May 23, 2024
Kaion Tale MMORPG - mobilecostudios
* Knight
* Knight Redemption:
* Add movement speed
* Add immune crowd control effects
* Archer
* Phoenix:
* Reduce normal damage
* Add burn damage

* For all classes:
* Spells that give immune crowd control effects also remove debuff

* Invisible mobs when respawn issue fixed
* Mobs on respawn do not attack issue fixed
Moncage - XD Inc.
Summer is approaching, and it's time once again for the annual Cerebral Puzzle Showcase!



This year's puzzle game festival starts at 10am May 23rd Pacific time and lasts for one week. Moncage will be on sale at a historic low price - 10.49 USD (30% off).

https://store.steampowered.com/app/1195290/_Moncage/

While enjoying the festival, feel free to join our official Discord server to connect with fellow puzzle game enthusiasts or follow us on Twitter for more event updates:

Discord: https://discord.gg/TEVX2uPEsj

Twitter: https://x.com/PlayOptillusion


Additionally, our studio's new project - While Waiting has its store page and free demo available!

This innovative puzzle adventure explores "the art of waiting and patience" in everyone's mundane life. You can add it to your wishlist and try out the demo here:

https://store.steampowered.com/app/2449160/_While_Waiting/


May 23, 2024
Inferni: Hope & Fear - CTRL
Frequently Asked Questions

What genre is Inferni?
We call it “the world’s first battle royale deckbuilder”. But really the game mixes so many genres, including TCG, roguelike and RPG.

What is the main objective of Inferni?
You are thrown into a PvP arena in teams of two. You play cards by dragging them onto other players, spells or the environment itself. The objective is to damage and kill players and become the last team standing.

Is Inferni turn-based?
No, Inferni is real-time. You draw cards on a timer, spells take time to cast and travel to their targets.

How many players are in the arena?
Each game is a minimum of four and a maximum of eight players, divided into teams of two.

How long has Inferni been in development?
Inferni has had a long history, originally starting off as a mobile match 3 game. But in its current form, the team has been working on it since November 2023.

When will Inferni release?
Early access on 28 June 2024

Which platforms will Inferni release on?
Initially Mac and PC via Steam.

What are the main influences for Inferni?
Magic the Gathering (especially Commander format), Tetris 99, Slay the Spire, Runescape, 90s PC gaming in general as well as horror and death metal.

Will there be a demo?
Yes. Very soon.

Can I be a playtester?
Yes, please head to our Discord. We run public playtests every other Monday. Everyone is welcome. ːsteamthumbsupː

Are there any plans for downloadable content (DLC) or expansions?
Yes, we have planned several seasons that will introduce new storylines, characters, and gameplay features.

How can I support the team?
Please wishlist and share. ː2019loveː

Who do I contact to ask a question?
Please join our Discord and ask for Adam.

Is this game web3?
No. There are no tokens, NFT or blockchain associated with this game.

Is the artwork AI?
Some of our artwork is placeholder AI. We have decided to use AI art to allow us to quickly test cards and features that are rapidly changing. We consider AI art as a development tool and not as a substitute for talented artists. We respect the concerns the community has about the use of AI artwork and plan to remove all AI art from the game as cards and features become locked. This means AI art will be removed iteratively during Early Access, with Village Studio committed to it being completely removed by full launch.

Ghost of Tsushima DIRECTOR'S CUT - Nixxes_Community
Hey everyone,

Thank you for playing Ghost of Tsushima Director's Cut on PC. We've been thrilled to see so many of you dive into the tale of Jin Sakai and really appreciate the outpouring of both positive and constructive feedback that we have received so far!

This first update contains various changes to improve stability and fixes a couple of visual bugs related to DLSS 3 Frame Generation and AMD FSR 3 upscaling.

The teams at Nixxes and Sucker Punch are working hard on more updates, to address other issues that have been raised by the community, and further improve stability on specific hardware configurations and in Legends multiplayer mode. Meanwhile, we continue to actively monitor player feedback and crash reports.

