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Offline Asid

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Ogre
« on: September 04, 2017, 07:54:06 PM »

The official adaptation of the legendary wargame from Steve Jackson Games. Engage in futuristic warfare with armored hovercraft, superheavy tanks, infantry, and giant cybernetic war machines called "Ogres".

Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here


Single-player/Multi-player


Ogre - The First Trailer



About This Game
Ogre is a turn-based strategy game of mechanised warfare, requiring tactical decision-making and strategic thinking. It's the official video game adaptation of the legendary tabletop wargame from Steve Jackson Games, developed by the award-winning Auroch Digital.

In the warfare of the near future, one type of unit inspires such fear that even allies keep a safe distance: the Ogre. These AI-powered tanks are so powerful they're the equivalent of a battalion of tanks and infantry.

Hovercraft, tanks, marines, infantry, and the monstrous Ogres all take part in an endless world war. As a player, you take command and vie for supremacy on the irradiated battlefields of the future.




Features:
•   Time-Tested, Compelling Gameplay: The Ogre tabletop game has withstood the test of time, captivating gamers for over forty years. This new release is the definitive digital edition of Ogre - including expanded G.E.V. rules for even more variety - and is the first digital adaptation since 1986.
•   Meticulously Crafted Adaptation of the Original Game: Ogre veterans will be instantly be at home with this adaptation, while new players will find a deeply rewarding, turn-based strategy game.
•   All-New Campaign: Engage in brand-new missions created in partnership with Steve Jackson Games.
•   Multiplayer Capability: Test your skill against other players with online turn-based multiplayer gameplay with ranking and matchmaking, plus local "hotseat" multiplayer.
•   Single Player Skirmish and Tutorial Modes: Completely new to the world of Ogre? Learn to play with our in-depth tutorial, then set up a custom game of Ogre and fight against devious AI opponents.
•   Wide Variety of Units and Factions: Build out your faction with Light, Heavy, Superheavy, and Missile Tanks, G.E.V.s, Infantry, Marines, Howitzers, and Ogres (Mark I - Mark VI), while utilizing Trains and Command Posts as you see fit. Choose to play as either the North American Combine or the Paneuropean Federation.
•   Varied Maps Offer Strategic Decisions: Roll through many types of terrain, across bodies of water, and make use of defensive areas to shield your units from attack.
•   Playable Again and Again: Multiple game modes (including single player and multiplayer) plus achievements provide hundreds of hours of entertainment.



















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Offline Asid

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Re: Ogre
« Reply #1 on: September 30, 2017, 10:45:24 PM »
Soundtrack DLC now available, optional free download!
26 SEPTEMBER - AUROCHJAKE

As a special treat, you can now sign up to a mailing list and receive a free copy of the soundtrack ahead of release! Sign up using the form here[eepurl.com] and we'll notify you ahead of the scheduled release on October 5th!

NOTE: This is downloadable content which is only redeemable with a purchased copy of Ogre.

The Ogre - Deluxe Official Soundtrack combines the Ogre Suite by Tom Smith with brand-new tracks created especially for the Ogre video game by Matthew Walker, forging the ultimate musical accompaniment to the brutal battles of The Last War.

Includes 20-track album, provided in 320kbps MP3 format.
•   1. More Than Machine - 00:18
•   2. Setting Up The Board - 02:14
•   3. Decision Tree - 03:49
•   4. Rocking The Steel - 03:52
•   5. The Combine Infantry - 01:44
•   6. Movement In The Trees - 02:29
•   7. Frontal Assault - 01:34
•   8. Little GEV - 03:09
•   9. Scrum - 03:14
•   10. My Bonny Sweet Annie Kills Ogres - 03:26
•   11. I Hate Waiting - 02:32
•   12. Meadowlands - 03:13
•   13. Meadowlands Aflame - 03:48
•   14. So Cold - 04:41
•   15. Lament For The Dead - 03:00
•   16. Roll Credits - 02:15
•   17. Meadowlands (Video Game Version) - 2:04
•   18. Decision Tree (Video Game Version) - 3:57
•   19. Frontal Assault (Video Game Version) - 3:34
•   20. Uncle Al (Car Wars Bonus Track) - 01:02

Note: After downloading this content, these tracks can be found in the Ogre folder in the Steam Directory. For more information on the Steam Music Library and Player, click here.

