Dying Light 2 Stay Human: Reloaded Edition - jakub.kurowski
Hi, it’s Tymon here,

Today, I would like to invite you to check out this slightly different take on my normal blog post, a little bit more personal than usual. See, two things happened recently that made my brain tingle in that special way, and I’ve been thinking about them a lot these days.

The first one came up a few weeks ago. As you know, we always try to hear out what you have to say. We read the comments, we’ve launched Community Ideas, but also we sometimes ask you directly for feedback on a range of topics that have to do with the Dying Light franchise. So, a couple of weeks ago, the results of a survey came back, where we asked the players of the first game, the cult classic behemoth that Dying Light is, why it is that they haven’t gotten around to playing Stay Human yet. We were very curious to find out what is the reason that keeps the fans of zombie-smashing from entering the city of Villedor.

There were a couple of good points listed, but my curiosity was piqued by one case – the survey shows that for quite a sizable group of players of the first Dying Light, the opinion they formed on Dying Light 2 Stay Human right after it premiered still holds true. Granted, for a lot of you it was a positive opinion, and that’s amazing, but there’s no use denying there was a part of the player base that didn't like the game as much as the rest and hasn’t touched it since. This notion got stuck in my head and I couldn’t get it out for weeks.

The other thing was that after we implemented the Nightmare Mode, I decided to replay Dying Light 2 Stay Human on that difficulty (you can check out the previous blog, where we dug a little deeper into this topic). Starting the game from the very beginning, I tried to put myself in the shoes of a player that’s going into it fresh. Which, in my case, proved to be pretty difficult, seeing as I’ve been working on Dying Light for more than 10 years now, and my Steam account shows I’ve already spent five thousands of hours in this game. But one thought kept cropping up: how much it evolved over the course of two years since its release.



So, combining these two thoughts: the fact that a lot of you still judge the game based on its state from two years ago and the reality of how different it is now – I wanted to give you a summary of all the changes and invite you back to take a fresh peak at Villedor.

It’s a no-brainer to start with the biggest improvements which totally revamped the face of Dying Light 2 Stay Human. First of all is the transformation of the night experience. Introducing roaming Volatiles, darker nights, limiting the visibility, so that the players can feel the terror that lurks behind every corner – those are the features that made the exploration of the city after dusk so much more intense. The night experience is a result of implementing our own ideas, but also benefits from the community’s feedback. Based on your guidance, we’re always tweaking and tinkering with features and functionalities to fulfill the expectations of both the most hardcore as well as more casual gamers.

Our continuous work on the physicality of gameplay plays a hugely important part in the reception of the game. It involves the refreshed, more realistic and grounded parkour, but also the behavior of the enemies. If on the release day you felt the lack of zombies falling from the roofs, well – here you go!

We also put a lot of work into leveling up the interactions with our zombie buddies, their faces are now more lifelike (yup) and full of emotions. We can now strike in a more realistic way, and the damage looks exceptionally more detailed.



We can also wreak more havoc on our enemies – as in cutting off limbs and making holes in their bodies. Our efforts were crowned with the introduction of firearms, with the help of which the players can be even more inventive when it comes to the creatively brutal combat Dying Light is known for.

I’ve done my homework and meticulously examined all the features we introduced to the game, along with over 10 updates that we released since its launch. We’ve been working on them at our own pace, which means it was easy to miss the fact that you can count these additions in hundreds. I think they significantly boosted the quality of practically all game elements.

What I mean here is, for example, the additions of several new enemy variants, more than a few dozen weapons, loads of improvements with respect to the UX and gameplay systems – the possibility of crafting and repairing weapons, or transmog. There was a lot that happened also to the graphics. The game has new skyboxes, lighting, refined environment and interior details as well as plenty of customization possibilities, including technical specs, field of view, or numerous color grading options.



I’ve also looked at our players’ sessions and, in my estimation, the co-op looks more stable now. I’m also very glad that we kept our promise and introduced dozens of bigger and smaller features that you requested directly.

There sure were a lot of upgrades, certainly too many to list every single one here. But during my Nightmare Mode replay of Dying Light 2 Stay Human, I also paid attention to a couple of other things that just struck me personally. It was cool to see the tweaks made to the narration and cutscenes. It felt incredible to explore Villedor in heavy rain. I had so much fun fighting with the electric Virals, which, in my opinion, is a feat on multiple levels. I still get amazed by how sunsets look in the Harran Sunset Color setting. I swear I sometimes just stood on a roof and looked at the disappearing sun.

Obviously, I realize that every player will consider different upgrades to be the most essential – what do you think, by the way? Let me know on <<reddit>>. I’m also aware that we haven’t gotten everyone fully onboard – YET! I think we put a lot of work into Dying Light 2 Stay Human over these two years. It evolved into a different, complex, grounded survival experience. I invite you all to take a second look – you can see for yourselves how all the community-driven changes turned out. You can expect plenty more where that came from.

Thank you for your support!
Stay safe!
Modern Naval Warfare - Severus Lupus
Ahoy there! In the last month's Navy logbook, we explored the personal side of our developer team, answering questions and offering introductions to our vibrant community. In this months logbook, it's all about diving into the depths of Modern Naval Warfare’s development and showcasing a few of our latest efforts.