Release Notes v1053.0.0522.1042
  • Stability improvements.
  • Fixed visual bugs that could show while transitioning from cut-scenes to gameplay with NVIDIA DLSS 3 Frame Generation Enabled.
  • Fixed visual that could show when combining AMD FSR 3 upscaling with Dynamic Resolution Scaling.
If you encounter any issues, please contact support and supply the requested files, to help us gather more data and insights.





Cities: Skylines II - Cities: Skylines Official
Hello Cities Mayors,
We wanted to provide you with an update on the status of our upcoming patches and content.

Economy Re-work

The initial implementation of the economy re-work is done, and the patch is currently being polished. Our internal team, along with feedback from our Beta group, indicates we are heading in the right direction, and we are excited to share it with you soon. This patch will not address everything, but to ensure it meets the expectations of our wider community, we want to give it a few more weeks so we can take action on more of the feedback we have received from the Beta group. The goal of the patch is to address the community feedback we have received in regards to the economy; increase the importance of managing the economy, increase the challenge, and make it clearer to the player how the economy is affected by your choices. Currently, we aim to release the patch in the window June 3rd - June 19th and we will be detailing the update further in upcoming Dev Diaries.

Upcoming Creator Packs

As a result of this extended feedback and adjustment period for the economy patch, the Creator Packs will be pushed to post-summer. Even though the Creator Packs require relatively little time for implementation from Colossal Order, we want to make sure the upcoming economy patch has the intended result, and that we have time to also evaluate your feedback before we release any new paid content. This means we will move the Creator Packs to release after the summer lock.

What is summer lock?

In accordance with Swedish and Finnish vacation laws and union agreements, both Paradox Interactive and Colossal Order observe a general holiday period during the month of July and parts of August, where employees have the right to four consecutive weeks of vacation. This means that our staffing levels are reduced on both the development and publishing side. Therefore, we avoid scheduling any updates during this time period. As there is always a potential risk when patching a game, we always want to have the necessary personnel available in case any critical bug is introduced so we can fix it within a reasonable timeframe. Hence, we do not plan for patches or updates in the month of July or early August.

Upcoming Patches

The patch, scheduled for release soon, primarily focuses on the economy. However, there are some other requested improvements included such as an update to the building upgrade system. This means you will be able to place building upgrades more freely around the main buildings and also delete and move specific upgrades. We will provide detailed patch notes in connection to the patch as usual.

The next patch, expected after summer, will introduce some free content and other frequent requests, such as new service buildings and vehicles, as well as the addition of a surface tool to allow more freedom to paint the areas around buildings. We are also making progress with the technical difficulties that are blocking the release of the asset editor; we cannot confirm if it will be ready for the first patch after summer, so no promises just yet, but we are doing everything we can to make it so.

Consoles

We had a Beta build delivery at the end of April which has undergone extensive performance and stability tests. These results showed that we are not hitting the stability and performance targets that we want to reach. Fixing these crashes and improving the FPS is the highest priority when it comes to the console builds. The development team is working diligently and has already fixed some of the issues from these tests, and we still hope we can keep the timeline for an October release. But, to set expectations, the window for an October release is shrinking and it might have to be delayed further.

Player Feedback

We have two groups testing our patches and providing valuable feedback before public release: a long-standing group of dedicated modders and a newer group of community representatives and prominent modders who joined through the application process last year. We recently held a more intimate meeting with representatives from the community, who shared their insights and conveyed those of their follower base, on what they wish to see in the game. Once the economy patch is out, we will also launch a survey to gather feedback from you, the broader community. This will ensure that we understand your experience and continue heading in the right direction. We are also continuously reading posts you share on our official channels and we appreciate all the good and constructive feedback we have received over the past few weeks.


Thank you for being a part of our community and for your continued passion for Cities: Skylines II. Stay tuned for further updates on the economy patch and the timeline for upcoming patches and new content.

// The Cities Team
Angel Legion - yymoon
Dear commanders, the new server S64 will be launched on May 24, 2024.

