Dragon Front: Adventures - Senshu
Greetings Intrepid Adventurers,

Patch 1 for the Dragon Front: Adventures Demo is now live! This is a broad range of general quality of life improvements to improve your excursions into Terrene Gall.

Addressed Issues:
  • Addressed an AMD GPU out of Memory crash.
  • Default Graphical quality and shadows is now set to medium.
  • Improved the transition from Faction Select to Champion Select.
  • Unavailable factions are now correctly locked on the faction select.
  • In-game trailer has been updated.
  • The trailer video is now skippable with Start/Esc.
  • Addressed various typos.
  • Banners for earlier battles now start with 5 health.
  • Fixes boss positioning on Region Map.
  • Fixed return to map button not showing hover visual correctly.
  • Addressed issues with various visual effects.
  • Abandon run prompt now properly updates.
  • Unreal logo now fades properly with the text.
Known Issue Being Investigated:
  • There is a blue tint to Thorns Portal battles on Medium and Low settings. As a work around, changing the shadow quality back and forth will clear the blue tint.
Oct 4, 2024
DeathSprint 66 - SecretModeLiam
Hello Clone Jockeys,



Firstly, a huge thank you to all our members who’ve joined our brand-new DEATHSPRINT 66 Discord server – if you’ve yet to join, do click the link to come and challenge us on the track.



As we said earlier this week, every bit of feedback is listened to and we’re already using it to make improvements to the game (Hotfix #1). We promised news soon, and we’re pleased to confirm today that we have at least three game updates planned between now and the new year, with one released each month.



These updates will address reported bugs as well as various areas of community feedback, including:

  • An offline mode
  • Better mouse and keyboard support
  • Fixes to respawn issues


The first of these is planned for mid-October. We’re also excited to announce that one of these updates will bring new content to the game for players to enjoy, free of charge, featuring additional cosmetics.



We’ll keep you posted on timings for these game updates across our social and Steam pages. In the meantime, we’ll see you on Discord when you can talk with us directly and squad up with other players.

https://store.steampowered.com/app/1273560/DeathSprint_66/


DEATHSPRINT 66 is now available on Steam! Also find us on Tiktok, Instagram and Twitter alongside our website. Don’t forget to join our Discord for further updates and sneak peeks into the future.

LoveCraft - developer.lovecraft
Become the star of the dance floor!

Lisa Total investigation! - dragofinder
German language support.
Some parts are still in English. It will be fixed with the next update.
Going Medieval - SeVerin
Greetings players! The newest patch (0.20.3) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where bards and settlers upon loading would appear as stuck during the feast, even when the event has ended/was canceled.
  • Fixed the issue where Player Triggered Events would end before properly starting.
  • Fixed the issue where drafted settlers were not able to stand on some floors.
  • Fixed the issue where buildings wouldn’t be destroyed if part of the ground they are positioned on was destroyed. This issue caused stairs to appear as present, but not functional.
  • Fixed the issue where floors appeared as shiny (wet) even if they were under roof while raining.
  • Fixed the issue where the ground would lose texture during rain.
  • Fixed the issue where in some situations braziers would lack on/off control and resource customization.
  • Fixed the issue where if you tried to customize allowed items on the armor rack and then deselected the rack and selected it again - it would clear what you customized.
  • Fixed the issue where shelves were missing allow/forbid buttons.
  • Fixed the issue that occurred when it's night and you send a settler to a caravan. If at that point you would save the game and load it, that settler which should form a caravan would go to sleep and never wake up.
  • Fixed the issue where water wouldn’t go through wicker doors, grated doors and floors.
  • Fixed the issue where the game allowed for a roof to be placed in the ground.
Quality of Life improvements
  • Events that were ended/canceled during the gathering phase end without penalty.
  • Placement of ladders and stairs directly below ground voxels is forbidden.
Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • ‘Research available’ message does not appear until you reload the game.
  • Floor isn’t allowed to be placed on the beam of one width, citing ‘being far from the stable structure’.
  • Opening almanac links does not work from the building selection UI.
  • Some items are missing icons and localization values.
  • Tooltip is missing when hovering over perks, backgrounds and pseudonyms, when trying to add new ones in advanced character customization.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with a production set first in the global list of productions.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
Zero-K - GoogleFrog
This week's cold take is early, unusual, and short because Ludum Dare is this weekend. Ludum Dare is a game jam: an event where individuals or teams of people make games in a short period of time. They tend to run for a few days to a whole week, depending on the jam, and teams are given a short prompt or "theme" to incorporate into the game. There are many game jams these days, I just do Ludum Dare for the schedule and because I like rating other peoples' at the end.

