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Offline Asid

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Re: Ogre
« Reply #15 on: November 22, 2017, 07:30:49 PM »
Thanksgiving Multiplayer Event - 23rd November




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 Steam group, 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!
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Offline Asid

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Re: Ogre
« Reply #16 on: November 30, 2017, 06:21:47 PM »
Join Auroch Digital every Friday for Ogre multiplayer!

Hello!
After our recent Tanksgiving day, you demonstrated that there’s an appetite for co-ordinated multiplayer events so that you can find more opponents for asynchronous games of Ogre. That’s why we’re going to make every Friday a multiplayer day!

There are six key times on a Friday to be aware of, they are:

UK - 5PM, 7PM, 9PM, 11PM, 1AM, 3AM
Eastern - 12PM, 2PM, 4PM, 6PM, 8PM, 10PM
Pacific - 09AM, 11AM, 1PM, 3PM, 5PM, 7PM

To get involved, you need to be online and under the Ranked Matchmaking multiplayer tab at one or more of those times, then hit Play to search for an opponent.

Due to the way our system is structured, you only need to be online to matchmake with an opponent. Once a game is in progress you can safely log off, play another element of the game, or even exit the game entirely, and leave it for up to 24 hours before you need to return and take an action (or concede the match). You’ll also receive a notification within Steam when your opponent finishes their actions.

You can also participate in multiple games at once - simply repeat the steps above. To see your active games, go to the Multiplayer screen, and select 'Active Games'. You should see 'Ranked' and 'Custom' tabs, where each type of game is held.

As always, if you want even more Ogre multiplayer outside of these times, join the Auroch Digital Fans Steam Group and check the Members tab to see when other Ogre players are online, and you can add your details to the Multiplayer Meeting Post too.


Important note! We’re going to run these “official” Friday sessions for a trial period up until (and including) 26th January 2018 with reminders on our social media, and we have something very special planned for the end of the year with this too. But whether it continues in an officially organised capacity past that date is entirely down to whether there’s continued interest.

If you feel like this is something you’d like to see more of, please help us spread the word, encourage your friends to get involved, and if you have feedback on how it’s being run then let me know via jake@aurochdigital.com as I’m keen for this to be a collaborative effort between our studio and yourselves.

Important note #2! There will be a small hotfix to address a Scenario Creator-related issue tomorrow ahead of the event, just so you're aware.

Thanks!
All the best,

Jake Connor - jake@aurochdigital.com
Community Manager, Auroch Digital
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Offline Asid

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Re: Ogre
« Reply #17 on: December 13, 2017, 05:11:42 PM »
Update 1.5.12.0

Features
•   Added 'Scroll to Zoom' as a toggle in Options
•   Warning popup added when ignoring reinforcements on the last turn they're available.

Bug fixes
•   Mobile Howitzer can now move when deployed in rubble/city
•   Fixed exploit where a unit could enter more Overruns than their movement points allowed
•   Error finding victory condition fix

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Offline Asid

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Re: Ogre
« Reply #18 on: December 19, 2017, 08:08:29 PM »
Your chance to play Steve Jackson at his own game - Ogre Celebrity Multiplayer Event!

Hello everyone!

Jake from Auroch Digital here, and wow do we have a Christmas treat for you! You may be aware that we’ve been running Ogre Multiplayer Fridays recently as a way to get as many people involved in multiplayer games as possible. These have been good fun and have led to some fantastic games between members of this great community, and even between the developers and fans!

This week, as it’s the final Friday before Christmas, we’re giving you a chance to play not just against the developers of the digital adaptation, but against a range of Ogre and Steve Jackson Games’ royalty and celebrities, including the man himself!

The full list of celebrities and Ogre experts taking part is as follows;
•   Steve Jackson - the legendary designer of Ogre, GURPS, Car Wars, Munchkin and more… Available between 11 am - 4 pm EST / 4 pm - 9 pm UK
•   Winchell Chung - the man behind the iconic artwork of the original board game. 12 pm - 4 pm EST / 5 pm - 9 pm UK
•   Steven J Marsh - GURPS Project Manager. 4 pm - 8 pm EST / 9 pm - 1 am UK
•   Drew Metzger - Ogre Line Editor. 2 pm - 5 pm EST / 7 pm - 10 pm UK
•   Devin Lewis - Game Designer and Munchkin Editorial Assistant. 5 pm - 8 pm EST / 10 pm - 1 am UK.
•   Jake Connor - that’s me! Community Manager at Auroch Digital. 10 am - 2 pm EST / 3 pm - 7 pm UK.
•   Steve Martin - Designer on the Ogre Steam adaptation. 10 am - 2 pm EST / 3 pm - 7 pm UK

All you need to do is log in at any of the above times, head to ‘Ranked Matchmaking’ and begin searching!
Important note - matchmaking is random and there is no strict guarantee that you will definitely be matched with any of the noted participants above. We will be available throughout the day and playing against the first opponents we match against. We will be playing multiple games so if you don’t match someone above immediately, feel free to try again later! As a rule of thumb, a game takes around 30-45 mins.

