Banana - Sky
  • Adds new bananas for future drops & item shop additions
Dragon Age™: The Veilguard - EA_Violet
Hey everyone!

Today, we want to share many of the Accessibility features in Dragon Age: The Veilguard. Regardless of skill level or ability, we want everyone to be able to enjoy the full experience and story of our game. There are several features and settings to customize the game to meet your individual needs; so let’s dig in!




First off, let’s discuss combat and the difficulty settings. During Character Creation, players can select from one of five curated difficulty levels or create a completely customized experience:


  • Storyteller
    • Here for the story.
  • Keeper
    • A balanced combat experience that emphasizes party composition and equipment choices over reaction times.
  • Adventurer
    • A balanced experience that places equal emphasis on combat, party composition, and equipment choices.
  • Underdog
    • Here to be pushed to the limit, requiring strategic planning and tactical decisions.
  • Nightmare
    • Overwhelming battles that give no quarter. Requires a mastery of combat, equipment, skills, and game mechanics to survive.
    • Selecting Nightmare cannot be undone without starting a new playthrough.
  • Unbound
    • Customize all settings.
    • Settings impact numerous aspects of gameplay. If this is your first time, consider a curated preset instead.

Even after selecting a difficulty, there are more combat options available in the Settings Menu if you wish to make further adjustments. For example, you can adjust elements like parry timing, aim assist strength, or even how aggressive enemies are. See below for a full list of combat settings.




UI and HUD elements are also customizable. Many elements of the HUD can be conditionally hidden or turned off entirely. For example, you can fully hide elements like Rook’s health, the objective tracker, or the Mini Map. There are also options for the text size in the UI.




There are some accessibility aids for interface elements. For example, subtitles are fully customizable allowing you to modify things like the size, opacity, speaker names, and color. Other settings add audio aids to visual-only elements like incoming attack indicators. For anyone with vision deficiencies, there are full-screen color filters to improve visibility.




Beyond the UI and HUD, there are a few more options regarding the game’s visual effects. For anyone who deals with motion sickness, there is a Persistent Dot Option and Motion Blur can be fully turned off. The in-game Camera Shake can also be adjusted from 0-100%. Additionally, there’s an FOV slider in the graphical settings.




As discussed in the PC Features Blog, all inputs are remappable for gameplay in Dragon Age: The Veilguard on both controller and keyboard for all platforms. Input sensitivity and deadzones are also customizable with sliding scales. There are some UI interactions that require an input to be held for a short period of time, but this can be changed to tap instead. All of these options allow you to play the game in whatever way is most comfortable.

These settings and more are available in Dragon Age: The Veilguard! See a full list below to check out all of our Accessibility settings and check out our Accessibility Portal. Chat soon!

- The Dragon Age Team



  • Audio
    • 3D Audio
    • Accessibility SFX
    • Glint Ping SFX
    • Mono Audio
    • Speaker Type
    • Volume Sliders
  • Controls
    • Ability Wheel Controller Activation (Hold or Tap)
    • Disable UI Hold Inputs
    • Input Remapping
    • Invert Axis (X & Y available)
    • Swap Left & Right Sticks
    • Stick Deadzones
    • Trigger Deadzones
    • Vertical & Horizontal Sensitivity
    • Vibration Intensity
  • Gameplay
    • Combat
      • Aim Assist
      • Aim Snap
      • Combat Timing
      • Enemy Aggression
      • Enemy Damage
      • Enemy Health
      • Enemy Resistances
      • Enemy Vulnerability
      • Prevent Death
    • Exploration
      • Frequent Auto-Saving
      • Library (Codex, Glossary, Missives)
      • Object Glint Distance
      • Object Glint Visibility
      • Objective Marker Visibility
      • Pause at any time
      • Waypoint Visibility
      • World & Local Maps available at all times
  • Visual / UI
    • Camera Shake
    • Depth of Field
    • Full-screen Colorblind Filters
    • Hide-able HUD Elements
      • Abilities
      • Damage Numbers
      • Hints
      • Mini Map
      • Objective Tracker
      • Player Health
      • Tutorials
    • Low Health Screen Effect
    • Motion Blur
    • Persist Dot Option
    • Ranged & Melee Threat Indicators
    • Subtitle Advanced Options
      • Background Opacity
      • Speaker Names
      • Speaker Name Color
      • Subtitle Size
    • UI Text Size
    • Vignette




