Draw & Guess - Acureus
- Improved layout for 2-16 player mode

We are frequently looking at the screenshots you people are posting. It's crazy how well you all draw! :-)
Necromunda: Hired Gun - mzulftna


Greetings Bounty Hunters!

The third patch is now live on Steam!
This patch, based on your feedback as always, brings various improvements, new features, and bug fixes. For this update, we mainly focused on bringing new anticipated features like replacing the default stubgun with another one, on top of various bug fixes.

Thanks for your support, we’ll keep working on improving the game! Now, let’s go through the patch content!

Patch Content

New features
  • Opening the weapon wheel or the cyber wheel now triggers slow motion (this feature can be turned off in the settings)
  • The mandatory stubgun can now be replaced by another stubgun
[/b]
  • The limitation system on takedowns is now removed. A new takedown system is still in internal tests in order to potentially be added in a future patch.
  • Added AMD FSR support
  • Tweaks to smoothen Mastiff animations (moving, turning etc..)
  • Added a Mastiff animation when performing a takedown on enemies on their back
  • Update on Ogryn ragdolls to be less "boneless"
  • Friendly NPCs are now targeted by the mortars instead of getting instant killed in the Citadel
  • [/list]

    Bugfixes
    • If an NPC is stuck in the Hypogean Citadel, the current wave is automatically considered as won to avoid blocking the player
    • Perfect aim widget should not stay displayed anymore on targets when they burrow or teleport
    • Multiple tweaks on spawns in secondary missions
    • Update on grapnel to reduce the chances to get stuck in a wall after grappling an enemy next to a wall
    • Fixed a bug when an achievement wasn't getting unlocked due to multiple achievement unlocks at the same time
    • Fixed focus loss issues in armory menu
    • Ogryn Tesla doesn't remain stuck in his electric shock animation anymore
    • Ambot back-mounted missile launcher is now properly destroyed and falls with the other pieces when it enters its second phase
    • The main target of the Crush power is now always damaged to avoid the situation where the target manages to get out of the damage during the teleport
    • Players can now destroy Ghasts and Perturbator objectives with strength booster (kick or knife)
    • Bosses should not be afraid of the player anymore when using a stim
    • Fixed a bug where the low life sound effect would be triggered when opening a chest
    • Fixed a bug where the floor in Steelway would not get destroyed by the mines
    • Veerax now has a green outline
    • The drill in Citadel doesn't have an outline after breaking the door
    • The Araneus Ventri boat doesn't shake the camera anymore

    That’s it for today’s patch. We hope you’ll enjoy it! We’re still working on improvements, so stay tuned for future updates!

    Make sure to stay updated on the game by following us on social media: Twitter, Facebook, Discord

    We’ll see you in the hive, Bounty Hunters!
    -The Focus Home Interactive and StreumOn Studio teams
    Blooming Business: Casino - Kriss
    Hello Owners!

    It’s Paul again, the fellow lucky enough to be the Creative Director for Blooming Business: Casino! I sincerely hope you are well, dear readers. Today I would like to talk about our vision for the building brick of any good casino : game areas and the people running the Casino for you, those you need to count on, your people, your crew, your A team: the Pit Bosses.

    The areas’ basics!

    Now, during the last demo events, many players have told us they would prefer more freedom in setting up their areas. Well, we will be changing how areas work in the future: we want you to build areas just how you want, so you’ll be able to draw your own !

    Game Area Specialization

    A small recap on the basics of casinos : the longer you stay, the more money they make. You think you might earn back some of your gambles but given enough time, casinos will always win back what they gave you. Now in Blooming Business : Casino, you will have to adapt your game areas to your clients. While some will prefer smaller bet amounts, others will be attracted to games with expensive bets.



    So as a casino owner, you will need to take this into account when building and specializing your areas! For example :
    • Boxman role”: Setting up a craps table with a second employee to speed things up might not pair well with small bets. Clients will play more games in a given timeframe (making you more money) but maybe that won’t be enough to cover the second employee’s salary, putting you in the red !
    • One Armed Bandit Maintenance” : Slot machines can be set up to be maintained less often, lowering your operating costs, but saving on an additional janitor might come around to bite you when all your machines break down at the same time !

    Decoration : Beauty & Theme



    How your clients perceive your areas is very important. Clients will tend to enjoy any type of beauty, they will pay special attention to themes.
    Every single object in the game has a number of tags that clients can sense (Exotic, space, ancient greece… ). Some clients really enjoy the ‘exotic’ tag so they will be drawn to areas with many tikki objets and spend more time there! However if they can’t play because that area is already full, they will leave without spending any money and give you a bad review!

