Aug 20, 2024
Our War: The Strongest Shield - 15017361
Performance Optimization
ASKA - ThunderfulPaige | Community
Vikings! We know you’ve been hotly anticipating our Roadmap and to see the direction of the game and we’re thrilled to share an overview of our first few major updates to ASKA in the months to come.



To be clear, these aren’t the only updates to the game, just the first few ones we want to share with you at this time.




Shall we dig into the good stuff then?


Update One is something you shouted from the rooftops and we want to know we heard you!
Some time this August, ASKA will receive World Gen Options.

You’ll be able to customise many different facets of the game including enemies, gather rates, events, day/night length and more! We hope this will satisfy those of you looking for a peaceful building experience, and also those of you looking for an even harder survival challenge.
In this update we will also be including a couple of new buildings, but you’ll have to tune into the patch notes for that 👀



Updates Two, Three & Four will be spread out throughout the rest of 2024, and will include a variety of buildings, upgrades, system overhauls and new systems. We’re still cooking so we can’t give you an exhaustive list of what will be ready for each update (yet), but you can look forward to things like new enemies, gathering a raiding party & setting sail as well as some more fun additions to make your villages feel more alive.
Later in the year we will look to launch what we are dubbing our “multiplayer” update - where we will look to launch dedicated servers for you all. We’re also adding an in game chat system so that you can communicate with other players online & create lobbies.


A Note on Villager AI Improvements

One of the most consistent feedback themes we receive from the community concerns AI, especially Villager AI.

We’re constantly working to make Villager behaviour understandable and consistent, and to give you more ways to engage with them. Our long term goal is to reduce micro-management and make Villager behaviour and intent as transparent as possible.

Although they sometimes might seem irrational, our Villagers' brains are actually quite complex! And they're doing their best to stay off your back as much as possible and do their jobs as best as they are able.

But that’s no easy task with all they have going on: They know when to eat and what to eat; they must sometimes defy their schedule to make sure the job gets done; they must pick out equipment and get dressed; drop off materials; plan their routes when setting off to gather a variety of resources (and try to not get killed in the process!); they must sometimes engage enemies and sometimes not… and so many other such “thoughts”.

Our objective is to give you not robots which you have to program yourself, but lively characters that are obviously doing their best to assist you and to see your designs come to completion. ASKA has grown a LOT in the last year and we're in the process of continuing to build on this by reworking key Villager jobs, like the Warehouse and Workshop workers.

We're always listening, and continue to appreciate your feedback and we finesse this to final quality.




To Wrap This Up…


We’d like to advise this also isn’t an exhaustive list and other things might pop up or slip in too as we keep working, but we hope this gives you all the reassurance that we have been and are continuing to work hard on building on the world of ASKA and delivering updates when we feel they are best ready to be released. We can’t wait to hear what you think so please do leave us some feedback in the forums, in Discord, on our social media. We are listening, and we want to ensure we deliver our vision for the game while taking into consideration any major changes our playerbase are advocating for when we feel it's appropriate.

Finally, if you’re reading all of this and you haven’t yet had the chance to explore the world of ASKA, we’re thrilled to say you can pick it up right now in the Gamescom sale for 20% off until 3 September.


Skal!
Sand Sailor Studios.
STALCRAFT: X - moonshy

We will be performing server maintenance in the EU, NA, and SEA regions:

[Scheduled date and time]

21 August, 2024

07:00 - 12:00 (CET);
AM 01:00 - AM 06:00 (EST);
PM 13:00 - PM 18:00 (GMT +8).

Schedules may change due to unexpected problems.

STALCRAFT: X servers will be unavailable during maintenance. We apologise for any inconvenience this may cause, and we thank you in advance for your understanding and patience.

Respectfully,
EXBO Team

Aug 20, 2024
Defenders | Wave Survival Game - Habibti
Bugs Fixed:

1. Fixed Screen Resolution, now UI will scale with screen height instead of width.
2. Fixed achievements, now they should only enable once requirements are met.
3. Spelling mistake fixed in Movement Speed upgrade.
4. Crystal Witch's crystal spawn positions have been narrowed to fit inside the center of the arena.
5. Fixed a bug where level up upgrades are not clickable

Bugs to work on:

1. Some times event upgrades are not clickable. fixed // FIXED!!
2. Some upper arm models do not properly update.
3. Fix character selection UI updates.
4. Add loading screen.
5. Vfx should move to be above ground level when in the far corners of the map.
SCUM - Beda
Hello everyone! Happy Tuesday! Can you believe that, it is Dev update #100. And to commemorate that, you will get a long awaited Devblog instead. Check it out and enjoy!!!




Once again thank you all for your support and reading through all 100 of Dev updates, in whatever format they are. We will see you very soon!

Beda
The Last Escape - Nexus Essence Games
Hey everyone!

Thank you for all who played my first demo, and I would like to apologize as I did not mention in the previous demo release, that the game is in the Early Alpha Stage, sorry for that. Also, I would like to appreciate who provided feedback and reported the issues they have experienced in the first demo, thank you so much.

Please know I have been working on the reported bugs and feedback from the first demo, also that the game is still in the early alpha stage and while I keep working on more updates and fixes, in this post you have a list of the bug fixes and additions that were added to the 1.02 demo.

Bug Fixes List:

• Fix Mirrors Reflection: in demo 1.01 mirrors were not reflecting the player in the right direction, but now they do.



• Pickup Items: due to players always missing the pickup items specially the Ammo, now there is an arrow that will popup once the player is near the item, also the items can glow more.