Credits
Tracks 1 - 16, and Track 20 written and arranged by Tom Smith, all vocals by Tom Smith.
Tracks 17 - 19 written and arranged by Matthew Walker, based on the Ogre Suite by Tom Smith.

Tom Smith - http://www.tomsmithonline.com/
Matthew Walker - https://www.mwmusicstuff.com/
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Offline Asid

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Re: Ogre
« Reply #2 on: October 02, 2017, 07:49:36 PM »
The game will cost $24.99
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Offline Asid

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Re: Ogre
« Reply #3 on: October 04, 2017, 06:55:26 PM »
Ogre Launch Gameplay Trailer live now on YouTube!
3 October - AurochJake   
Hello folks!

As I'm sure you're aware, Ogre launches this week on #OctOgre 5th! As part of the buildup to this, we've just set the launch trailer live on YouTube.

We'd love to hear your thoughts and for you to share this around your friends and communities, spreading the gospel of Ogre to those that possibly haven't heard the news yet! You can like us on Facebook, follow us on Twitter and like and subscribe on YouTube!



See you on the battlefield!
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Offline Asid

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Re: Ogre
« Reply #4 on: October 04, 2017, 06:57:53 PM »
Designers Edition board game

« Last Edit: October 05, 2017, 04:17:29 PM by Asid »
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Offline Asid

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Re: Ogre
« Reply #5 on: October 05, 2017, 05:00:47 PM »
Ogre is Now Available on Steam!

The official adaptation of the legendary wargame from Steve Jackson Games. Engage in futuristic warfare with armored hovercraft, superheavy tanks, infantry, and giant cybernetic war machines called "Ogres".
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Offline Asid

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Re: Ogre
« Reply #6 on: October 05, 2017, 08:10:28 PM »
Version 1.1.0.0 Update


New Features
•   Replay Last Player turn functionality added
•   Add end phase hotkey: Return

Bug Fixes
•   Overrun menu previously said "Advanced". It now displays correctly.
•   Unit stacking cost fixes
•   Units were sometimes sliding and skidding away from the center of the tile due to a physics error. This is now fixed, and units display in the correct place within a hex.
•   Turn transition now plays for every overrun phase change.
•   In the Ogre tutorial, there was a bug when ramming enemy Ogre's treads to 0. The tutorial now advances correctly
•   Added localisations to countdowns in mission 2 & 6
•   Missing string for GEV being rammed. This previously displayed as capitalised missing string text, but now displays correctly.
•   The 'How to play digital edition' change log wasn't appearing in the front end HUD. It should now be fully visible.

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Offline Asid

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Re: Ogre
« Reply #7 on: October 06, 2017, 06:04:29 PM »
Version 1.1.2 Update (number is in bottom-left of main game screen)


New Features
•   Added beta testers to credits! Thank you all for your support!
•   Added: New Tutorial for Infantry!
•   Added a link to the Ogre Sixth Edition Rules .pdf to the "Tutorial" screen.
•   Added a link to Ogre Sixth Edition Rules .pdf to "How to Play" screens.
•   Added to the multiplayer status bar and many other buttons, some feedback when hovering & clicking on them.

Bug Fixes
•   Fixed a file corruption issue in the Scenario Creator, leaving players unable to play or load their custom scenarios.
•   The custom scenario browser now informs you if there are no scenarios to display for your chosen filter settings.
•   The "Unranked" filter in the Active Games list has been renamed to "Custom Games" to better reflect its use.
•   Fixed a bug where ramming an ogre to disable it didn't trigger victory conditions
•   You can now see whether you won or lost a Custom Game in the "Active Games" screen
•   Reduced time for tooltips to appear from 1 to 0.66 seconds
•   Fixed some issues where the game hanged during the AI's turn (more info -> it tried to attack infantry that had already been destroyed.)
•   Fixed rule break in the ramming ruleset where Ogre's or Superheavies could not move in to a hex with infantry if it did not have AP weapons.
•   Improvements made to matchmaking (it should be more efficient at widening the net to find a match to your ELO!)

