Posts Tagged ‘Other Simulators’


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Hello Hunters,

We hope you are well. Today we’re excited to introduce Patch 1.7 featuring the first ever shooting range in theHunter: Call of the Wild!

Get a feeling for all weapons, practice your aim, investigate the ballistics in detail without using up ammunition or challenge your friends to a shoot-off to crown the best shot. The shooting range is located in Rathenfeldt, offering target distances from 50 to to 500 meters. You can find more detailed information about the shooting range here.

We hope you enjoy the shooting range, and look forward to your feedback and shooting scores!

This patch also features a couple of bug fixes that you have been requesting, and we aim to deliver more of those shortly. You can find the full list at the end of this post. The announced adjustments and compensation for Tents & Groundblinds are still being worked on and will be released soon. We will make a dedicated announcement about it once we’re ready.

You can discuss the latest patch in our dedicated forum thread.

Happy Hunting!

theHunter: Call of the Wild Team

Bug Fixes

Gameplay

  • Items should now unlock when requirements are already met
  • 7mm now correctly reloads
  • .338 now correctly reloads
  • Deer grunt caller now correctly placed in hands
  • Tents & Groundblinds go to the backpack after dismantling (instead of storage)
  • Fixed issue with outposts being permanently locked (you have to walk in range of 500m for it to update)
  • Fix for outposts not being unlocked on clients when being unlocked on host
  • Reworked fall damage

User Interface

  • Fix for tracks highlight setting getting turned off when harvesting an animal
  • Fix for button prompts getting stuck after exiting to main menu
  • Various localization fixes

Audio

  • Sound mix adjustment for callers

Miscellaneous

  • Lights at lodges no longer flicker
  • Firewood stands now has correct collision
  • Fix for various floating objects

http://steamcommunity.com/games/518790/announcements/detail/1263669710823113318


Naval Action logo

Captains.

Patch has been deployed to live servers.

