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11
News / Announcements: SB Pro / CodeMeter Runtime 8.40b released
« Last post by Rinix on December 09, 2025, 11:58:04 PM »
CodeMeter 8.40b
Release Date: 2025-Dec-02
Operating Systems Windows, Linux, Mac OS X
Download Windows (140.18MB): Click Here

Bugfixes:
CmRt-102205: CodeMeter License Server: CmActLicense: API incompatibility in the newly released Docker version 29 meant that CmActLicenses could no longer be loaded in Docker containers. By adjusting the API usage, both the current and older Docker versions are now supported, allowing CmActLicenses to be loaded successfully again.

CmRt-102200: CodeMeter License Server: When connecting to CmCloud, a different subdomain had previously been used for the Server Name Indication (SNI) than for the actual connection setup, which could be classified as potential domain fronting. The parameters for the connection setup and SNI are now set identically to prevent such a classification.

CmRt-102110: cmu: Switching communication modes on CmSticks with additional memory no longer worked. This problem has been fixed.

CmRt-102071: cmu: In cmu, the format used for issuing the serial number was not always the same as the format selected for input (long or short).
12
Games Discussion / Re: Barotrauma
« Last post by Asid on December 09, 2025, 12:08:52 AM »
Winter Update 2025 out now
Mon, 8 December 2025



Hello everyone!

The Winter Update 2025 has just been released, with a new submarine ?Wallaby", and a long list of fixes and improvements. Be sure to update your game to the latest version to be able to host and join servers, and see the full list of changes below.



v1.11.4.1

Changes and additions:

- Wallaby, a new tier 2 Attack class submarine. Boasts an unexpectedly high amount of firepower for its size, while also providing a full set of fabrication facilities, but also includes weak points in the pipe system which can cause water hazards inside the sub.

- Added valves and weakpoints. Weakpoints are pipes that can break, causing a water hazard (which floods the submarine and is hard to pass).

- Weakpoints are repairable with a wrench. Turning off a valve makes it easier to repair, but makes any linked pumps not work while the valve is closed

- Wall weakpoints have their condition linked to a wall. This means these walls cannot be cut as a shortcut between rooms

- Added level background visuals to the sub editor's test mode to make it easier to see what the sub looks like in the actual in-game environments.

- Balancing combat mission NPCs: improved the higher-level enemy NPCs and gave them better gear.

- Made the rotation tool snap to 1-degree increments and the scale tool snap to 0.1 increments in the sub editor. Holding Shift while using the tools temporarily disables snapping.

- Added 2 more input and output connections (0 and 9) to circuit boxes to make it match the mux/demux components and use 0-indexing like other components.

- Increased the number of signal connections on relays from 2 to 5.

- You can no longer revive characters with CPR when the character has no oxygen available (e.g. by giving CPR to someone wearing a diving suit with an empty oxygen tank). Not only was this weird, it made it easy to farm medical skill by repeatedly reviving the character with CPR.

Multiplayer:

- Fixed inventories and wallets sometimes resetting in multiplayer: more specifically, happened when a client was still connected to the server (for example in the lobby) and their character had despawned by the end of the round.

- Fixed characters sometimes suffocating or dying if loading into the round takes a long time. Now the characters don't spawn until the client has fully loaded into the round.

- Adjusted certain multiplier timeout thresholds to make errors such as "timed out", "expected old event" and "expected removed event" less frequent. Also made many of the timeout thresholds editable in the server config file (however, you should be careful when changing these values, as setting them too high may cause other issues).

- Fixed AFK setting staying enabled when a client chooses to load a campaign, causing them to load into a round with no character.

- Small improvements to the "direct join" prompt: autofocus on the text box, you can press enter to join.

- Fixed non-player teams being affected by the friendly fire setting (e.g. bandits were unable to damage monsters when friendly fire was disabled).

- Fixed input selector and output selector components' "move_input"/"move_output" signals not getting synced in multiplayer.

- Fixed a syncing issue with the timed detonators that made it possible to make them explode immediately at the start of the next round by letting the timer reach 0, and then putting an explosive inside and waiting for the next round.

Fixes:

- Attempt to fix reported freezes at 80% in the loading screen, which failed when the game failed to fetch an authentication ticket from Steam to be used for checking whether you've given consent to collect gameplay analytics.

- Fixed explosions not showing up on the sonar if you've selected a status monitor linked to the nav terminal, instead of having directly selected the nav terminal.