Note - If you don't see Steam update you, log out and back in - it forces Steam to update the game! Thanks :)
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Offline Asid

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Re: Ogre
« Reply #8 on: October 09, 2017, 06:20:46 PM »
Version 1.1.2 Update (number is in bottom-left of main game screen)

New Features
•   Added beta testers to credits! Thank you all for your support!
•   Added: New Tutorial for Infantry!
•   Added a link to the Ogre Sixth Edition Rules .pdf to the "Tutorial" screen.
•   Added a link to Ogre Sixth Edition Rules .pdf to "How to Play" screens.
•   Added to the multiplayer status bar and many other buttons, some feedback when hovering & clicking on them.

Bug Fixes
•   Fixed a file corruption issue in the Scenario Creator, leaving players unable to play or load their custom scenarios.
•   The custom scenario browser now informs you if there are no scenarios to display for your chosen filter settings.
•   The "Unranked" filter in the Active Games list has been renamed to "Custom Games" to better reflect its use.
•   Fixed a bug where ramming an ogre to disable it didn't trigger victory conditions
•   You can now see whether you won or lost a Custom Game in the "Active Games" screen
•   Reduced time for tooltips to appear from 1 to 0.66 seconds
•   Fixed some issues with the AI where the game hung during the firing phase (more info -> it tried to attack infantry that had already been destroyed.)
•   Fixed a bug in the ramming rule set that prevented Ogre's and Super Heavy Tanks from moving into a tile occupied by opposing infantry if it did not have AP weapons.
•   Improvements made to matchmaking (it should be more efficient at widening the net to find a match to your ELO!)

Note - If you don't see Steam update you, log out and back in - it forces Steam to update the game! Thanks :)
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Offline Asid

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Re: Ogre
« Reply #9 on: October 10, 2017, 08:30:27 PM »
Ogre Updated and Improved!
Ogre - AurochJake

We've just launched our third update since launch. We've got an aggressive support and improvement plan that we're undertaking, and we're taking on suggestions and questions from the community and also adding improvements from our own 'good to have' list. Join us and the Ogre community as we take this classic of the war games genre ever onwards, ever forward!

We've also just added a video in this discussion that explains some elements of the UI in more detail and some of the minor tweaks we've made.


Version 1.1.3.0 is available now -

•   Feedback form has been updated - it should now be clearer that it uses the default configured email app; and provides an alternative contact email.
•   Superheavies and grouped infantry now show their remaining attack strength when viewed in the attack context menu.
•   Unit information now shows current as well maximum movement
•   Fixed the known issue where the game would hang when attempting to destroy a road. Roads can now be attacked and destroyed.
•   Scenario 6: Reactor Raid will properly end when an Ogre escapes after all three reactors have been raided.
•   Fixed Ogre Escape conditions for the Super CP Scenario
•   UI: Fixed an issue where the weapon select menu for Superheavies and Infantry would sometimes not disappear when using right-click to close the menu.
•   UI: The "Waiting On Opponent" message now appears and disappears correctly when its your opponent's turn during Overrun.