  • All assets, ships, resources have been reset.
  • Player experience and Craft experience has been provided in form of redeemables. Please use them wisely.
  • 4 ships has been provided for a head start
    • Pickle
    • Surprise
    • Indefatigable
    • Trader Brig
  • Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future.
  • Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start.
  • Please do not use XP redeemables if you want to delete your character. Used redeemables are gone forever.
  • Unused redeemables will remain on the server if you delete your character, but only UNUSED redeemables. Please be careful with them.
  • Game has 3 servers
    • PVE
    • PVP EU – with restricted port battle timers
    • PVP Global – no restrictions on port battle timers
    Changes provided in the last couple of days to testbed
    • New regional refits blueprints and skill books have been added
    • Heavier guns still require coal, lighter guns require charcoal for production
    • Coal was repositioned to provide more goals in conquest
    • UI bugs were found and mostly fixed
    • Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen
    • PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks)
    • PvP server has conversion store switched off – but it might come back in the future in some form.
    • Trader ships BPs were added to admiralty stores.
    • Preliminary hostility changes
      • Nation has 3 Port battles allowed instead of 2
      • Port battle starts in 22 hours after hostility reach 100% not in 46 as before
      • War supplies can now only be delivered to the regional capitals (not every port)
    Patch changes:
    • Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
    • Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty
    • Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
    • New sounds system is implemented. Crew responds to your actions and intensity of combat.
    • All ships now have 1 durabilities with the corresponding change of required resources.
    • You can now use the hold of your fleet ships. New perks are introduced for fleet management
    • Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
      • PVP marks – for high end frigates permits and skillbooks
      • PVE marks – for certain ships, skillbooks, resources and some other items
      • Conquest marks – for port battles and permits for lineships
      • Trading Manifest – reserved for potential future use.
      • Each reward can be used for exclusive content in admiralty stores.
      • PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
      • Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
    • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
    • Perk reset cost introduced – to reset your character perks you have to pay 50 PVE marks.
    • Pirate vs Pirate – outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
    • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
    • Ship paints can now be stored in clan warehouses.
    • Chain shot damage fall off from distance implemented and added to game.
    • Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details)
    • Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
    • Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
    • Bot routes and npc fleet composition significantly improved.
    • Guns are now sold in units and can be crafted.
    • Rookie zones removed. Rookie capitals are added back to respective regions. (Details)
    • Assign crew functionality in instances updated and somewhat improved.
    • Resource transport between free towns removed
    • Ship transport between outposts removed
    • Teleport to freetown removed.
    • Outpost to outpost transport is now only available between national towns.
    • Tow to capital replaced by tow to port – which sends you to the nearest deep water port – this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
    • Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
    • Shipyard is added back and is a required building for ship crafting
    • Lineships blueprints are now available in the admiralty. Lineships require permits to construct
    • Gifted perk removed
    • Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
    • Antigriefing is now based on curve – not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
    • Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) – you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
    • Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
    • Contracts on cannons can be placed in stores.
    • Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
    • Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over.
    • Player exiting battle spawns in the open world.
    • If you alt-f4 in battle you will be sent to the OW after battle
    • If you exit the battle and do nothing – normal disconnect mechanics will apply.
    • You can now loot hold from sinking ships if you are near the sinking enemy vessel.
    • NPC Ship capture on the PVP server
      • From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
      • PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
      • PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
      • This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
    • Alliances tab disabled temporarily until alliance rework
    • Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. ( Details[forum.game-labs.net] )
      • New planking trims added to game. Redundant trims removed
      • New wood types added to game
    • Invisibility added when exiting battles under following conditions
      • Both Sides will receive 1 min invisibility on exit.
      • You cannot be attacked or attack during invisibility.
      • Invisibility persists even if you die and spawn in port (lets say Free town)
    • Cannons can now be stored in the warehouse
      Tunings:
          • Map zoom increased 2x in commander tablet
          • Port battle time increased to 105 mins
          • Accuracy and damage from land based guns increased by 15%
          • Points for kills increased by 50% in port battles instances
          • Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
          • If you sink in battle you will still be able to see the compass and wind indicator
          • Brace command is now a toggle
          • All contracts that are more than 15 days long are going to be automatically cancelled from now on.
          • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
          • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
          • Military NPCs now sometimes drop repairs as loot
          • Sugar added to many regions as resource – for rum production
          • Boarding preparation growth increased
          • Perk points are given to player faster – you will get 10 perk points 2x earlier.
          • Crew requirement lowered on 4lb,6lb and 12lb carronades
          • Tow to nearest deep water port do not check the hold weight any more
          • Redwood logs abandoned; blueprints using redwood now use lignum vitae.
          • Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
          • Fire damage is increased by 25%
          • Split function is improved
          • Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
          • Fixed Rattlesnake figurehead bonuses bugs
          • Added a tooltip to cannon crafting blueprint
          • Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
          • PVP content in the admiralty store rebalanced.
            • PVE server will have different prices and mark conversion options
          • Fleet and fort kills are properly counted to your fleet if you did the most damage
          • Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
          • When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
          • Recently killed flag is not given if you were sank by NPC
          • Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
          • Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
          • Minimal crew requirement lowered on all traders
          • Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
          • It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
          • Copper mine building removed, copper removed from all blueprints.
          • Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
          • Changed NPC production limits on certain resources
          • Port battles now properly allow PB battle points for recently killed captains (including pvp marks)
          • Wood planking splinter crew resistance now properly affects crew damage
          • Skillbooks tooltip now properly show if you know it or not
          • Fixed bugs appearing during redeeming of the Yacht
          • Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks
          • Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content.
          • Nation change item added to the game. We will provide it for mass testing this week.
          • Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter.
          • Fixed bug causing your knowledge level to work on a ship captured from you
          • Ship knowledge skills now work on your fleet ships
          • Food supplies added to certain regions allowing the construction of the Farm
          • Copper completely removed so you can now make war supplies and muskets without copper
          • Barrels blueprint updated
      Fixed bugs:
        • Fixed the bug that did not allow entering of missions as a group
        • Missions now should allow fleets of mission rank and bellow
        • Fixed bug that did not repair leaks during OW repair
        • Fixed pirate bot distribution in the pirate regions
        • Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type
        • Fixed the bug causing all items to be bought in stacks of 1
        • Fixed the bug causing permits to drop when breaking up crafted vessels
        • Ship reverse speed bugs fixed
        • Trade window bug fixed (players lost their ships they traded via trade window)
        • Cargo duplication bug fixed
        • Fixed bug that did not allow to access hold for NPC ships in missions and events
        • Fixed bug that allowed to receive marks for basic cutter
        • Fixed bug that allowed your sank vessel to magically appear in the BRS screen
        • Fixed a memory leak with open combat information window.
        • Fixed UI bugs in ship to ship transfer
        • Bug causing blueprint drop during breakup removed
        • Fixed most bugs not giving rewards for sinking surrendered ships
        • Shipyard and workshop resource requirements bug fixed.
        • Several instance crashes bugs fixed
        • Fixed bug that did not allow you to craft even if you had a free slot in the port
        • Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
        • Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
        • Fix bug that allowed ships added to fleets without the perk in outlaw battles
        • Fixed several bugs with hold informational updates
        • Fixed bug that allowed bots to repair guns indefinitely
        • Fixed bug that increased deceleration on the Cutters
        • A lot of minor bugs fixed
      Next steps
      • Better PVE content (including some ai improvements)
      • UI rework and localization
      • Hostility improvements (including raids)

