VPet-Simulator - 洛里斯杨远
This month is bug fixing month, fixing a large number of bugs reported by players and implementing suggestions from everyone during gameplay
The MOD maker has also fixed a large number of bugs and improved the performance when opening large MODs
Now, the cat can talk, meow!

Restructured animation logic system, you should no longer experience issues with flickering or lagging animations!

Some Practical Modifications Based on Player Feedback:
Reduce work consumption by half, including emotional, physical, and all other consumptions
Allows the automatic purchase of slightly unhealthy foods to prevent players' food preference points from being depleted
Good food never gets boring, and food preferences that enhance mood and positive emotions decline more slowly
The minimum likability/efficiency for food consumption is 50%, to avoid food waste
After enabling automatic food purchases, mood swings will also automatically trigger snack purchases, rather than only purchasing gifts

Desktop Pet Main Body
New Addition
Support adding a guest table at startup
When displaying MOD over-mode, automatically optimize it first
Provide feeding-related interfaces
Add the InputBox interface
You cannot join the guest list while you are sick
Prevent pop-ups of duplicate error content
Support the translation of "original soup, original food"
The right-click menu of the taskbar icons has been updated to include the "Stick Top" option
Migrate useful features to the interface
Supports other mods to provide files for code plugins mods
When the task is switched to hidden, the button becomes translucent
Errors by MOD authors will forwarded to the MOD author

Fix
Fix the error of startup failure
Fixed a bug where the supermodel formula did not match the documentation
Settings do not occupy MOD maker files
Setting and Adjusting Compatibility Range
Add error tolerance for sound capture
Add error tolerance to dragging
Modify the data overflow error reporting for secondary inspection
Talk will be double check
Fixed a bug where feeding while online with friends would deduct their coins
Permission Modifications and Structure Modifications
Remember to calculate your status after eating
Add sound judgment
Fixed issue where startup was opened as a dll
Fixed a bug where VPets still received payouts even if they were sick while working
Modify music reading error tolerance
Add memory recycling for interlayer animations
Animation repair
If y is set to 0, then this series of parameters will not be loaded
Fixed bug where automatic calculation of reasonable values would reset incorrectly
Fixed online speech directionality error
Distinguish the objects of feeding
Fix circular error caused by translation
Fixed custom sorting errors
Solve Missing language translation
Fixed the issue where the MOD maker automatically filled in empty tags, causing the game to become inaccessible
Recalculate after eating
Fixed an error in the online sitting animation or lying down animation display
[1.10.10]Reconstruction of Animation System Logic
Add the feature to set a default save game
Provide Chat and Reflection Interface
Added backup settings
Old version multiple opening bug fix
Fixed the issue of small version updates being marked in red
Fixed the issue where the transition animation did not play
Fixed errors caused by backup settings during save
Fixed: The 'E_FinishWork' method was called twice for the same task
Fixed an error in displaying thought actions
Fixed issue where continuous speaking causes the speaking action to not stop
Set default foreground color for all pages to support themes
Bug fix: Maximum effectiveness is now 50%
Fixed an issue where the animation after the "end of speech" action might not be the current one
Fixed an error where duplicate animations were displayed in a confusing manner
Displacements less than 1 are ignored to avoid jitter
Fix compatibility with MOD AutoMTL
Add skip for some error messages
Fixed a bug where zooming caused an error in selecting the current screen range, fix by CCCCCCHARA
The pop-up prompts that COD might be a false positive
Fixed bug where incorrect writing of speech data caused mood to deduct health points

Adjustments
Modify the logic for automatically eating snacks
Reduce the rate of mood drop
Sleep - Slowly restores all attributes (excluding mood, but it will not decrease)
Reduce work consumption by half
The maximum level for imported content should not exceed 200
Bad mood automatically triggers a snack purchase"
The online feeding limit has been changed to level
Allow automatic purchase of slightly unhealthy food
Good food never gets boring
The minimum effectiveness of eating is 50%

For details of the update, please refer to https://github.com/LorisYounger/VPet/commits/main


MOD Maker
Fix
- Error occurs when the editor's history ID is empty
- The issue where the food on the food animation editing page appears abnormal in the animation
- Error in saving pet difference information

New Addition
- Refactor I18n resources
The multi-language editor has been restored
The translation module has been restored to use
- Delayed loading of pet animations, significantly improving startup performance

As well as fixing several bugs that users reported to me and I reported back to them

For details on the update, please refer to https://github.com/LorisYounger/VPet.ModMaker/commits/main/

P Cat
The PCat can now talk, supporting click and option speak functions
Apr 22, 2024
Through the Ages - digitadmin
- colonization bug fixed
- crash fixes
War Thunder - Blitzkrieg Wulf


The King Tiger is coming to Sweden! One of the best tanks of the Second World War that went to the northern country as a testing tank obtained after the war is the main prize of the brand-new 15th Battle Pass season: Northern King.

