* Ship shopper can now reset winglet engines by changing body type.
* Can no longer fly out of bounds.
* Still working on balance for the view draw to make sure the cockpit doesn't clip but the station doesn't flicker. Still some flickering and depth issues to resolve, but we'll get there.
* Re-tuned job sizes to make sure they are distributed better.
* You can land at the green sphere on the station module and it will put you inside, then run down the hallway to the Hangar Bay and it will put you back in the ship. It's a start, anyhow - this is *not* the final process. Same as last patch, this is just a reminder.
* The ship shopper *should* be working now if you just hit the check box right off.
Known Bugs:
* Still some flickering on planet texture in some cockpits. Being tuned.
* Some jitter when faaaaar out to the edges - that should be fixed soon.
Hello dear players! We come to you with quite a big update "Equipment and clothes!" We hope you will like the changes and new features :) We are counting on your valuable feedback.
Here is the changelog:
Brand new inventory system! From now on, you can carry several items at once
New level School Pool part II
15 new clothes that provide various upgrades like % bonus to the cash you will earn or increasing the number of slots in the inventory and many others
Technological glasses thanks to which you can see objects to be picked up from afar
New pressure washer crafting system
The pressure washer now has a water container which you will have to refill with water.
New application "Equipment"
New, easier mechanics of measuring and setting temperature
New visual elements, e.g. the base environment, new light on all Hotel levels
Gamepad support
More interaction with water by throwing objects
Repulsing objects with a pressure washer
From now on, tools will return by themselves at the end of the mission
Fixed minor bugs and slightly improved optimization
Adding additional icons to the HUD. The UI is friendlier and clearer to players
Hello Soldiers, today we bring to you yet another major update to The Light Brigade -- Shadow Hunter.
Introducing the all-new Hunter (Archer) class, a master of stealth wielding a recurve bow and equipped with throwing knives. Explore the mysterious and newly hand-crafted procedural world of "Sunless Keep," and discover a wealth of new content including innovative tarot cards. Elevate your roguelike VR shooter experience. Join the battle today and master the shadows.
Available NOW as a free update. Let's dive in.
"Shadow Hunter Update" Trailer:
New Unlockable Class: The Hunter
Step into the role of the Hunter, a new player class armed with a formidable recurve bow and lethal throwing knives. Perfect your aim and strategy to conquer your enemies.
New Procedurally Generated World: Sunless Keep
Dive into the endlessly intriguing world of "Sunless Keep," a procedurally generated realm that promises a unique adventure with every playthrough.
New Tarot Cards
Enhance your gameplay with an array of new tarot cards. Each card offers significant boosts, increasing your character's abilities during your runs.
Finally, a big chunk of fixes, tweaks and optimizations across the board. You can check the full changelist below or dive right in. Good luck on the battlefield, and as always, reach out to us through the Steam forums, Discord or Reddit with feedback or suggestions!
o7
PS. These build notes can also be found here: Update Notes
Full Changelist:
- upgraded unity version to 2021.3.35f1 - new: added hunter class (bow, throwing knife) - new: added sunless keep area - new: added nature tarot card set - added difficulty text popup on run start - added xr setting for haptics scale - added palm-up quick grab for all sidearms - fixed bug handling large donated sun total values - fixed class table allowing unlocked class selection - fixed damage zones still damaging after boss2 kill - fixed insta-kill card effects - fixed issues with missing chests in ASH stages - fixed kar98k crystal slot position - fixed left handed sniper inventory layout - fixed random item shrine audio - fixed random item shrine purchase price calculation - fixed some issues with non-engineer drone going into pouch - fixed some missing waypoints in temple on class unlocks - fixed soul's light double damage not applying - fixed various text errors on class descriptions - fixed weapons sometimes not going back to holster - improve shader pre-warming code - improved placement of random shrines and npcs - improved throwing calculations - increased merchant room chest spawn rate - moved temple sacred memories shrine up the hill - optimized equipment lookups - optimized save data handling - optimized quest rendering - optimized quest 2 rendering further - split quest2 & quest3 builds to seperate packages
We’re loving your Anomaly stories! Please keep it up with the duplicated babies, shambler babies, and gray labyrinth baby drama. This expansion explores new ground creatively for RimWorld and it’s been incredibly gratifying to see people having new kinds of stories in the game.
Releases like this bring massive amounts of feedback, which is always incredibly valuable for us to understand how the game is playing and what people want. This time around, many players have said they’d like to be able to mix Anomaly content more into the rest of the game so it feels like less of a self-contained experience, and more like something that integrates into a normal playthrough.
Originally, we had Anomaly throw a ton of content at you guys because we wanted to be sure people would experience all the new stuff and see how much was really there. We may have pushed a bit too far there - Anomaly has tons of content and exposing it all too fast was saturating the experience. This is great for a certain type of intense, focused playthrough, but the game should also support other playstyles.