New Server Opening Time
May 24, 2024(Friday) at 18:00 PM(UTC/GMT+8)

New Server Event
Blessing of Valkyrie
Commanders can use Star Dollar to purchase the God of War serial package, which contains S Equipment-Master Sets, special fashion Dragonborn and White Secretary, rare S angel related to the unique scythe (AOE) - Valkyrie Gene*200.
TIPS: When purchase the God of War serial package, you need to purchase the previous level to unlock the next level.

New Server S Hero Recruit Rate UP
Rate Up Hero: Valkyrie
Valkyrie, one of the Three Goddesses of War, is known as the most powerful Angel Hunter of the Star Alliance. Attack all enemies with a chance to carry out an additional round. When she appears on the battlefield, it often means that this battle is going to be a massacre. So it’s best not to provoke her! Commanders, if there is a Goddess of War to fight for us, our adventure will be easy and fun!

New Server Time-limited Recruit Mission
Commanders in new server come and get massive rewards by completing specified number of Adv. Recruit!
Stellaris - PDX_ladydzra

by Ealdrin

Hello everybody!

Last week we released 3.12.2 to the public, and since then we’ve been working on further post release support. Today we’ll be going into some of the things we’re planning for a 3.12.3 release. Currently we’re looking at next Thursday as the tentative release date, but we’ll keep you posted.
Selected Changes and Improvements from the Changelog​
Following the deluge of feedback from the release of The Machine Age, 3.12.3 will include the following changes:
  • Selecting the “physical” path for Synthetic Ascension will unlock the advanced machine traits from the Modularity path for Machines.
  • Selecting the “virtual” path for Synthetic Ascension will unlock the Virtual Economic Policy from the Virtuality path for Machines. (Though the policy has been rebalanced.)
  • The unique planetary features added from the Transformation situation are now kept when turning a planet into an ecumenopolis or restoring a shattered ringworld.
  • Synthetic authorities have been rebalanced.
  • The Commodities Consolidation situation will now show if you are on track to produce enough consumer goods or if you do not have enough storage space to the quota.
  • The Virtuality, Modularity and Nanotech tradition trees now have agendas.
  • Cybernetic Creed:
    • Embracing a Cybernetic Creed no longer forces a template onto your species.
    • Embracing a Cybernetic Creed now gives +10% Faction Approval when they become your sole Spiritualist faction (This does not apply if you unite the Creeds).
    • Embracing a Cybernetic Creed now awards a unique country modifier for that Creed.
    • Non-Spiritualist pops in a Cybernetic Creed empire now only have the Cybernetic Creed traits removed instead of all Cyborg traits.
  • Synthetic Fertility:
    • Your choice in the Virtual Salvation event now influences the Synthetic Society Shift in the Digital Refactoring event chain.
    • Finishing the situation now grants access to the Subsidized Identity Backups and Optimized Identity Creation edicts.
    • Completing the Synthetic Fertility event chain will now grant additional robot modification trait points and picks and award a unique free trait for your synthetically ascended population.
  • Refugees won't willingly resettle to the Synaptic Lathe anymore.
  • Dark Matter Engines have been reduced from +60% Resource Production to +40%
  • Virtuality Adoptions grants a -15% metallurgist and artisan production

Solar System Tooltips

As a small QOL UX improvement, if you can construct Arc Furnaces or Habitats, the tooltips for solar systems will now include a summary of the system potential for both megastructures.



Kill-a-Structure​
Long have the conquered Hyper Relays of your fallen enemies been the bane of your economy, however in 3.12.3, this will be changing with the addition of the ability to dismantle select kilostructures.

Kilostructures that will be allowed to be dismantled (for a moderate energy and time investment) will be limited to:
  • Gateways
  • Hyper Relays
  • Dyson Swarms
  • Arc Furnaces

As always, modders will have the ability to extend this to their megastructures (and make us weep in horror).


The pesky UNE will soon have their railway network dismantled!

Even better if you have a Scavenger civic, dismantling buildings, districts and kilostructures will give you a slight refund on any physical resources used to construct them.