The team, though small, packs a mighty punch. They are now like a well-oiled machine, constantly sprinting forward in the development of Modern Naval Warfare.

Starting off, we figured it would be nice to show off some of the modeling work being done. Our artists have been hard at work designing ships and we have some pretty nice renders to show you today.

This model is currently a work in progress and may not represent the finished product

Besides these beautiful new ship models, we also figured you would like to hear about the actual in-game process of firing shipboard weapons. In Modern Naval Warfare this launch is not just a simple "press button - missile fires", but a very involved process with multiple in-game factors occurring.

Let us consider a scenario where you are tasked to launch a BGM-109D Tomahawk missile. You receive the mission order and all the plans via satellite communication. Following the directives, you position the submarine 200 miles east of the Paracel Islands.

Moving to the Fire Control station, you select the missile in the vertical launch tube, start the fire sequence and patiently wait for all the lights to turn green before pressing the launch button.


Excitedly, you rush to the periscope to witness the missile emerge from the surface. Within seconds, the booster falls away, and the missile vanishes into the hazy morning, commencing its journey to the target.

But hold on a moment! While this 20-second event may seem straightforward, it's the culmination of months of rigorous research, coding, testing, and meticulous 3D and VFX work.

Let’s start. The AGM-109D Block III (TLAM-D) used for this mission was meticulously crafted and textured by our dedicated 3D team. The stunning engine exhaust and contrail plume were skillfully created by our VFX experts.

The development of the flight model involved a lot of research on missile flight and control, a long and meticulous debugging process (often accompanied with a lot of laughing) to accurately account for the aerodynamics and physics laws governing the missile's trajectory including considerations for weight, thrust, drag, fluid dynamic and more.

To ensure the missile stays on course between waypoints an Inertial Navigation System (INS), Terrain Contour Matching (TERCOM), and DSMAC (Digital Scene-Matching Area Correlation) models were also developed. Yes, in contested environments with GPS jamming, the missile will use the DSMAC to realign the navigation system.

Finally, upon reaching the point of impact, a complex process activates the warhead following the mission orders inputs (axis of delivery, altitude, ….). The missile's terminal attack mode, whether it's a pop-up maneuver, a sub-munition dispersal or a direct attack mode, dictates the outcome. This could mean a powerful detonation for a single strike or, in the case of dispersing BLU-97s, a series of smaller explosions. Each explosion is meticulously designed and executed by our skilled VFX team, adding a touch of realism and intensity to the simulation. As always, we all love big Boom!.

I know you're eagerly anticipating some videos and more screens, so let your wishes be granted!

NOTE: All media presented are works in progress and don’t necessarily represent the final product.
Here's a sample of the works of the 3D and texturing artist

Video of the simulator flight model (work with aircraft, missiles, ….), at the end, a little blooper. It happens when some flight parameters inputs are incorrect.

Videos of the VFX artist. Since he got an Oscar, he got to have TWO videos (but only this time!)
Underwater Explosions

Atmospheric Explosions

As you've witnessed in this logbook, the effectiveness and dedication of our development team are paving the way to deliver the most realistic consumer simulator of Modern Naval Warfare to date.

While I hope your craving for simulator development insights has been partially satisfied, I understand you're hungry for more, but that's all for today!

So, stay tuned for another exciting update next month!
Tom Clancy's Rainbow Six® Siege - UbiWayfarer


In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y9S1.3 update and give you some insight into the reasons behind them.

BALANCING MATRIX AND TOP OPERATOR BANS

WIN DELTA VS. PRESENCE







Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.

Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.


OPERATOR BAN RATE






MESSAGE FROM THE TEAM

As observed in the Balancing Matrix, there has been a significant increase in the presence of certain operators. However, despite this shift, their performance statistics do not raise any immediate concerns. Consequently, we have decided not to make any adjustments to the sights distribution in this patch.
It's essential to recognize that the graphs presented reflect only a small segment of the Ranked player base. Below those ranks and across the broader player community, the presence of these operators is considerably lower.

Their presence was higher at the beginning of the season and gradually declined to the numbers you see right now. This downward trend suggests that these operator choices are driven more by novelty than by overwhelming strength. We observed similar patterns during the 1,5x era, and based on tests conducted over the past year, we prefer a cautious approach rather than immediate reaction because the system is still too new. We believe maintaining the current distribution throughout the entire season won't compromise the overall balance.

Additionally, prematurely removing these operators could prompt players to swiftly switch to the next operator equipped with Magnified Scope. Such a shift might adversely impact the balance of other operators that have not received as much attention and are currently in a good position. Hasty removal would not allow sufficient time to thoroughly evaluate all the pros and cons of the new sights, especially considering that nostalgia and novelty are still influencing the decisions.



