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Continue in the escape room version of the Alice in Wonderland story by Funkyland. Create your own Minecraft server for playing with your maps and creations online. Minecraft is an innovative game where we can construct and modify anything in a virtual world using cubes. Yandere Simulator.

A stealth game about stalking a boy and killing any other girl that is interested in him. Back in June 17th, Yandere Simulator finally officially released a demo that contains the first rival after seven years of development.

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If you need a word processor, spreadsheet, etc. Ever thought about how would it be to drive your tractor amidst the yellow cornfields in North America? We often are eaten up by the zest to take a break from our city life and go get a breath of fresh air. Even though that is not such a viable and affordable option in real life, the game we are going to talk about today can surely guarantee you enjoying such a break in the virtual world of simulation games.

Farming Simulator 20 is the game that we are hinting at. While this introduction gives you a blurry idea about what the game might have to offer to you, we have detailed segments lined up for you that discuss the game at a much deeper level. Before you go on to try a new game, it is only intelligent and smart to know what the game features and what it has to offer to its players. That way you will know how to plan your gameplay and how to proceed in the game. If that is your agenda, then you have come to the right place.

Sit tight and see what we have got for you. Farming Simulator 20, brought to you by Giants software, is an agricultural simulation game. It is mostly available in single-player gaming modes. The best part is that you can get it off your play store. There is, however, a certain amount of money that you would have to pay in that case. The game involves you, as the player, to build and attend to an agricultural piece of land where you can grow all sorts of crops and sell them later.

Even though the objective of the game sounds pretty easy and the plot seems to be very basic, the game is at the end of the day a simulation game. Engraving constructions is a long-standing request, so even better. Many domestic animals Finally, in Critter News, we have domestic creatures displaying.

I sold all the material in my starting wagon except for a pick and bought up a barnyard full and set them by the water. I realized late that the last dev log was a bit confusing, and that despite how things have worked here for many years, there should probably be some pictures, ha ha.

Please remember that these are all works in progress, and absolutely everything about them is subject to change. Hill Carpenter This is what I mean by different grid sizes. The visible fort area is made up of 32x32 tiles, while the old interface which we haven't touched yet is 8x12 tiles.

You can see some of the week's work in this shot as well. We're experimenting with ramp shadows there are a few cases there were the shades don't match up , as well as ramp shapes.

You can see to the left and right of the door how some of the recessed ramps don't match up with the others. There are a lot of different ramp configurations, so this is an ongoing process! You can see here the stockpile and some log items, as well as a placed door and a carpenter's workshop.

These are mostly soil walls which will likely be reddish brown later, instead of gray - the game is pulling from the RGB values of the material definitions, and the soil materials don't have corrected colors yet. Some Rooms In this image, you can see some small rooms underground, where I've smoothed the top portion of the largest room as well as the first small room to the right. Here you can see the wall shadow effect, as well as the variations in rough stone floor texture and the gem walls where the miners uncovered some rubicelle.

I've mostly been working with these shadow and floor textures, but we also got a preliminary dwarf displaying as well!

They are built from several pieces twelve layers currently , and we'll be able to show a picture of that once it is further along. Mike and Patrick have also done hundreds of creatures, items, workshop, plants and more, and I just have to keep working to catch up with them, ha ha ha. But work continues! The basic support for multiple differently-sized grids is done. I haven't added much tile support yet, so what I saw was just a grass-and-stone field with the menus printed above it, but on the other hand, that was the first major hurdle.

Now I'm just slogging through a list of identifiers and draw commands so the artists can put all of their various art into the game and tweak their existing pictures and so forth. So far, so good. Fixes old and new this time. From the new category, aside from crashes, marriages were being dissolved frequently and friendly visiting experiments were breaking too much furniture.

Barring sudden issues, this will be the final bug-fix release before we get the code work started on the graphical version. There's a lot left to fix before that version is ready to be released, and we'll be doing parallel bug fix releases as the graphics stuff progresses.

If you've already contributed and have been waiting, now is the time to reply to the email I sent, or feel free to email me at toadyone bay12games. We won't be able to take new requests starting March 1, and we'll have to be firm about that in order to stop the process from continuing forever, so please don't delay.

The next fix release should be coming by the end of the month. GDC is rolling around again in March, and the graphical code work will also begin, so it should be a hectic and interesting time. I've also done a few quick changes to socializing and stress, but that's a longer project as well. Dwarves clump now in zones and taverns, which should help with the friendship rate, and I've made the most stressable dwarves a little more fixable.

Reminder: We'll start coding on the graphical version in a few weeks. We'll still have these bug-fix releases periodically, though there will be an initial gap of some time while I get the core framework done to the point where the artists can use it. But there should be at least one more bug-fix release around the change of the month before that work begins. There were sudden inspections and other such to deal with. Hopefully I won't have to move soon, but we'll see! I did get some stuff done the last few days as we now head toward the next fix release.

Another world gen crash fixed. Hopefully took a chunk out of the raid crashes there was a large problem with the post-raid equipment manifests , but there are definitely still other issues there.

A few quirky issues like mercenaries attacking themselves, and tomb builders being able to control mummy zombies indirectly and even make them siege themselves.

