Aim Down Screen - NeoRiley


* Fix for the widgets dialog not closing
* Added a Clock widget ("Glock") for the communities patience I I've worked through some of these issues.

Thank you!
N30R1L37
PIGEONS - pigeony.studios
03/05/2024

1.14 Update:

-Fixed minor bugs
-Added special abilities for each character
-Added weapons for each skin
Unknown FPV: FPV Drone Simulator Playtest - pipirssolutionsab
Patched an issue where the game might hang when you crash first time.
Tower! Simulator 3 - lilla_FeelThere
TOWER! UPDATE 3 + HOTFIX released yesterday! Read further down below ->

DONE change the voice recognition system to allow more relaxed recognition rules
DONE make the voice commands customisable
DONE add the "pushback facing N, W, SW, etc" command
DONE improved colors and lighting accross the whole simulation
IMPROVED more work on the save/load system
DONE crossing runways without permission
DONE improved approach lights
DONE improved final approach speed logic
IMPROVED various routing problems (request more logical route)
DONE move the airplane cache to somewhere else (Win 11)
DONE group numbering for readbacks
FIXED large log file
DONE customisable readbacks
DONE taxi to runway should work with via (with the new customized commands)
DONE add reg numbers for better restarter logic
PUBLIC BETA 10+1 (departure) controller for multiplayer
DONE more voices

TOWER! UPDATE 3 HOTFIX
Release date: 05-02-2024

FIXED blocks around the planes after pushback
FIXED when you select more than 5 positions (multiplayer) only the first 5 shows
FIXED ghost planes asking for radio check
FIXED multiple penalties for the same error
IMPROVED in some cases approach sequence a faster plane too close behind a slower one causing a penalty
DONE simplify the command window by removing some options
FIXED sometimes given takeoff clearance too early the plane will ignore the intersection
FIXED the line up and wait behind next landing aircraft doesn't work
DONE no more wind readback during takeoff clearance
FIXED if you add via to the taxi to intersection command it wont work
FIXED when you add an exit at taxiway to the landing clearance the plane replies by "not on final'
FIXED issuing a heading after takeoff sometimes doesn't work
FIXED after the Pull back to the gate, sometimes the plane stuck
FIXED arrival traffic reports the gate is occupied but the plane at the gate won't get fully pushed back
DONE when a command is given in the order of A B C D, the readback should be in the same order too
DONE add option to show/hide each command on the Command Panel
IMPROVED Save/Load game
FIXED change runway doesn't work
FIXED enter final doesn't work
FIXED runway too short report gives pound sign instead of runway number
DONE make the Command Panel customizable (by editing the command.csv in the Airport folder adding the HIDDEN flag next to the command you wish to hide. Also the Command Panel will use the commands in the same order as they are in the command.csv)
Dragonheir: Silent Gods - å°ę„æęœ›å“é‚Ŗ
Feenja's journey began when she met Diome, a blond prince, at the age of 16. Their love blossomed, symbolized by a heartfelt promise and a cherished necklace. But fate had a different plan for them.
At 20, on what was supposed to be her wedding day, Feenja's world shattered. Instead of becoming queen, she found herself on death row, witnessing a gruesome ceremony orchestrated by the Order of the End. Despite the chaos and tragedy, Feenja found solace in the realization that she and Diome were now bound together, even in death. šŸ’”
Stay tuned to uncover more of Feenja's tragic tale and the darkness that surrounds her.

šŸš€ Dive Deep, Battle Peak!
#dragonheir #dragonheirsilentgods #downloadnow
šŸ”„ Download Dragonheir NOW: {LINK REMOVED}
War Thunder - Blitzkrieg Wulf


Today we’re presenting to you the Legend of Victory event, part of War Thunder’s new event cycle. Play air battles to earn yourself Eremin’s Yak-3 and other cool rewards!

When: From May 8th (11:00 GMT) until May 20th (11:00 GMT), earn mission points in Air Battles, unlock stages and receive rewards!