Election Tweaks​
We’ve added the ability for Civics (and other sources of country modifiers) to easily modify the length and variance of election terms along with the government screen now showing the length of election terms in your empire. Two civics have made use of these changes

Worker Cooperative now has a -50% to Election Term Length making it have the same as a regular Democracy.



Meanwhile, Shadow Council now grants +5 to Election Term Variance, as the powers-that-be in the shadows ensure elections never occur on a regular basis.



What’s Next​
If all goes according to plan, next week’s dev diary will be the 3.12.3 release notes. I expect that we'll have one more release after that before we head off for the summer, so keep on submitting bug reports and suggestions, they’re very helpful for allocating post-release support resources.

See you next week!

Deep Rock Galactic - GSG_Aaron
Hello Miners,

It's a beautiful day to share some key art! We've spent all week clearing the dust away from the obscured teaser image we shared last week, so now we're ready for the big reveal.

Here's the full key art for Season 05: DRILLING DEEPER.

In 'Drilling Deeper,' Management is expanding your range of operations, sending you further toward Hoxxes' core in pursuit of precious Morkite Seeds. It's business as usual: four dwarves up against a planet full of hungry, hostile bugs. But as you can see in the art above, there are some new enemies joining the ranks. Keep the safety switched off, and brace yourself for deadly encounters with the Vartok Scalebramble, Barrage Infector, Glyphid Stalker, and... a mysterious new horror.

All that and loads more, coming on June 13th.

'Order of the Deep' S05 DLC
But wait -- what are those dashing new duds the dwarves are wearing? Why, it's none other than the new Order of the Deep DLC armor set, which will go live with Season 05!

Soon, you too can don the armor of this mighty dwarven mining guild, as generations of graybeards have done before you. Let your pickaxe pierce with the Order's might, and claim the depths -- for Rock and Stone.



https://store.steampowered.com/app/2934390/Deep_Rock_Galactic__Order_of_the_Deep_Pack/



That's it for now! More cool stuff on the way, stay tuned.

Sending a big ol' ROCK AND STONE to all you delightful dwarves all around the world.

With Love,
- The Ghost Ship Crew
Vagrus - The Riven Realms: Demo (Prologue) - Áka

Hey everyone,

Alongside the main game, we have been making changes to this demo version for some time now. It’s been just over a year since we released our original demo on the 19th of May and thus, we have endeavored to include all changes we’ve made over the last year into it. Before we jump into every single detail, let’s take a look at the most significant changes.

Controller Support

As is the case in the main game, controller support is now available for all demo players. The implementation of this feature should make the experience more amenable to those who have asked for it for some time. Tooltips and a zoom feature have also been added along with controllers; see the full list of patch notes for more details.


Quality of Life Improvements

While they are too numerous to list individually, the last year of Vagrus updates has brought a slew of quality of life changes to the table. Among these are vast improvements to the Pilgrims of the Wasteland campaign, a slew of bug fixes, improved UI across the board, and changes that make failure much easier on players during each campaign’s starting period. Given that the demo presents the player with a fixed time frame in which they can experience the game – specifically 25 in-game days in total – these changes should greatly improve player experiences with it.

Demo Saves

It is now possible to take your demo savegames and load them up in a game purchased via Steam, GOG, or other platforms.

Now let's jump into the patch details:

--------------------------------------------------
Patch 1.1660517H - Codename: Decked Vol II.