To receive Battle Pass rewards, you’ll need to regularly log into the game and complete tasks and challenges. Each level of the Battle Pass will earn you a prize, be it a player icon, loading screen, title, decals, decorations, or 3 brand-new premium vehicles!

Meet Season 15 of the Battle Pass!

When: From April 24th until July 24th.

This Season’s Rewards

We’ve got a new set of decals, decorations, a profile icon and vehicles lined up for you this season! See the full list in the Battle Pass tab in the hangar, or check them out on our Wiki. Here’s some key rewards for Season 15:

USS Flagstaff
A Premium US Motor Gun Boat at Rank III

This is an incredibly speedy and maneuverable boat with a interchangeable main gun — the 152 mm cannon with excellent high-explosives or a 40 mm Bofors cannon. The choice ultimately yours!



P-51C-11-NT Mustang (China)
A Premium Fighter for China at Rank III

Thanks to the high-altitude Packard V-1650-7 Merlin engine, this Mustang is one of the fastest aircraft at its rank. Ideal for boom n’ zooming!



Kungstiger
A Premium Heavy Tank for Sweden at Rank IV

The King Tiger is a fantastic heavy tank with good frontal hull armor, one of the best guns at its rank and very effective shells. With Sweden, it’s a true Northern King!




Decals

4 decals!


Emblem of the 3rd company of the Jutland Dragoons
Emblem of the Alvsborg Regiment



Emblem of the 6th Combat Support Squadron
Emblem of the 3rd Tank Battalion


Decorations

3 decorations!


Modern assault rifle (Finland)
Anti-tank rocket launcher (Sweden)
Swedish navy emblem

Profile Icon


Valkyrie



About the Battle Pass

If you’ve got two Coupon Upgrades from stages in the previous season, then you can claim the new Battle Pass for free! Exchange them in the purchase menu of the Northern King season.

The Battle Pass is a seasonal event where players can earn many rewards, from Silver Lions and boosters to exclusive season prizes: decorations, profile icons and premium vehicles. The rules are simple: you earn progress points and use them to unlock new stages, earning valuable prizes in the process.

You can unlock new stages and receive awards at any time during the season.


You can access the “Battle Pass” window through the promo block on the right side of the hangar screen.

How to participate
Play
  • You get progress points every day for entering the game.
  • From 1 to 5 points.
Complete Battle Tasks
  • You can check your Battle Tasks in the game. Complete them and receive progress points.
  • From 2 to 5 points.
Complete Season Challenges
  • One Challenge is available at the start of the season. Every week you get a new one, while three more can become available by unlocking stages.
  • 30 points.
Learn more about the Battle Pass
Noun Town Language Learning - Maximus
Welcome to our latest update!

In this update we've fixed lots of bugs, and made some major enhancements to the speech recognition!

HUGE THANKS to our community for suggesting improvements and reporting bugs! You can join us on Discord here.

If you're enjoying Noun Town, a rating and a review are always incredibly appreciated!

Speech recognition improvements:
- Switched to an improved server for players in China - this also removes the need for players in China to use a VPN to access speech recognition
- Resolved issues with speech recognition during longer sentences and Japanese lessons
- Resolved other issues with speech recognition functionality, particularly after using kiosks improving the experience for all players