Everyone with an interest in making games should give game jams a go. The actual event only takes a weekend, although a bit of upfront investment to find an appropriate engine goes a long way. The barrier to entry is fairly low, and I even think game jams are a great way to learn certain aspects of programming and design. A jam is a microcosm of project management, where choices made at the start of a project tend to come back to bite you at the end. This process is particularly instructive when there are only three days between the choices and their consequences. And by the end, you get a game out of it.



I especially recommend game jams to anyone working on a long-term game, such as Zero-K, because speedrunning the whole process can clarify your progress on the longer game. It also lets you experiment with new ideas and flex your creativity, which probably helps prevent feature creep. Besides, making games is a matter of practise, and as the Go master said to the game designer: "make your first fifty games quickly".

I got involved in game jams through the Spring Cabal, a group of Spring developers that used Spring in several Ludum Dares between 2015 and 2018. The release pages for most of them were lost in the LD site rework, but builds can still be found in the organisation's GitHub repositories. Dominic (aka Shadowfury333) was also kind enough to document most of them on his YouTube channel.

The only video missing is LD 42, My Cube, which I recall being a tower/unit defense style game about defending an iceberg. I only made it to a few of these weekends, so only worked on Hunted, Area 17, and To The Last Drop. The main organiser was gajop, and with the gradual disintegration of the Spring developer community, plus the difficulty of organising team across multiple timezones, we were less able to get teams together.

I am really pleased with To The Last Drop. The theme was "Sacrifices Must Be Made", so we thought up the idea of defending a town using magic powered by the lives of the townsfolk. It turned out to be a game, with a beginning, middle, and end, which kills idle players, but otherwise let you play around with different approaches. The success of To The Last Drop is possibly why I went on to make ten more games with people I knew locally, solving the timezone problem and making the event more social. For these games, we used the 2D Lua game engine LÖVE, since I have a lot of Lua experience, and because 2D art is easier to produce.

You can check out the games on my games page. We tend to make games that sit somewhere between puzzle and sandbox, which might be called problem-solving or "strategy" games. But we are also careful to give the games goals, and make the basic actions of the game inherently fun. You can see bits of Zero-K in many of them, in the way they are about mastering simple systems with emergent complexity. I think they are all quite solid, at least the "Post Jam" versions (make sure to click the right download), so my recommendations would depend on what you are looking for. Here are a few:

Another common feature of our games is hard mode, since otherwise we risk subconsciously adjusting the difficulty upwards as we get better at the game. It also lets me play the game after the jam, just to push the systems to their limits and see what is possible. This approach is probably why we end up with open-ended problem-solving games rather than discrete single-solution puzzles: you can't really play your own puzzle games. Anyway, I hope this makes up for the lack of a more Zero-K-focused topic, and perhaps you end up having fun with a few games, or even have a go at game jamming.



Index of Cold Takes
Cardeneer - Kim
  • Aura can now work while anywhere|removed or in hand|grave|deck.
  • Recurring now also triggers at game start.
  • Added rule "Summon from grave only resets health"
  • Design editor: You can now use [@ability] to display stack or values.
  • Design editor: Abilities are now shown in [] button.
  • Design editor: You can now use [lua][/lua] in text fields to run lua code and show whatever text you want.
  • Fix "Summon <target>" always summoning itself.
  • Fix issue with editing decks while progression is on.
Resonite - Frooxius
Hello everyone! I got another build for you! This one is more of a "cleanup" build, merging in and sorting out some of the issues that have been pushed to backburner for a bit with other stuff we were dealing with.

There's a bunch of new cool goodies in this one! Lots of new nodes & functions for shaping/easing, more access to the eyebrow tracking data. You can now also mark worlds as "Readonly" to prevent accidental saves (e.g. when you archive things).