Version 1.1.4.0 Update

Patch notes
•   Ogres have been increased in size by 50% during Overrun relative to other units.
•   Ogres ramming armour units in Overrun no longer take tread damage, as per rule 8.05.2
•   Fixed bug where Ogre treads were not taking damage during Overrun if the Ogre was the initiator.
•   Disabled armour units can no longer Ram in Overrun
•   Options set in the front end will now carry through to in-game.
•   Mk IIIs Attacking: the victory condition now triggers correctly as soon as the Attacker escapes with a single Ogre.
•   Fixed bug where the Overrun Summary Menu was still visible if the player ended their current phase while it was still open.
•   Fixed bug that caused the Overrun Summary Menu to show either the wrong units or no units for the tile being overrun
•   Terrain Effects Table: Fixed some UI appearing over the top of the table.
•   Terrain Effects Table: Second "Damaged Forest or Town" now correctly reads as "Rubble"
•   Terrain Effects Table: Fixed text saying that Heavy Tracked Vehicles received triple rather than double defence bonus.
•   Movement Info: Fixed "Default" localisation when GEV cannot move during the GEV Moment phase, after having entered a swamp that turn. This now says "Unit is unable to move", which will be improved in a future update.
•   Movement Info: Fixed "Default" localisation when the selecting a train during the movement phase. Now tells the player it can only be moved during the train movement phase.
•   Attack Context Menu: Units with multiple weapons will now correctly display only their remaining attack strength with valid weapons against the currently selected target.
•   Buildings will take half SP damage from attacks when they're in Town tiles
•   Streams are being correctly referred to as Streams, instead of Rivers, in the GEVs & Terrain tutorial
•   Fixed various minor spelling errors across the game.

Thanks for your reports!
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Offline Asid

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Re: Ogre
« Reply #10 on: October 12, 2017, 09:14:49 PM »
News announcement
Ogre - AurochJake

It's been great seeing the reviews of Ogre roll in, the majority of which have been overwhelmingly positive!

"fresh, deep and compelling" - Save or Quit
"A crowd-pleaser for the long-time faithful" - Rock Paper Shotgun
"A videogame everybody wants to see" - PCGamesN

We've updated the game to version 1.2.1.0 with a bunch of new fixes and features.

We've also posted a brand new video explaining some of the new UI features, which you can find below!

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Offline Asid

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Re: Ogre
« Reply #11 on: October 13, 2017, 06:42:53 PM »
Version 1.2.1.0 Update


•   FEATURE: Added a game speed toggle to allow players to set the overall speed of the game.
•   FEATURE:Added a countdown to notify when reinforcements become available in levels that have reinforcements.
•   FEATURE: The attack summary now has a tooltip indicating how attack odds are calculated; based on the current target.
•   Fixed bug where some menus stayed open when entering a new game if the player exited the level while they were open.
•   Fixed bug where the deployment menu kept appearing at the start of the player's turn during campaign missions 9 and 10, even if they had reinforced, or didn't have any reinforcements to deploy
•   Fixed bug where an Ogre's Treads were still target-able after they were already destroyed. The targeting highlight would still show but this is now fixed and working as intended.
•   The attack summary will now take into account whether an Ogre is in a Town when attacking its treads, and show appropriate attack odds.
•   The attack summary now shows a distinct message when attacking treads with a single unit, or multiple units.
•   The attack summary will now show "Automatic Hit" for single Infantry Squads at odds at or above 3:1
The attack summary will now show "No Effect" for any Infantry target when the attack odds are 1:3.or below.
•   Minor Text fixes
•   Fixed Ogre and Heavy Tank ramming damage rule inconsistency



Update version 1.2.2.0

•   FEATURE: Invite System - If you send an invitation to a MP game and the person you're inviting is in a single player game, they will now be notified
•   FEATURE: The Scenario Editor now has helpful hotkeys, which will help with making scenarios quicker and displaying how the system works a little clearer!
•   Disabled units now recovering at correct time
•   Fixed a bug where G.E.V.s were receiving an additional recovery phase just before the G.E.V. movement phase
•   Heavies in Overrun against Ogres now do 2 damage to Treads instead of 1.
•   Added a fix where units in Overrun weren't turning to target the correct opponent
•   Campaign mission 7 reinforcements were showing 0/0 for points values. Now displaying correct values
•   Campaign 8 hang should now be fixed
•   Fixed issue where Infantry were showing 0 attack during overrun
•   All units now showing their correct attack strength
•   Minor text fixes
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Offline Asid

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Re: Ogre
« Reply #12 on: October 20, 2017, 05:46:25 PM »
Ogre updated to Version 1.3.0.0
Ogre - AurochJake

See below for the list of cool new features added to the game. For a comprehensive list of all the bug fixes and content added since release, check out the patch notes thread here!