    So in the future you will need to pay attention to what clients want and provide just that. Of course, if you want to create a casino just the way you want, you can, you might not make as much money.

    Here comes the Pit Boss!


    and it's a CAT🐱🐱🐱

    First of all, in our game there are two types of employees : the normal ones, numerous, reliable but not really able to evolve that much. And when your Casino becomes *big*, you will have dozens of normal employees, and as the Owner, you just won’t have time to take care of everyone. That’s where the second type of employee comes in : the Pit bosses will be real characters, with a lot of personality, a real capacity for evolution and tricks that will make them essential to any successful Casino Owner.


    See their cute skin variations?😍

    Pit Boss' progression / bonuses!

    In time, your Pit Bosses will acquire experience, allowing you to specialize them exactly how you want to so that they will give exactly the right bonuses to your Casino floor and play right into your hand. In the demos we teased them. We had three pitboss bonuses :
    • Reliable Slot Machines : Slots in the area wear down a lot more slowly, and so don’t need to be repaired as much.
    • Sleight of Hand : Blackjack tables in the area give back less chips to clients when they win, making more money for you.
    • Loaded Dice : Clients playing craps in the area have 10% more chance to lose big.

    Narrative events & drama!

    Don’t lose sight of one thing though: betrayal always comes from those you trust. As I mentioned just above, Pit Bosses are real characters and they will be the actors of many of the narrative events that we have in Blooming Business: Casino. Maybe they are particularly strong and will not think twice about dropping a poor sod in the desert for you, but they might just as well hate a particular regular and ask you not to let them come back, or even ask for a raise! Of course, you’re the boss, boss. But you will have to live with your choices and their consequences.

    That’s it for today, I hope you’ve enjoyed this little tidbit, I cannot begin to tell you how excited I am for this particular feature because I believe that you will grow to love your Pit Bosses and I can’t wait to hear all the stories you will live with them at your side !


    Hasta pronto, Owners!

    Jul 23, 2021
    Dead Cells - Tapmol
    Hey,

    Just a small update with some fixes for mod tools:
    • Fixed crash happening on TmxTool (hopefully)
    • Made TmxTool more user friendly
    • Adapted ModsDoc accordingly
    Will be back very soon with some meatier news!

    Cheers,
    Matt, EE & MT
    PBA TOUR 23 - 3cumasters
    1.add again shot in trainning mode
    2.add ball mode in trainning mode
    3.add chat msg
    Community Announcements - Booming_dingyi.shu


    The new 10v10 Siege map Linwu Fortress is about to come! Fighting alongside with those heroes on Jul. 29th!

    https://youtu.be/sfuhsUdzfg0

    This is where the Grayhair Garrison's story begins, unfolds, and ends. Decades they spent protecting Linwu Fortress.

    As youths they set out, defending Maoyang for decades. Now they boast gray hair and continue defending their nation without regret!

    https://steamcommunity.com/games/835570/announcements/detail/2959410043895615846



    They are the ever-lasting defenders of Maoyang. They just won’t back down.
    Jul 23, 2021
    Ragnarock - Bnnoy
    [Update] Updated LIV plugin to version 1.5.4

    [Fix] Fixed gold medals achievement not being unlocked properly
    [Fix] Fixed multiplayer notes stutter on second song
    [Fix] Fixed blue combo on last note
    Destroyer: The U-Boat Hunter - louvke
    Hi, Destroyer fans!

    It's Friday, so you know exactly what that means... We have the fourth part of the tutorial for you, in which we're discussing TRR once more.

    In order to determine the optimal time to fire depth charges you will need to input Destroyer's speed and target depth - how? Watch this video.



    Check out other tutorials!

    In a previous tutorial, we explained how to operate with sonar, and hinted at how to understand the TRR in a tutorial made from a player's point of view.

    Feedback still needed

    We are still collecting feedback! Please post it under the demo announcement and on our Discord, where we answer your questions.

    Please stay tuned for more updates!
    Iron Wolf Studio


    Support us and follow:
    FB, Discord, Twitter, Reddit, WWW, Subsim

    https://store.steampowered.com/app/1272010/Destroyer_The_UBoat_Hunter/
    Rain on Your Parade - Koobazaur
    Wow, we made it to week four! We're almost done with our July events, but we're not losing steam (pun intended). First, the big news of the week....

    WE GOT TRADING CARDS!!!