OPERATOR BALANCING
________________________________________

AZAMI
[h4]KIBA BARRIER[/h4]
  • Increased by 10% the damage received by High caliber Handguns and Revolvers.
    • Handguns: .44 Mag Semi-Auto, D-50
    • Revolvers: .44 Vendetta, Keratos .357, LFP586
  • Increased by 10% the damage received by Medium caliber Submachine Guns and Assault Rifles.
    • Submachine Guns: K1A, P90, UMP45, Vector.45 ACP
    • Assault Rifles: 416-C Carbine, 552 Commando, 556XI, AK-12, AR33, AUG A2, C7E, C8-SFW, Commando 9, F2, F90, G36C, L85A2, PARA-308, POF-9, R4-C, SC3000K, Type-89
  • Increased by 5% the damage received by High caliber Assault Rifles and Light Machine Guns.
    • Assault Rifles: AK-74M, ARX200, M4, M762, Mk17 CQB, Spear .308, V308
    • Light Machine Guns: 6P41, ALDA 5.56, DP27, G8A1, LMG-E, M249, M249 SAW, T-95 LSW

The weapon base damage, the damage drop-off curve, the distance to the barrier, and the barrier resistance are just a few of the variables we need to consider for the +100 weapons available when balancing this system. We were already aware that the Kiba Barriers might still require too many bullets to be destroyed by certain weapons. However, we wanted to be cautious not to render the barriers completely ineffective now that every operator will be able to deal with them. As a result, we opted for an initial release with barriers that remain robust. Our plan is to iterate, seeking the optimal balance while closely monitoring the impact of each adjustment.

Despite the data is showing that the new feature is being utilized, the lifespan of the barriers hasn't significantly changed. This suggests that Attackers continue to face challenges when dealing with them. Explosives and melee attacks remain the primary methods of destruction, making the risk associated with shooting at a barrier still high enough to favor the use of explosives.

Upon analyzing the damage received by the barriers during destruction, we observed that Designated Marksman Rifles perform exceptionally well against them. Consequently, our focus will primarily be on increasing the damage received from Assault Rifles and Light Machine Guns. The additional weapons mentioned here are affected for the sake of consistency, as they share the same caliber configuration.

IANA
[h4]LOADOUT[/h4]

  • Secondary Gadgets: Added Impact EMP Grenade. Removed Stun Grenades.

Considering her ability to bait defenders and facilitate re-frag opportunities for teammates following the hologram, she should be an excellent operator choice for support players. Additionally, her infinite intel gathering resources make her particularly advantageous in the current situation, where drones are limited. Therefore, we will enhance her support capabilities by incorporating Impact EMP Grenades and maybe look into the Gemini Replicator in the future.

LESION
[h4]GU MINE[/h4]

  • Initial damage: Reduced to 3hp (from 5).
  • Gadget refill timer: Increased to 25 seconds (from 20).

[h4]LOADOUT[/h4]

  • Secondary Gadgets: Added Observation Blocker. Removed Impact Grenades.

Since the removal of cloaking from his GU Mines, we've observed positive changes in his performance. Despite the uncloaked mines, the number of mines triggered per round has remained relatively stable, resulting in higher average damage than initially anticipated.

To maintain the core essence of the GU Mine, we have made a slight reduction in its initial damage. Our intention is to emphasize the urgency of removing the mine and the fear associated with encountering another one. Rather than an immediate kill, we aim to create a strategic window of opportunity for players to engage with the enemy.

Lesion's increased resources allow him to exert significant map control very quickly and block attackers' access to the building from very early in the round. Consequently, we've extended the time required to acquire the mines. While this may reduce early-round map control, it ensures Lesion's continued impact in late-game scenarios. He remains a priority target for attackers.

Regarding secondary gadgets, we believe that the GU Mines should be enough for slowing down Ballistic Shields and the Impact Grenades give him too much flexibility. So we are going to change them for the Observation Blocker, which also synergies well with its primary ability providing extra protection.

NOKK
[h4]HEL PRESENCE REDUCTION[/h4]
  • Duration: Increased to 30 seconds (from 20).
  • Cooldown: Increased to 30 seconds (from 20).

The recent changes to Frag Grenades, along with increased operator access, have had a negative impact on Nokk's presence.

To mitigate this issue while we investigate other solutions to make her more impactful, we will be increasing the duration of the HEL Presence Reduction. This adjustment will allow Nokk to traverse bigger areas more comfortably without being detected in defenders' cameras and catch them by surprise.

ORYX
[h4]REMAH DASH[/h4]
  • Will destroy Deployable and Talon shields. The dash is not interrupted.

We are updating the Remah Dash to improve comfort and consistency. From now on, Deployable Shields and Talon Shields will no longer impede Oryx during the dash; instead, they will be destroyed and he will go through. This adjustment aligns with player expectations, especially considering Oryx's existing ability to pass through Kiba Barriers and Reinforced Barricades.

SENS
[h4]R.O.U. PROJECTOR SYSTEM[/h4]
  • Max. Resources: Increase to 4 R.O.U. Projectors (from 3).

Despite the numerous improvements to the POF-9 and the additional utility that brings, Sens continues to underperform. We acknowledge the intricacy and skill required to use the R.O.U. Projectors effectively. The unpredictability of bounces can sometime work against you. We hope the new Trajectory Previsualization can help to improve accuracy, but we are going to allocate additional resources to enhance flexibility and provide more opportunities for error correction while we keep investigating new ways to improve it.