Oct 8, 2024
Forklift Simulator - dgsdestinygamestudios
BUGFIX: Steering wheel now rotates correctly.
IMPROVEMENT: Artificial intelligence drivers now drive smoother.
Oct 8, 2024
Vestiges: Fallen Tribes - NoLaSP
  • Improvement: Now possible to play Solo Missions and Weekly Challenge while waiting for Matchmaking
  • Bugfix: Victory sound properly plays in Solo Missions
  • Bugfix: Units spawn at the correct location
  • Bugfix: Game properly transitions to the Resolution Phase if a unit is being placed when the countdown ends
  • Bugfix: Correct card visuals on the Mulligan screen
  • Bugfix: Round will end if there are only Depleted Pratetoriums left
  • Bugfix: Voice line only plays once after the cinematic
  • Bugfix: No longer possible to click Next Mission after completing The Fall of the Illustrans
  • Balancing:
  • BUFF - Ballista : Reduced attack cooldown (6s -> 5,5s)
  • NERF - Dune Gazers : Increased attack cooldown (5,5s -> 6s)
  • NERF - Dune Gazers : Increased cost (100 -> 150)
  • NERF - Dune Gazers : Reduced end of round damage (4 -> 2)
  • NERF - Sagittari : Reduced end of round damage (5 -> 4)
Community Announcements - Marten_GOP


♠️♦️ We're playing All-In or Fold and of course, we're also rewarding livestream viewers 🎁🎉

📝 Enter your GOP ID during the livestream in our form to claim your attendee reward: https://forms.office.com/r/wvzwpWsvtp (link will become active on Thursday, October 10th at 3PM CEST)

Watch our weekly livestreams on:
Facebook: https://www.facebook.com/GOP3/
YouTube: https://www.youtube.com/channel/UCklGubzi_zN3YnZr1pkNaOw
Twitch: https://www.twitch.tv/governorofpoker
Looking Up I See Only A Ceiling - silver978
Happy to announce that "Looking Up I See Only A Ceiling"'s DLC "The Relapse" is now available in Russian! 🥳

Thanks to saikoistyping for the translation!




Check the DLC here:

https://store.steampowered.com/app/2704190/Looking_Up_I_See_Only_A_Ceiling_The_Relapse/
RedSpaceOps - Shock
DEW MISSION added: Includes 24-105 edits and 24-106 RSO updates.
Halls of Torment - Mara
Update 2024-10-10

Latest changes:
- Movement Speed per Torment Level has been changed back from 2.5% to 2.0%
- Blood Catcher bonus has been slightly reduced, but heal was increased on higher rarities.
- Polishing the shard display in the End Screen.
- Adding the current Game Version to the End Screen.
- Fixed the Artifacts "Restless Wheel" not accelerating Agony increase.
- Fixed an issue were the Cyclops from the Ember Eye would trigger Artifact quests to be completed.
- Fixed Plated Boots (Boost), uncommon and rare values were swapped.
- The targeting range of Summons now adjust with their attack range.
- Beast Huntress' Dedication was adjusted so that the base range does not scale so much, making it more likely for the Hound to attack more enemies.

-----------------


Hello Adventurers!

We are working through your reports and feedback and today we are going to implement a few required changes on the experimental branch for testing them out. Please let us know what you think.
If you would like to join testing the coming changes, please change in the game properties -> betas the testing branch to “experimental”.

Codecks – Halls of Torment 1.0
Experimental Update: 2024-10-08
Scheduled Release: 2024-10-10



Torment Balancing:
  • Agony will add 1 Defense to each enemy per rank.
  • Changing the scaling of Torment Levels and the Vault past 30 minutes.
  • Health will be changed to scale x1.12 instead of x1.2.
  • Defense scaling will be added with x1.12.
  • In Vault the Torment Levels will add 0.33 base defense to enemies each level.
  • Damage scaling will be changed from +4% to +5% per level.
  • Movement Speed scaling will be changed from +2% to +2.5% per level.
We’ve decided on this change for two reasons. One is that now and probably in the future, items and effects that scale with damage do scale much stronger with the big HP pools. Secondly some enemies were approaching and hit the highest HP possible in the game, causing bugs. With this change we can easily go up to Torment Level 40+ and the Vault is quite some time longer after the current 95 minutes after which it starts breaking.