Bug fixes and quality of life improvements:
- Cursor Enhancement: Constructor mode cursor VFX now appears enlarged when opening Numbers workshop for better visibility and usability for users
- Lesson Progress Display: Fixed an issue where the HUD lesson progress did not immediately update upon completion.
- Audio Settings: Revision, SRS, and Dictionary audio playback is now correctly linked to the "Voice" setting instead of "SFX" so players can more accurately control the sound levels to suit their needs
- Robot Interface Improvement: Changed buttons on the 2nd robot numbers screen to feature active text with a speaker icon (similar to multiple choice) rather than phonetic text
- Learning Rush: Fixed visual glitches where characters Muri and Lindo faced the wrong way and twisted their bodies during gameplay
- NPC Interaction: Resolved a bug where NPC faces turned without their bodies when speaking during conversations
- Network Connectivity: Fixed issues related to internet connection checks
- Tutorial Improvement: Enhanced handling of request failures during tutorials to reduce the chance of players losing their way when starting the game
- Graphical options: Added a "depth texture" to settings to give players greater flexibility to control visual quality vs speed to suit their setup
- Minigame Fix: Corrected a typo in the landmark ID for directions.
- SRS Enhancement: Implemented a fix to prevent non-ISO items from being included in the testing list.
- Implemented a solution to delete corrupted files upon application start to reduce the instances of players opening unplayable games
- Audio Playback: Fixed Japanese lesson audio playback issues in certain areas and addressed instances of audio being cut out.
- UI Enhancement: Fixed empty textbox issues in lessons after toggling off phonetic text.
- SRS Testing: Fixed sprite issues in the SRS test location to make these look more attractive for players
- Learning Object Fixes: Addressed collider issues in learning objects so players can't accidentally throw and lose objects
- NPC Interaction: Implemented checks after all questions are asked during NPC interactions so users know when all questions have been asked.
- Lexicon: Adjusted dictionary list order for improved organization so players can see what they've learnt more easily.
- Learning Kiosk: Prevented double-tap of "V" during Noun Test, which resulted in losing two lives at once.
- Lesson Navigation: Added pagination to lesson lists for easier navigation by players
- Dictionary UI: Ensured correct button coloring when switching between tabs for easier understanding of progress
Island Environment: Improved floor collider outside the cafe to prevent spawned Fabricator items from falling through.
- Lessons at Farm: Fixed roleplay part of lesson 1 for Yaya, particularly in German language lessons.
- SRS Multiple Choice: Fixed audio playback for directions in Spanish (MX) and Arabic languages during SRS tests.

Enjoy! :)
Valheim - IronMontilyet
⚠️ Note: This update is for the Public Test version of Valheim, and may therefore be unstable. Before we launch this update to the Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible.

Access the Public Test branch on Steam by right clicking Valheim in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’ and type in the code “yesimadebackups”. The Public Test branch should now be available for you to choose from.

To access with Microsoft / PC Game Pass, launch the Xbox Insider Hub app. Navigate to ‘Previews’, and then find ‘Valheim Public Test’. Select ‘Join’. Wait for the registration to be complete to be directed to the Store and then install ‘Valheim Public Test’.

Be aware that there might be some minor offsets between the versions, but that we are aiming to keep the two as consistent as possible.

Please leave any feedback you may have in the appropriate channel in our Discord, or in the appropriate form on the support page on our website. 

As always, remember to be considerate towards players not partaking in the Public Test, in case they want to avoid spoilers.

Please make sure to make backups of your save files before playing.

The world is heating up and in the south something is stirring... The creatures of the Ashlands come to life as the biome update is here at last!

Please keep in mind that this is still the Public Test version, and that there will possibly be several patches to fix bugs and improve the balance of the game before this update is released to the Live version of the game. Your feedback during this testing period is highly appreciated, so please tell us what you think! Feedback and bugs are best sent in via the support page on our website.

Before you dive into the game, please do take a look at our preparation guide. This guide touches important matters such as world generation and mods.

You will find the abbreviated patch notes further down, and the detailed patch notes (full of spoilers) below those. Please respect those who don't want to see spoilers before they play.

Without further ado, we would just like to show you the brand new gameplay trailer (also full of spoilers), and then we're off towards the Ashlands!



Abbreviated Patch Notes:

New content:
New Biome – Ashlands:
* 30+ New weapons
* New bombs and ammunitions
* 3 New armour sets
* 2 New capes
* 10+ New creatures
* 70+ New buildable items
* 5 New crafting station upgrades
* 30+ New crafting materials
* 15+ New food items and potions
* New locations
* New music
* New events
* New mechanics

Fixes & Improvements:
* Fixed Mead materials
* Standardised texts throughout the game

Detailed Patch Notes:
New content:
Mechanics:
* Beware the skies! Cinders rain down from above in the Ashlands, causing damage to those who are unprotected
* Wooden build pieces can now catch fire in the Ashlands – and the fire spreads!
* A new world modifier that allows fire to spread outside of the Ashlands as well (part of the immersive preset)
* Deadly lava takes up large parts of the landscape; traverse it with your very own platforms
* Lay claim to Charred Fortresses with two new Siege Machines
* New plantable Ashvines will grow on the walls of your base
* Combine your Flametal weapons with gems (Bloodstone, Iolite & Jade) in order to upgrade them to magical weapons (giving them blood, storm and nature based effects respectively)
* The waters in and around the Ashlands are boiling hot, and only the sturdiest of ships can sail them