Eremin’s Yak-3 — A Premium Fighter for the USSR at Rank III
Peasant and Pilot: Eremin’s Yak-3

Vehicle History
This Yak-3 is a personalized aircraft with a dedicated inscription gifted to Major Boris Eremin by collective farmer Ferapont Golovatov in May 1944. During the difficult times of war, the family, relatives and neighbors of the peasant collected 100,000 rubles that were transferred to the Soviet government for the construction of the fighter. The Yak-3 was the second aircraft gifted to Eremin. In the winter of 1942, Ferapont Golovatov sponsored the construction of the Yak-1B fighter, in which Eremin scored 8 aerial victories. On his personal Yak-3, ace pilot Boris Eremin scored 6 aerial victories and celebrated victory over Germany in Prague. After the war, his plane was transferred to the exhibition of the Central House of Aviation, and after restoration in 1958 to the Yakovlev Design Bureau Museum. In 1991, the plane arrived to the United States, where it was located at the Museum of Flying in Santa Monica, California. It was only in 2014 when Eremin’s Yak-3 returned to his homeland in Russia, and is currently on display at the Vadim Zadorozhny Museum of Technology in Moscow.

In War Thunder, the Yak-3 is considered one of the best piston fighters for combat at low and medium altitudes. This aircraft is distinguished by excellent maneuverability characteristics, high acceleration and climb rates, and good energy retention when turning. Eremin’s Yak-3 is a modification of earlier production variants, armed with one 20 mm ShVAK cannon and a heavy machine gun, with all weapons installed in the nose, greatly helping with aiming. Due to its relatively small ammunition amount, the Yak-3 is best used for going after fighters, where it’s possible to utilize the maneuverability and speed of this aircraft successfully.


ā€œEremin’s aerial victoriesā€ decal
ā€œTo the pilot of the Stalingrad Frontā€ decal
ā€œTravel Gramophoneā€ decoration

Among the rewards in the event is also this chest, where, when opened, brings the chance to receive one of the following items:
  • 50,000 - 100,000 Silver Lions
  • Silver Lion and Research Point boosters
  • Random Wagers and Orders
  • Universal Backups (1 - 3)
  • A random camouflage for a vehicle you own
  • 1 day of Premium Account

How to get all rewards
Each stage can be obtained for 35,000 mission points, where every new stage obtained will give you a new reward.

Please note: After finishing a stage, you need to collect the reward manually. To do this, click on your name in-game, go to ā€œLegends of Victory: Eremin’s Yak-3ā€ and click the ā€œGet Rewardā€ button.

You’re able to earn mission points in Air Battles at Rank III or above in Arcade, Realistic and Simulator Battles. The number of mission points to complete a stage depends on the game mode and the maximum Rank of the vehicle that you use in battle. There’s a multiplier for earning mission points, which is shown in the task description in-game.

You can also earn mission points by using event vehicles that are Rank I and II. Event vehicles that can be used have the name of the event that they were obtainable in on their stat card.

Stages change every two days at 11:00 GMT on May 10th, 12th, 14th, 16th and 18th.

Rewards are given when you complete a specific number of stages
  • For 1 Stage: trophy with a random reward
  • For 2 Stages: one of the decal rewards
  • For 3 Stages: trophy with a random reward
  • For 4 Stages: one of the decal rewards
  • For 5 Stages: ā€œTravel Gramophoneā€ decoration
  • For 6 Stages: non-tradable coupon for Eremin’s Yak-3

Discounts on purchasing stages using Golden Eagles
Unfinished stages can be purchased for Golden Eagles, but If you’re significantly close to completing a stage, its price will now be significantly reduced.

Let’s say you have earned 85% of the required mission points to complete a stage, then the price of purchasing this stage will be halved. If you’re near the finish line for a stage and are at 95% progress, then the price will be reduced by five times. For example, if you’ve scored 30,000 mission points, then the price for unlocking this stage will be 349 Golden Eagles. If you’ve scored 33,500 mission points, then you’ll only need to pay 139 Golden Eagles. Remember to keep this in mind if you cannot complete a stage on time!

The Upgrade for couponĀ 
When you complete 6 stages, you’ll receive a non-tradable coupon for Eremin’s Yak-3, where using it will immediately activate the vehicle onto your account. If you don’t want the vehicle and would like to sell the coupon on the Market, you’ll need the ā€œUpgrade for couponā€ item.