GADGET BALANCING
________________________________________
IMPACT GRENADE
[h4]EXPLOSION[/h4]
  • Damage: Reduced to 40hp (from 60).
  • Radius: Reduced to 2 meters (from 3).

[h4]OPERATORS AFFECTED[/h4]
  • Azami
  • Caveira
  • Clash
  • Echo
  • Goyo
  • Maestro
  • Melusi
  • Rook
  • Valkyrie
  • Vigil
  • Wamai

We recognize the growing significance of Impact Grenades over the years. They play a crucial role in site setup, facilitate defenders' swift rotations, aid in clearing attackers utility, deny walls, and even eliminate adversaries. However, we acknowledge their excessive versatility, which prompts us to address their killing potential and wall-denial capabilities.

We have implemented a reduction in damage. As a result, double-impacting an enemy will no longer result in an immediate kill. Also, opponents must be even more damaged to employ a grenade to secure the elimination.

The reduction in explosion radius will yield two key effects:

1. Impact-Tricking countermeasures: Attackers can prevent it by positioning the hard-breach device as close to the ground as possible in additional locations, And defender must be more accurate to do it successfully.

2. Precision requirement for utility clearance: Defenders must exercise greater accuracy when dealing with attackers' utility, such as Airjabs and Claymores. This adjustment allows attackers to place more reliance on this type of gadgets and experiment with unexpected placements.

Our intention is to promote the use of the right tool in the right situation, rather than relying solely on something that can serve multiple purposes. Defenders have other tools at their disposal that can achieve these objectives more effectively. Our final goal is to enhance tactical gameplay and reward the correct decision-making in every match.

WEAPON BALANCING
________________________________________
BALLISTIC SHIELD
[h4]GUARD BREAK[/h4]
  • Explosion: Trigger threshold reduced to 30 damage (from 50).
OPERATORS AFFECTED
  • Blitz
  • Fuze
  • Montagne
  • Clash

Our goal is to ensure that the Impact Grenades remain effective counters against Ballistic Shields. Because of the recent damage change, we find it necessary to adjust the threshold for breaking a shield owner's guard.

The guard break system relies on the damage received, and it's important to note that no other explosives have undergone alterations. Consequently, other explosive devices will now create larger openings than before.

________________________________________
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Apr 30, 2024
Seeds of Chaos - FlynnFlann
Fresh goblin pussy, get it while it's hot!

NEW ART:
  • 32 CGs (with 92 variants)

NEW SCENES & EVENTS:
  • One new main story event, the Astarte war council (with two new sex scenes, Andras x Rowan, and Rowan x X'zaratl)
  • Two new Blackholt Goblin Arc events (with one new sex scene, Rowan & Tue-Row x Zii-Zii)
  • One new Helayna event (with one new sex scene, Orcs x Helayna)
  • One new Fae Arc event (with one sex scene with two variant paths, Rowan x Whitescar or Whitescar x Rowan)
  • One sex scene has been added to the Andras Arc finale (Andras x Rowan)
  • One sex scene has been added to the Liurial Arc finale (Rowan x Liural & Alexia)
  • One sex scene added to the Aryzl riddle event (Rowan x Jezera & Arzyl)
  • A meeting with Alexia has been added to the pre-Astarte battle event, with both low/not-low relationship variants (includes one sex scene, with two more to follow based on Alexia's level of corruption).
  • If the chaos incursion Rip and Tear has been completed, Ghorza can now be visited prior to the battle of Astarte in the pre-Astarte battle event.
  • A new Jezera-focused threesome has been added to the Arzyl riddle competition fey event.
  • Both the Helayna's day off events have been substantially reworked, with one new and one extended sex scene.

REWORKED SCENES:
  • The Rowan helps Helayna escape event has been edited to bring it in line with the rest of the new Helayna content
  • You can now fulfil Mission 3 requirements by completing the Blackholt storyline

OTHER:
  • Bunch of bugs squashed
  • Whitescar and Heartsong paths have been separated, both are available in Whitescar's room

As an added bonus- the game will be on sale for the next week! If you or a friend have been looking for the right time to pick up a copy of Seeds of Chaos, now is the time!
Apr 30, 2024
Park Beyond - Anchoix
Note from the Dev team

Beyond the Depths - Theme World is being brought to you along with Patch 3.0.0, a major patch with new and splashy content for everyone, usability improvements and of course tons of bug fixes!

As a water ride, everyone is receiving the Log Flume coaster which comes with many adapted coaster modules from non-water coasters and two completely new coaster modules, the Turntable and the Waterfall module.

Along with this new content, several food and drink items have received fitting modifiers that will affect the needs of your visitors. Consumables can now have modifiers like spicy, refreshing, soothing, energizing or heavy.

To ease your placement and building experience pillars, fences, eaves and trims have now been categorized in the same way as walls, roofs and ceilings to make your desired building pieces easier to access. On top of that, the search function in the placement menu now also works for object tags.

With this patch you will also have an easier time finding the save game you are looking for as we have added live park thumbnails and the ability to add custom names to your save games.
Thank you all for your ongoing support and feedback! We hope you enjoy Patch 3.0.0 and have fun in Park Beyond!