Creatures:
* Enemy: Fallen Valkyrie
* Enemy: Charred Warrior
* Enemy: Charred Archer
* Enemy: Charred Warlock
* Enemy: Charred Twitcher
* Enemy Turret: Skugg
* Enemy: Morgen
* Enemy: Bonemaw Serpent
* Enemy/creature: Asksvin (tameable & rideable)
* Creature: Asksvin Calf
* Enemy: Volture
* Enemy: Lava Blob
* NPC/Enemy: Redbeard Dvergr
* Boss: Fader
* Miniboss: Lord Reto
* Spawner: Monument of Torment
* Spawner: Effigy of Malice

Crafting:
* Material: Majestic Carapace (previously Queen Drop)
* Material: Fader Relic (placeholder item)
* Material: Asksvin Hide
* Material: Asksvin Bladder
* Material: Asksvin Tail
* Material: Morgen Heart
* Material: Morgen Sinew
* Material: Celestial Feather
* Material: Bonemaw Meat
* Material: Bonemaw Tooth
* Material: Volture Meat
* Material: Volture Egg
* Material: Charred Skull
* Material: Charred Bone
* Material: Pot Shard
* Material: Bell Shard
* Material: Dyrnwyn Fragments x3
* Material: Bloodstone
* Material: Jade
* Material: Iolite
* Material: Flametal Ore (previous Flametal is now obsolete)
* Material/craftable: Flametal (previous Flametal is now obsolete)
* Material: Sulfur
* Material: Ashwood
* Material: Grausten
* Material: Charcoal Resin
* Material: Proustite Powder
* Material: Asksvin Neck
* Material: Asksvin Skull
* Material: Asksvin Ribcage
* Material: Asksvin Pelvis
* Material: Charred Cogwheel
* Material: Molten Core
* Material/craftable: Ceramic Plate
* Materia/craftable: Shield Core
* Plantable: Ashvine Seeds
* Artisan Table extension: Artisan Press
* Galdr Table extension: Feathery Wreath
* Cauldron extension: Rolling Pins and Cutting Boards
* Black Forge extension: Metal Cutter
* Black Forge extension: Gem Cutter
* Craftable: Bell
* Resource location: Lavaiathans
* Misc: Asksvin Egg

Craftable Items:
* Weapon: Dyrnwyn (sword)
* Weapon: Slayer (greatsword)
* Weapon: Brutal Slayer (greatsword)
* Weapon: Scourging Slayer (greatsword)
* Weapon: Primal Slayer (greatsword)
* Weapon: Nidhögg (sword)
* Weapon: Nidhögg the Bleeding (sword)
* Weapon: Nidhögg the Thundering (sword)
* Weapon: Nidhögg the Primal (sword)
* Weapon: Flametal Mace
* Weapon: Bloodgeon (mace)
* Weapon: Storm Star (mace)
* Weapon: Klossen (mace)
* Weapon: Berserkir Axes
* Weapon: Bleeding Berserkir Axes
* Weapon: Thundering Berserkir Axes
* Weapon: Primal Berserkir Axes
* Weapon: Ash Fang (bow)
* Weapon: Blood Fang (bow)
* Weapon: Storm Fang (bow)
* Weapon: Root Fang (bow)
* Weapon: Ripper (crossbow)
* Weapon: Wound Ripper (crossbow)
* Weapon: Storm Ripper (crossbow)
* Weapon: Root Ripper (crossbow)
* Weapon: Splitnir (spear)
* Weapon: Splitnir the Bleeding (spear)
* Weapon: Splitnir the Storming (spear)
* Weapon: Splitnir the Primal (spear)
* Shield: Flametal Shield (with multiple styles!)
* Shield: Flametal Tower Shield (with multiple styles!)
* Weapon: Trollstav (blood magic)
* Weapon: Staff of the Wild (elemental magic)
* Weapon: Dundr (elemental magic)
* Weapon: Staff of Fracturing (elemental magic)
* Armour Set: Flametal Breastplate, Flametal Greaves, Flametal Helmet
* Armour Set: Robes of Embla, Trousers of Embla, Hood of Embla
* Armour Set: Breastplate of Ask, Trousers of Ask, Hood of Ask
* Cape: Asksvin Cloak
* Cape: Ashen Cape
* Misc: Asksvin Saddle
* Bomb: Basalt Bomb
* Bomb: Smoke Bomb
* Ammunition: Grausten Payload
* Ammunition: Explosive Payload
* Ammunition: Charred Arrow
* Ammunition: Charred Bolt
* Ammunition: Flametal Missile