- Fixed reactors automatically adjusting themselves at the start of the round when the reactor is off or controlled by signals. The intention of the rapid autoadjustment is to make sure there's no overloads when the load suddenly drops as the sub starts receiving power from the outpost, but it should not run when the reactor is off or controlled by signals.

- Fixed fire damaging characters through walls that are just slightly damaged, and overall improved the logic for calculating fire damage through gaps.

- Fixed items sometimes disappearing when you drop them standing half-way through a door way (or more specifically, when the character is considered to be in the sub, but their hands are outside hulls).

- Fixed inability to undo nudging entities with arrow keys in the sub editor.

- Fixed adding water to newly added hulls not working in the sub editor until the sub is saved and loaded.

- Fixed monsters sometimes spawning near the enemy submarine when there's a sub-vs-sub mission active (sometimes leading to the mission completing by itself when the monsters manage to take down the sub).

- Fixed items such as the "diver's remains" loot appearing on sonar despite being in a monster's inventory. More specifically, affected items with a SonarSize greater than 0.

- Fixed tooltips not refreshing on the affliction icons above the character portrait (meaning if the strength of the affliction changed, changing the description, the old description would still appear in the tooltip).

- Fixed "eliminate thalamus" mission not working in MP's mission mode unless the difficulty is set above 50.

- Fixed outpost NPCs panicking and calling security when they saw you dragging a dead pet - they should only do so if you're dragging another outpost NPC's corpse.

- Fixed purchasing genes when your inventory is full causing the genes to automatically combine with any genes in your inventory.

- Fixed NPCs that are configured to dual-wield weapons (e.g. some elite bandits) only equipping one of the weapons.

- Fixed pumps calculating the desired water level incorrectly for linked hulls when controlled via the "set_target_level" input.

- Fixed variants of husk infection always causing the "you try to scream but no sound comes out" message to pop up, even if the affliction doesn't prevent speaking (e.g. husk symbiosis).

- Fixed ability to aim with the rifle scope when you're stunned/unconscious.

- Fixed circuit boxes not saving the wires if there's no components in the box.

- Fixed wires not getting transferred when swapping e.g. a blank loader to a flak cannon loader (or more specifically, to any loader with differently named connections) in the mission mode.

- Fixed fabricators showing thalamus veins as suitable materials for items that require a wire as a material.

- Fixed assigning a specific character to operate turrets throwing a console error ("Controller not specified") when there's only one turret in the sub.

- Fixed swarm feeders, or other monsters that can latch on to characters, deattaching when you ragdoll.

- Fixed monsters becoming unable to run (or swim fast) after they've used a rope attack (e.g. latcher's tongue or the fractal guardian's harpoon).

- Fixed machines (e.g. fractal guardians, defense bot) not being immune to the "infected wound" affliction.

- Fixed outpost events that should spawn things in mines often spawning them in some random module instead (e.g. the mudraptor eggs in the "occupational hazards" event).

- Fixed portable pump working without power.

- Fixed hidden missions showing up in the scrolling text that appears at the top of the screen at the start of a round.

- Fixed traveling tradesman talent giving a larger-than-intended sale price bonus for certain items. More specifically, it gave the 20% bonus for each tag the item had.

- Fixed icons of all afflictions (even hidden ones) briefly appearing above the health bar when a character dies.

- Fixed docking port staying open if you leave a level with some non-persistent sub (e.g. respawn shuttle or an enemy sub) docked to it.

Modding:

- Support for defining mission variants (the same way as e.g. item or character variants): allows creating variants of missions that change certain properties of the base mission without having to redefine the whole XML.

- Fixed ExplosionRadiusMultiplier not affecting the range of damage done to characters.

- Fixed items updating in preloaded characters' inventories. Meant that e.g. characters with a Disposable Diving Suit would appear to spawn with the suit already degraded or broken.

- Fixed fabricator icons using the inventory icon color even if the item has no inventory icon and uses the normal sprite (and its color) instead.

- Fixed crashing when an item fails to play a looping, streamed sound (e.g. because the maximum number of instances of that sound is already playing). Did not seem to occur in the vanilla game.

- Added support for configuring monsters as "multiplayeronly" in NestMission and MonsterMission (this worked in AbandonedOutpostMission and SalvageMission already, just hadn't been implemented here).

- Fixed StatusEffect's Equip attribute only working if the item spawns in ThisInventory (not when it spawns it e.g. in SameInventory).

- Improved reactor modding compatibility: added the tag "reactoritem" as a containable item to allow items other than fuel to be contained.