The ā€œUpgrade for couponā€ item can be earned in parallel with the stages throughout the event from May 8th (11:00 GMT) until May 20th (11:00 GMT) for 500,000 mission points.

After receiving the ā€œUpgrade for couponā€ item, you can convert a non-tradable coupon for the vehicle into a tradable one and sell it on the Market. The tradable coupon can be sold after 6 days from the moment it’s created.

To make a tradable coupon, select the ā€œCoupon Eremin’s Yak-3 (USSR)ā€ in your inventory and click the ā€œModifyā€ button.

The ā€œUpgrade for couponā€ item is valid until 11:00 GMT on May 23rd. Until this time, you can use it or exchange it for War Bonds. Afterwards, it’ll disappear from your inventory.

You can track the progress of completing stages and receiving the ā€œUpgrade for couponā€ by clicking on your Nickname > Achievements > Legend of Victory. If you don’t manage to complete a stage on time or would like to purchase a stage, until May 23rd from the Achievements window, you can purchase each stage with Golden Eagles which will give you the corresponding rewards.
Ships At Sea - yase
Dear Players and Supporters,

We hope this message finds you well. At Misc Games, we are committed to delivering an exceptional maritime experience. With this commitment in mind, we would like to share an important update regarding the release of the Early Access version of Ships At Sea.

Last week, Unreal Engine 5.4 was released, introducing a range of new features and improvements with the potential to significantly enhance both game performance and visual fidelity. After careful consideration, we have decided to upgrade our game to this latest version of the engine. As a result, we are rescheduling the release of our Early Access version to May 23rd to allow our team the necessary time to upgrade, integrate, and optimize the new engine version.

We understand that this change may come as a disappointment to many of you who have been eagerly awaiting the chance to play Ships At Sea. We sincerely apologize for any inconvenience this may cause and are grateful for your patience and continued support.

Rest assured, we are fully committed to utilizing this additional time to enhance the game’s mechanics, and overall stability. We believe these improvements will be well worth the wait.




- Team Misc Games
Dinolords - panxter

Welcome to the first iteration of a new segment we are calling Dinolords Monthly! This is meant as a place where we can talk more in-depth about some of the technical and design related aspects of Dinolords and check in with you on a regular basis to give you the latest progress on the game.

As always, everything we share in these devlogs are subject to change.

But before we get into what we've been up to this past month, we have a brand new instalment of our behind-the-scenes video series, Unscaled, where we talk about the first milestone builds, UI & Networking.

We also joined our Publisher, Ghost Ship, on their Stream 'On The Horizon' to talk about the incredible reception we've gotten on our new Trailer and a bit about what we're currently working on. Always a pleasure. We've uploaded our conversation here.

All your base are belong to us

April has been a month of getting the foundation right for how building a settlement works in the game. We have been continuously designing and tweaking different elements of the systems as we are working hard on making base building interesting and engaging. We consider these intertwining systems one of the main pillars of gameplay in Dinolords, as this will be the supporting backbone of your army and is what will allow your reign to grow and ultimately defeat the danes and add those spicy dinosaurs to your command!

All of this is still subject to change, but as it looks right now your base has different areas of focus, and these can be balanced and skewed to cater towards the playstyle you want to play; e.g. do you want to build a strongly fortified castle with powerful defenses that can stand against even the mightiest dinosaur army, or do you want to go full glass cannon and beeline towards training powerful offensive units to rush your opponent.

The different systems in your base can all affect how you progress through a level, and readjusting focus can be key to champion the pesky invading danes. Let’s have a look at some of the different aspects of base building and how they work.

Food

Sometimes the Danish Vikings have a point: ā€œUden mad og drikke, duer helten ikkeā€ (translates to: ā€œwithout food and drink, the hero is uselessā€). Keeping your base supplied with nourishment is paramount for expansion and keeping the morale up. There are a variety of ways to do this, each with their own benefits and potential drawbacks.