Crash related to pack animals, and an unretirement crash. Fixed a fort loyalty cascade from historical spy identities - loyal dwarven spies that had infiltrated the goblins historically would arrive during play, still claiming to be members of the goblin civ as grown-up or second generation abductions , and fort dwarves would believe them. Now they sensibly drop those identities and become regular citizens or visitors of the fort, preventing any free-for-all violence from starting.

Most notably, world gen crashes should happen less often, having babies should cause less trouble, and some adventure mode problems with quests and mounts should be fixed. We'll continue on with this process, working in some older bugs for next time as well.

Most importantly, we will need to stop accepting reward requests after February. Anybody can still get one this month. We'd been fortunate to be able to keep up with them since and all the new Patreon people that wasn't a sure thing at all, as we all discussed at the time , and we've finally reached a tipping point where it's starting to detract from development and something needs to change.

Here's a Patreon post with some additional details. We've clean up some of the worldgen crashes and other issues and will do just a bit more before getting the first fixer-upper release posted.

There are various bits we're going to have to loop back around to after the graphics work is complete see previous lengthy dev log , so perhaps this should be called the first villains release, or more "the guilds and temples and adventurer parties and pets release which also has artifact heists and extensive historical villainy, with lots of new mostly evil magical stuff", ha ha.

We will get to the fortress plots beyond artifact heists when we return, as well as the ability for the adventurer to be a villain and to investigate them more effectively.

The features are listed below. For fortress mode, the most important new elements that will be commonly encountered are petitions for guildhalls and temples. When enough believers or laboring dwarves are in the fort, you'll receive a petition, and it's up to you if you want to try to build the location for them or not.

To satisfy the temple petitions, you must assign a priest the game will remind you with an announcement when your temple is ready for one, after a certain value threshold is crossed.

The main benefits of guildhalls and priests currently is the ability of guild members to share knowledge, and of priests to give inspiring sermons and comfort stressed-out dwarves. Less commonly, but also important, a villain may target your fortress, especially when you get up to having artifacts they might covet.

If you notice an artifact has been stolen in a non-kobold way the announcements will be different, make sure you have a sheriff to receive the reports , you will be able to interrogate anybody about the crime - witness reports might be useful with a name, or they might just indicate the artifact is missing. Interrogation leads to a report indicator on the left, which you can read in the usual way with 'r'.

This also opens up the counterintelligence screen, which will keep track of information for you. If you manage to interrogate the handler of any treacherous dwarf, generally on a return visit, you might even get the name of their master, if they have one, or get details of other plots throughout the world, though most of them cannot impact your fort directly yet. Dwarves have some more general relationship types now especially the historical ones, who can arrive as war buddies or athletic rivals , and they can also have multiple lovers or get divorced or have children before they are married.

Most aquifers in the fort are now slower filling. You still have to act pretty quickly this makes them remain useful for wells and other liquid matter , but it is very possible to just wall them off or otherwise deal with the water if you are ready.

You can still place a wall on top of shallow water. If you want an old-style aquifer, just embark where there's a "heavy aquifer. The main new bit in adventure mode is right in the beginning - well, not quite.

Don't be fooled by the first character creation screen which is unchanged , you'll get to the good stuff right after. Mounts greatly speed up travel if everybody has one make sure the mount is their pet. If you forget a mount or meet with tragedy, you can claim a new mount generally from the pastures of human cities, or wherever tame animals can be found. You do not have to purchase them currently.

Just press 'h' near one the same key you use to mount and lead animals. If the wrong party member claims it, that party member can give it to the right one as a gift a new conversation option which can be applied to anybody. Pack animals including many mounts can also carry items. Press 'p' to place an item on a creature.

This can greatly increase your capacity to carry food or treasure. If you claim a pet that is unnamed, you can name them as a conversation option with the pet. You have the ability to interrogate people, using the persuade and intimidate skills, though this is limited now because we didn't get to most evidence. People can confess to schemes, and sometimes that'll even be meaningful, but it's mostly a giant mush of data until we add more structure. But it'll be ultimately unsatisfying until we get to more.

Finally, there were a ton of existing conversation options and most are not linked to the new conversation variables like confidence and agitation and how much they want to leave. But you should see them in action if you interrogate, argue about values, flatter, tell jokes or pacify.

Additionally, depending on personality, most people slowly loses patience with a conversation no matter what the subject is, unless they are kept entertained. These ephemeral conversation values are reset every two hours, so don't worry if you lose a chance to speak to somebody at a given time. If you want to play with divination dice, you'll need to find a pedestal with some at a shrine.

About half of the shrines should have them, though a lot of the smaller road and intersection shrines won't have room and will just have statues. Shrines labeled in text on the travel map have the best chance, since they are large. Temples can also have them in the basement with the relics. To roll dice, make sure they are in your hand and 'I'nteract with them. Rolling should be an option there. Once you do that, the roll announcement has a lot of information.

Statues generally give some idea as to whose shrine you are at. Shrines can be both for organized religions or generally to a deity, and both types can have divination traditions. Alliances against world-ending threats in world generation Various villainous activity in world generation, in play off-site, and more limited in fort mode, world generation surveillance, interrogation and punishment.