  • Introduced a tooltip mode for controllers.
  • Improved Glossary entries to be more helpful and more informative.
  • Fixed a number of typos and textual errors in Events.
  • Fixed an issue that caused parts of some localized (machine translated) tutorial windows to be off-screen.
  • Removed much of the Coal from Scrapheap in ‘Pilgrims of the Wasteland’ to avoid players accidentally buying it out and going broke during the early tutorial.
  • Your Scouts can no longer find perilous calerus Events (that would slay an unprotected comitatus) when you have protective Equipment equipped.
  • Localized steps and choices in Events are now marked differently if they were merely machine-translated or were translated by a person.
  • Vitality and Power Regeneration are now correctly displayed on Companions’ character sheets.
  • Companion Upkeep (daily) is raised by 5 Changers for Companions assigned to a Deputy role and this is reflected on their character sheet and the tooltip of Companion Upkeep.
  • Dragging Market listings and dropping them earlier than your own cargo space will not purchase them now but cancel the interaction as it was supposed to.
  • Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account: the whole comitatus’s, only those of the Companions previously selected to accompany the vagrus, or only the vagrus’s.
  • In Crew Combat, you no longer need an active character to Stand Down once the enemy is retreating (as opposed to Pursue where you need someone to pursue the foe).
  • Timers on Mercenary Tasks now stop when it makes sense narratively (and so timed task bonuses are granted based on this moment in time, not the moment of the turn-in). Once the timer stops, players have more freedom to turn in these Tasks. For example, the timer on Defense Tasks stops when the vagrus successfully defeated the foe during the defense battle.
  • Equipment tooltips no longer display the price you originally bought it for (it was obsolete and confusing).
  • The Mercenary Task UI in the Journal was significantly improved and now presents more information more consistently.
  • Added a new setting to Options: Companion Loyalty Details. You can now use it to set the nature and depth of information the game log and Events provide on the Loyalty changes of Companions:
    Off: No feedback is provided.
    Basic (Default): Only the fact of the change is provided and its direction.
    Indicative: The measure of change is also provided (for example: Greatly disapproves, Slightly approves).
  • The Font Size slider in Options became more informative (providing a percentage as well as demonstrating actual font size below the option, not in a janky tooltip).
  • Damage from Critical Strikes in Companion Combat are now always calculated from the upper half of the used Skill’s damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled).
  • Critical Strikes in Companion Combat are now always Armor Piercing.
  • The requirements of using certain Advanced Tactics in Crew Combat that were nebulous before are now much more informative (including why you cannot use one when you do not meet said requirements).
  • Added and improved various new Crew Combat tooltips to provide better information on mechanics.
  • The Spell Penetration Perk now provides the -15% Resistance it advertises.
  • Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
  • Tweaked Companion Combat AI significantly, especially regarding the avoidance of performance drops and the use of Overwatch-type Skills.
  • Penalties for successive Evade and Block attempts in the same Round have been doubled (for example, the second attempt in the Round incurred a -5% penalty and now it incurs a -10% penalty).
  • The display of chances in Crew Combat (Critical Success, Success, Failure, Critical Failure percentages) now shows the actual percentages (this was only a display issue).
  • Reworked the “Faction Reward Filter” button on the Settlement UI to be more logical, displaying the active filter’s status.
  • Long savegame names will now be broken into more lines and they show in full on the loading screen.
  • The (glitchy) highlighter on selected choices in Events was changed to a more subtle underline.
  • The new “Enervated” Skill effect now has a proper icon and tooltip explaining it on the Character Sheet.
  • The ‘minimize’ button on tutorial popups was moved to the top right corner.
  • Fixed missing or glitchy dependency icons in Events.
  • All Mercenary Tasks now display objectives in the quest-style (using status-sensitive bullet points)
  • Removing a Deputy that provides an Equipment slot for the /comitatus/ now refreshes the slots immediately, preventing players from keeping Equipment in a closed slot.
  • When owning no Beasts of Burden, swapping to a different Beast Type no longer modifies Movement Points.
  • Fixed some anomalies connected to leveling up Companions, so you will not lose Proficiency Points without getting the selected Perk levels (this could happen in certain combinations of language, Companion, and Skill/Perk selected).
  • Fixed a Companion Combat AI issue that caused the erroneous calculation of the usefulness of Skills with certain effects (Buffs, Debuffs, DoTs, and HoTs). The AI will now use these Skills more often. This will also cause calculations to go faster, so Companion Combat will be quicker with some enemies.
  • Characters with Spell Penetration will no longer get a -15 Resist All debuff at the beginning of each combat Round.
  • Reflexive Skill effects in Companion Combat received their own icon and description.
  • The rare case of a tooltip blocking its own button (happened in some resolutions) was fixed. Tooltip transparency now also allows you to click on buttons under them.
  • Inconsistencies caused by the glitchy Display Mode setting that prevented certain resolutions to show up were fixed.
  • Fixed some mismatching Escort Task flavor texts (regarding their objectives).