Build pieces & furniture:
* Building Pieces: 25 Ashwood Pieces (Ashwood Wall, Ashwood Half Wall, Ashwood Quarter Wall, Ashwood Arched Wall, Ashwood Decorative Wall, Ashwood Decorative Window, Ashwood Divider, Ashwood Floor 2x2, Ashwood Floor 1x1, Ashwood Decorative Floor, Ashwood Arch, Ashwood Beam 1m, Ashwood Beam 2m, Ashwood Pole 1m, Ashwood Pole 2m, Ashwood Beam 26°, Ashwood Roof Cross 26°, Ashwood Beam 45°, Ashwood Roof Cross 45°, Ashwood Wall 26°, Ashwood Wall 26° Inverted, Ashwood Wall 45°, Ashwood Wall 45° Inverted, Ashwood Stair, Ashwood Door)
* Building Pieces: 26 Grausten Pieces (Grausten Steep Stairs, Grausten Stairs, Grausten Floor 1x1, Grausten Floor 2x2, Grausten Floor 4x4, Grausten Small Pillar, Grausten Medium Pillar, Grausten Tapered Pillar, Grausten Tapered Pillar Inverted, Grausten Small Beam, Grausten Medium Beam, Grausten Small Arch, Grausten Medium Arch, Grausten Wall Arch, Grausten Wall Arch Inverted, Grausten Wall 1x2, Grausten Wall 2x2, Grausten Wall 4x2, Grausten Window 2x2, Grausten Window 4x2, Grausten Roof, Grausten Roof Corner, Grausten Arched Roof (2), Grausten Arched Roof, Grausten Arched Roof Corner (2))
* Building Piece: Flametal Gate
* Defence: Ashwood Stakewall
* Stack: Ashwood Stack
* Stack: Grausten Pile
* Stack: Pile of Skulls
* Stack: Bone Stack
* Furniture: Ashwood Bed
* Furniture: Bone Throne
* Furniture: Lava Lantern
* Furniture: Asksvin Rug
* Furniture: Straw
* Furniture: Small Green Pot
* Furniture: Medium Green Pot
* Furniture: Large Green Pot
* Furniture: Ashwood Bench
* Furniture: Asksvin Skeleton
* Siege Machine: Catapult
* Siege Machine: Battering Ram
* Ship: Drakkar
* Misc: Shield Generator
* Misc: Portal – Stone

Food & Potions:
* Food: Cooked Volture Meat
* Food: Cooked Bonemaw Meat
* Food: Cooked Asksvin Tail
* Food: Fiddlehead
* Food: Fiery Svinstew
* Food: Marinated Greens
* Food: Mashed Meat
* Food: Piquant Pie (cooked/uncooked)
* Food: Roasted Crust Pie (cooked/uncooked)
* Food: Scorching Medley
* Food: Sizzling Berry Broth
* Food: Smoke Puff
* Food: Sparkling Shroomshake
* Food: Spicy Marmalade
* Food: Vineberry Cluster
* Mead: Lingering Healing Mead
* Mead: Lingering Eitr Mead

Misc:
* Location: Ruins (multiple)
* Location: Redbeard Dvergr Outposts
* Location: Putrid Hole
* Location: Charred Fortress
* Event: “The undead army marches”
* Event: “The dead have been summoned”
* Lore: New stones
* Lore: New dreams
* Lore: New Munin dialogue
* New music
* New forsaken power
* Terrain changes for Ashlands (Ashlands is now cut off from other biomes, only accessible by sea)



Fixes & Improvements:
* Fixed Major Healing Mead material
* Fixed Minor Eitr Mead Material
* Standardised texts throughout the game
* Updated names for old Flametal items
* The popup for unlocking new things is displayed longer

Once more, please do remember to check out the preparation guide before you set sail towards the Ashlands, it contains important information!
Warspear Online - oksana.kuzyk


Brave warriors!

