Factorio - Sanqui
Balancing
  • Changed piercing ammo recipe to be cheaper.
  • Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
  • Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.

Bugfixes

Changes
  • Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.
  • All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.
  • Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
  • Cargo landing pad does not draw inventory contents in alt mode.
  • Changed pipette to always select normal quality items when pipetting a tile. https://forums.factorio.com/126506
  • Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.
  • Creating a rich text tag will move the text cursor to the end of the tag, not the beginning.
  • Decider combinator condition which contains parameter evaluated to nothing (non-existent ingredient) when building blueprint is deleted instead of kept empty. https://forums.factorio.com/118455
  • Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.
  • Included priority and train limit of train stop into blueprint parametrisation.
  • Lowered volume of cargo wagon and beacon open/close GUI sounds. https://forums.factorio.com/127908
  • New achievement limitations won't affect saves started before the version 2.0.45.
  • Reduced volume and pitch of recycler loop and railgun turret shot sounds. https://forums.factorio.com/128024
  • Renamed controller vehicle driving modes from "relative" to "heading" and from "absolute" to "steering".
  • Some achievements are also disabled when Gleba enemies are set to be lower.
  • The "Tags" map overlay setting now also toggles display panel tags. https://forums.factorio.com/127174
  • When the blueprint is being parametrised and "Show all items in selection list" interface option is selected, all (even locked) recipes are presented. https://forums.factorio.com/122496
  • [space-age] Changed rocket part recipe position in the signal selection to be next to the rocket silo instead of intermediates.

Graphics
  • Added Metal graphics backend for Apple devices.
  • Added graphics for frozen stone path.
  • Added new particle effects for mining or destroying Gleba plants and fungi.
  • Added new recipe icons for molten metals from ore and reworked existing icons related to molten metals and lava. https://forums.factorio.com/118474
  • Added some new Gleba decorative variants for Nerve roots.
  • Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. https://forums.factorio.com/125880
  • Changed the north edge of all pipe graphics to include an arch to prevent tiling issues in specific cases.
  • Improved visibility and looks of Fulgora cliffs.
  • Improved water/land visibility on Gleba by masking decals over water, changing terrain and water colors, and adding a water edge foam effect.

Gui

Minor Features
  • Added "planets" and "character" tags to the mod portal explore pane.
  • Added Space Age expansion filter to the mod portal explore pane.
  • Added filter support to burner fuel inventories.
  • Added heading car driving option for keyboard input method. Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.
  • Added support for volume and speed activity matching for persistent working sounds.
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
  • Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.
  • Items manually inserted or removed from space platform dump inventory will always reset drop cooldown to two seconds. This should make manual interactions more responsive and intuitive. https://forums.factorio.com/127709
  • Mod portal search results and mod info will show whether they require the Space Age expansion.
  • Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).
  • The swap-players command can now handle basic remote view and players in space platform hubs.

Modding
  • Added AirbornePollutantPrototype::damages_trees.
  • Added CarPrototype::rotation_snap_angle
  • Added FusionReactorPrototype::target_temperature.
  • Added MiningDrillPrototype::uses_force_mining_productivity_bonus.
  • Added PumpPrototype::flow_scaling.
  • Added RocketSiloPrototype::can_launch_without_landing_pads.
  • Added collision-layer out_of_map for out-of-map tiles.
  • Decals now support draw_as_light and draw_as_glow.
  • Fluid boxes with diagonal connections now throw a prototype error.
  • Instead of "enemy-bases" autoplace control being hardcoded to be the one to affect achievements, achievements are now affected by any autoplace controls with the new property related_to_fight_achievements.
  • [space-age] Decals can now be masked by water if their layer is above UtilityConstants::capture_water_mask_at_layer, the tile effect has a lightmap_alpha of less than 1, and the decal has opacity_over_water less than 1. This is currently requires Space Age as the effect is not supported on Switch.

Scripting
  • Added LuaControl::close_factoriopedia_gui().
  • Added LuaControl::open_factoriopedia_gui(...).
  • Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.
  • Added LuaEntity::item_request_proxy read as the recommended way to check for the presence of one.
  • Added LuaPlayer::zoom_limits
  • Added LuaTransportLine::total_segment_length.
  • Added base_damage_modifiers and bonus_damage_modifiers when creating projectile types through LuaSurface::create_entity().
  • Added label, preview_distance and always_visible fields to LuaPlayer::add_pin.
  • Added optional amount to LuaItemStack::transfer_stack().
  • Added support for fusion reactors to LuaEntityPrototype::target_temperature.
  • Made LuaPlayer::zoom readable
  • The remote view controller now supports enabling and disabling flashlight.