Content
  • Beyond the Depths DLC:
    - 2 new Sandbox maps: The Ancient Ruins, Grim Peninsula
    - 2 new Flat Rides
    - New theme with scenery objects, modular structures and animatronics
    - New shop, facility and decoration prefabs
    - New coaster type River Rapids
    - 2 new coaster modules : Waterwheel | Geyser
  • New coaster type Log Fume for everyone
  • 2 new coaster modules for everyone : Turntable | Waterfall
  • Mission maps can now be skipped and no longer need to be unlocked individually
  • Pillars, fences, eaves and trims are now categorized in the placement menu for an easier building experience
  • The search function in the placement menu can now find objects based on their tag
  • Save games now show the last state of the park as thumbnail and can be renamed
  • Visitors that are currently arriving or leaving the park no longer appear colored in heatmaps
  • Selected food and drink items now have effects on visitors: spicy food for example will make them thirsty, soothing drinks will alleviate nausea
  • Transportation rides have been rebalanced so their income, fun and amazement gain are referring to the actual amount of stations each visitor group will travel, instead of referring to visitors making a full round arriving back at the station they initially boarded

Stability
  • Fixed a random crash on loading a save file
  • Fixed a random crash after some playtime
  • Fixed a crash on undoing a coaster on specific mission maps
  • Fixed a freeze on performing undo after deleting a coaster and adjusting the station size
  • Fixed a crash that occurs when accessing and waiving the community content browser continuously
  • Fixed a rare crash on selecting stuck visitors
  • Fixed a random crash that occurs randomly after loading an older save file
  • Fixed a random crash after placing a flat ride with automated path
  • Fixed a crash on deleting save files in an empty load menu

Performance
  • Multiple performance improvements on all platforms leading to more stable framerates
  • Improved performance for placement preview of any modular ride prefab especially with long track length
  • Improved performance related to supports and supports updating
  • Improved performance related to coaster adjustments
  • Improved performance around scenery objects containing audio like e.g. animatronics
  • Improved framerate when moving nodes in the ride editor
  • Optimized VFX effects
  • Optimized LODs and shadows settings
  • Loading time improvements
  • Fixed that frames drop heavily on moving a second station module around on Mission 05

Modes and Missions
  • Adjusted collision on Mission map ‘Sky is the Limit’ to improve the overall placement on the floating platforms
  • Adjusted snapping of assets on Mission map ‘Sky is the Limit’ to the anti-gravity floating platforms
  • Fixed that after selecting any asset via gamepad the 'Start Pitch Meeting' button is hidden and no longer accessible
  • Fixed team goal ‘Have 3 distinct impossified rides’ accomplishing on placing and impossifying the same flat ride
  • Fixed the challenge ‘Build and open at least 3 toilets inside the park’ accomplishing with only 2 toilets in the Exploration Park
  • Fixed that it is possible to interact with removed challenge stands when box selecting the area it was previously available
  • Fixed that challenge stands can be selected while attempting to create an object group
  • Fixed the team goal ‘Shooting star’ accomplishing before exiting the coaster editor mode of a coaster
  • Fixed the team goal ‘Let 50 visitors experience catastrophic failure’ accomplishing incorrectly
  • Fixed the team goal ‘Was there even any doubt’ accomplishing regardless of if the condition remains fulfilled over the requested period

Mission 2 - Welcome to Cloudstormer
  • Fixed that the object group editor stays active throughout mission 02 if it was activated before the pitch meeting
  • Fixed an incorrect tracked count displayed for the goal 'Build and open a flat ride that is relished or loved'

Mission 3 - The Dawn of Impossification
  • Fixed the spelling of ‘Slingshot’

Mission 4 - An Eye for Details
  • Fixed the goals from Mission 04 ‘place 3 staff lounges’ counting incorrectly on loading saves from an older version of the game

Mission 7 - Taken at the Flood
  • Fixed the challenge ‘Use launcher module to tunnel through the mountain’ not accomplishing when the coaster station is placed on a different land extension on Mission 07
  • Fixed broadcast messages flickering during the intro and outro sequences
  • Fixed that one of Izzys lines is cut off during the pitch meeting in multiple languages

Mission 8 - Top of the World
  • Fixed an issue where the antigravity platform is not available after loading into Milestone 1 of Mission 08
  • Fixed the optional goal "You've made my heart so full" not resetting on selection resulting in the goal immediately failing

Sandbox Maps
  • Fixed the goal display ‘Sell 10 impossified dogs’ to ‘deconstructed dog’ for sandbox map goals
  • Fixed the sandbox goals ‘impossify Flat Rides’ accomplishing with double impossifications on the same placed ride
  • Fixed offrail tracks not working on preplaced water body in any mediterranean sandbox map
  • Fixed that preplaced scenery cannot be moved properly on the desert map 'The Oasis'
  • Chicken Run: Dawn of the Nugget:
    - Fixed that the chicken run ‘Funland Farms’ can display a checkerboard texture when zooming out
    - Fixed the 'Do you want to but this land extension? It Costs $1' tooltip for non-purchasable land being displayed in the map 'Funland Farms'