 


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At SCS Software, we always have several internal projects under way, big and small, in various stages of completion – from pure concept research to pre-production, to full-blown production. We try to keep things mostly under wraps until we gain enough confidence that a project is viable. It is always a great pleasure to finally make the announcement when we are ready to release something new!

Today, we are proud to bring you a new DLC for Euro Truck Simulator 2 – the Heavy Cargo Pack is here!

Along with this new pack, there is a lot of content which will be added into the base game as a FREE update for everyone. But first, let’s check out the new content in the DLC:

New Cargoes

Prepare yourself for 8 new heavy haul cargoes:

  • Asphalt Miller
  • Industrial Cable Reel
  • Concrete Beams
  • Crawl Dozer
  • Locomotive
  • Metal Centering
  • Mobile Crane
  • Transformer

New Trailers

The new DLC contains a pair of new high-tech trailers: Single Extendable Flatbed and Semi Lowloader with Drop Deck. These trailers come with steerable axles for safer navigation around tight bends.

https://store.steampowered.com/widget/531131/
The good news today don’t just stop here. We are also adding a lot of free content and a new feature into the base game!

New Truck Chassis Variants and Tuning

While working on the new heavy cargoes, we were inspired to take a look at special transport variants of truck tractors. The fan community has long been asking for 8×4 chassis options, and this is a great opportunity to finally introduce them into the game. We don’t have 8×4 chassis option available for all the trucks in the game at this moment, but we hope that you will be happy to find it available for Mercedes-Benz New Actros, Volvo FH 2012, and both Scania R and Streamline trucks.

The new chassis variants are a free part of today’s game update so you can try them out immediately even without buying the Heavy Cargo Pack DLC. For each new vehicle variant, we have also created a set of new paint jobs too, to make you feel real unique and anxious for the more difficult challenges. In addition, we have added several new truck tuning accessories into the game, such as wheel tuning parts.

 

Truck Analysis Screen

With the new heavy loads, you may find out that not all trucks are equally suitable for hauling them. There are technical as well as legal limitations and implications for transporting heavy cargo in the real word, and while Euro Truck Simulator 2 is only a game, we felt that the players should be aware of them. All manufacturers offer a wide range of options for the trucks, and the companies that buy them try their best to optimize the configuration to best suit their needs while making the purchase economical – both at the time of purchase and even more importantly while operating them.

The new Truck Analysis screen is our attempt to indicate the suitability of a particular truck configuration for various operational scenarios and conditions. This new feature works in the upgrade shop too, where it may help you configure your truck to best fit your goals and budget.

The Truck Analysis screen doesn’t impose any restrictions on your choice of vehicle, it is only there as a guide. But we think it may be a good idea to pay attention to the advice. You may make the screen disappear with a single click, but half an hour later, you may find yourself in real trouble trying to pass a difficult spot in the world, and upset that you have not made a wiser choice of the truck to pull the heavy cargo.

Well, do you have what it takes to answer the call of heavy duty? We bet you do!

SOURCE


TSW logo

Today we’ve made our fourth test build update for Train Sim World (Build #55) available for you to test. As we have for the previous test builds, please try this through the weekend, and if positive we’ll apply the patch to the main game early next week. We’d like to give a big thank you to all of you who have consistently and constructively offered your feedback and encouragement over the last few weeks.