The full changelog is too long and Steam won't let us post it, so please check our forums or in-game for details.
Drop 'n' Fill! - Collapsed PLUG
Since we have been too silent about the updates, we are here to show you stuffs we are currently working on!

New Mode!
An entirely new mode Line Score Challenge is under development!
This mode does not have any time limitation, but instead, you race to the target "Line Score", which you can get by completing multiple lines at once. Here's what it looks like now:



Difficulty Selection
The current difficulty curve is such that difficult-to-place pieces start appearing as the level goes up (or the level is fixed depending on the mode). However, we have found that pentominos, which are pieces consisting of 5 blocks, are disproportionately difficult to drop and fill the board. To address this issue, we're working on changing what pentominos are allowed to spawn by adding a 'difficulty' feature! This means that the leaderboard will be split into multiple difficulties. The current leaderboards are scheduled to be preserved, but which difficulty they are assigned to is to be determined.

Game pad Support!!
We haven't forgotten the game pad support! We are starting with DualSense controllers. Here's the sneak peek of how the control might look like with game pad connected:



Rest assurred, we are also expanding the game pad support beyond DualSense controllers!

Just a heads-up that this game’s being made (and fixed) by one person after hours, so those updates are taking time. Thanks for understanding, and I appreciate all the feedback!
ASTRA-256 Assembler - Screamster
Dear Community,

Thanks a lot for your support and understanding during this tough time. We really appreciate your patience and believing in our project, especially considering the circumstances we have faced due to the war in Ukraine, which has impacted our development pace.

Your continued support, feedback, and activity in the community are a real help to us. They give us the energy to keep working on our binary computer despite all the difficulties. We appreciate every comment and every word of encouragement you give us.

We strive to meet your expectations and create a high-quality and engaging program that will allow you to master assembler. We're working hard to get the full learning program to you as soon as we can.

Thank you for staying with us. Your support is invaluable to us.

We're happy to announce the release of a series of learning materials for assembler programming. Right now, the lessons are available in Ukrainian. You can find them in the game folder in a file called "lessons-ukr.pdf". In the near future, we'll add lessons in English and other languages.

Sincerely,

The Development Team
Assassin’s Creed Shadows - Ubi_Waldo
Hello Assassins,

Tomorrow, May 6, we will be releasing Title Update 1.0.4 Assassin’s Creed Shadows @ 2 pm UTC / 10 am EDT / 7 am PT.

Thank you to everyone who has taken the time to report these issues to us via the Bug reporter. As always, you can reach out to our support team if you run into any trouble.

Check out what’s coming to Shadows tomorrow.

Make sure to also check out our Year 1 Roadmap for more information on what’s coming next for Assassin’s Creed Shadows!

Patch Sizes

PS5: 4.67 GB
XBS: 20 GB
MAC: ~9 GB
PC: 17 GB
Steam: 8.5 GB


Patch Highlights

New Free Story Pack: The Works of Luis Frois


An encounter with Luis Frois at a Jesuit Mission turns into an opportunity to help an old friend. Retrieve lost notes, protect Lady Satoko and learn more about the Jesuits in this new Free Story Pack playable with both Naoe or Yasuke.

To meet with Luis Frois and start the quest arc, head to Azuchi. Luis will be located south of the Merchants’ Quarters. The quest will be available upon completing “The Path he Walks”, in Yasuke’s Board.


Codex Update: Character Entries


As requested by many, we have added character bios in the Codex database to help you keep track of the many allies and foes you will meet throughout your journey in Japan.


LIST OF BUG FIXES

General
• Fixed an issue when pressing "Go to board" for "Complete Yasuke's personal journey" does not redirect the player to Yasuke's quest board.
• Fixed an issue where some trinkets could not be accessed in the Forge.
• Fixed some issues where visual customization could not be applied to certain weapons.
• Fixed a visual issue with the Red Bull trinket swapping between Yasuke and Naoe.
• Addressed several AI issues.
• Addressed several audio issues.