  • The “close” icons on Price History are now distinct – the left one (-) closes only Price History, the right one (x) closes the Chart, too.
  • Escort Tasks that have a midpoint destination will now provide information about the status of that objective (ie. whether you have already been there).
  • Camp Events can no longer trigger during nights spent in settlements.
  • The Esc button can now be used to navigate back from the Savegame menu tab.
  • Characters can no longer Evade twice in the same Turn of Companion Combat (for example, when Evading from an attack and into an overwatched position), and thus will no longer cause a softlock by doing so.
  • The yields of Critical Successes in Hunting have been tweaked to give more supplies but less random goods.
  • Hidden Compartments and Smugger’s Compartments Equipment received the “minimum 100 Cargo capacity” requirement, thus preventing vagri from hiding everything they own if it was a small enough haul.
  • Tooltip sizing was rebuilt from scratch: the new system is more robust with various fixes. For instance, tooltips can never float out of the screen.
  • Non-hovering Characters who were floating over positions in Companion Combat no longer do so.
  • Multiple instances of the Resistance stat from the same source (e.g. the same Gear) are now displayed correctly on Companions (i.e. added together).
  • Activating Auto-Scouting no longer causes issues with the calculation and display of Movement Points and March Movement Points.
  • Pieces of Equipment can not be placed into locked slots directly from the Market pane’s list.
  • Fixed an issue that caused Faction reputation rewards for delivering certain Passengers to be displayed differently in the Journal and in the popup window upon their arrival, preventing the right amount of reputation to be added to your standing (often this meant no reputation at all).
  • Tasks will no longer disappear from your Journal’s Active pane while standing on the target Node before actually turning them in. They will be shown as “Ready” while standing on the target Node but revert to “Active” when moving away from it.
  • Maximum Resourcefulness upgrade tooltips on the Leader UI have been clarified further to make a distinction between your current maximum and the absolute maximum of 12 Resourcefulness. Now they always display how much Insight it costs to raise the stat and mention only the absolute maximum until it is reached.
  • The tooltips of effects that belong to the comitatus (like Crew Properties) will now add up bonuses for the same stat from different sources.
  • Updated how Trade Tasks display the Goods you have to deliver to the destination to be more streamlined.
  • Fixed an issue that allowed an exploit to use infinite Insight when generating a new player character.
  • Hunting and Foraging will now actually grant yields when successful even if the comitatus is camped via an Event.
  • Fixed an issue that allowed the skipping of compulsory camping during Event sequences.
  • The display of potential Faction rewards were changed to show all contextual/conditional requirements for certain rewards (e.g. a specific Beast Type to gain a bonus) and you can also see which of these requirements you currently satisfy.
  • Tooltip flickering on high refresh rates was fixed.
  • Localization: Certain characters from Chinese and Japanese fonts that caused display issues specifically on the character creation screens and ending slides should now appear properly.
  • When a Passenger disembarks via an Event choice and thus offers no regular Passenger reward, the UI display is now clearer about this fact
  • In Crew Combat, we fixed some texts that could overlap
  • The Odd Jobs window not showing up to display results was fixed
  • Fixed the issue of two entities occupying the same position in Companion Combat
  • Rolling a critical success on hunting and foraging provides extra loot now properly (as originally intended)
  • Odd Jobs now correctly use 2 MPs if the player has enough remaining MPs instead of always using up Vigor
  • It is no longer possible to enslave 0 enemies in Crew Combat
  • You cannot enslave more enemies than the number of living characters in Crew Combat
  • Crew Combat Auto-offer can no longer cause the game to be stuck
  • Steam deck/controller fixes/improvements (still working on resolving the config reset).
  • Dialogue issues in the Hall of Fame were corrected.
  • Removed redundant Quality dependencies from authorities discussing the winds in great cities.
  • Some settlement Event navigational issues were tweaked (specifically when exiting certain facilities).
  • No enemies turning up - and hence getting stuck - in Companion Combat after selecting the Eliminate
  • Their Leaders command from within Crew Combat issue fixed
  • The Eliminate their Leaders command can no longer be selected if no Leader/Elite units of the opponent are alive in Crew Combat
  • Price history bug where the prices were erroneously multiplied by the stack size again finally fixed. All hail 'Dauntless' who provided us with a repro. \m/
  • Camp UI getting stuck during multi-day rests (e.g.: Black/Mushroom Rot healing) was fixed
  • A bug that caused stacks being removed instead of units in Event trades was fixed
  • Journal Note entry issues with controller fixes
  • Spiders' Accuracy stat was fixed
  • Tutorial sizing issue when the font size is increased was fixed
  • Various discrepancies that caused choices not to appear in the Event where you find stranded passengers were fixed
  • Renkailon's Mark Target description was expanded to better inform what you gain by upgrading it
  • Settlement art enlargement related UI issues were fixed
  • Various smaller Event fixes, including some background image updates in old quests
  • Camp UI calculation glitch solved
  • Some new art assets were added to previous Events in the main campaign.
  • Day of the week type of dependencies were added, so you might come across choices that only appear on a certain day of the in-game week.