The simplest way to keep the calories flowing is by foraging, the Foragers Hut have villagers scour the ground for mushrooms - simple and delicious. This is slow work, but provides a steady, predictable supply of simple food for your village.

The Fisherman’s Shack can be seen as the more calorie dense variant of foraging. The fish arrive in a steady stream (ba dum tss), and definitely offer a moment of tranquility to the villager tasked with catching the fish.

Next is the Hunters Lodge. Tracking down dynamic herds of deer across the land, this is more volatile than the others, but provides greater yields on a successful hunt, a deer provides a lot of food (ask any hunter how full their freezer is) at the cost of potential risk of it not being as stable as the alternatives.

And finally is a combination of farms, mills and bakeries. Growing crops, wheat being milled into flour, flour being baked to make bread, bread being delicious and hard to beat in terms of consistency and amount, but comes with an increased cost of more materials needed for the buildings and more workers are occupied along the chain.

Resources

Wood, stone, iron and others are crucial to both construction for expansion and production. Lumber Camp workers chop trees to create logs, Quarry workers hack away at the rocks to create stone, Mine workers extract iron ore from the ground.

These materials are both used to build new buildings, and also used in production of weapons where a smelter refines the iron ore to create iron ingots which are then forged by the Blacksmith to create powerful weapons for late game units.

This is where it would probably be really neat to have a giant flowchart or diagram to show what goes where, but details are still not completely set in stone (pun intended), so I promise we will rendezvous to this at a later date.

Military

Being in war with an invading army is no good if you don’t have units to help you fight said enemy! Military is one of the major outlets for resources, and depending on how big a priority your army is, this can come with big requirements for a supporting base to supply weapons and training for units.
A couple of supply chain examples are:

Trees are being chopped down for logs at the Lumber Camp > Logs are being used to create bows at the Fletcher > Bows are used at the Archery Range to create archers.

Iron Ore is being mined at the Mine > Iron Ore is used to make swords at the Blacksmith > Swords are being used to train soldiers at the Barracks.

Fortifications

A second outlet for resources is fortifications, walls made of either wood or stone, towers to provide a vantage point for your ranged units, and armaments that can be installed to give your defenses an edge - whew it’s nice to have a ballista when a Tyrannosaurus Rex comes charging at your gates!
One of the primary defenses are walls made from different materials from wood palisades to reinforced stone walls. Wood being an abundant early game resource and stone requiring more work at later game but offering much stronger defenses.

A lot of details are still in flux about specific details of wall building, but we are aiming to make a system that affords both ease of use and speed for building quickly in a pickle, but also allows for more detail-oriented work in regards to layout and addition of elements such as crenelations, bartizans, gates, traps, pikes and the like.

Back to basics

Thank you for checking out the first instalment of Dinolords Monthly! This first version was a little design-heavy but we hope to continue giving you monthly insights into the progress we're making on the game. Have something you'd love for us to talk more in-depth about? You're welcome to leave comments here, on the forums or join our Discord. We hope you have a great May!

-panxter

Super Video Golf - Mostly Hairless µC ⛳
Greetings once again golfers!

Thank you all so much for the positive feedback on the in-game soundtrack, released last week! This makes me very happy to announce that the full soundtrack, including the menu music, is now available to purchase on Steam.

As a special bonus for anyone purchasing it, it also includes a complete set of 'Live Definition' remixes - that is the same chip-tunes, only performed on a range of live instruments 😁

The soundtrack contains 24 high quality mp3 files, plus the same tracks in lossless FLAC format. While the soundtrack will play in Steam's built-in soundtrack player by default, the files are all fully DRM free, so you can copy them to any other music player, phone, tablet or device of your choice to play anywhere you like.

To get the soundtrack visit the store page here:

https://store.steampowered.com/app/2955530/

Thank you all once again for your support and feedback - I do hope you enjoy the music!

Until next time, happy golfing! šŸŒļøā€ā™‚ļøā›³
Aim Down Screen - NeoRiley
* Fixed issue where an empty list of widgets caused the dialog to throw a null ref error and from there, the dialog wouldn't respond to any of it's controls or logic

* Add "Glock" widget (Gloss Clock = Glock)
...