World
• All props near an altar or a religion building will now be static, preventing any destruction.
• Fixed an issue where too many deer spawning and running on main roads. Oh dear, watch out!
• Merchants will no longer offer multiple instances of the same item in shops.
• Fixed an issue where buying and equipping head gear would kick you from the merchant menu.

Quests
• Fixed an issue where in the quest “Astray”, players could not talk To Nakamura Tadashige.

NOTE: Players will need to step away from Nakamura Tadashige (+500 meters) and then come back to speak with them.

• Fixed an issue where Nagato would sometimes not follow the correct path in the prologue during the "Fight of the Kakushiba Ikki" quest.
• Fixed an issue where Momochi Sandayu does not attack during the objective "Kill the Soldier" in the "Fight of the Kakushiba Ikki" quest.
• Fixed an issue where Nagato would despawn after a save/load during the quest "The Onryo Samurai".
• A prompt will now properly appear to Observe during the objective "Reach a high place to observe the Onryo Samurai" in the quest "The Onryo Samurai".
• Addressed an issue with enemy NPCs fighting each other after talking to Shotei during "Against the Koga-ryu".
• Fixed an issue where Tokubei would start attacking anyone that enters conflict with the player during the "Confront Tokubei" objective of "Losing Hand" quest.
• Fixed an issue where quest directions do not match the quest location during the "Meet Katsuhime" objective of "Against the Koga-ryu" quest.
• Addressed an issue where Yasuke would recover all of his health upon receiving a killing blow from Marume Nagayoshi during the duel from "Nobutsaha's Students".

Stealth
• Fixed an issue where Improved Ground Assassination (Assassin passive skill) would not work properly.
• Fixed an issue where Assassinations would not remove any health from knocked-out enemies.
• Fixed an issue where, after performing a Double Assassination, Naoe could not swap weapons if she was using the Katana as primary weapon.
• Fixed an issue with Yasuke’s Brutal Assassination not triggering at a certain distance with NPCs.
• Fixed Guaranteed Assassination not working with the kunai.
• Fixed an issue where Naoe could use smoke bombs to trigger Guaranteed Assassination opportunities on bosses.
• Fixed an issue where crouching during a Sprint Dodge would increase the speed of the crouch state.
• Fixed an issue where Naoe had a delay when crouching after moving while aiming a tool.
• Fixed an issue where corner cover camera would not always trigger.
• Fixed an issue with alarm bells respawning after cutscenes. Please don't ring. Please don't ring. Please don't ring.

Combat
• Adjusted the Igan Sunset Tanto perk (i.e. slow down time on Escape Strike) to prevent endless slow-down when using Escape Strike repeatedly.
o The perk now works as follows: “Slow down time after Escape Strike interrupts enemies”
• Fixed an issue with the Snake Bite ability (Kusarigama) costing more than one chunk of adrenaline. Two fangs. But one bite.
• Fixed an issue where the "Crescent Strike” ability (Naginata) did not deal any damage on its first hit.
• Fixed various issues with perks not functioning correctly.
• Fixed an issue where letters displayed on screen would not automatically close when the player would enter conflict. Listen I’m just trying to read here.
• Fixed an issue where Naoe cannot dodge if she first attacks the Ashigaru Swordsman with a posture attack during "Fight of the Kakushiba Ikki" quest.
• Fixed an issue where the ability wheel would still display the abilities from the previously equipped weapon when being unarmed.

Visuals & Graphics
• Fixed several animation, visual or misplacement issues.
• Fixed various rendering issues.

UI & HUD
• Addressed various UI/HUD issues.
• Addressed localization issues.
• Fixed an issue with the tutorial explaining how to use boats. How do you row this thing?
• Fixed an issue where the four targets of the Pirate Alliance were not aligned on the Objective Board.
• Fixed an issue where the drop-down list is missing for "Text Color" and "Background Color" options in the Captions menu.

Photo Mode
• Fixed various visual issues with Photo Mode.
• Fixed an issue where the last known position visual effect remained visible in Photo Mode.
• Fixed an issue where the Codex Orbs remained present in Photo Mode.
• Fixed an issue where the vignette effect size increases when decreasing the value in Photo Mode.