- Fixed assault rifle defining the required ammo using the identifier "assaultriflemagazine" instead of the tag "assaultrifleammo", making it difficult to add new types of ammo for the weapon.

- Fixed fabrication being a lot faster than intended (= a lot faster than the RequiredTime set in XML) if there's no skill requirements.

- Fixes characters never being considered "in water" for the first frame after they spawn, causing NotInWater effects to trigger on monsters spawning outside.

- When swapping a turret, the old turret's HudTint value is transferred to the new one.

- Fixed pump particles getting rotated incorrectly on mirrored pumps.

- Better Research Station modding compatibility:

- Added smallitem and mediumitem as containables to give more flexibility on what items can be put inside.

- Increased the number of output slots to 3 to support recipes that produce more than 1 item, and to prevent from items falling out if the input is invalid and gets moved to the output slots.

- Fixed crashing when applying an affliction's status effects causes other afflictions to apply their status effects.

- Added a new "AffectedByAttackMultipliers" property to afflictions: can be used to prevent specific afflictions from being affected by Attack's damage multipliers. Buffs aren't affected by default.

- Added a new "VitalityLossRequiredForTreatment" property to afflictions: can be used to make bots treat afflictions even if the affliction doesn't cause vitality loss.

- Added a new "CanGiveMedicalSkill" property to StatusEffects: can be used to prevent the effect from giving the user medical skill, even if it causes healing.

- Made missions' SideObjective setting more useful for modders: previously all it did was affecting which beacon and hunting grounds missions can get "spontaneously" selected for levels with beacons and hunting grounds. Now all side objectives available in a level are automatically selected, without having to manually select them in the mission selection UI.

- Set mantis's group to "mantisoid" and watcher's to "watcheroid" (doesn't do anything in the vanilla game but useful for mods).
13
Games Discussion / Total War: MEDIEVAL III
« Last post by Asid on December 08, 2025, 01:01:23 AM »
Total War: MEDIEVAL III - Announce Trailer
Dec 4, 2025



We've been waiting a long time to say this: Total War is going back to the medieval era ⚔️ Total War: MEDIEVAL III is now in early development!

We're in the opening stages of Total War: MEDIEVAL III's development pre-production, to be precise, meaning we're still years from release. But this isn't just another game for us, it's the realisation of something we've dreamed about for almost 20 years. The Medieval series is one of the most cherished chapters in Total War's history, and creating a true successor is a goal we've held close for a long time. Now, we finally have the chance to make it happen.

This next chapter will be both a tribute to its predecessors and a bold revolution for what historical Total War can be. The team's vision is clear: to create the ultimate medieval strategy sandbox featuring our signature blend of grand strategy and tactical real-time battles. A game that lets you shape your realms, rewrite history, and immerse yourself in the drama and intrigue of the Middle Ages like never before.

Some of you might be asking why we've revealed it this early, and the answer is quite simple: we want you to come on this development journey with us. At certain points throughout the year, we'll share behind-the-scenes insights and give you a closer look at how the game is taking shape, so you can see it evolve with us, and in some cases influence its direction.

Watch the announcement trailer here:



 
This isn't just a sequel; it's the rebirth of historical Total War. And we're bringing you on the journey with us.

READ OUR WELCOME BLOG: https://news.totalwar.com/med3-welcome
READ ABOUT OUR VISION: https://news.totalwar.com/med3-vision
14
Games Discussion / Re: Ostriv
« Last post by Asid on December 07, 2025, 12:12:21 AM »
Alpha 5 patch 9 hotfix 42
Sat, 6 December 2025



This update has significantly reworked how fields work. Support for winter crops has been added, while also changing the behavior of regular crops to be more realistic. Plowing will now make much more sense, as it will not negatively impact growth time.

  - "Always show occupied space" will now show all footprints on the map, not only the closest



  - Disabled flip on some symmetrical buildings

  - Can now bind a hotkey for eyedropper tool

  - Can now link a warehouse to a specific building



  - Every crop now has specific sowing window. Earlier sowing gives earlier harvest

  - Growth and ripening are now taking exact amount of time based on a crop

  - Harvest amount depends on soil nutrients, not on time of sowing

  - Crop selection window is now showing information about when crops are sown and harvested



  - Added winter varieties of wheat and barley (sown in autumn, slightly bigger yield)

  - Can now change field crop while it's being ploughed

  - If a field wasn't sown in time, it will now grow as partially sown



  - Updated help text for the farm

  - Improved field properties window to be a bit more informative


Fixed:

  - Didn't spend threads in fishing dock

  - Field workers could go through fences in some cases

  - Some more cases of mayor not mayoring

  - Crash related to town hall

  - Crash related to cartwright

  - Trade limits window could overflow

  - A possible crash if someone dies while you're viewing their home's properties

  - Tannery batch spoilage speed calculation was incorrect

  - A niche bug related to nutrients of demolished fields

  - Birth year on a grave was recorded with errors

  - A rare case of blocked entrances when placing buildings with fences near water

  - Pigs could live forever without food if relocation started, but no carts available
15
Games Discussion / Re: Carrier Battles 4 Guadalcanal
« Last post by Asid on December 06, 2025, 12:34:16 AM »
1.14 - Philippine Sea & Pilots
Fri, 5 December 2025



Now available !




Pilots (DLC)

This option reflects the growing inexperience of Japanese pilots.

Japan had expected a short conflict with Occidental powers. It had skillfull elite pilots but very few training programs.

As the war protracted, the overall pilot quality quickly started to worsen, especially after the attritional battles of Midway and Guadalcanal.


Scenario.: Philippine Sea Summer-1944

This scenario covers 3 major US operations of Summer 44: Securing Saipan, Guam, and Palau islands.

June 44, with both major naval bases neutralized, Rabaul and Truk, the road to the Mariana islands is now wide open. Capturing them would allow B-29 strategic bombers to reach Japan.

The Japanese were aware of the threat and strove to send more land forces to the Mariana islands. However most of reinforcement were intercepted and sunk by US submarines.

The Philippine Sea would be the largest and last carrier battle of World War II. The Imperial Japanese Navy lost a great part of its air asset and could not oppose any credible resistance to further US foray into the Japanese defense perimeter. The invasion of Palau was of a doubtful interest and prove to be a bloodbath.
16
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on December 03, 2025, 12:05:52 AM »
Headquarters: World War II | Steam Workshop support is now available
Tue, 2 December 2025



Big surprise is coming on Slitherine Next

Steam Workshop support is now available in Headquarters: World War II. With the latest update, players can create, share, and download custom maps directly through the game.

A new option in the in-game Map Editor allows you to name your battlefield, add a description, and publish it to the Steam Workshop with a single click. If you want to explore maps created by other players, simply subscribe to any Workshop entry and it will automatically appear in your in-game map list, ready for deployment.

This update provides a straightforward way to build new scenarios and access community-made content, expanding the range of battlefields available to all players.

Mark your calendars: Slitherine Next is back on December 9th at 18:00 CET, live on our official channels.

Our biggest annual showcase returns to bring you exclusive news, gameplay reveals, and updates from some of our most anticipated titles. Whether you?re a long-time commander or new to the battlefield, this is your chance to see what?s next in the world of strategy gaming.

This year?s edition will be different from anything we?ve done before. Expect a fresh format, new surprises, and a closer look at some truly exciting projects: trust us, you?ll want to be there live.

There will also be a major announcement regarding the Headquarters franchise.

When: December 9th, 2025 ? 18:00 CET
Where: Live on YouTube and Twitch

https://youtube.com/live/T1tQJPbN52U

https://www.twitch.tv/slitherinetv/schedule?segmentID=a91b7fd7-2c0e-4072-b9ba-748eb503d115

Don?t miss it: this will be a very special edition of Slitherine Next, and also the closing ceremony of our 25th birthday celebrations. You?ll want to be among the first to see what?s coming next from Slitherine.

17
Games Discussion / Re: Strategos : Classical antiquity RTS wargame
« Last post by Asid on December 03, 2025, 12:05:49 AM »
Progress Update 9
Tue, 2 December 2025



Getting close to Launch!

We've been busy preparing Strategos for launch these past 6 weeks since the last major Progress update, including keeping the demo updated.

As listed in the demo update patches, we've fixed many bugs, updated the existing tutorials, done major optimization work, edited various map issues, improved the camera and controls, added a large number of settings options and explanations, improved localization, updated various button and campaign texts, added unit type symbols and other banner improvements, added various sound effects and better tooltips, and made many quality of life updates in general. We've also improved the AI (especially in edge cases), courier readability, and popup and waypoint visuals, and we've made water, fog, grass, rock, and shadow visual improvements, and added banner animations.



We also added some new maps, 100s of unit portraits, faction color and icon matching, a third, advanced tutorial, various achievements, animation blend improvements, range overlays on hover, optional projectile trails, a morale meter, and many campaign balance and text improvements, along with many AI, gameplay and camera improvements.