Here are the items addressed in Build #55:

New Features
  • You are now able to change the opacity of the center ‘reticle’ dot using CTRL + 5 (0%, 50%, 100%).
Optimisation
  • This build contains a number of general optimisation improvements.
  • Optimised concurrency settings to engine audio.
  • Optimised concurrency of audio tracks being played because of running sounds.
Load/Save Issues
  • Fixed an issue where a red stop signal refuses to change on save and reload.
  • Fixed an issue where restarting a scenario after save and reload causes signal priority to fail.
  • Fixed an issue that would cause the distance walked and driven to be reset on save and reload.
  • Fixed an issue where objectives would disappear on save-reload while in Service Mode.
  • Fixed an issue where saving a game while in the turntable cabin might result in player going through the roof on reload.
  • Fixed an issue that would cause the Dispatcher Core to fail on reloading a saved game.
  • Fixed an issue that would cause the player to be moved to inappropriate areas when saving near to the rear of a train consist whilst moving forward.
  • Fixed an issue that would render the turntable unusable when saving a game.
  • Fixed an issue where saving while in the turntable cabin causes player to spawn outside when reloading.
  • Fixed an issue where the character position changes on reload using the turntable.
  • Fixed an issue when saving and reloading, the refuelling hose and other objects disappear completely.
  • Fixed an issue where reloading while refuelling causes the hose to revert back to its stand.
  • Fixed an issue where the state of the CutOut switch is not correctly reinstated when loading from a save game.
Rail Vehicles
  • Several general improvements to the braking System.
  • Fixed the chain animation on the SD40-2 so that it now animates in sync with the brake cylinder.
  • The End of Train Device now flashes correctly.
  • Fixed the issue that prevented the AC4400CW from being shut down using the emergency cut-off switch.
Gameplay
  • Adjusted speed limits on two troublesome signals at Sand Patch Summit to resolve a number of speed limit related issues in scenarios.
  • The Center dot ‘reticle’ no longer reverts when using the map.
  • Addressed the final objectives in Cumberland Charge to improve the flow of the scenario.
  • Fixed the broken consist in Ice and Snow.
  • The Voice Over should now pause when the game is paused.
Audio
  • Track joint audio has been improved with additional mixing/filtering as per customer feedback.
  • Dynamic Brake audio has been improved with additional mixing/filtering as per customer feedback.
  • Compressor Pressure Relief Valve audio added to the AC4400CW as per customer feedback.
  • Fixed the road vehicle audio that would continue consuming system resources despite being out of range.
Known Issues
  • There may still be some Save/Load Issues present. We are continuing our work in this area and would greatly appreciate additional feedback from you on this.
  • There may still be some issues present with vehicle airbrake systems.

The Train Sim World update is available for you to test on Steam. To subscribe to the Update 4 Test Build, follow these instructions:

Subscribing to Test Builds
  1. Load Steam and navigate to your Game Library.
  2. Right-click on Train Sim World: CSX Heavy Haul and select Properties.
  3. Select the Betas Tab and from the drop-down box, select u4tb from the list.
  4. Click Close and Steam will automatically begin to download the update.

It’s important that you share your feedback with us, you can do this below on the Steam forums or by submitting tickets to our Support Team.

The Train Sim World Update 4 Test Build will be approximately 465 MB in size


TSW logo

Today we have made our third update (Build #52) for Train Sim World available to everyone. There is no need to subscribe to a test build as this will update the default installation. If you’re currently subscribed to a test build, you’ll be automatically deferred to the main build. We’d like to give a big thank you to all of you who have consistently and constructively offered your feedback and encouragement.

Here are the items addressed in Build #52:

Load/Save Issues

 

  • Further work has been done on identifying entities not correctly persisting and restoring state.
  • Identified and fixed the cause of some voice overs occasionally not playing on restore.
Optimisations
  • This build contains the first of our multi-threading improvements. In this build, SimuGraph® will use as many CPU cores as are available, to concurrently evaluate SimuGraph processing on all rail vehicles. This reduces the FPS impact when you sit in a locomotive, and should deliver a greater benefit if more cores are available. We are continuing work in this area.
  • Improvement to non-player train physics performance.
  • Other optimisation improvements, particularly when interacting with the AC4400CW IFDs.
  • Reviewed and corrected lighting setup on rail vehicles.
  • Changed foliage MiP handling to improve the distant view and deliver a performance improvement.

Keyboard Support

  • We have added support for a wide array of International Keyboards.

Rail Vehicles

  • General improvements to the brake pipes.
  • Corrected the Ditch light functionality on the AC4400CW and SD40-2.

Gameplay

  • Fixed an issue that would cause you to Crash to Desktop while attempting to tab a signal in Cumberland Charge. Additional guidance on this scenario is listed under Known Issues.
  • Fixed an issue that would cause you to Crash to Desktop when loading the last save point in Helping Hand.
  • Fixed an issue that would prevent you from completing the Fully Fuelled scenario.