The pursuit of magical knowledge is fraught with wondrous revelations and great dangers, but the students at the School of Magic show a commendable passion for learning! This week offers a unique opportunity for the most dedicated sorcerers to earn additional rewards for their strides!
  • the William Brocard, Agatha Guiliano, and Emerald Serpent costumes can now drop in all holiday Dungeons (with higher drop rates in higher-level dungeons);
  • the rarest non-class Book of Enhanced Skill Cooldown can now drop in select holiday Dungeons, including Bouncy Hut V, Bouncy Hut VI, and Bouncy Hut VII (with higher drop rates in higher-level dungeons);
  • earn 2 guaranteed main rewards in any holiday Dungeon;
  • Costumes can now drop from the Treasuries in all holiday Dungeons:
Treasury of Light Magic Apprentice/Expert: Portal Sorcerer and Portal Sorceress
Treasury of Reflection Magic Apprentice/Expert: Magizoology Sorcerer and Magizoology Sorceress
  • unique Amulets with Physical/Magical Power and bonuses to Skill Cooldown and Attack Strength can now drop from the Treasuries in all holiday Dungeons:
Treasury of Light Magic Expert: level 6, 10, 14, 18, 22, 26, 30 Amulets (scaled with the Dungeon level)
Treasury of Reflection Magic Expert: level 6, 12, 16, 20, 24, 28, 32 Amulets (scaled with the Dungeon level)
  • x2 Guild Points earned in all holiday Dungeons.
Event duration: 22.04 13:00 CEST – 29.04 12:00 CEST

Plus, take your chance to seize one of the 50 winning spots in the holiday Weekly Ratings Tournament! Rank high in the Completed Holiday Dungeons rating to compete for amazing prizes:
Rank 1: the William Brocard and Agatha Guiliano costumes, and Mirror World Cache x100
Rank 2: the William Brocard costume and Mirror World Cache x75
Rank 3: Mirror World Cache x50
Ranks 4-10: Mirror World Cache x20
Ranks 11-20: Mirror World Cache x10
Ranks 21-50: Mirror World Cache x5

Tournament duration: 22.04 00:00 CEST – 29.04 00:00 CEST

There's even more excitement coming this week! No journey to the Blissful Isle is complete without the Season Party, so make sure to join the fun! Score x3 Season Points for all daily and weekly missions of the 24th Activity Season from 22.04 00:00 CEST to 29.04 00:00 CEST!

See you in the game!
The Warspear Online Team
INITIAL D Playtest - Tokyo Warfare Project
Hi,

As of today, the production of a new touge is ongoing.

This time, a wide, constant double lane high-speed route will be modeled.

It is the continuation of the current playable road, right after going through the Nishina Pass.

The new layout will be the Route 411 until it meets the Route 127, with an approximate length of 9Km surfing mountain crests, featuring also a tunnel.

If you happen to like the road, it can be extended into a similarly long new stretch, with the possibility to extend another 9km later on in a more twisty road, but still double lane all the layout.

This work will help to consolidate the developed modeling procedure, polish a few of the workflows that were a bit rough and produce a layout more suitable to start developing AI, Drift setups as well as test in real conditions new data streaming solutions under development.

Have fun.
INFERNIUM - Carlos [Horror Tales dev]
Hello Horror Fans!

The release of Horror Tales The Beggar, the continuation of Horror Tales The Wine (from the same solo dev as INFERNIUM) is just around the corner... BUT...

They seem so so diferent. How in the name of Banydebosc Wine they connect?

https://store.steampowered.com/app/1343340/HORROR_TALES_The_Beggar/

Without spoilers of The Wine and The Beggar... there are some characters from The Wine that return for The Beggar in the lore, but the main connection of both games is still the Banydebosc Wine. The Beggar takes place around 300 years after The Wine, and let's just say the origin of the properties of the banydebosc wine and further investigations about that is what sets in motion the story of The Beggar.
We are still currently waiting for confirmation for console partners but we should announce a release date super suuuuper soon!

https://store.steampowered.com/app/1343340/HORROR_TALES_The_Beggar/

Crossout - Faley016


The previous announcements can be seen here and here.

Hello!

We continue the testing of the new system of energy consumption and energy supply of parts! We have taken your feedback from previous testing phases into account and would like to make the transition to the new system as convenient and seamless as possible for all players.

Therefore, we decided to drop some of the most controversial points and focus only on changes that were proven to perform best or are necessary for the transition to the new system.

If we are satisfied with the results of this testing, we are going to implement the transition to the new system in the next major update (the final version may have additional changes).

It is important for us to move to the new system because we currently cannot use energy as a balancing unit (1 unit of energy is too much at the current scale). The new system will make it easier to further balance the increasing number of parts and allow for more fine tuning of energy consumption and energy supply in relation to efficiency rather than just changing the efficiency of a part to match the amount of energy it consumes or provides.

We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can familiarize yourself with all the planned changes in detail on the special test server!