• Wall AI During Attack Fix: in demo 1.01, once AIs around the player hitting him, it was difficult to escape the area as the AI’s were standing like a wall. But now the AI will be pushed back after biting the player, which in return will provide an escape chance for the player.




• AI Detection: Fix that the zombies were able to see the player behind closed doors.

Added Features / Updates:

• Zombie’s Bite Animation: in demo 1.01, the zombies were attacking by hitting the player with their hands, but now they bite the player and the AI will be pushed back.



• Reload Animation: in demo 1.01 the player was able to reload the weapons only from inside the inventory, but now the player can reload from within the play game by pressing the R button on the keyboard.



• Environment Change: more contents are added and daytime has changed to night in the city.
• Add Graphic settings.
• Add Key binding setting.
• Add knife weapon.
• Add a flash light.
• Add a Map system.

Important Notes:

• Please know that, the demo 1.02 is in the [EARLY ALPHA] stage, and the final game may differ from this build.
• Also, the Save system is in the experimental phase, it is not included in the game play yet, but to some of the graphic setting options.

I hope that you enjoy the 1.02 demo and please support me and report any constructive
feedback, issues or bugs you might experience under:
Steam / The Last Escape Discussions / Early Alpha Demo Feedback And Bugs Report.

Thank you for your patience and understanding.
Aug 20, 2024
War Thunder - War Thunder Commander


Ground Vehicles
  • A bug that could cause an incorrect detonation distance to be set for shells with a radio fuze has been fixed.
  • A bug where smoke grenades would not explode when being hit has been fixed.
  • A bug where decorations, in some cases, could not be placed properly on the undersides of vehicles has been fixed.
Naval Vessels
  • USS Douglas, Saetta P-494, Bravy — a bug that caused the missiles that can be fired from these ships to explode when flying over torpedoes or mines has been fixed. (Report).
Economy
  • A bug that caused the reward for AAA orders to be incorrectly calculated has been fixed. When inflicting severe damage and then destroying the enemy, only a portion of the destruction reward was given, with the reward for the inflicted severe damage not being increased. This bug meant that the total reward was several times lower than it should have been. (Report, Report).
Interface
  • A bug where multiple decorations could be put in one slot has been fixed. (Report).
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Aug 20, 2024
Jury - Episode 1: Before the Trial - Nickle3DArt
Hello everyone!

Here with another monthly update.

I had a great time in France, managed to get a lot of relaxation in, and have been back at the grindstone since I got home. The renders are flowing thick and fast now!

What I have observed is that I’m (without realising it) doing far more renders per scene on average than I was in previous episodes. This has a 2-fold effect. Firstly, it means that there is far more expression and variation of images along with the dialogue which should enrich the experience quite significantly. However secondly, it does mean that I’m getting through the scenes a little slower than anticipated. It’s going well though, so nothing to worry about, but just sharing my own observations really and I think the increase in images/animations per scene will ultimately be a good thing.

To give you some kind of reference, each scene is hitting around 100 separate images now (one has even hit the 250 mark!). I’m not doing it where it’s not needed, but due to previous choices in ep1 and ep2, I obviously have to render multiple reactions and tangents for each of the characters reacting to those decisions. Particularly for the first day on episode 3 I’m needing to handle many of those, so I think the second day should go a bit quicker than the first as many of the ‘conflicts’ (if you want to call them that) will have already been aired and at least partially addressed.

Ep3 Development Update:

803 new images rendered (over 1800 in total now)

7 new animations rendered

9 scenes written and transcribed


Lovense (The bane of my existence) – All relevant scenes now coded with actions. They do work, but I’m getting crashes which are being analysed to clean up for release.


Defects - I have seen many people reporting that certain scenes are not working for them in the Image Gallery and Replay gallery. I've found the source of some of these, so will be sending out a patch soon to correct those. Thank you to all those who have flagged them as not working.


I feel like I’m getting a lot better with animations, you’ll be pleased to hear. It’s something I used to semi-dread because they are quite fiddly to get right, and extremely time consuming to render, but I’ve been talking with some seriously good animators recently and have taken tips from them, which has helped tremendously. I really think you’re going to like them!

It’s been a busy month for sure, and this next month is going to be just as busy so I’ll leave you for now with a couple of previews 😊





Nickle3DArt

PS: Perhaps you might like this too…

Cult of PiN - SBDev
Announcement time!

PiN is a Roguelike Pinball Deck-builder, that takes a more casual approach to traditional Pinball games while still retaining a number of their most important elements at it's core - good timing and fast reflexes, alongside missions and ramps and all the other juicy things that make Pinball so satisfying to play.

Deal damage to the bumpers by hitting them, and try to destroy them all to move onto the next stage. Randomly generated bumper Traits make them harder to hit at higher stages, and stages can also have random Table Traits such as inverted flippers, nudge blocking and other rules that force you to strategically plan ahead if you want to reach and beat Stage 5 to effectively 'beat' the Table (although you can play endlessly after this to try and top the global leaderboard for that table)

The demo is almost ready and I should be able to deploy it on Steam within the next few weeks, although a very rough version of it is already available over on https://kennymakesgames.itch.io/pin. The demo itself has only one small table that covers the majority of the core mechanics, alongside 5 unlockable balls, 7 difficulty levels and 30 upgrades, which can be bought in the shop after each stage is complete.

The full game will have 100+ upgrades, and a number of larger, multi-tiered tables, alongside 5 more balls and some new mechanics for dealing damage.

At this stage, nothing is more valuable than spreading the word so please hit those Wishlist and Follow buttons and stay up to date for when the Demo is live!

Cheers!

Kenny
Knightborn Playtest - Lunar Clan
Added:
- Pendant equipment slot
- Stacking inventory items
...