  • Camp defense Fighter requirements were reduced for all voluntary crew members.
  • The Camp UI now uses a single lock feature that locks all in your current settings for rations, guards, and so on.
  • The Price History tab has been improved, offering new sorting options and making it easier to navigate between settlements for easy comparison.
  • The Scouting UI has been enhanced to make the available options clearer.
  • The Custom Notes UI has been improved, making it easier and more enjoyable to jot down your thoughts.
  • Chart legend improvements have been made for clarity, including the introduction of multiple-category Chart entities.
  • Giving away Equipment in Events has been improved. Now, you can choose to give away or keep your currently equipped pieces of Equipment and you are warned if you are about to part with your only piece of a type of Equipment.
  • Breaking camp conditions are now synchronized with the tooltips, providing a clearer understanding of the requirements.
  • The process of moving Gear between Companions has been improved. Unequipped Gear of the same type will be equipped first if available. Furthermore, in Events and Tasks, you will offer unequipped Gear to meet conditions first.
  • The Insight tooltip is now clearer about the purpose and use of Insight.
  • Various elements on the Camp UI have been fixed.
  • Passengers are now more willing to indicate their desired destination: before you take them, you can click on the Destination icon to see where they are going on the Chart, and you can also click the new button at the front of each Passenger entry now to see their destination on the Chart.
  • Some node background anomalies have been fixed, primarily those related to the day and night cycle in settlements.
  • The delay and graphical glitch when the Codex is opening has been fixed.
  • Fixed an issue that caused the travel time between settlements in some cases to appear out of place.
  • Resourcefulness can no longer overflow.
  • Discovered settlement and POI nodes are now consistently displayed on the Chart, whether or not the player has clicked on them or merely moved through them.
  • The Loader's Guild storage unit lottery now provides rewards as indicated on the UI. The Guild has been kindly asked not to deceive players any longer. 🙂
  • If an Event is active, you can no longer use hotkeys to interact with inactive windows.
  • Events sometimes caused you to exit settlements when it was not intended, and at other times, you remained within the settlement despite the narrative suggesting otherwise. The entire system has been adjusted to ensure consistency.
  • Anomalies in Beast type swapping have been resolved, especially in cases where the settlement did not possess the type of Beast that matched that of your comitatus.
  • The text overlapping on Crew Combat buttons has been fixed.
  • Fixed an issue that caused unresponsive Camp UI buttons after engaging in Companion Banter.
  • At times, it was possible that theme-specific music was not playing in certain regions. The orchestra has been instructed to be more attentive to the surroundings and play the appropriate tunes for each location.
  • Fixed an issue where the hyperlinks were not working in the bottom textbox of the Main Menu.
  • Fixed an issue related to the buttons of the Crew UI.
  • Fixed a bug where the Imperial comitatus icon in the Task pane of the Journal was blank
  • Fixed a visual bug where the campfire in Agos’s scene had a blank white rectangle in its place while the asset was loading.
  • Fixed an issue where some Equipment had the wrong art.
  • Fixed a bug related to using the Companion Combat effect “Cleanse”.
  • Fixed a stuck UI issue related to buying and butchering Beasts and Mounts.
  • Multiple issues related to the Initiative Order in Companion Combat were fixed.
  • Fixed an issue where the “Back to Cargo” button was unclickable on the “Offer Items” part of the Crew Combat UI.
  • Fixed a bug where comitatus upkeep was only deducted after every other turn.
  • Fixed the Event UI sometimes scrolling down all the way to the choices by default after displaying the step’s text.
  • Fixed a bug where the event UI would become stuck after sending a bug report.
  • Fixed an issue where Equipment icons were not visible after butchering every Beast of Burden.
  • Fixed a rare issue caused by opening the Rest UI in a settlement, then the Deputies UI and switching tabs then closing the window, which caused a stuck Camp UI.
  • Fixed a bug where during vagrus creation players would not get the bonus perks from Race, Ambition, etc. if they left everything as default.
  • Some UI elements were unselectable using a controller. This should now work as intended.
  • Fixed an issue where the game would crash if you used a controller and a character was down during the Aid/Inspire tutorial in the second tutorial fight.
  • Removed the option to show the current version number in the upper right corner. It is still visible in the main menu
  • Redesigned Overwatch mechanics.
  • Implemented a new diagonal Push/Pull feature that opens up more strategic opportunities and challenges for Companion Combat.
  • The Main Menu background can be changed now with the corresponding button on the bottom-right of the screen.
  • We have added a wider range of available resolutions.
  • Fixed a bug where the enemy Flee chance increased with actions that give additional Chase.
  • The tooltip of Explore is now fixed on the node radial menu.
  • We have made some fixes related to the Settlement UI.
  • Fixed a bug where there was no sound the first time a new game was started.
  • Fixed a rare crash at the beginning of PotW.
  • Fixed a bug where the quantity of remaining goods were displayed incorrectly when a stack was bought by dragging.
  • Some faction related UI issues were fixed.
  • Fixed crashes caused by gears in the deploy.
  • Fixed a crash related to scouting.
  • Longer tooltips can no longer go out of the screen.

