

Trick-or-Treat, gamers! The new trailer for Project Fiend is now live! Enjoy this treat as the game is coming closer to final completion and ready for release. Thanks for your patience and support throughout the game's production. Have a safe and happy Halloween!

Hello folks,
Happy Halloween! We are still working on the new UI, the new regular creature and a new map, but unfortunately it is taking longer than expected.

As a small consolation, we have added a seasonal creature. Those of you who are Winchester hunters may already be familiar with it.
The creature is a bit older and the journal is currently having issues with it (please do not select any evidence or remove all evidence, then you will be able to log in the seasonal creature).
We hope you have fun and enjoy your weekend!
Best regards,
Dennis & Andre

This week saw a follow-up hotfix to our major update from last week. This hotfix corrected several specific case crashes with the Mi-24P and F-14. This included an issue with the F-14 using AN/ALQ-100/126 and ALR-45/50 after carrier spawn in certain situations. Additionally, we were able to resolve an issue with password-protected slots that prevented players from occupying them during a Multiplayer Session.
DCS: F/A-18C & DCS: F-14 Iron Tide Campaign by Sandman Simulations had all missions updated to improve CAP and escort functions of the AI, as well as corrected wind direction to ensure proper runway usage at Ramat David.
Thank you to all of you for helping to identify these issues quickly. Read the complete hot fix list.

Testing Phase Airplane Simulation Company, the developers of the DCS: C-130J are making excellent progress. The module has been added to our internal version, and integration testing is underway to ensure compatibility with current DCS systems.
FARP System Development We are currently developing a new system that will allow for cargo aircraft to operate as a mobile FARP. This means that in multiplayer environments you will be able to resupply friendly aircraft at any location on the map, using resources carried inside of your aircraft. The cargo and FARP deployment systems represent new gameplay mechanics that will enhance the logistics, support aspects of DCS missions.
GBU-43/B Massive Ordnance Air Blast The MOAB implementation is particularly important as it's the signature weapon deployed from the C-130. At 9 tons, it's one of the largest conventional bombs in the US arsenal. We are working on its drop animations whilst tuning its explosive yield and explosion effect size.
Release Timeline The C-130 launch will be based on testing results given the complexity of the module. We look forward to sharing more details.

This is a promotional message from Pimax: Ending on the 7th of November you can use the codes below to unlock exclusive deals:
Use “DCS15” and get 15% off the Pimax Crystal Light headset. Applies to the standard headset only, not bundles. Crystal Light
Redeem “DCSDMAS” to receive a 3% discount and a DMAS high-fidelity audio system totalling $120 with the purchase of any Pimax Crystal Super headset. No need to add DMAS to your cart, it will be automatically included during order processing. Crystal Super
Your next flight deserves the best view. – Pimax.
Thank you again for your passion and support.
Yours sincerely,
Eagle Dynamics
This is not the first time vehicles in Brigador Killers have been mentioned - a handful of these were seen in a previous entry and another one outlined what went into the production of one of the cop vehicles - but they've not really been placed side by side for scale. For the purpose of this post, the vehicles are grouped into roughly four categories. As in previous news posts, this is only what's currently in the game; many other vehicles have been designed and modelled, though they're more complex to render out as sprites and won't feature here this month.


Fifteen vehicles are visible here. At the back row from left to right we have a Chibimoto, a regular motorcycle, a Teddy Boy hover scooter, a Liliputter one-person car, the Rennpappe sedan and a mobility scooter. The portable motorcycle and the mobility scooter are recent additions and are fully textured.
The middle row features a white panel van, a people carrier called the Sprat, the Ovo electric vehicle, the muscle car that's served as a test vehicle since the early days of wheeled vehicle implementation, and two vehicles that are untextured. For those who have read or listened to Brigador Killers: Pilgrim (you can listen to the first half for free here), the first vehicle is one of the armored sedans used by Mar Nosso security teams to escort Brigadors. It's named the Thekla. The second vehicle is the family hatchback that appears in the novel's highway escape scene, called the '42 Lark.
The front row has three vehicles: an untextured Shortbus, a wheelchair and a gurney. While the wheelchair and gurney won't have engine noises, they can still be "driven" around by the player - and from a gameplay data standpoint they count as wheeled vehicles.

Twelve vehicles are present in this category. In the back row are the Tuk Tuk variations that were mentioned in a previous news post. Depending on what the goal of a mission is, you might opt for one variation over another such as trading carry capacity for speed or armor.
In the front row first from the left is the Chobber Lowboy. Chobbers are a faction on Mar Nosso who are conscripted delivery personnel, and the Lowboy is a meal delivery vehicle with multiple food warmers mounted on the side.
Accompanying the Lowboy are a regular forklift and an up-armored version, an extremely slow agrav hauler, an untextured but affectionately named Garbotruck, and the Killdozer.