Hideout
• Fixed an issue where the blacksmith was missing from the hideout. I must upgrade my weapons!
• Fixed an issue where some trinkets could not be accessed in the Forge.
Stability & Performances
• Addressed various crashing and stability issues.

Platform-Specific issues

Xbox
• Fixed an issue where the "Balanced" mode was missing in the Performance options.

PC
• VRAM usage is now added to the performance overlay when using the benchmark tool.
• Improved description in the Scalability options to better reflect the impact on CPU and GPU.
• Addressed an issue with conflicting bindings for mouse & keyboard on PC.
• Fixed an issue where the VRAM meter doesn't accurately update the VRAM usage when settings are individually changed.
• Addressed an issue with PC using Photo Mode with the Ultra-wide screen settings .

STEAMDECK
• Addressed an issue where there was a heavy loss of FPS in the opening animation before arriving at the Animus HUB (memories).

MacOS
• Fixed an issue where the resolution options are all "Custom" when the game is in windowed mode on macOS.
• VRAM usage added to the performance overlay.
• Addressed an issue with the PS5® DUALSENSE® controller lightbar not emitting the correct light on macOS.
The Ouroboros King - uri.32
The Ouroboros King is participating today in a Daily Deal with its biggest discount ever: 50%.
If you have any friends who don't own the game yet, this is a great opportunity to tell them.

Additionally, today I'm releasing my second game Gods vs Horrors. It's similar to TOK in being a deep strategy roguelike, but in this case, it's about making the perfect build instead of tactical execution.
Here's a link in case you're curious:
https://store.steampowered.com/app/2994240/Gods_vs_Horrors/
Take Care Playtest - Hanesto
Version 0.1.1s Patch

  • Fixed a bunch of missing walls
  • Added some missing colliders
  • Fixed some issues with the terrain
  • Reworked strong attacks to not break the game anymore
  • Fixed a few issues with rolling
  • Can't walk anymore during great toad cutscene
  • Changed color of notes to reflect xbox-controller colors
  • When leaving a door, you now don't need to leave the interaction area to interact again
  • Fixed a bug with respawning notes in the notebook
  • Fixed a bug with projectiles not despawning

Changed some things with the save system ! This update will brick all earlier saves !

That's it for now.

Cheers, Hannes
Confronted - grumpyrockstudios
📖This Saturday, you can write a story in Confronted!📖
I will start the story with 1 sentence. Someone continues the next sentence. Lets see how it develops, decided by the community 💬
Only on X/Twitter here

7h26
Lyric Video Studio - codematium
V1.2 is officially here! A lot of new features compared to 1.1, but here's the latests
- Can now delete shared project file from the project settings
- New controls for item manipulation in render view and settings
for default mode
- Item binding: you can now bind certain properties to another items.
In practice, meaning you can make the item follow another item easily
- When splitting or moving start / end of video, the render view will now
temporarily render the frame that your mouse is currently hovering on
- Can now de-couple audio item from video
- Plugin names now more human readable, when dropping image
to timetrack and selecting target plugin
- Multi-edit view now shows names of nested objects
- Google Drive content delivery now supports changing account from
what was first selected
- Plugin error validation now shows multiple lines and no longer
bugs out if validations were bit crossed
- Can now copypaste video to plugin tracks that support video import
- Can now copypaste lyrics to plugin tracks that support importing from text
- Fix issue of Drag & Dropping video item to video import enabled plugin track
- Integrated stable diffusion plugin can now download the missing models
if you chose any of the preset. Plugin instance now also recovers from errors.
Sd3.5 now has proper default settings
- General download stuffs now cancellable
- Screenshot no longer renders the ui as well
MAMA - pushpubofficial
Hello everyone!



We’re excited to share our latest progress on the development of the full version of MAMA! Here's what's new:

Item Shop System

We’re currently implementing the item shop, where you'll be able to buy and sell gear essential for your missions.



The shop is automated and easy-to-use—just approach a highlighted marker and click. Clear icons will categorize items, from powerful weapons to useful consumables.

You can sell items as well, so inventory management will be straightforward. Consumables are universally accessible to all your characters, while weapons must be equipped individually.