Changes to ‘Pilgrims of the Wasteland’:
  • The Lock button on the Camp UI is locked to prevent players accidentally burning Supplies during the journey.
  • The default camp options were changed so that players who don’t switch them won’t lose Vigor and Morale daily by default.
  • Morale losses were slightly tweaked in Events.

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660
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TerraTech Worlds - Grace
Hi everyone! Here are the latest Patch Notes for update 0.3.0-unstable.2 that's just gone live on TerraTech Worlds’ unstable branch. If you’re not sure how to access this unstable build, here’s how you do that:
  • Launch Steam
  • Right-click on TerraTech Worlds
  • Select "Properties..."
  • Click on "Betas"
  • Next to "Beta Participation", click on the blue dropdown arrow
  • Select "ttw_unstable"
  • Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
  • To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"
Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.

Here are the patch notes for the latest update:

Bug Fixes
  • We have fixed the Pulse Furnace so it functions properly in the Arctic.
    • It will no longer consume heater fuel rapidly in multiplayer.
    • It will now keep your tech warm in Multiplayer.
  • You can now see the Frost Regulators’ dome when it’s active in Multiplayer.
  • The Frost Regulator will now function properly in Multiplayer.
  • When hovering over a slot in the crafting menu the corresponding conduit AP will now highlight on the machine.
  • We have fixed an issue where players were getting a blank screen when joining a MP game.
...