Less than two weeks until release!
Alternate Gatherer Color option in the Settings menu.
Removed the Wishlist and Discord “Exit Game” popup for a standard confirmation popup.
New Menu Music, and Stone Rise music.
Flame Tower attack speed reduced from 5/sec to 4/sec.
Updated Mission Table lighting.
Updated environment lighting in a number of missions, mostly around the Delver City missions.
Reduced the clipping that would occur from the Windy VFX.
Adjusted Tooltips so their display duration is no longer influenced by 2x speed.
Nerfed Bannerman by removing their 30% damage reduction.
Manasteel Fountain now awards its Manasteel after all the enemies in a wave are defeated, instead of when the next wave starts spawning.
Adjusted Wave variety throughout the Stone Rise and Delver City missions.
Simon and Allen now consistently start on the left/right side of the map, and their hotkeys + UI buttons match that positioning.
Added more Spore critters to Delver City missions.
Removed some Deadroot in the Delver City missions to make it a little easier to start building supportive structures.
Fixed texture issues on the Mission Table.
Fixed coloring issues of the trees and deadroot on the Mission Table.
The Conduit will no longer throw developer errors when it cannot be built. Oops.
Removed the ability to move past camera bounds (and bounce back) using WASD camera controls.
Addressed an issue where you may visibly be in play mode, but are actually paused.
The Interface now scales better for Ultra-wide displays.
Fixed errors in the Slow Tower’s tooltips.
The Noble Flame tower VFX should now render each part correctly.
GLHF!
-Jim
	