Energy supply

Cabins
According to the results of previous testings, the changes to the energy supply of the cabins have shown good results. This means that we will keep the system of energy supply parameters increasing by rarity and depending on the type of the cabin. Values from live game servers are shown in brackets, the new ones are shown outside brackets.

Rarity
Light
Medium
Heavy
Common
21 (10)
20 (10)
19 (9)
Rare
22 (11)
21 (11)
20 (10)
Special
23 (11)
22 (11)
21 (10)
Epic
24 (12)
23 (12)
22 (11)
Legendary
25 (12)
24 (12)
23 (11)
Since “rare” and “epic” medium cabins have lost 1 energy point (0.5 in the current system), we are making additional balance changes. Most of them are related to the mass limit, so that the player would be able to replace the generator:

Wyvern
  • Tonnage increased from 3500 to 4000 kg.
Bear
  • Mass limit increased from 9000 to 9500 kg.
  • Tonnage increased from 4200 to 4500 kg
  • Power increased by 7%.
Fury
  • Mass limit increased from 8500 to 9000 kg.
  • Tonnage increased from 4000 to 4300 kg.
  • Power increased by 7%.
Quantum
  • Mass limit increased from 10000 to 11000 kg.
  • Tonnage increased from 5000 to 5500 kg.
  • Power increased by 11%.
Photon
  • Mass limit increased from 13000 to 14000 kg.
  • Tonnage increased from 5000 to 6500 kg.
  • Power increased by 8%.
Omnibox
  • Mass reduced from 2100 to 1700 kg.
  • Mass limit increased from 12500 to 13000 kg.
  • Power increased by 4%.
Favorite
  • Maximum speed increased from 80 to 83 km/h.
The Call
  • Maximum speed increased from 77 to 80 km/h.
Howl
  • Maximum speed increased from 80 to 83 km/h.
  • Tonnage increased from 4500 to 5500 kg.
Generators
The changes of the energy supplied by generators remain the same and complement the changes to cabins.

Heavy generators now give 1 energy point more than light ones (i.e. 0.5 points in terms of the game version that is currently live on servers) but their destruction causes a much more powerful explosion. These changes would hopefully make all generators a viable option; currently, the players have a favorite generator in each “light/heavy” pair and use it much more often than its counterpart. Values from live game servers are shown in brackets, the new ones are shown outside brackets.

Rarity
Name
Energy
Explosion damage
Explosion radius
PS
Extra
Rare
Big G
2 (1)
 
+25%
130 (150)
 
Special
Ampere
4 (2)
-50%
 
380 (410)
Durability: 65 (45)
PU-1 Charge
5 (2)
+71%
+50%
475 (410)
Mass: 576 (445)
Epic
Gasgen
6 (3)
-54%
-33%
810 (870)
Durability: 105 (72)
Bootstrap
7 (3)
+71%
+50%
945 (870)
Mass: 765 (600)
Legendary
Thor-6S
8 (4)
-36%
-33%
1600 (1600)
 
Apollo
9 (4)
+67%
 
1800 (1600)
 
Relic
Odin
10 (5)
-22%
-17%
3000 (3000)
Mass: 715 (874)
The effect that we would like to achieve is that it would be more convenient for light cabins with more energy to have a light, small and safe generator than a heavy, large and explosive one with one additional energy point. At the same time, players would also be able to comfortably install such a generator on a vehicle with a heavy cabin, bringing it closer to a light cabin in terms of energy.

Energy consumption
Firstly, we would like to note that the PS of all “common” and “epic” weapons and modules has slightly decreased in the new system. This is due to the fact that the PS of weapons and modules is equal to the product of the rarity factor times the consumed energy. The factors of these parts were not divisible by 2 and therefore were rounded down.

The PS values of some parts that don’t consume energy were also changed. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
  • “Fuel barrel”, “Car jack”, “Radio”, “RS-1 Ruby” — 40 (65).
  • “Fuel tank”, “Contact 2M”, “Rift 2M”, “TS-1 Horizon” — 65 (115).
  • “Hardcore” — 95 (157).
  • “RD-2 Keen” — 135 (216).
  • “FHT-3 Flock” — 200 (375).
  • “Genesis” — 160 (157).
  • “Expanded ammo pack” — 230 (216).
  • “Rune-1” — 190 (206).
  • “RN Seal”, “Shiver”, “KA-2 Flywheel” — 270 (400).
Weapons
In order for the new system to have as little impact as possible on players’ current armoured vehicles, we have dropped almost all weapon changes and will only modify their energy consumption if needed as part of the regular balance changes. The energy consumption of all weapons will be multiplied by 2. The exceptions are some auxiliary weapons, for which we have reduced their energy consumption:

Enlightenment
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 275 to 135.
Barrier
  • Now consumes 3 points of energy instead of 4.
  • PS reduced from 550 to 405.
Acari
  • Now consumes 7 points of energy instead of 8.
  • PS reduced from 1100 to 945.
Also, the Yongwang perk’s bonus for energy spent on modules is now reduced from 12 to 6%.