Placement
  • Removed redundant ‘Purge’ pop up while trying to place subscribed DLC prefabs consisting of a purgeable asset
  • Fixed the ‘Remove from Object Group’ option not being available for single objects within an object group
  • Fixed ‘Set as anchor location’ option not being available for object groups
  • Fixed cloned scenery assets adjusting size to the current placement setting
  • Fixed some rotation issues that occur with specific scenery objects
  • Fixed overview panels of assets being based on the first asset selected when containing purgeable DLC objects
  • Fixed collision behaviour being inconsistent for coasters, flat rides, shops and facilities during prevision placement
  • Fixed that rides, shops and facilities cannot be placed right on top of water bodies with a height of 0m
  • Fixed demolish mode waiving immediately after performing undo
  • Fixed objects vanishing from the map on selecting move and exiting the object editor
  • Fixed preview of preplaced objects snapping back to its default position after moving on specific maps
  • Fixed ‘move’ and ‘clone’ options missing for multiple Beyond eXtreme prefabs
  • Fixed that the object group editor mode is not triggered for objects that were previewed for placement while undoing
  • Fixed the station preview snapping on hovering over terraformed terrain
  • Fixed an incorrect ‘Area Locked’ message being displayed on the land fragment border while placing an object with Grid width to 1M and Grid Alignment to 'World' on owned land
  • Fixed land extension border not displaying for Tracks, Modules and Coaster elements if accessed after selecting the track placement icon
  • Fixed modular structures being out of bounds after undoing and simultaneously placing a cloned structure
  • Fixed background flickering on rotating 90° in the prefab creation panel on desert maps
  • Fixed that the automated path price is doubled but only the normal amount is refunded on performing undo
  • Fixed an issue that path and queue textures mismatch with the texture displayed in the thumbnail during initial placement of rides
  • Chicken Run: Dawn of the Nugget
  • Fixed error message ‘Area Locked’ appearing incorrectly on trying to place water on owned land on the Fun-Land Farms sandbox map

Scenery Objects and Modular Structures
  • Added the ‘tree’ tag to the banana plants scenery objects
  • Scenery objects are now affected by the time scale
  • Set correct sets for truss pillar modular set
  • Removed some duplicate scenery and modular objects from the placement menu
  • Fixed multiple LOD issues on scenery objects
  • Fixed incorrect thumbnails for a few scenery objects
  • Fixed broken armillary idle animation
  • Fixed certain modular structures not triggering the object group editor mode on placement

Flat Rides
  • Colour customization fixes for the platforms of multiple flat rides
  • Adjusted the default ticket fee for the impossified ‘Castle Siege’ Flat Ride since that was set too high
  • Fixed that the ride animation of a flat ride continuing after undoing its deletion
  • Fixed that the ride status remains closed on connecting an exit path containing of more than one path segment
  • Fixed the ‘Area Locked!’ error message appearing on placing Flat rides near the borders on certain maps


Shops and Facilities
  • Fixed that there is a duplicate shop attractor after multiselecting and moving more than one impossified shop
  • Fixed attractors lacking collision with other game assets
  • Fixed that the impossified version of a shop is cloned instead of its base version
  • Fixed that the incorrect refund amount is added to the wallet on performing undo after replacing any shop
  • Fixed undo and redo not working on relocated shop attractor