	Automobilista 2 V1.6.8.5 is now live! The new update brings 2005 Endurance racing back to life with two new DLCs along with a substantial game update.
As is tradition for AMS2, the new DLC content will have a free trial period over the weekend for all users to check out and enjoy it.
Users who for whatever reason encounter issues with the new V1.6.8.5 or who might have an imminent league race to run may still remain on the previous V1.6.8.1 by right-clicking on AMS2 in the Steam library -> Properties -> Beta and selecting the previousbuild branch.
Check out the full update notes & changelog below:
HISTORICAL ENDURANCE PACK PT1
2005 LMP1 Class
Audi R8 LMP1
Courage C60
Dallara SP1
2005 LMP2 Class
Lola B0540 V8
Lola B0540 Turbo
2005 GT1 Class
Aston Martin DBR9 GT1
Corvette C5.R
Dodge Viper GTS-R
Maserati MC12 GT1
2005 GT2 Class
Porsche 996 RSR
2004 GTR Class
BMW M3 GTR
FREE BASE GAME CONTENT
Milano GT36 GT2
Circuit Du Mans 2005
Road Atlanta 2005 (Full & Short layouts)
Spa Francorchamps 2005 (GP & Endurance courses)
As usual the new DLCs will have a free trial period for all AMS2 users over the weekend.
V1.6.8.5 RELEASE NOTES
GENERAL
V1.6.8.5 introduces Temporal Anti-Aliasing (TAA) as a new anti aliasing option; TAA smoothes jagged edges caused by geometry, textures and shadows by combining previous video frames with the current frame, providing better results and in some cases improved performance over MSAA. You can enable TAA in the Graphics and Performance settings, a new TAA sharpening option is also included.
There has been further progress on the issue of autosaving / autoloading setups to further mitigate (if not outright eliminate) chances of saved setups being incorrectly restored.
Endurance headlights have been updated to feature a slightly stronger glare effect at night; so far the current era GTP, LMP2s, GTE, GT3 as well as the new 2005 cars have received the updates.
Finally, new presets have been added for the new 2005 Endurance content emulating FIA GT seasons from 2004 & 2005, ALMS & ELMS 2005 seasons
PHYSICS
A new round of physics refinements for many of the existing classes, most notable of which being once again GT3 (both gens), GT1, Group C, BMW M1 Procar & LMDh / GTP, all of which also having default setup and / or setup ranges revised which should mean old setups will probably not work for these classes without significant adjustments and it´s better to start them afresh; many others have received further minor tire adjustments as per the changelog below but those should not impact their performance or existing setups to a significant extent.
AI
All classes have received extensive AI behavior & performance calibrations revisions, focused primairly on traction & braking performance, elaborating their throttle application to logic to factor several specific circumstance into how fast or slowly they apply the throttle; this in turn has allowed for less compromising on the baseline rate of AI throttle application in each class and as a result their performance out of corners should be more balanced against their human opponents.
  AI racecraft & behavior adjustmewnts should generally result in reduced twitchness & more natural / flowing behavior from AI drivers when changing lines (be it for passing / defending or just positioning relative to traffic ahead); less aggressive throttle stomping in mid / high speed corners (which for GT cars could lead to them understeering offline or even off track altogether in some corners); traction / braking more balanced with thats viable for humans; less AI "rubber banding" effect (AI overtaking then getting overtaken back); more balanced AI drafting relative to player and each other; fractionally less risk of being pit manouvered or getting stuck glued with an AI car hanging around the outside of the player especially at lower Aggression settings.
On the topic of AI Aggression, we have further adjusted the different options to further distinguish behavior in each level; it is now generally recommended to gravitate around Medium or High Aggression settings in most cases for more realistic racecraft from the AI, with Medium being more suitable for longer distance races, endurance and / or heavier cars, and High more appropriate for sprint races, formulas & club level racing.
Low should only be mainly used by novices and / or those using controllers that offer more limited precision, as it will lead to AI being very careful especially around the player; Max Aggression on the other hand raises the general aggression for the whole field which increases risks of pile-ups and general erratic behavior; Medium & High will still feature some individual AI drivers with higher aggression personalities and the higher diversity provided by those settings will generally make for more dynamic races; please note this still largely dependent on individual driver AI personality variables so things may change or not work the same when running modded AI files.
We have improved sorting of AI drivers based on their qualifying skill when a qualifying session is not run or skipped mid-way, removing a randomizing function that could bring slower drivers up the grid and contribute to the formation of clusters of AI cars when qualifying sessions aren´t run in real time.
AI in Multiplayer has also been substantially improved both in terms of behavior as well as visual fidelity.
. 
V1.6.8.1 -> V1.6.8.5 CHANGELOG
GENERAL
Added option for Temporal Anti-Aliasing
Fixed several small issues and inconsistencies with the logic of the vehicle setup names
Fixed bug that could cause gear ratios to be incorrect in default setup
Prevented deleting the currently active vehicle setup (resolves setup loading issues that could occur when active setup had been previously deleted)
Fixed LOD fade setting causing flickering shadows in VR and Triples setups
Added controller profiles for Logitech RS50
Fixed issue where real weather wouldn't be found on the first try if the machine clock was ahead of time
Fixed dialogs staying open when in-game menu closes automatically such as when the last player hits ready in MP
Adjusted LiveTrack mud dirt properties
UI & HUD