We are still working on an ongoing in-battle UI and Banner overhaul, and on completing localization, as well as finishing the first map-based campaign so it is ready for launch.

We are very excited for you to play Strategos in January!
18
Games Discussion / Re: Exanima
« Last post by Asid on December 02, 2025, 01:22:22 AM »
Coffee Diary - December 2025
Mon, 1 December 2025



Hey Exanimates,

We're very close to beginning closed testing of the full 0.9.5 update. This will be mainly for the new area, encounter types, new items and thaumaturgy.


While there have been some engine changes such as rendering optimisations and the new grass and race systems, it's mostly content and the big changes were already thoroughly tested in the testing branch. We don't expect this to last long or involve difficult technical issues. Originally we hoped to begin testing a bit sooner, but of course we ended up making a few more improvements and additions.

The new race system we discussed in the last diary is up and running, and while switching everything over to it we improved many things. We won't repeat all things it was designed to support and how it improves our creature and animation workflow, but we immediately saw benefits and took advantage of some of the new features. In configuring animations with the new tools and making new animations for the new encounters we ended up improving many of the older animations too, sometimes because of what the new tools allowed, and sometimes because we noticed some weren't working very well. The walk and run cycles is something that we improved on particularly, but while updating those we had some issues with characters losing balance, which led to a long investigation which finally ended in improving how characters balance during locomotion. This means there's now a lot less falling over or stumbling for no good reason while walking and running.

In animating the new creatures (and some new armour) we ran into another production bottleneck that has been a particular annoyance throughout development: skinning. Skinning is a term for how characters and whatever they're wearing deform as they move. We use a peculiar system of our own design which is optimised for our extremely modular and dynamic armour system and also to give us very fine-grained control over the behaviour of things like the articulation in armour. Designing these deformations however is a very lengthy and tedious process, made much more tedious by our reliance on 3rd party modelling programs for most of the work and basically not really being able to see what we're doing. We recently overhauled our apparel system, and a big part of this was a new skinning solution for clothing specifically which is almost completely automatic and give much better results, but for articulation of armour and whole new creatures this doesn't work. Faced with this big skinning workload, Madoc again decided it was time to improve and invest in our tools, so we can now design the deformations and even skeletal structure of creatures directly in our engine with much better tools designed for this purpose, and interactive results. These tools represent a big step for a lot more than just skinning though, as they are essentially the foundation of our in-house modelling tools, which will solve other problems and importantly allow us to better use a lot of other engine specific features. This includes some big new environment design features we've been working on. It's too much to get into right now, but we'll probably do a showcase of these later on as they're a pretty big deal.

The game has a lot of unique features and a unique engine and this means a lot of unique problems to solve and just difficult technical development. It is what it is, we're not just developing the game, but the entire platform it is developed on at the same time. We're moving in a different direction to everyone else so we have to figure out a lot of stuff that no one else has tried to figure out yet. Sometimes we have to make a difficult choice between the quickest way to do something now and the best way to do it now and in the future too. We made the wrong choice many times early in development, and doing things better, not quicker is a lesson we wished we would have learned earlier and that would have saved us a lot of time. We don't want to make that mistake again.

Anyway, no more developing new tools and systems before the update is out, we promise! At this point we're really just wrapping things up and at most we'll be touching up the content while testing is ongoing.


Best,

Bare Mettle

19
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on December 02, 2025, 01:22:01 AM »
Development blog: Type IX, Flotilla Headquarters, Missions Other Improvements, Release Date
Mon, 1 December 2025



Dear captains,

We are back with a new development blog! This time it's a long one.


As always, we?ve been working hard on the next updates for UBOAT. Let?s dive into the details.



Type IX

We are wrapping up work on the Type IX family, which will consist of three variants.

Type IXA is available from the beginning of the war in 1939. It's unique in that it has three periscopes.

Type IXC has an extended range over the IXA and is the main workhorse of the Type IX line.

Type IXC/40 has even greater range and an upgraded conning tower by default.

These will be the largest U-Boats in the game, with the highest range and vastly more living space. This makes them the best choice for distant operations.














Flotilla Headquarters

We've finally managed to improve the part of the game that, to us personally, has needed improvement the most for quite some time. We've reworked how port stays feel and function in many ways.



Read on...
20
Friends, the latest episode of Retro Dogfight is out, in which we cover the entirety of the Jetfighter series!

https://www.retrodogfight.com/08-the-jetfighter-series/
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