Coasters
  • Generally improved camera and track placement behavior when using gamepad
  • Adjusted the hook ‘Acrophobia’ to also complete with a height of exactly 10 meters
  • Added theme tags to coaster prefabs
  • Fixed an issue with gamepad that pushes each newly placed track lower than the previous one
  • Fixed the hook of the 'Hammerhead Kiss' prefab fails to satisfy by default
  • Fixed an issue with the calculated default fee prices for coasters with low throughput: coasters with few cars and long coasters will have a higher default fee now to ensure they are profitable
  • Fixed the elevator module having issues with split trains
  • Fixed the spring module resulting in stuck coaster cars
  • Fixed that there are two different failure statements when cars of the same train stop at different station modules
  • Fixed transportation rides running and declining in maintenance despite having no visitors after loading a community map
  • Fixed that it is possible to place coaster prefabs on top of each other
  • Fixed that coasters do not show an error message on placing them very far below the terrain
  • Fixed that only a limited number of cars can enter the catapult module when placed at an inclined angle
  • Fixed that coasters are missing their operator after construction
  • Fixed the status of coasters switching to ‘Closed’ after performing undo after moving the station
  • Fixed that coaster tracks can be placed under water without any error message being displayed
  • Fixed an issue with the spring module on performing undo and redo during track placement
  • Fixed that it is difficult to select the coaster prefab ‘Hammerhead Kiss’ after placing it near the map boundary
  • Fixed track placement preview snapping randomly to one direction every time after placing a track segment
  • Fixed that the test train is stuck in a loop after changing the launch direction to backward and the train pass number to more than zero
  • Fixed the train snapping back to the primary station when a wind tunnel is used between two station modules
  • Fixed coaster test details being incorrect after editing a coaster or after save and load
  • Fixed car lift module options ‘reset after use’ resetting after save and load
  • Fixed that it is not possible to construct a coaster with exactly 1500$ crash due to a rounding issue
  • Fixed that a coaster with exactly 200-meter length isn’t validated due to a rounding issue
  • Fixed the ‘Tracks are too long’ error message triggering at max length track placement
  • Fixed the car getting stuck at the elevator module when it is connected to any of the two- or three-way fork
  • Removed the non-functional switch direction setting from the filter module
  • Fixed the zoom while in car & train settings panel
  • Fixed an incorrect text displayed in the hook status section for ‘Projectile Experience’
  • Fixed an issue where the car lowered by the 'Car Lift' fails to collide with the cars passing through the bottom node of the module
  • Fixed that there are no costs on modifying a coaster after invoking and waiving the pause menu during track placement
  • Fixed the node of the elevator module not moving along in precision mode
  • Fixed that the 'Place Module' panel doesn't scroll automatically to show the selected scalable module during placement
  • Fixed an incorrect error message being displayed when the train enters the end node of the Cannon
  • Fixed supports not moving correctly when moving pieces attached to modules that split the train
  • Fixed an issue with split trains that wait in an incorrect position right before entering the elevator module
  • Beyond eXtreme
  • Fixed the spring module bouncing off at a distance for wide coasters
  • Fixed color customization for the wide coaster platform
  • Fixed that the preview of the paraglide course track are invisible on initial placement of prefabs
  • Chicken Run: Dawn of the Nugget
  • Added a tooltip video to the catapult module
  • Fixed the catapult module having issues with split trains
  • Fixed the information in the test detail panel when a coaster train enters the catapult module with high speed
  • Fixed the rocket from the rocket booster module being placed incorrectly on a train moving backwards
  • Fixed an issue in which trains would get stuck on the Cannon and Elevator if the backward rocket booster is placed before them
  • Fixed colour customization not working for Chicken Run: Dawn of the Nugget cars

Community Content
  • Fixed the asset available under ‘featured mods’ section not working in community content tab
  • Fixed the settings ‘close rides and facilities’ not working on loading into community maps after enabling it
  • Fixed some words showing up in the wrong language while downloading community park content

Park Management
  • Removed terraforming costs row in financial overview since it does not cost cash anymore
  • Added new help screens for park expansion, undo/redo, decoration and fees
  • Added new tips for ATMs, Ride Fees, Updating Ride Fees, Ride Creativity and Job Efficiency
  • When paying off a loan, the replay duration now stays the same but the monthly repay rate is reduced instead
  • Fixed an issue that displays an incorrect lab expansion number after unlocking the first expansion
  • Fixed that coaster prefabs are placeable without previously unlocking the required modules from Sofia’s Lab
  • Fixed that under certain conditions is it impossible to unlock new lab expansions on loading saves from an older version of the game

Terraforming
  • Added error message on adding water over a coaster that is placed in a cavity
  • Fixed that the error message ‘No cavity Available’ is displayed while adding water to carved ground
  • Fixed an issue in which the terraforming brush disappears on and under certain scenery objects
  • Fixed preplaced water not reappearing after undoing its deletion
  • Fixed error message 'No cavity available’ triggering on hovering the cursor close to terraformed terrain
  • Fixed that placing water in a cavity around or near another cavity removes water from the other one
  • Fixed the terrain deforming due to flat ride placement not restoring properly after performing undo
  • Fixed the painting brush not working anymore after clicking left mouse button while painting the terrain
  • Fixed that the terraformed terrain doesn’t restore after deleting any Ride

Staff
  • Changed ‘search for a staff lounge’ energy values for all staff members: they will now search for a staff lounge as intended when they reach 20% energy level
  • Improved the selection on entertainers with bigger costumes
  • Added descriptions and hints for staff duties
  • Fixed that fired staff still received salary until they leave the park
  • Fixed staff agents stopping to execute duties as soon as they start looking for a staff lounge


Visitors
  • Fixed visitors puking outside of the park entrance
  • Fixed visitors that have the ‘critical nausea’ status effect constantly re-enter toilets
  • Fixed visitors standing in queue snapping after closing a ride
  • Fixed visitors teleporting to the main station queue on closing a transportation ride
  • Fixed a case in which visitors can board transportation rides from the wrong station

Interface
  • The scenic mode no longer gets aborted when a park level pop up appears
  • Updated Tips and helpscreens to reflect the current path placement behaviour to ignore terrain
  • Removed a wrong description from ‘Reach Park Level’ sandbox goals
  • Adjusted the titles of DLCs displayed in the main menu, to properly reflect the Titles of the DLCs
  • Added tooltips for the ‘reset to default’ and ‘auto’ buttons
  • Removed non-functional ‘rotate 90 degrees’ button callout displaying while in prevision placement mode
  • Removed non-functional height adjustment button callouts being displayed when cycle prevision is activated during placement preview
  • Outage notification will disappear when the linked structure experiences a maintenance failure, and only pop up again if no one is maintaining the structure while it's getting used by visitors
  • Removed non-functional button callouts when any placements are made with precision tool
  • Fixed ‘toggle details’ button binding inconsistencies in the staff management screen using gamepad
  • Fixed the description displayed in the tooltip for ticket fee for all rides
  • Fixed the word ‘Points’ being displayed as ‘Paints’ in the tips section about entertainer points
  • Fixed the overview panel not triggering on waiving the move or clone option while in placement preview
  • Fixed that the path placement panel is closed upon performing undo and redo
  • Fixed that the price tooltip disappears while navigating past the boundaries of existing land segments
  • Fixed an issue from the 'Save Failed' pop up that selecting "OK" doesn't respond under certain conditions