Added Euro Enduro GT 2004 & 2005, Euro Enduro LM 2005 & ALMS 2005 presets
Updated vehicle logo graphics
Reinstated missing real weather status feedback text on race and session settings dialogs
Blanked default setup description
Disabled track tabs on the setup load/save menus (this resolves an issue where the tuning setup changes made by the user could be ignored if he had manually saved a setup to a track's tab previously)
PHYSICS
Minor tread adjustments for LMDh / GTP, GTE, GT3 (both gens), GT4, G55 Supercup, Ligier JS2-R, GT Open, Lamborghini Huracán ST, Lamborghini Diablo ST, GT1, Group C, Group A, M1 Procar, F-USAs (all), F-Retros (all), F-Classics (all), F-HiTechs (both gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate (both gens), Vintage Cars
Minor tire thermodynamics adjustments to the Lamborghini Miura, Ginetta G55 Supercup, Ligier JS2-R and Ligier JS P4
Revised default setups for F-Ultimate Gen2, GT3 (both gens), GT1, Group C, BMW M1 Procar & LMDh / GTP (setup ranges are updates so older setups should not work correctly - please start fresh)
Revised dirty air effects for modern formulas, GTs & Prototypes
Ligier JS2-R: Minor frontend aero adjustment; Adjusted ARB & front brake torque
Lotus 23: Corrected tread width; revised chassis polar moment of inertia
Group A: Adjusted chassis polar moment of inertia
Adjusted crankshaft mass for Diablo & Miura SV V12 engine
Lamborghini Revuelto: improved active aero behavior; adjusted peak torque from hybrid system; Added ERS-EV Launch (ICE starts at 60 Km/h)
Lamborghini Miura: Adjusted pushrod geometries; Adjusted bumpstop spring & damper rates; Adjusted brake torque & bias; Adjusted crankshaft mass
Revised FFB for GT1 cars
AI
Improved AI throttle application logic, adding several functions to scale rate at which AI goes full throttle according to specific circumstances
Extensive class-specific calibration pass to AI throttle usage & braking points
Increased overall rate of AI driving mistakes (frequency and severity of mistakes will still vary according to the series and and driver personalities, with mistakes happening less often at the upper racing classes relative to club / amateur levels)
AI in practice / qualifying sessions now use more of the race blue flag logic allowing them to navigate slower traffic more efficiently
AI drivers of the same vehicle grid groupings now get ordered for the grid based on their non-race skill with random factor
Improved fidelity of remote AI vehicles in Multiplayer, fixing issues such as cars appearing to move sideways and front wheels pointing in the wrong direction
Further adjustments to drafting & AI drag scalars during AI-on-AI battles
Adjusted AI dynamic corridors for all tracks (slightly higher baseline values for less wheel stepping offroad at lower Aggression settings)
Adjusted AI corridors around the apex curbs for Brands Hatch, Cadwell, Donington, Oulton Park, Silverstone 1975 & Termas Rio Hondo
Oulton Park: Add speed boost at Clay Hill and Water Tower Removed any boost from Knickerbrook; Updated Oulton Classic AI line
Monza GP 1971: Adjusted corridors to exclude the runoff region along S/F straight
AI calibration pass for F-Vintage (both gens), F-Junior, GT3 (both gens), Ligier European Series
Slightly increase AI willingness to concede when being overtaken from the inside
Adjusted AI peak slip angles for all tintop classes
Adjusted AI differential settings for all LSD cars (slightly more power & coast lock)
Termas Rio Hondo: Slightly reduced AI Grip
AI calibration pass for Vintage Cars T1, F-Ultimate Gen2, GT1, LMDh / GTP, Ligier European Series
AI wet calibration pass for GTE / GT3 / GT4 / GT Open / Lambo ST
Azure: Adjusted corridors at T1 and Mirabeau to mitigate chances of AI cars hitting the barrier in those corners
Spa-Francorchamps (all layouts) : Fixed issues leading to AI drivers often turning into concrete wall near La Source during race start
TRACKS
Azure: Fixed the geometry issue between the Cardio center and Sports institute buildings
Bathurst Historic 1983: Adjusted trackside crowd distribution
Le Mans: updated foliage & ground materials and textures, raised brightness a little. New curb & raceline textures.
VEHICLES
Revised cockpit POV to correct standard for GT1, Group A, Group C, LMDh / GTP, LMP2, GTE, GT3 (both gens), GT4, Copa Truck
Added glass cracks texture
Adjusted cockpit gear shifting animation timing for GT1, Group C
Lamborghini Miura SV: New paint materials with orange peel, extra dirt and metallic flakes, new popup lightglass material, new lights textures; Improved cockpit with customizable leather and stitches colors, updated gauges glow texture, smoothed gauges cluster; Added Livery Override support for custom paints and vinyls, custom interior configurations
Lamborghini Revuelto: Fixed exhausts glowing too early
Aston Martin Vantage GTE: adjusted RPM LEDs range
LMDh / GTP: (all) Fixed number plates z-fighting; added extra dirt to all exterior materials; increased front lightglows size and brightness; Alpine A424: improved rear lights glow texture
LMP2 (all) Fixed number plates z-fighting; added extra dirt to all exterior materials; increased front lightglows size and brightness; updated paint materials
GTE (all): increased front lightglows size and brightness; fixed number plate z-fighting
GT3 Gen2 (all models): increased front lightglows size and brightness
BMW M8 GTE, Corvette C8.R: added extra dirt to all exterior materials, updated cockpit lights and materials, updated leaders lights color, added flashing display LEDs
Porsche 991 RSR: added extra dirt to all exterior materials, fully updated display (new textures, new LEDs, new pit limiter container)
Aston Martin Vantage GT3 Evo: updated yellow headlights textures
Audi R8 GT3 Evo2: updated display
BMW M4 GT3: updated steering wheel textures
F-Reiza: Added 2 new teams to increase grid to 24
	The city needs fresh produce, and it’s up to you to keep deliveries running! Help transport goods efficiently, ensuring every order reaches its destination. Complete deliveries, manage the supply chain, and beat 5 levels in a row to claim the grand reward! Can you handle the challenge and master the farm-to-city rush? Get ready to deliver!