Audio

  • Missing coupling audio added.
  • Engine audio improvements.
  • Horn audio improvements.
  • Improvements to the Cab Occlusion system .

Known Issues

  • At the end of the Cumberland Charge scenario, extra vigilance should be paid to ensure your train is following the light blue line indicated on the 2D Map, as your enter Cumberland Yard. This may require more switches than those indicated, to be changed in order to reach the correct destination.
  • There are still some instances where Saved sessions fail to initialise properly on reloading. We are working to resolve all remaining instances. We would advise you avoid using the Save/Load feature for the time-being.

The Train Sim World update will download automatically on Steam. If you are not receiving this update, please double-check that Steam has correctly unsubscribed you from test builds:

Unsubscribing from Test Builds

  1. Load Steam and navigate to your Game Library.
  2. Right-click on Train Sim World: CSX Heavy Haul and select Properties.
  3. Select the Betas Tab and from the drop-down box, select None – Opt out of all beta programs from the list.
  4. Click Close and allow Steam to update.
  5. If Steam fails to update, please select Exit from the Steam menu and then relaunch Steam. If you still do not receive the update, please submit a ticket to our Support Team[dovetailgames.kayako.com].

The Train Sim World Update 3 (Build #52) will be approximately 253 MB in size.


http://store.steampowered.com/app/285380/


7a49585ad8797dad2909f284b8cb16461dce4736

Train Sim World: CSX Heavy Haul, arriving March 16th on Steam for Windows PC, now available to pre-order!
The time to get on-board Train Sim World: CSX Heavy Haul has arrived! Today we open the doors for you to pre-order, click here to get your ticket to be the first to play when it goes live on March 16th.

Train Sim World: CSX Heavy Haul is priced at £24.99 / 34.99€ / $39.99 and if you choose to pre-order, you’ll receive a 10% discount. If you own any of the following versions of Train Simulator, you’ll receive an additional bonus discount of 10% off, saving you a total of 20% off the full price:

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Collections

  • Dovetail Games Franchise Collection

Train Simulator 2017

  • TS2017: Standard Edition
  • TS2017: Pioneers Edition
  • TS2017: Boxed Retail
  • TS2017: UK First Class Edition
  • TS2017: German First Class Edition
  • TS2017: US First Class Edition
  • TS2017: Premium Edition

Train Simulator 2016

  • TS2016: Boxed Retail
  • TS2016: Steam Edition
  • TS2016: Digital Codes
  • TS2016: Standard Edition
  • TS2016: UK First Class Edition
  • TS2016: German First Class Edition
  • TS2016: US First Class Edition
  • TS2016: Epic Journeys
  • TS2016: Steam Mega Edition

Train Simulator 2015

  • TS2015: Standard Edition
  • TS2015: Steam Edition
  • TS2015: Boxed Retail
  • TS2015: Summer Edition

Train Simulator 2014

  • TS2014: Standard Edition
  • TS2014: Steam Edition
  • TS2014: Boxed Retail

Train Simulator 2013

  • TS2013: Standard Edition
  • TS2013: Deluxe Edition
  • TS2013: UK Boxed Retail
  • TS2013: German Boxed Retail
  • TS2013: USA Boxed Retail

Railworks 3: Train Simulator 2012

  • Railworks 3: TS2012
  • Railworks 3: TS2012: Deluxe Edition
  • Railworks 3: TS2012: Boxed Retail
  • Railworks 3: Haulin’ USA
  • Railworks 2

Railworks 2

  • Railworks 2 UK Boxed Retail
  • Railworks 2 German Boxed Retail
  • Railworks 2 US Boxed Retail

Railworks

  • Railworks UK Boxed Retail
  • Railworks German Boxed Retail
  • Railworks US Boxed Retail

STEAM 


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STEAM 


thehunter-cotw

Hello Hunters,

We are happy to announce the release of Patch 1.1 for theHunter: Call of the Wild, which offers a number of fixes for gameplay, performance and multiplayer. Your continuous feedback and detailed reports have helped the dev team and Producer Phil with prioritizing and fixing some of the most pressing issues.

While I write this our dev team have already started their work on Patch 1.2 which will address further issues reported via social media, the Steam forums and customer service. We want to take this chance to thank you for your ongoing support and also assure you that we will continue to work hard on solving issues and making theHunter: Call of the Wild an even better hunting experience for all of our players.