Today’s update addresses that with some key changes and new features:
Anomaly content is less dominant by default while the monolith is active. You’ll see more incidents from the base game and other expansions now.
You can customize how Anomaly-focused you want your playthrough to be. We added sliders to the game settings that let you choose how much you want Anomaly horror events to dominate the game. If you want it to be pure horror when the monolith is active, you can. If you want the horror to be a light sprinkle on top of the rest of your RimWorld, you can do that. You can alter these settings any time in the options menu by opening the storyteller settings (and this is possible on games started in previous versions).
You don’t need to see every entity on every playthrough. We reduced the number of entities you must interact with before advancing the monolith. You still can wait to see every entity, but it’s your choice now. This spreads the experience further over more playthroughs, if you choose.
We've updated the Anomaly scenario to start with three researchers and a ghoul (up from two). This gets you into the meat of the game quicker when using this scenario.
Note: If you'd like to go back to the pre-update Anomaly incident rates, just change your "Anomaly threats (active)" to 45% (up from the new default 30%). To get to this setting, go to Menu/Options/Gameplay/Storyteller Settings and it's under Custom/Anomaly.
We’re making other ongoing minor changes as well - see the full changelog below for details.
We’re still watching and considering other changes, so please keep telling your stories! And thanks for your effort in writing useful and rich feedback.
Also, please don't hesitate to review Anomaly on Steam! (Expansions don’t get many reviews since there’s no button prompt in the Steam library.)
Thanks all, Ty
Changelog
- Added storyteller options to increase or reduce inactive and active presence of Anomaly events. - Reduced entity codex entry count required for monolith level 3 from 17 -> 12. - Drastically reduce the chance of getting a faction leader from skip abduction. - Reduced metal horror infection chance when an infected doctor performs surgery. - Skulls can now be consumed by harbinger trees. - Minor optimizations for food searching. - Added safety checks to RoofCollapserImmediate to prevent out of bounds. - Reduce revenant flammability to prevent it being trivialized by fire. - Increase the upper end of blood rain duration for both the incident and psychic ritual. - Added missing default constructor to PawnRenderNode_Apparel. - Added some null checks to getting invisible versions of materials. - Prevent strange signal quest from firing if the monolith has been disrupted. - Removed awoken corpses from scenario editor. - Clarify that ghouls created by the ghoul infusion operation aren't hostile. - Added custom descriptions to the diagnosed (hidden) versions of organ decay and crumbling mind to make them less confusing. - Remove min threat points for obelisk incidents to allow discovering more incidents with low colony points. Increase the earliest day that they'll occur to compensate. - Update The Anomaly scenario to start with three (up from two) researchers and a ghoul. - Clarify Anomaly threat settings tooltip. - Adjusted active monolith threat frequency calculations to allow for 100% anomaly incidents in all active levels if desired. - Added a dev tool to force end revenant hypnosis. - Removed "Simulate not owning X" options to prevent mods from disabling expansions in users' games. - Reduced entity count required to advance to waking monolith level from 8 to 7 to avoid softlocking in ice sheet biomes. - Pocket maps count towards the wealth of their parent map. - Corpses now have a 6 hour window before they'll resurrect in a death pall. - Improved target highlighting for incinerator and beam verbs. - Updated player creative rewards content.
Fixes
- Fix: Cultist faction not generating with their preset ideoligion on older saves. - Fix: Drafted tend only tends one injury. - Fix: Pawns can teleport into very dangerous labyrinth rooms. - Fix: Error when trying to debug spawn an unnatural corpse. - Fix: Corpse unburied mood not being applied if in stockpile. - Fix: Sightstealers won't attack colony mechs. - Fix: Shamblers sometimes get stuck in rising state. - Fix: Strange signal quest not ending if the map is removed. - Fix: Revenants can be infinitely studied by killing them then taking their spine to a holding platform. - Fix: Kidnappers won't try to dig their way out if they get stuck. - Fix: Ideology members count does not increase on prison release until save/reload. - Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances. - Fix: Resurrection serum fails to draw mote after pawn is devoured. - Fix: Typo "burner charges" -> "burner charge". - Fix: Twisted meat is allowed in hoppers by default. - Fix: Pawn growth points and vatGrowTicks aren't copied when a child is duplicated. - Fix: Abductor obelisk duplicating pawns. - Fix: ShipJob error with null ship. - Fix: Removing an ideology role via meme does not recalculate disabled work types. - Fix: Recipes not setting random styles correctly. - Fix: HediffComp.NotifyPawnKilled passing in instigator rather than target. - Fix: Error trying to duplicate pawn in some circumstances. - Fix: Duplicates have royalty title of original. - Fix: Typo in dreadmeld discovery message. - Fix: Head apparel is using the body mesh set instead of the head mesh set. - Fix: Icons in FloatMenuOption do not scale with text size. - Fix: Duplicate translation entries for crawling inspect strings. - Fix: Duplicated pawns will be the mother of the child if the original was the mother. - Fix: Messages about cube withdrawal for gone temp pawns. - Fix: Errors while mouse cursor holds a jumppack jump order while pawn is flying. - Fix: Rare edge case where a worshipful village spawns without a terminal due to lack of room size. - Fix: Inconsistencies with shambler tending rules. - Fix: Raised shamblers getting bestowing ceremony quests. - Fix: Revenant hypnosis not wearing off in specific circumstances. - Fix: Typo in hate chant letter. - Fix: Peeking with an incinerator could sometimes set the shooter on fire. - Fix: Babies could have void curiosity. - Fix: Containment tooltip flickering when changing. - Fix: Situational pathfinding error when studying. - Fix: Temp quest pawn corpses counting as colonist corpses after save/load - Fix: Error on taking ghoul on caravan regarding drug policy. - Fix: Ghoul tried to be a part of a marriage ceremony. - Fix: Harbinger stump descriptions mention wood. - Fix: Error with psychic harmonizer. - Fix: Analysis projects would throw an error if attempted after finishing event. - Fix: Conversion warning from prisoner guest tab. - Fix: Refueling campfire canceling dance party. - Fix: Nociospheres sending unstable letters after already departing. - Fix: Books in scenario parts not being initialized. - Fix: Colonists unable to take items in containers into portals. - Fix: Bioferrite not showing up in ingredients list for ceremonial hood. - Fix: Typos in backstory. - Fix: Carry to biosculptor pod job fails on colonist prisoners. - Fix: Starting animal edit interface not displaying correctly on large UI scales. - Fix: Performance drop calculating containment strength for outdoor holding spot/platform. - Fix: Analyzable gizmo disabled if no research bench available. - Fix: Void provocation unable to fire harbinger tree sprout incident. - Fix: Error when rendering belt node with null wornGraphicData. - Fix: Duplicates' unborn babies not inheriting source unborn baby's xenogenes. - Fix: Caravan ambushes ending despite colonists having death refusal. - Fix: Prisoners getting both “monster by bed” and “imprisoned with entity” mood debuffs. - Fix: Creepjoiners can be enslaved without responding. - Fix: Returning from labyrinth not using the correct map when selecting the return cell. - Fix: Revenant causing permanent stun. - Fix: Shard inhibitors can be rotated. - Fix: Desiccated deer artwork had incorrect scaling for North/South directions. - Fix: Colored text broken in mod config for some translations. - Fix: Error when targeting empty colonist bar entry. - Fix: Monolith spawning too close to geysers in rare circumstances. - Fix: Player shamblers show up in the schedule tab. - Fix: Able to order monolith activation when there is no path. - Fix: Cubes enthralling pawns on different maps/caravans. - Fix: Nociosphere not returning to its original location on activity activation. - Fix: Metalhorrors not emerging once enough of your colonists are infected. - Fix: Deathless pawns dying without correct injuries from failed surgery. - Fix: Child shamblers can arrive with children disabled in storyteller settings. - Fix: Child ghouls causing errors on attempting to get body graphic. - Fix: Chaos skipping into a fogged area doesn't clear fog. - Fix: Incinerators with shield belts cause "shield user has ranged weapon" alert. - Fix: Error when wastepack infestation occurs near map edge, attempting to spawn outside of map. - Fix: Custom xenotypes lose their custom icon when duplicated with obelisk. - Fix: Gender typo in creepjoiner letter. - Fix: Text formatting for nociosphere gizmo inconsistent.
In the depths of Heartwood Forest lies a grotto that is home to an enchanted, wise old tree known as the Voice of the Forest, an ancient tree that serves Lore herself. Unfortunately, not all is well. A corrupting force strikes at the very ground we stand on, sending tremors throughout Lore’s soil causing great pain to all who are connected deeply with her… The Voice of the Forest calls out for your help, Hero of Lore! Will you heed its call?
Earth Day 2024 Rewards
Once you complete the new storyline for Earth Day your efforts will be rewarded with nature-themed gear. Appropriate for the celebration of Earth Day! You’ll be able to pick from the Twisted Vine Staff, The Twisted Vine Blade, The Twisted Vine Helm, and the Globe of Lore housing item.
Lore’s Protector
On top of the rewards earnable for completing the Earth Day 2024 questline, we will also be introducing a new Dragon Crystal weapon to the Earth Day Items shop. Introducing the massive hammer known as Lore’s Protector.
Epic New Music by Jongaar
Heartwood has 3 new soundtracks! Click the Listen button at the top of the page, or head on over to Jongaar’s Twitter to hear magical music befitting that fantasy forest. Of course you could always play through Heartwood to hear it firsthand!