Buying and Equipping Gear



To buy items, simply approach one of the red indicators on the in-game map. Clicking opens the purchase menu, where you’ll find mission-critical gear like grenades and body armor (single-use consumables).

Gear availability depends on your character’s faction:

  • Warsaw Pact agents equip Warsaw Pact weapons only.
  • NATO agents equip NATO weapons exclusively.
  • Non-Aligned agents can flexibly use weapons from both factions.



Interactive Mission Selection Map

We’re enhancing our map selection feature! Countries linked to your chosen missions will now visually highlight, and additional details such as country and location information will soon be added.

Characters playable on each mission will be clearly displayed when you hover or select missions, giving you instant clarity on your options.



Map Selection Room Preview

Here’s a sneak peek at the dedicated room in your main base for selecting missions. Simply enter this room, click on the interactive indicator, and select your mission. (Currently a work-in-progress—details may change!)



Kickstarter Stretch Goals Unlocked!

Thanks to your incredible support, we’ve hit 3 Kickstarter stretch goals! These new DLC expansions, available post-release on Steam, will include new characters from:

  • Britain
  • France
  • Czech Republic (featuring a brand-new Doctor character!)





We hope you enjoy this update. Stay tuned for more development news coming soon!

Thanks for your continued support!

— Push Publication Team
Eruption 爆发 - 签客骚人
Foreword:
Added more contextual information to in-game messages to enhance intuitiveness. Replaced the text rendering system, significantly improving CPU performance and reducing potential stuttering. Introduced new weapons and revamped unique attack animations.

Updates
New Message & Text System
  • Pickup notifications for weapons and hats now display skill names, icons, damage reduction stats per damage type (for hats), and whether they provide Stagger Mitigation (halves stagger duration to match body hit recovery).
  • Implemented a static character(UI term) rendering system, drastically reducing stuttering caused by new text displays and shortening scene loading times.
  • Improved font readability and visual effects across select UI elements.

New Weapon: Crutch & Revamped Heavy Attacks
  • Crutch : A new blunt-damage weapon of the "Handle" type with exceptional range.
  • All "Handle-type" weapons now feature completely redesigned heavy attacks:
  • Replaced the original crouching uppercut (similar to maces) with a long-range thrust involving a backward windup and forward lunge.
  • The new heavy attack complements Handle-type weapons' short-step light combos with extreme forward momentum.
  • Added Secondary Damage Type mechanics: Specific attack animations on certain weapons now deal alternate damage types.
  • Example: The Kitchen Knife (primary damage: Piercing) now deals Slashing damage during its heavy attack spin.
  • More weapons with this trait will be added gradually.

Further Performance Optimizations
  • Optimized character status effect lighting to eliminate performance impact when inactive.
  • Refined particle counts and effects for Vertue's "Cockatrice" lightning skill, reducing performance fluctuations without compromising visuals.
  • Fixed excessive screen flash caused by Ren Long's attack animations.
  • Overhauled NPC AI control systems to reduce main thread overhead.
  • Improved projectile manager lifecycle handling.

Other Improvements & Adjustments
  • Stabilized hit detection nodes for Electric and Water elemental damage.
  • Enhanced camera easing effects for smoother transitions and improved low-FPS tolerance.
  • Changed scroll bar backgrounds from grey to black for better contrast.
  • Added additional global illumination to cave scenes to emphasize depth.
  • Adjusted Killer spawn positions in Chapter 8 for more tactical flexibility.
  • Female protagonist's hats now have type-specific positioning for better fit.
  • Optimized the way of BGM files’ loading. Shortened the loading time.


Fixes
  • Fixed NPC footstep AI behavior on staircases.
  • Fixed weapon afterimage misalignment caused by pitch correction adjustments in Lock-On Mode(Including NPC).
  • Resolved potential target-locking failures when restarting in Nightmare Mode.
  • Corrected interactive object highlighting errors after retrying levels.
  • Addressed multiplayer lobby search failures after returning from matches.
  • Normalized abnormal status durations for UE-type enemies to match standard NPCs.
  • Fixed text overflow/wrapping issues with long localized level titles.

Postscript
This update also advanced development on new scenes utilizing the Bullet physics engine (the same engine used in GTA) to alleviate AI pathfinding strain. Technical prototypes for an all-new boss battle have partially completed core systems.
Stay tuned!
...

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