Just five vehicles in this section. The police motorbike comes in two variations, a normal version and a "bubble" version. The cop sedan has also been in the game for some time. The version of the SWAT APC here that got its own post is the variant with all the armor plating on. The security truck is untextured for the time being.

Three vehicles appear here. The Arlo agrav, the Rounder tank and the new ball tread bike. The first two are uprezzed variants you might remember from Brigador, and Dave forgot to turn off the shield generators on both. The ball tread bike is a speedy new addition to Brigador Killers.

Different vehicles not only have different storage capacities - a tac-rig is not going to fit into the basket of a mobility scooter - but also behind the scenes they can be used as a way to gate off areas of a map. For instance, a cop car can get into the backlot of a police station. Alternatively, if the player intends to go about their mission another way, they might pick the heaviest thing they have available and instead slam through those barriers, though they should expect to be met with resistance.
Currently the Fork exists in-game, you should have already seen it at the start of this video, but other mechs or powersuits have not yet been put in. Part of the reason for this is we really want the player to feel the difference in power and scale when they finally get their hands on a Mongoose (never mind a Touro). The process to get there is one of iterating on the various data values and repeated playtesting. This is a lengthy procedure, not the most exciting thing to read about, and we're conscious of people's time and attention.
Next month's post will revisit the narrative system of Brigador Killers, which has been updated significantly since the last time it was discussed.

Bigger update, main focus is switching the audio engine to something more reliable and cross plattform compatible to allow linux/mac builds.
Changes:
switch audio engine from naudio to soundflow, this should hopefully be more reliable and will also allow a linux/mac version
fixed loading of settings, should be 4-5x faster
new spout version with hopefully less weirdness
crash window which shows you detailed crash infos and links to support discord (only happens on complete app crash)
full logs can now be viewed in user interfaces
fixes for hotkeys, ignore numlock and cleaner startup
random variance for character blink, this time is added upon the interval (so by having the interval at 2 seconds and the variance at 2 seconds as well, blinks will happen every 2-4 seconds) -> defaults to 0
Features:
twitch follow and raid as trigger for just about everything (layers, tits, etc.)
twitch chat commands now have options like cooldown, subonly, viponly, modonly
reset button for twitch authentication (so you don't have to delete twitch.json)
New Layers:
change to random state
change to inactive state (like sleeping, no speaking time based)
As we continue our work on Blight: Survival, we’re sharing a closer look at one of the corners of our world: a stretch along the water where remnants of what once thrived still linger.
All of the footage shown was here captured in-game and highlights our ongoing work on atmosphere, environmental storytelling, lighting and visual polish. You’ll also catch a brief encounter with an enemy, a taste of how we want moments in our game to feel: tense, urgent, and personal. This glimpse is just one step toward crafting encounters where threats can emerge unexpectedly, always keeping you on edge.
Thank you for following along as we continue to bring this part of Blight: Survival to life. Every corner has its own story, and this is just a small peak.
In the meantime, wishlist the game on Steam, and join our Discord to chat, get involved, and stay up to date with everything happening in the world of Blight: Survival!
-The Blight: Survival Team
Hey everyone!
This marks the 22nd update since release; all within just 37 days!
We’re steadily moving toward the first milestone, which should arrive around update #28.
Thank you all so much for staying with me and supporting Pompeii: The Legacy through this journey.
Fixed: Tree removal no longer deletes aqueducts
Fixed: Tree removal no longer deletes bridges
Domus II now correctly shows its upgraded name
Insula II & III upgrades now properly shows +2 residents
Fixed: Arena, Circus, Theatre, Academy, Library, and Basilica all showed "School" text on the research page
Fixed: Orchard model placement offset
Fixed: Items on the Stock page showing "facilities" incorrectly
Fixed: Before building a Port, some resources incorrectly displayed available trade routes, now they only appear once the port is constructed.
Fixed: Animals going crazy and spinning around one point
Reduced animal counts in large cities to prevent overcrowding
Optimized textures for about ten buildings, faster loading and lower GPU memory usage
Fixed: Occasional flickering waterfall animation
The next big step is moving already built structures, planned for the Sunday update!
Along with that, there’ll be a few smaller fixes and adjustments.
Thank you again for all your feedback and support, you make Pompeii: The Legacy what it is! ❤️