Modules
Similar to weapons, we doubled the energy consumption of all modules (except for the ones listed below). We decided not to tie energy consumption to rarity, which we tested last time, and implemented only those changes that we consider really necessary:

“Dun horse” and “Razorback”
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
Comment: starting from 4000 PS, “special” engines are used much less often than “epic” ones and are usually just placed into storage without any use.

Oculus
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
Comment: unfortunately, players don’t use this module at all.

KA-1 Discharger
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
  • Efficiency reduced from 15 to 10%.
Comment: this recharge booster is practically never used in comparison with the “Flywheel”, even at low PS. On the live game servers, both modules are too close in their parameters and models, making the “Discharger” virtually useless. The changes should increase its relevance at low PS.

Yeti
  • Now consumes 3 points of energy instead of 2.
  • PS increased from 400 to 600.
  • Invisibility reserve increased from 30 to 45 sec.
  • Bonus from invisibility reserve reduced from 15 to 10% (i.e. it still adds 5 sec.).
  • Bonus to the invisibility reserve from “Rune-1” reduced from 50 to 25%.
Comment: a very effective stealth module with unique mechanics different from the “Chameleons”, making it not so much an extension of them but an alternative to them. We don’t want to weaken its performance, but we think it’s fair to raise its energy consumption and make it less dependent on the “Rune-1”.

Omamori
  • Now consumes 3 points of energy instead of 2.
Comment: as with the “Yeti”, it’s a very efficient module with mechanics different from its predecessor.

B-1 Aviator
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 85 to 40.
  • Boost reduced by 30%.
  • Now gives 3% bonus to damage with the “Cockpit” perk.
Blastoff
  • Now consumes 2 points of energy.
  • Boost increased by 21%.
  • Now gives 10% bonus to damage with the “Cockpit” perk.
Hermes
  • Now consumes 3 points of energy instead of 2.
  • PS increased from 275 to 405.
  • Boost increased by 56%.
  • Now gives 25% bonus to damage with the “Cockpit” perk.
  • Durability increased from 129 to 172 pts.
Comment: we implemented an energy consumption progression for boosters and further widened the gap in acceleration efficiency, as “Hermes” is too big and quite difficult to mount on a car in large numbers, and “Aviator” is much less likely to be used at low PS than the rare “Blastoff”.
“Argus” and “Interceptor”
  • Now consume 1 point of energy instead of 2.
  • PS reduced from 275 to 135.
Comment: both modules are rarely used and utilized only in overly specific circumstances.

R-1 Breeze
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 85 to 40.
R-2 Chill
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 130 to 65.
  • Efficiency reduced from 50 to 40% (for shotguns, from 29 to 23%).
RN Seal
  • Now consumes 2 points of energy.
  • Efficiency increased from 70 to 80% (for shotguns, from 38 to 44%).
CS Taymyr
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 130 to 65.
  • Efficiency reduced from 60 to 40%.
Comment: these changes are necessary so that when using weapons with heating mechanics in conditions of energy shortage it would be possible to replace an epic module with a weaker one, or to install it if you have 1 free point of energy (similar to weapons with reloading and “Discharger” / “Flywheel”).

You’re welcome to test different builds, submit them to the Exhibition (including if there are any problems) and share your constructive feedback.


How to get to the test server?
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If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
  • Create a new folder for the game on your hard drive.
  • Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
  • Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
  • After the installation is complete, start the Launcher and enter the game with your username and password.
  • The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
  • After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
  • Please note the schedule of the test server:
    • Friday, April 26, 2024 from 13:00 to 19:00 (GMT time)
    • Saturday, April 27, 2024 from 13:00 to 19:00 (GMT time)
    • Sunday, April 28, 2024 from 13:00 to 19:00 (GMT time)
  • Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
[/expand]
After testing the changes, we invite you to leave your constructive feedback on the planned rework in the comments to this news.

The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.


For more information on Crossout, follow these channels:
Apr 22, 2024
Progress Chess - zinig
Added: New chess set, player resigning confiramtion, some small fixes
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