We look forward to hearing from you regarding Patch 1.1 in our dedicated feedback thread:

http://steamcommunity.com/app/518790/discussions/0/133258092236333090/

Happy Hunting!

theHunter: Call of the Wild Team

Major fixes:

Gameplay:

  • Added cool-down timer to animal warning calls
  • Animal warning call probability is now affected by animal difficulty
  • Adjusted how easily animals can hear you when walking through grass and bushes in Layton Lake District
  • Adjusted vegetation sound volumes in Layton Lake District
  • Reworked player progression – less cost and faster unlocks
  • Resolved issue with side mission Sommer #2

User Interface:

  • Fix for hunting stands that can’t be interacted with

Performance:

  • Improved performance after tracking a large number of clues

Multiplayer:

  • Fix for multiplayer crashes related to Multiplayer menu

Minor fixes:
Audio:

  • Fix for menu music not playing
  • Improved sound mix for UI
  • Improved sound mix for Black Bear
  • Improved sound mix for music in outposts
  • Added jumping sounds for player character

Gameplay:

  • Improved animal spawn points to avoid tight positions for pathfinding
  • Fix for “Active Skill” tutorial would not play until restarting the game
  • Heart rate is now affected when jumping
  • Improved clue system for need zones
  • Added glint effect on collectables
  • Improvements to navigation mesh
  • Fix for female foxes awarding negative score
  • Fix for non-climbable ladders
  • Fix for HunterMate showing missions from the previously visited reserve

Weapons:

  • Fix for revolver exit animation
  • Fix for occasionally misaligned muzzle flash when using quickshot
  • Improved scope behaviour while aiming and walking
  • Improved Lever Action Rifle animations
  • Improved shotgun reload animation (displaying wrong bullet count)
  • Improved animations for compound bow
  • Fixed so that performing an action will never lock the player into place (firing,
  • aiming, reloading etc.)
  • Tweaked scatter for hipshot and fixed some issues with scatter in aim

User Interface:

  • Removed leaving reserve warning message after loading reserve
  • Fixed bug where attaching ammo would hide item details
  • Improving readability of codex pages, slow down scrolling text
  • Added game logo to main menu
  • Improved Key binding UI and fixed issue with double clicking
  • Removed “Reserve Selection” text
  • Added camera as bindable key
  • Added “Use Skill” as bindable key
  • Added numpad as bindable keys
  • Fix for audio clue HUD never being shown again after having it visible and entering the menu
  • Changing the “buy” button in the store to “owned” after purchase
  • Inventory updates quicker after making changes in the storage
  • Improved display of available amount of currency
  • Added warning prompt when starting a new game
  • Re-enabled HUD when using the camera
  • Fix for weapon rewards not showing
  • Improved Storage screen usability
  • Fixed “night time” in codex vs. mission conditions (night time starts at 19:00)
  • Artifacts are now added to the Codex page when picked up
  • Mouse sensitivity now works as intended
  • Toggling “Mission System” in settings now works as intended

Multiplayer:

  • Fix for network collectables competing with regular collectables
  • Disabled changing reserve in Multiplayer

Performance:

  • Addressed memory leaks
  • Slightly improved performance of water reflections

 

Miscellaneous:

 

  • Fix for appearing underwater when changing position (loading screen)
  • Multiple fixes regarding spawn point and camera sequences
  • Fix for critter related crash
  • Collision fixes in Layton Lake District
  • Missing shaders added
  • Various mission fixes
  • Crashfix when switching reserve
  • Various fixes for floating props
  • Crashfix when switching between single and multiplayer games
  • Improved string jump animations of animals
  • Removed breathing animation on dead animals
  • Various localization fixes
  • Improved water reflections
  • Fixed broken glint effect while it’s raining
  • Rain drops are now properly occluded by structures
  • Added particle effects while walking through foliage
  • Fix for animals running in place in certain animations
  • Fixed bug in volumetric fog that would cause it to be wrongly occluded by vegetation

thehunter-cotw

Hello Hunters,

Here is another update from our side as we address the issues that you mention and report.

Once more we want to say thank you for your support, reporting these issues to us and of course for playing theHunter: Call of the Wild. It’s great to see the wonderful screenshots, videos and achievements from the community and we are working on solutions to improve the game and performance for our players.

Next to the smaller updates from today and yesterday, there is a bigger patch on its way. We can’t give you a final release date yet as testing is still in progress but we plan to release it very soon.

