center of the spot

▼ Bug Fixes
    1.Fix certain floor and wallpaper causing house lighting issue2.Fix while in painting mode, exit with ESC would now correctly change cursor3.Fix while moving, opening up UI would sometimes stops movement4.Fix island minimap icons5.Fix initial log in, gaining item animation would not play out 6.Fix some resolution problem under Windowed mode

    ▼ Known Bugs1.Equiping bold hairstyle would revert back to original hairstyle2.Under "Low" shadow quality would cause island house lighting to overexposed

Above are the contents of the latest update for UTO8.

If you have any questions or suggestions, please feel free to share them with us in-game or in our communities.

Best regards,
Happy Tomato Entertainment
Warriors of Nova Thera Playtest - seanli
  • Skill selection now triggers when a room is cleared and the player is near the exit.
  • Added VFX for when Enemies & Player die
  • Fix an issue where the boss room door opened before the boss was killed.
  • Fix an issue where large numbers were appearing on enemies when using deadlychance.
  • Deadly Chance will now not trigger on boss anymore, preventing player of one shotting it.
  • Added a notification for when a room is cleared
  • Minor performance optimizations
  • Removed player experience system
  • Fixed an issue where the player would struggle to hit the boss
  • Fixed an issue with quality drop down settings.
  • Sheedle behaviour tweaks.
  • Tweaked general abilities
  • Debrief Screen UI Update
  • General Skill UI Update
  • Added VFX for knockback and knockdown (Smoke tail and bright flash)
  • Minor buff to Borg's Damage
  • Minor nerf to Floratopsian's HP
...