Blood Catcher:
  • Scaling of the Max. HP effect will be limited from 100 - 3 000.
  • Blood Catcher gains proper Diminishing Returns application.
  • Blood Catcher has been changed back to only give a modifier bonus when the player is on full health.
  • Blood Catcher now triggers every 5 seconds and applies its effect then based on the damage within that time frame.
In the 1.0 patch we changed that Blood Catcher has been always applying its buff, even if the player was damaged. We changed this back but also applied the normal Diminishing Returns mechanic from other items in the game. The limitation of the scaling based on one's Max. HP has been introduced because the Blood Catcher had many Edge Case scenarios with almost no HP. These changes have been made to bring the Blood Catcher down to a level of other items, the Blood Catcher was so much stronger that making “everything else stronger” was not an option without entirely breaking the game’s balance.
Lastly the 5 second refresh has been added to avoid lag because of multiple modifier updates and heal events per second/frame from the item. The modifier strength is not influenced by this change.


Further Patch Notes:
  • In the Quest Board, one can now always see the required character for the next main quest/tracked quest on the top.
  • Every hero now has their own Torment Shard pool.
  • Collecting one Torment Shard will increase the shards for all characters.
  • The amount of used Torment Shards can now be seen in the end screen.
  • Turning off flash intensity also deactivates the flashes when the player is hit by enemies.

Bug Fixes:
  • The Widescreen Pillarbox setting was not saved when leaving the game.
  • Hailstorm can now handle negative movement speed.
  • Astronomer’s Orbs can now overcrit.
  • Hunter’s Garb (Hawk Eye) is now modifying the Crit values.
  • Hunter’s Garb variants now show the info Icon on the right side of the screen.
  • Phantom Needles traits gave Crit Chance instead of Base Crit Chance.
  • Archer’s Dedication was unlocked by the wrong Trait.
  • Spectral Fists would not react to Attack Speed upgrades for melee/summon modifiers when Consecutive Punches had been activated.
  • Values of uncommon and rare Plated Boots (Growth) had been mixed up.
  • Quest “Tank I” had a wrong number in its description.
  • Rank frame of Norsemans WP IV (Storming) was wrong.
  • Endscreen congratulation text was sometimes truncated.
  • Compendium did not update used Torment Shards in the info area.
  • Scars of Toil had the wrong tooltip on its Icon.
  • Warlocks character description said he should have only 350 instead of 500 HP.
  • Cleric was stronger than their information made appear. (regeneration, Defense and Block Strength)

Stay Hydrated
- Chasing Carrots
Farm Together 2 - WaaghMan
Hi! In today's update we're adding a new tractor to unlock, and even more crops, as well as a bunch of improvements and bugfixes.

We know we've added a lot of crops lately! Don't worry, we haven't forgotten about other item categories, and new animals and fish will be coming soon :)



New content:
  • New unlockable tractor: Hot Rod
  • New crops: Asparagus & Parsley (3 variants)

Improvements:
  • Added a setting to prioritize tile content or addons (sprinklers/glowsticks) when moving/recycling a tile.
  • Several performance improvements for lower end systems.
  • Progress will be saved now even when visiting a farm (this means favor earned will be savd even if your system crashes).
  • Added new NPC and player animations.

Gameplay changes:
  • Slightly decreased amounts requested on quests for permanent farm items (basically anything that's not a crop).

Bugfixes:
  • Fixed some paintings changing frame colors.
  • Fixed falling below the ground when painting on an easel facing a wall.
  • Fixed minor UI issues when there's exactly 5 items in the list (backpacks).
  • Fixed menu music playing in the intro screen.
  • Fixed other player's name shown when both players are inside different houses.
  • Added an error warning when trying to recycle houses with players in it, or when trying to move/recycle items being used by other players.

Today's Farm showcase: Fall Harvest by Antares Ruby

Eternal Card Game - Dire Wolf CS


Congrats to last month’s Top 100!





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