Today’s update includes:

  • Fix for “Invite to game” feature on Steam that would ultimately lead to a crash
  • Crash fix for hovering over specific icons in the map
  • Crash fix for ragdoll synchronization for spawned animals
  • Disabled joining friends in multiplayer games when the game is not running
  • Miscellaneous crash fixes

Additionally, there is a partial fix for joining friends in multiplayer. As long as the game is running, you will be able to join a friend’s game via the Steam functionality. Please make sure your friends have the game running when sending invites to play via Steam.

If you don’t have the game running and join a game after the update, you will only start the game.

We are also working together with AMD to investigate and fix any hardware related issues that were reported by our players.

And finally, there are work-around solutions to some problems until we can fix them for good:

Keybindings

You can manually adjust your keybindings outside of the game by doing the following:

  • Disable cloud saving on Steam (Properties -> Updates -> Untick Steam Cloud Synchronization)
  • Go to Documents\Avalanche Studios\theHunter Call of the Wild\Saves open your save folder
  • Open “keymap.json” with a text editor of your choice (e.g. Notepad)
  • Manually adjust keybindings
  • Save file and start the game (keeping cloud save disabled until you have started it once)

Return to Game from Settings menu

  • Hovering over any of the main menu icons on the left side of the screen and then pressing ESC will return you to the game.

Thanks again and happy hunting!

Stefan



Naval Action logo

New events, crafting changes and other things!

What’s new:

Crafting changes: Fine woods removed from the game until further notice. Fine woods are no longer required for ship crafting and no longer drop during tree growth. NPC buyers have been instructed to buy fine woods at good prices if players decide to sell their acquired stocks.

As a compensation for all the struggles with fine wood two uncrafteable ships were added to redeemables to all players across all servers.

PvE events – run daily

  • Time challenge – destroy 2 enemy ships in shortest possible time.
  • Kill challenge – destroy as many enemy ships in 30 mins. (Boarding does not count) – every kill grants +1 repair for the player.
  • Events are provided for testing. Initial ship for all events is Cerberus. In the forthcoming hotfixes and patches we will add variety to ships, enemies and challenges (demasting, boarding, etc).

PvP events – run 3 times a day.

  • 3 PvP events per day added (one shallow waters one deep waters) that will spawn in 2 fixed locations on the map.
  • Deep water – Hispaniola channel (closest FT La Tortue and La Navasse)
  • Shallow water – Bahamas sand bank (closest FT Shroud Cay and Cayo Romano)
Other changes
  • Ships can now be sent from outpost to outpost (tow request). Sent ships will be delivered during maintenance. Please be wary when sending ships into contested ports.
  • War supplies can only raise hostility to 50% and not more to remove the risk of hostility bombs
  • Social perk returns reformed as Signaling perk. Signaling allows entry to the battle until the battle rating of both sides is somewhat equal.
  • Coward perk was removed
  • Brace command added for testing. Brace reduces incoming crew damage significantly and acts as a crew shock locking some of the on deck activity (repairs, reloads). It allows only yard turning as those crew on sails/yards are immune to deck damage.
Fixed bugs:
  • Fixed rare bug with group list disappearing from the screen
  • Fixed bug with incorrect BR calculations for several NPC ships in fleets
  • Fixed bug that allowed spawn of same characteristics for NPC captured ships creating double bonuses
  • Several critical exploits fixed thanks to the player Qw569
Tunings:
  • Duel room distance increased to 1km
  • Cannonball splinter damage somewhat lowered again
  • Max possible grape damage slightly increased
  • Hostility points adjusted and now depend on ship class. Port hostility points requirements adjusted as well. Approximate numbers = 1st rates 700 pts/unrated 100 pts.

Port battles entry zones algorithms and capture points placement still requires work and will be deployed in a hot fix within next week or two.

RU

 



ingame

We would like to sincerely thank the fan community for the awesome feedback on Open Beta of Euro Truck Simulator 2 version 1.26. We have received a lot of valuable input on the new content and tons of reports for little things that we would have almost missed but that were fixed thanks to you.

We are now ready to make the 1.26 Update live for everyone.

The game will actually update itself automatically on Steam. The legacy non-Steam edition of the game will have the update ready for download in a couple of days.

If you participated in the Open Beta on Steam, please don’t forget to switch back to the non-beta branch in ETS2 properties.

We have already covered the changes and improvements coming with this update extensively, in the post annoucing the Open Beta, but let’s review them again so that you have all the news in one scoop.