	
		
	
	
	
	

	First of all, happy Halloween!
The demo is now complete, and the full version of Julio's Adventure 3 is closer than ever. In this demo, you'll experience a simplified version of a night at Tamixa, which includes the basic mechanics of the game.
If you enjoy this experience, don't forget to add the game to your wish list — that way, you'll stay up to date on all the latest news and the release of the full version.
Now let's talk about what's important: what's new.
The school where you spend your nights is now much more visually appealing, thanks to its interior walls and classrooms that are more similar to their real-life counterparts.

Now that you can pick up objects, the missions have evolved. You'll have to be aware of your surroundings as you try to shoot a three-pointer, organise books, or even clean the dining room kitchen. This has also changed the way you fix the electricity, which will now emit sounds that add to the atmosphere before shutting down completely.
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[/carousel]In order to complete the new missions, you can access the secretary's computer to see the tasks available to you during your night shift. Make sure you know what you have to do and do your sanity a favour.
When you go to recharge your torch, you will notice one detail: you now have boxes of batteries. What does this mean? In the full version of the game, that box will accompany you every night at Tamixa, so you'll have to organise yourself not only for that night, but for the whole week.
Now, when someone approaches your position because you've made a noise, you'll hear their footsteps getting closer, so you can prepare for the í̸͎͒n̴͕͐è̶͚͙̀v̵̨̗̿̋̄i̴̪͐̈́̚t̶͓̫̓͂̊a̷͍͕͌́b̷͉̅͂l̵̪̘̿e̴ .
In this version, we have completely finalised the demo, making this its last major update. Does this mean we will be ‘abandoning’ the demo? No, it will continue to receive minor updates, either to fix bugs or improve the experience.
That's all for this update. If you enjoyed the demo, add it to your wish list to find out about all the latest news and the full release, which will be in a few months. Happy Halloween!
-Bola Ocho
	
	
	


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	Hey everyone!
Thank you for the incredible reception for VR Hentai SEX: Project Elysium! We're thrilled with all your feedback so far.
With Halloween just around the corner, we wanted to remind you that our -20% launch discount is still active! It's the perfect opportunity to step into a world where only Desire, Joy, and No Judgment reign.
If you're enjoying the game and have a moment, we would be incredibly grateful if you'd leave a review. It helps others discover Elysium and supports our future development.
Wishing you a frighteningly pleasurable weekend!
Red HUB VR Team