Get the Azure Cloak of the Motionless Falls
The Azure Cloak of the Motionless Falls is now available for a limited time only. To get this amazing item, you need to purchase any package in the upgrade shop, now with 50% extra Dragon Crystals on select packages. For those that get one of the Guardian upgrade packages, you will also get the Azure Cloak of the Roaring Falls, an animated variant that is only for Guardians!
Last Chance!
Here’s everything leaving next week: Gimic, Grenwog, Solar Eclipse armor set, and Chicken Cow invasion in the Social District. Get your glorious gear and battle that hybrid moooo-nstrosity before it’s too late.
Battle on!
Clarion, Yergen, Oishii, Blaze, Broomtool, and the AdventureQuest 3D Team
PS: We had over 200 amazing entries in our Sandbox Screenshot contest! Stay tuned to the Design Notes — we’ll be announcing the winners tomorrow. Prepare to be AMAZED!! Eeeeep! *audible Beleen squeals*
Achievements now work again! (Any achievement progress was saved so once you log back in, you will get everything you have earned). Reduced the number of traits that are shown to the player (some traits only effect customers and vice versa). Fixed some misspellings in traits and tutorial messages. Fixed customer statistics bars being interactable. Fixed the "-+" on advertising. Changed some tutorial text to reflect the current state of the game.
Thank you to everyone that informed me of the small bugs that I have overlooked or not tested for. I greatly appreciate it. I am aware of an issue with the game looking weird on certain monitors and am fixing it now.
This year is the 5th anniversary of the release of OhShape, how time flies!
OhShape, our first game, holds a special place in our hearts. But it's not just us who've shaped it; it's you, our incredible community, who've been with us every step of the way, offering your support and insights. You are the ones who've made OhShape what it is today, and we owe a great deal of our success to you!
That's why we want to give back some of this love. We introduce you to the…
🤸 OhShape Ultimate: POWER UP Update! 🤸
- 🏋️ New free Power Up album with six songs and two difficulty levels!
Endure these hard sessions and get an intense workout while having fun. Are you up to the challenge?
- 🌃 New environment
A vibrant, futuristic city directly taken from a cyberpunk setting
- 🤗 OhShape Ultimate for everyone!
Now, all the platforms will receive the OhShape Ultimate treatment! Enjoy OhShape Ultimate (better UI and visuals, Electro Party album, and more!) in Meta Quest, PICO, and Steam VR! (the PSVR2 version is in the oven and will be ready very soon!)
And the surprises keep coming! To celebrate the 5th anniversary, we are planning to hold **exciting monthly challenges** and fun contests with amazing prizes! **Get ready to show off your skills and win big!**
Stay tuned because we are back and stronger than ever!
We are delighted to announce that we will be participating in Steam Next Fest : June 2024, and we couldn't be more excited about the opportunity it presents. 😃
For this occasion, we will be providing you with the demo of our upcoming game, Project Tower Get ready to dive into the heart of the Project Tower universe.
As a prisoner trapped in an enigmatic alien tower, you will need to use your metamorphosis abilities to overcome challenges, battle enemies, and uncover the tower's secrets. In this intense Bullet Hell, no one will cut you any slack. Be determined and face the Hiks (aliens) floor by floor to earn your freedom.
Steam Next Fest is a fantastic opportunity for us to connect with our community and for you to get a glimpse of what we've been working on so hard for the past 3 years. We are thrilled to share this journey with you and cannot wait for you to experience Project Tower for yourself.
Mark your calendars and don't miss out: join us during Steam Next Fest to play the Project Tower demo and embark on an unforgettable adventure! 🌌
See you soon in the Project Tower! 👋 The Project Tower team
We are extremely fortunate to have a passionate community that is eager for an open-world MMORPG where risk and reward meet, powered by open PvP, and where freedom reigns supreme.
We are excited to announce Legends of Aria Classic - a return to our pre-Steam Early Access ruleset of 2019.
Early 2019 was a magical time for Legends of Aria. Players had created some truly amazing player towns and houses, finely crafted with furniture and decorated with the spoils of adventure. We had a balanced flow of red vs. blue (and orange), which played out across our world. We watched large dungeon raids and faction battles explode into meteoric chaos. These are the experiences we wish to return to and faithfully build upon with Legends of Aria Classic.
We are reintroducing the fun and scalable systems such as Karma and Factions and will be tweaking and expanding them as we resume development.
Legends of Aria Classic will be launching on Steam on May 9th and will be freely available for 30 days, then requiring a monthly subscription. This will ensure ongoing support and development as we return to build upon this beloved foundation.
If you lead a guild in Legends of Aria, please reach out to Supreem on Discord for a meeting. Guilds are the lifeblood of Aria, and we need your feedback!