Older Parts of France Reworked

The main star of this map refresh is the city of Paris, which actually has been completely rebuilt to make it way more elaborate than before! We have re-touched the existing region of northern France in the base game. It’s not a total rework from scratch, but we believe that you will appreciate some very visible changes in the world; new models, new intersections and use of higher resolution textures in many places.
New Transmissions for all Trucks
We have adjusted and added some new options for the transmissions of all the trucks tractors in the game, so now there are more options to choose – from the standard or overdrive style of transmissions or even the Allison 4500. We hope that especially the players who care for more choices and precision of the vehicle simulation will appreciate the new adjustment, now there are new opportunities to play with the ratio between engine and wheels.
Upgrade Shop & Truck Browser Search Tool
A new search line was added into the game’s upgrade shop and truck browser screens, so now you will be able to look up for example a specific paintjob or a particular engine upgrade. This new feature will come handy if you own a lot of our minor DLCs or if you happen to have lots of truck tuning mods installed.

Game Changes

  • Adjustable interior FOV per truck
  • Added parking difficulty (preset option included)
  • Truck repair/refuel performed by hired driver costs money, included in logs
  • Added informational dialog showing when game detects upgrade or downgrade
  • Added pounds + short tonnes as weight unit option
  • Better trailer air pressure simulation
  • Low air warning should only be active with running engine
  • Revised rolling resistance computations
  • Hired driver use the very same formulas for eco skill as the player

Info for Modders

  • Changed map parameters (climate_profile, map_data)
  • Moddable interior camera zoom parameters. (speed, factor)
  • 1 degree rotation on Ctrl + R, 90 degree rotation on Home
  • Merged editable sign and sign dialog
  • Refresh sign template and its model from content browser
  • Added letter-spacing to sign editor
  • Store content browser navigation history
  • Support for day/nigh effect switching and child hookups for lod_model_hookup_u

You can follow this link to see the whole changelog of this update. Please also check out our modding wiki to get the best advice for modding the game.


omsi 2

“Bi-articulated Bus AGG 300 – the upcoming OMSI 2 add-on just got its official trailer. Have a first look at the 80-ft Van Hool with all its functions! The add-on will also contain original paint-schemes and a bonus vehicle.
Please turn Subtitles on! ”


header_460x215

We’re ready to let everyone know when you will be able to hop into your trucks and start exploring the roads of beautiful France!

“Vive La France !” map expansion for Euro Truck Simulator 2 is going to be released December 5, 2016. To be more specific, we are aiming at 4 pm Prague time (GMT+1) on Monday, that’s when the activation keys should be enabled and the DLC will be ready for download and purchase.

We are going to price it the same as Scandinavia map add-on on the channels that are under our control (like Steam – here is the “Vive la France !” coming soon page). There may be small price and timing differences on local markets, in retail, or at places like Amazon, where we do not have the power to enforce strict pricing policy.

Everything is happening very quickly, we were still not sure about the final date a week ago, as we have been thoroughly testing and polishing the DLC pretty much until today. Now we want to give you a chance to play the expanded game as soon as possible. A week of preparations is sufficient to arrange the release on digital channels, but our retail publishing partners will be struggling with manufacturing deadlines, so some sales channels may take longer to stock the add-on.

SOURCE


fs-17-logo

Hey farmers,

We’re pleased to announce the release of a new update for Farming Simulator 17!

Thanks for your feedback since release – keep them coming! We read and analyze them to iron out the game as much as possible.

Here is today’s patch notes:

Farming Simulator 17 – Update 1.3.1

  • Added separate music volume slider to settings.
  • Added option for mod map updates to invalidate savegame cache files (e.g. tip collision map).
  • Fixed field of view setting (90° was very distorted).
  • Fixed Sosnovka bunker silos collision with chaff.
  • Fixed Sosnovka manure heaps.
  • Fixed error when loading some savegames (Callstack setMass invalid Entity).
  • Fixed error when creating a map mod from Goldcrest Valley.
  • Fixed unloading to BGA bunker using conveyor belts.
  • Fixed fertilizer missions being repeated many times.
  • Changed Jenz HE700 income category to wood.
  • Fixed animals cleanliness.
  • Fixed animals food usage.
  • Fixed pig tutorial cleaning (not enough space in trough).
  • Fixed toggling vehicle configurations with different collisions.
  • Fixed error with wool pallets in multiplayer.
  • Fixed crash when loading old savegames (from version 1.1).

(more…)