As always on Multiplayer Fridays, there are six key times to be aware of, if you want to keep matching fellow players outside of the celebrity slots:
Friday 22nd December
UK - 3PM, 5PM, 7PM, 9PM, 11PM, 1AM
Eastern - 10AM, 12PM, 2PM, 4PM, 6PM, 8PM
Pacific - 07AM, 09AM, 11AM, 1PM, 3PM, 5PM

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. You’ll also receive a notification within Steam whenever your opponent finishes all their actions - perfect if your opponent is halfway across the world. Just remember that if you are playing a celebrity, you need to complete your game during their scheduled time slot on December 22.

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.

We look forward to seeing you on the battlefield this Friday!

All the best,

Jake Connor - jake@aurochdigital.com
Community Manager, Auroch Digital
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Offline Asid

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Re: Ogre
« Reply #19 on: March 10, 2018, 11:28:21 PM »
Game Updated!
Ogre - Auroch Digital

Hey all, just to let you all know that we've added some improvements and also fixed a bunch of issues. Full details are below. Thanks! Auroch Digital team.

Live Now! Ogre Update 1.5.13.3

Update 1.5.13.3

Hey all, happy to announce an update to Ogre. First off we want to say huge thanks to everyone for sending in bug reports, suggestions and error logs. It's been a huge help and has helped us to track down a bunch of issues we'd been unable to replicate.

Improvements:
•   Removed G.E.V. Start and Stop sounds. We received feedback that these sounds were quite high pitch and simply unpleasant. We agree in this case and think for now they should be disabled.
•   When attacking with an Ogre, holding shift now highlights which weapon charge will get removed.
•   Some minor text improvements.

Bug fixes
•   Fixed a bug where a unit that is stuck in a swamp/rubble can sometimes be selected to move (But cannot move.)
•   Fixed multiple issues in regards to Saving and Loading, especially in G.E.V. maps.
•   Fixed a range of desync issues in multiplayer, including issues with reinforcements, overrun, the train, recovery rolls and games ending.
•   Fixed a range of UI issues in multiplayer, including issues with the turn indicator (showed opposing players to be in the G.E.V. phase when it was not their turn) and the event indicator (showing the number of turns until an event happens) occasionally showing an incorrect value.
•   Fixed some issues with reconnecting to a multiplayer game, particularly in G.E.V. maps. These were issues where the game could load in an incorrect phase or units could be in an incorrect state.
•   Note these fixes should have benefits to other areas of the game as they remove a bunch of issues that might impact on other areas.

Thanks

Auroch Digital team.

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Offline Asid

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Re: Ogre
« Reply #20 on: May 10, 2018, 04:39:52 PM »
Update version 1.5.14.0
Ogre - AurochJake

•   Multiplayer network fix - this should fix a number of issues related to quitting and re-entering MP games, and dealing with spikes and/or drops in connectivity.
•   Ogre should be able to spend 1M and ram the infantry it's already on. Previously, the game would not let you ram a hex if there was more than 1 enemy unit on it.
•   Fixed some terrain rules related with water and bridges - units moving under a bridge now STAY under the bridge (cannot move under a bridge and then on to land in the same move). Water and Bridges no longer provide the same bonus within one movement phase, and being on a bridge now only applies the movement bonus to the roads coming off either side of it. Moving onto a bridge hex from either side, rather than the connected edge, means the unit is still in water.
•   Pathfinding / movement path issue where clicking a destination hex, cancelling, and then deciding to move to this hex, would result in a single-click moving the unit, rather than double-clicking as it should be, is now fixed.
•   As per a request, we've moved the Version Number from the bottom left of the Home screen (behind the Logging In overlay) to the bottom right of the same screen, so it should always be immediately visible.

An absolutely MASSIVE thank you to everyone who has provided feedback, logs, screenshots etc. to help us track down these issues and those that have been fixed up to this point, some of which have been very tricky to replicate and track down.

We appreciate it all :)

There are a few known issues which we'll continue to work on fixing, and of course, if you find any yourself, let us know by the usual channels.

Thanks again!

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Offline Asid

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Re: Ogre
« Reply #21 on: May 22, 2018, 07:39:23 PM »
Ogre MP Hotfix pushed
22/05/18


If you seen an update to Ogre today, not to worry - we just pushed a hotfix out to remedy an issue that some users were having with Multiplayer.

This was a small issue related to the most recent update, but this should no longer be any hindrance in your journey to become the best strategic mind of the late 21st century!

As always, if you encounter any issues with this, please let me know on jake@aurochdigital.com with as much information as possible about how to replicate the issue, along with your output log and any relevant screenshots / video clips.

Thanks a lot :)
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Offline Asid

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Re: Ogre
« Reply #22 on: June 13, 2018, 10:44:51 PM »
Update on Ongoing Work...

Reporting back on long day of work and our progress. We're working on an improvement to the MP game to catch a couple of turns of corrupted data we've seen happen. That will be incoming we hope tomorrow.

For now we've 'banked' the other fixes we'd been working on into a Beta (password 9UtpzAM9RVKakE52) if anyone wants to check it out. Would suggest not starting any new MP games with this as we're going to change the MP structure in it.