Historical plots include theft, sabotage, abduction, assassination, coups, corrupt advancement promises, embezzlement, starting wars, and framing enemies. Romantic relationship changes multiple lovers, affairs, children outside marriage, divorces, etc. Since the last log, amid the testing and cleaning, one of the more interesting bits is that we've got sermons in, as well as priests being able to comfort people.

Sermons can be on a variety of topics, related to the deity or values, and their main purpose is to give positive feelings to sympathetic people, while only minorly inconveniencing anybody who happens to be in the room that disagrees. Adventurers can also give sermons if they like, though there isn't a tremendous point to it yet - you can't build a flock, for example, though we'd like to meander in that direction over time.

Got the dwarf mode counterintelligence screen working with organizational chart display, and interrogation reports are cleaned up and displayed over with the other reports on the left indicator bar. In the test heist, the visiting infiltrator that flipped the dwarf traitor gave up their master, who was a war buddy that turned them using a shared belief in Omrak whomever that is! So even with the feature delays, there should be the occasional wholesome set of details in fort-mode play on top of all the detail in legends mode.

Amusingly, instead of mentioning Omrak, a bug at first gave the report as the top villain having "played for sympathy using a shared belief in an unidentified creature", since the deity Omrak did not have an official file over at dwarf counterintel HQ. They've since been read in on the world's cultures, although this does raise the question about how much they should know and when, for a later time.

I was going to try to avoid this fairly typical occurrence by mixing cleaning and the final features, but as described in the last log, several features have been delayed which now leaves us with a relative bucket full of cleaning.

Halfway done with the total list remaining in the month, so we're just ahead of schedule to get to the January release. Most notable bit that slipped in is skill demonstrations in craft guildhalls, which work just like the military ones, but impart one of the skills which falls under the umbrella of the guild to any attending member, and which also satisfies some needs.

But mostly just fixing uninteresting problems why is this temple x more valuable than it should be? There will probably be one more log before the release. Then we should be ready to go! Here is the Future of the Fortress. Happy New Year! Sometime later today on the 1st, in fact, we should be appearing on a new episode of Dwarf Fortress Roundtable. Check back there for a new episode soon.

So yes, we're planning for a release this month! Notably, we are pushing things up a bit so that I can get started on the graphical version and get the artists squared away, the artists who have been very patiently waiting for me for about a year now! This leaves a few questions regarding the villain release: what about any serious issues that arise, and which features have been delayed in order to get the release up? However, we also need to get the graphical code rolling so the artists can work more easily, and this needs to happen soon.

Therefore the plan is to spend some time with the worst bugs at first, and then, as the Steam work progresses, we'll do additional stabilization releases on the existing branch as well. Thus, some feature delays! We have delayed things before tavern games! The main wholesale delay is adventurers being villains. We didn't get to any of that, and now it'll have to wait a bit, including guard systems and access stuff we wanted to do. I still think the main thrust of giving villainous orders is pretty straightforward, but it takes time to add conversation and interface options for the different missions along the lines of the dwarf mode 'c' screen.

The adv investigations also aren't going to lead to anything chaining or complicated yet - we didn't get to any of our more interesting evidence ideas. The system for yelling combat orders at people isn't done the tactical control system is in, though. Adventure mode will have to lean on parties and mounts and tactical mode and the shrines and new buildings and new necro stuff. Which is okay! And we'll get to the rest later. Over in fort mode, the infiltrators and traitors don't yet chain up to a full takeover the way we would have liked.

We didn't get to any of the new household positions like the chamberlains and so forth which pop up in adventure mode now. Merchants and mercenary companies don't come up. In necro land, the old vampire cults were left hanging, though with new ability to pass immortality to subordinates these cults somewhat exist in the villain networks - the new system is more interesting in a few ways, but incorporation of bits of the old system will add some coherence when we get to it.

Several of the more involved villainous plots didn't make it out of world generation, and hostages and artifacts don't always have proper places to be stored tile-wise in adv mode. We were planning a few more dungeon maps and didn't get to them. Those are the ones, as far as I can tell from the notes. There should still be quite a bit to play with. So, a little out of order maybe, but things will be well. Being a Canadian teenager I remember feeling powerless and having many nightmares of this impending doom.

They even wrote songs on the bloody radio about it. I am amazed we have made it to but now we have Covid 19 to deal with. There will always be something :. Do you have the slightest idea what lies in store for you or your descendants? Have you the foggiest idea what you would do if every shred of humanity was destroyed in an instant?

Sit down and witness the most horrific devil-spawn humanity has devised for you in its short brutal reign on this beautiful planet! In the end, all that remains is love. Reviewer: sawlty chris - favorite favorite favorite favorite favorite - January 26, Subject: Great movie.

A very humbling movie and something that the millennial generation must see to understand what life is when the very little things we take for granted are lost and make no mistake about the aftermath of a Nuclear war, this is it. Reviewer: davidcummings65 - favorite favorite favorite favorite favorite - November 11, Subject: Threads a B. Threads was a B.



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