    These hand-crafted one-of-a-kind, historically-accurate collector items are now yours, for free, if you play the game! ENJOY!



    New Hidden Decor!

    You can find another new item hidden on the overworld. Here’s a peek!



    Hint: A fishy fish off the coast needs your help..!

    We figured if that new XDefiant game can have spy goggles then so can Cloudy. Each decor is only unlockable for one week. This is the second to last item… Did you manage to find the others?



    New Cheats!




    Remember if you’ve beaten the game head over to your Cloud House and turn on some cheat codes in the Cheat Box. So far, we’ve added codes that make craniums get crazy big, a cheat that reduces gravity, and the ever so cute Mini-Cloud! This week’s cheat is a speedy surprise, so get your rings ready.



    Official Merch!



    And If you missed it, our official Rain on Your Parade merch dropped last week! Get yours at http://TheYetee.com/ROYP




    This is all building to a BIG announcement at the end of the month so keep an eye out!
    (No rhyme this week. Dr. Dryspell is MIA)

    Cheers,
    The Unbound Creations Team


    Old School RuneScape - Jagex Light



    We're thrilled to see so many of you try your hand at the new Combat Achievements! Really, Ghommal won't stop raving about it! If you haven't heard yet, Combat Achievements are a brand new task system designed to inject a little more spice and challenge into your PvM experience. It rewards those brave enough to complete some of Gielinor's toughest challenges!

    We've been closely monitoring your response to Combat Achievements so far, and and these are our initial thoughts. This isn't an exhaustive list of everything that we've heard, but here's what we're currently looking at for next week.



    First off, you've said that some of the tasks feel too difficult in comparison to the rewards on offer. It's absolutely true that the 'Easy' and 'Medium' tier rewards aren't the most noteworthy. Rewards at the higher tiers are better, but are also not considerably game-changing. When we originally pitched the idea of Combat Achievements, feedback suggested that we should focus on promoting players' sense of personal achievement, rather than offer something that players would feel obliged to complete. And while we think that's the right approach, we do however recognise that this design can feel somewhat demotivating to some.

    The solution? We think there's scope to increase the rewards, but we'd like to consider this at a later date pending more feedback after the dust has settled. If you still feel we should introduce more rewards later down the line, we'll consider addressing this in a future Poll.

    Next, let's talk about the range of difficulty for tasks. Why do some tasks within the same tier have wildly varying levels of difficulty? This is intentional. It's virtually impossible to create tasks that are all equal in difficulty whilst also providing variation for players AND spanning multiple areas of the game. The tier of task provides a ballpark estimate of difficulty for all of the tasks collectively rather than individually. Think of it like this: how do all of the tasks within the 'Easy' tier feel compared to all of the tasks in the 'Medium' tier as a whole? Is there a reasonable and appropriate jump in skill compared to the leap players needed from 'Medium' to 'Hard'? If there are individual tasks which are overly challenging for their tier, that's something we can address on a case by case basis.

    Tasks should be challenging, but no task should feel impossible to complete or dependant solely on luck rather than skill. For this reason, we're going to reduce the RNG element of 'Squashing the Giant'. Currently, Obor's ranged and melee attacks do not provide full protection from protection prayers, which means that your success depends on his failure. We plan to change this so that the task will only fail if you aren't using protection prayers against his attacks.

    We're also aware that Arclight is required for a couple of 'Easy' and 'Medium' tier tasks, specifically 'Not So Great After All' and 'Demonbane Weaponry'. That's despite our recommendation in the Combat Achievements Blog that players would only need base 60 or base 70 stats respectively to attempt these. So, we'll be changing the tasks to instead require any Demonbane Weapon rather than Arclight specifically, meaning you'll be able to choose between using Silverlight, Darklight, or Arclight to complete them.

    We'll also be changing the 'Prepared for Battle' task in the 'Easy' tier so that accounts with low Defence levels can still complete it. We originally promised that these accounts would be able to complete up to and including the 'Hard' task tier, and we'd like to stay true to our word.

    Last but not least, the tasks 'Fighting as Intended' and 'Fighting as Intended Il' will be tweaked so that they can be completed on World 45, as there is currently no F2P Permanent DMM World.

    We can confirm that if you've already completed any of the tasks being changed, your hard earned completion will not be affected!

    You can still expect some additional smaller tweaks and changes, which we'll let you know about in next week's game update newspost. For now, please continue to enjoy the release of Combat Achievements and share your progress with us! Thanks for your patience whilst we address any issues and congratulations to those of you who have been getting stuck in with the new challenges!

    The Old School Team
    ...