Camera
  • Fixed shadow flickering when moving the camera far away
  • Fixed assets jittering on moving the camera during placement preview using gamepad
  • Fixed camera snapping on the tracks when in prevision mode while placing any coaster element
  • Fixed that the camera doesn’t move on selecting ‘Go to Location’ from the visitor panel while they are in a ride

Options
  • Fixed audio occlusion option not showing restart required message
  • Fixed that the audio of NPC commentary keeps playing after disabling it in the options settings
  • Fixed the ‘Colour Vision Deficiency’ filter not being applied to scenic mode
  • Chicken Run: Dawn of the Nugget
  • Fixed the option ‘Contact shadows’ failing to reflect on the sandbox map Funland Fiesta

Visuals
  • Added missing lights to several flat rides
  • Added the paraglider parachute to the Mantaray car style
  • Improved visuals to the rocket module when used with a wide coaster
  • Fixed some lights for the Bubbly Balloons flat ride
  • Fixed the animation for specific ghost car styles failing to trigger during its ride animation
  • Fixed that some cars do not open and close their doors while at the station
  • Fixed that the paraglider of the blue Pac-Man car doesn’t open
  • Fixed wooden coaster struts for intersection module appearing upside down
  • Fixed visual flickering on eyebrows during the pitch meeting in Mission 05
  • Fixed the VFX of maintenance failures and outages being barely visible on coaster stations


Roboquest - Yun and the Yuns
Hello Guardians!

We've just released a hotfix for the Arsenal update, v1.2.1.

Here are the list of changes for this hotfix:
• Removed instances of situations where you'd spawn within the ground in the basecamp
• Fixed a crash occurring when the client player would unlock the Sunglasses and get back to the basecamp
• Fixed a crash occurring when the host player starts the game right after their brobot has joined
• Fixed a crash occurring when a brobot would join while the host is generating fury points in the practice range as the Commando
• The Gorilla Bolter can no longer roll the Buckshot affix twice
• Not finishing Doom Gardens before the timer expires will no longer result in a end-screen showcasing a Crystal Powder gain
• Deactivated the difficulty selection while searching for a quickplay
• You can no longer be stuck with the pause menu open when combining several inputs in a row with the gamepad
• Fixed a bug with the Yoyo item not properly working
• The Transformer-Toy summon now properly appears for the other player when you pick it
• Fixed a bug with the Mini-Cricket not shooting exactly on your crosshair
• Fixed an issue with the Mini-Cricket not shooting at the usual maximum range for all weapons (50m) - its fall-off range is still at 12m
• If you added a perfumed affix to your unique weapon (Handgun, The Shovel or Buddy Bot), Smithing Ted will no longer remove it when upgrading it to Fantastic in the Oasis

That's it for the hotfix, happy robot smashing everyone!
Territory: Farming and Fighting - loomingco
Optimization: Separate mushrooms from the statistical category of vegetables, and set a separate production limit
BUG: During the game customization, the set items did not take effect
Project Warlock II - RV Novar
Hey Warlocks,

We’d like to update you on the progress of the Reworked Chapter 1 Development and Playtest going forward.

As we enter the final stretch of working on the Reworked Chapter 1 Update, we’re preparing a Release Candidate build. For the last week, we’ve been cautiously working on implementing changes based on the feedback we’ve received from the playtest participants. We’re squashing bugs, balancing things out, and introducing improvements across the board.

We’d also like to inform you that we will be closing the signups for the Playtest on April 30, at 7PM CEST / 10AM PDT / 1PM EDT. However, those who have been with us since the beginning, or joined at any point of the playtest will still have access to the Reworked Chapter 1 build.

The Beta branch, which all Project Warlock II owners can access anytime, will also be updated with the Release Candidate build and will stay public until the Reworked Chapter 1 hits the main branch.

As we mentioned in the last news, we will post a 24-hour notice before ending the Playtest, thus closing the playtest branch.

Once again, thank you for being a part of this playtest, and if you haven’t shared your thoughts yet, we can't wait to hear your feedback - here on Steam forums, the feedback survey, or in our Discord.
FLOOR 10 - GardenRiver
You can see what animalies are in Ending.
Protoplanet Express - Halor
View protoplanetary discs in a new way

The VR version of Protoplanet Express is now officially available, accessible either upon starting the game or through SteamVR.

This new VR edition includes a revamped control scheme, using VR controllers to navigate and scan the planets, stars, and formations visible in the protoplanetary discs.

*This mode is only compatible with Meta (Oculus) and HTC devices

...