There's also important privacy improvement in this one, which builds on the recent session networking handling rework: User's ban status is no longer included in the public API that can be queried by anyone - the information is now only accessible once for brief period when joining a session, which helps improve overall privacy.

A bunch of things were fixed up too - issues with the finger posing system breaking, Resonite to Resonite account migration (this actually borked due to security fortification that was done a while back) and more!

New Features:
- Added a set of new easing/shaping functions (issue #736, implemented by @ryuvi)
-- Following easing functions are now supported: Sine, Quadradic, Cubic, Quartic, Quntic, Exponential, Circular, Rebound (Back), Elastic and Bounce
-- These are available as Tween CurvePreset property
-- There are also three ProtoFlux nodes for each - In, Out and InOut

- Added eyebrow drivers to EyeLinearDriver (requested by @hazre, @gourry.gabriev, @natbard, issue #2303, implemented by @ryuvi)
-- InnerBrowVerticalTarget, InnerBrowRaiseTarget, InnerBrowLowerTarget, OuterBrowVerticalTarget, OuterBrowRaiseTarget, OuterBrowlowerTarget
- Added InnerBrowVertical & OuterBrowVertical to AvatarRawEye data (requested by @hazre, @gourry.gabriev, @natbard, issue #2303, implemented by @ryuvi)

- Added "Readonly" flag for worlds (requested by @stiefeljackal, @rucio, @medravr, issue #2793)
-- You can set this by editing the world's metadata and checking is "ReadOnly" checkbox
-- When checked, you won't be able to save the world in-place or overwrite it
-- If you want to make saving the world possible again, uncheck the flag first, before loading the world again
-- Please note that this is only "soft" prevention and not a security/permission mechanism. The goal is to prevent accidental saves (e.g. for archived worlds)

- AppConfig can now restrict which login methods are available with `availableLoginMethods` list property (implemented by @probableprime)
-- Currently Login, Register and SAML are supported login methods
-- This is useful for coporations/organizations which want to restrict which methods can be used to login
- Added `forceStartMicrophoneMuted` setting to AppConfig, which allows to override the microphone to always start muted (implemented by @probableprime)

- Bezier Curve node now outputs the tangent in addition to the curve point (implemented by @bluecyro)

Tweaks:
- The hyphen symbol "-" is now a legal character in dynamic variable path names (requested by @badhaloninja, @gareth48, issue #3038)
-- This makes it easy to directly use user/group ID's as part of the path

Privacy:
- Restricted access to user's ban status through the public API (based on feedback by @rucio, @stiefeljackal and @dantetucker, issue #2619)
-- This prevents anyone from determining whether arbitrary user is currently banned or not just by querying the API
-- When joining a session, the host is given one-time access key to query the user's ban status. This ensures that the information is available only for a brief period to a single user and only when the user initiates join to a session

Security:
- Improve validation when creating onetime access keys in the API

Fixes:
- Fix finger pose processing components breaking when one of the source components only provides rotations with no positions (based on report by @modernballoonie, issue #2964)
- Added filtering to session update events to prevent local status updates being triggered by irrelevant sessions
-- This fixes the underlying issue behind "Session updated, forcing status update" log spam (reported by CZakarya, issue #2909)
- Fix regression causing data migration between two Resonite accounts not working (reported by RuiNtD, @tumnusb, @wattlefoxxo, @mvak, issue #2347)
-- This was caused due to session token security fortification implemented a while back
- Fixed output of Bezier Curve being wrong (reported by @zozokasu, @rhenium_nv, @orange3134, @rucio, @banane9, ColinTimBarndt, Kemono-Kay, issue #1268, fixed by @bluecyro)
Oct 4, 2024
Be My Horde - PanDibbler
💀 Fixed the bug with Moriana randomly getting hurt;
💀 Visual fixes to the tier 3 of the Bonds of Torment perk;
💀 Fixed the bug with the repetitive perks.

Praise be Moriana!
The Polished Games Team


https://store.steampowered.com/app/2499520/Be_My_Horde/
VHS Collection: Goodnight Me - Rick
Hey this is the Final Patch before Release
Enjoy!
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