New Features
•   The "Pin Tile" menu is now available during deployment. This can be used to inspect stacks during deployment.
•   Unit information now shows up while hovering over tiles with a single unit during deployment.
•   During the attack phase; you can now click on tiles with a single target to immediately select your target. (Unless that target is an Ogre.)
•   Flyouts have been added to attack summary for attackers and targets.
•   During the attack phase, when selecting a target, contextual information about a terrain overlay will show. (If a single unit and a terrain overlay are both placed in a tile, unit info will be shown instead)

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Re: Ogre
« Reply #13 on: November 16, 2017, 06:54:27 PM »
Think you’re good at Ogre? Prove it this Thanksgiving

Hello!
Jake here and it’s time to talk multiplayer!

If you’re an avid player of Ogre and are looking for new multiplayer opponents to take on, then I hope you’ll join the rest of the community online this Thanksgiving (Thursday 23rd November). We're looking to organise a total of six play sessions at the following times:

UK Time - 3PM, 5PM, 7PM, 9PM, 11PM, 1AM
EST - 10AM, 12PM, 2PM, 4PM, 6PM, 8PM
PST - 07AM, 09AM, 11AM, 1PM, 3PM, 5PM

Be in-game under the Ranked Matchmaking multiplayer tab, then hit Play to search for an opponent.

While you do need to be online to matchmake with an opponent, once a game is in progress you can safely log off, play single player or other multiplayer games, and make custom scenarios. In fact you can exit the game entirely and leave it for up to 24 hours before returning and taking your turn. You’ll also receive a notification within Steam whenever your opponent finishes all their actions - perfect if your opponent is halfway across the world.

Pro tip: you can participate in multiple games at once. Simply repeat the procedure to enter a Ranked or Custom Game. To see your active games, just go to the Multiplayer screen, and select 'Active Games'. You should see 'Ranked' and 'Custom' tabs, where each type of game is held.

This first multiplayer session we’re organising is a bit of an experiment, but we’re hoping to make this a regular event if it proves popular, so tell your friends, tell your family, tell your cat... basically tell anyone who might be interested to come join us on Thursday 23rd November at the times above for some Ogre multiplayer action!

And if you can’t wait for Thursday 23rd November, in the meantime you can join the Auroch Digital Fans group on Steam, and enter your details on the
Multiplayer Meeting Post and start adding the other players to your Steam Friends List - they’re a fine bunch of folk who are regular Ogre players looking for more opponents.

See you on the battlefield!

Jake Connor - jake@aurochdigital.com
Community Manager, Auroch Digital
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Re: Ogre
« Reply #14 on: November 22, 2017, 06:25:24 PM »
Ogre updated to Version 1.5.3.0! GEV scenarios, Mac support and more!
Ogre - AurochJake

Hello everyone!

We're finally ready to roll our the major new update to the game! We thank everyone for their feedback and co-operation, we know it's taken a little while and your patience during this period is HUGELY appreciated!

See below for the awesome new features and fixes that the update contains;


Update 1.5.3.0

Features
- Ogre now available for Mac users!
- Movement added for stacks of units.
- GEV maps and scenarios added to single player, with multiplayer coming very soon!
- Scenario Creator now has Undo/Redo and various tooltip improvements to aid newer users and better explain functions. Should also be able to publish scenarios of any size now.
- Confirm End Phase and Auto-End Phase now added as options in the Game Settings menu.
- 90 degree angle camera increments now added as an option in the Game Settings menu.

Fixes
- GEV recovery should now be working as intended.
- Added in countdown on Campaign level 4 back into the game
- Right-shift now works for multi-selecting units (beta user request)
- Changed Nightfall faction colour in combat log to aid visibility.
- Save/Load should now be working correctly. Removed option to save during enemy turn.
- Units can now leave a Bridge/Road hex which has been cut at the end.
- Restart Mission Crash no longer occurring.
- Camo units no longer show unit type on hover.
- Skip reinforcement deployment phase when there are no units left to deploy.
- Overrun bug fixes and improvements.
- Escape Zones now should be working in every game mode
- Overrunning a treadless Mk 1 with Light Tank should no longer cause any issues.
- General text and minor fixes.
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