1.5.15.0

Multiplayer:
- Fixed bug in multiplayer where camouflage stacks did not correctly refresh for both players.
General bug fixes:
- Improved moving or deleting a single squad of infantry during deployment no longer shows the context menu if they are a squad of 2 or 3.
- Fixed bug where Deployment selection states were not always updating correctly.
- Fixed bug in deployment where units occasionally became un-selectable after moving.

Another update tomorrow and we'll move these into the main branch, assuming things go to plan! Thanks :)
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Offline Asid

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Re: Ogre
« Reply #23 on: June 13, 2018, 10:45:48 PM »
Update 1.5.20.0

Rules fix
•   Superheavy Tanks and Ogres now correctly ignore rubble and can no longer become stuck.

Multiplayer:
•   Fixed bug in multiplayer where camouflage stacks did not correctly refresh for both players.
•   Fixed bug with disabled units not recovering correctly in PBEM games.
•   Fixed bug with train message box causing issues during Async gameplay.
•   Network code has been improved and steps have been taken to validate commands between the player and the server, we discovered some rare occurrences (0.0005%) of network calls becoming corrupted and causing multiplayer games to break.

General bug fixes:
•   Moving or deleting a single squad of infantry during deployment no longer shows the context menu if they are a squad of 2 or 3.
•   Fixed bug where deployment selection states were not always updating correctly.
•   Fixed bug in deployment where units occasionally became un-selectable after moving.
•   Fixed bug where it was possible to spend a unit's cost multiple times during deployment.

We've got another updated to fix a couple of other minor issues incoming!

Thanks all for input and patience! (and special thanks to GranitePenguin for coming online in the wee early hours to play a game with us!)
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Offline Asid

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Re: Ogre
« Reply #24 on: June 28, 2018, 09:13:03 PM »
Update 1.6.2.0
Ogre - AurochJake

•   Feature addition! - Scenario Export tool. This was suggested by user Onwaaard and means users can now export images of their scenarios at their chosen resolution, meaning users can theoretically print out their custom scenarios and make their own Ogre game boards!
•   Fixed bug with non infantry and G.E.V. units being unable to use railroad bridges.
•   Fixed bug where occasionally units on a hex containing a road/rail/bridge that were not on it, were still receiving the movement cost as if they were.
•   Fixed bug where AI could attack twice with AP guns during the first turn of an overrun.
•   Fixed a few bugs with scenario editor crashing on open and randomly freezing.

As always, if you encounter any issues or have any feedback, let me know on jake@aurochdigital.com and I'll get back to you as soon as possible. This is particularly pertinent with the new export tool, as it is still a work in progress. It would be great to hear back from you after some experimentation, as lots of you have different setups etc. :)

Thanks everyone!

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Offline Asid

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Re: Ogre
« Reply #25 on: June 29, 2018, 08:46:44 PM »
Update 1.6.2.0
Ogre - AurochJake

•   Feature addition! - Scenario Export tool. This was suggested by user Onwaaard and means users can now export images of their scenarios at their chosen resolution, meaning users can theoretically print out their custom scenarios and make their own Ogre game boards!
•   Fixed bug with non infantry and G.E.V. units being unable to use railroad bridges.
•   Fixed bug where occasionally units on a hex containing a road/rail/bridge that were not on it, were still receiving the movement cost as if they were.
•   Fixed bug where AI could attack twice with AP guns during the first turn of an overrun.
•   Fixed a few bugs with scenario editor crashing on open and randomly freezing.

As always, if you encounter any issues or have any feedback, let me know on jake@aurochdigital.com and I'll get back to you as soon as possible. This is particularly pertinent with the new export tool, as it is still a work in progress. It would be great to hear back from you after some experimentation, as lots of you have different setups etc. :)

Thanks everyone!

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Offline Asid

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Re: Ogre
« Reply #26 on: July 05, 2018, 09:29:13 PM »
Ogre Update 1.6.3.3
Ogre - AurochJake

•   Feature Request implemented - INF squads and SHVYs can now group their attacks on Ogre treads.
•   Darkened Rubble hexes in the Scenario Exporter.
•   Fixed an issue where INF and Marines were being rammed in Overruns.
•   Fixed an issue where users were unable to load Campaign or Skirmish games after using the Scenario Creator.
•   Stacking Limit bug fixed - previously, if you clicked Cancel on the Stacking Limit warning, you could then Advance by ending your turn again, with all the units still in the overloaded stack.
•   Added recent multiplayer testers to Credits under Special Thanks.
•   Fixed a bug where the credits weren't showing up at all.

As always, do please let us know your thoughts and feedback. If you experience any issues, you can let me know on jake@aurochdigital.com

Thanks!

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Offline Asid

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Re: Ogre
« Reply #27 on: July 23, 2018, 06:41:17 PM »
Ogre Update 1.6.6.0
Ogre - AurochJake

•   Mk.1 now showing damage on model (Main Battery damaged state was not displaying)
•   Legal text added to exported scenario screens at 40x40. You may need to export it twice, this will be fixed in the next update.
•   Campaign launch error fixed
•   Ogres now taking correct Tread Damage when ramming in Overrun
•   Overrun was previously too short for disarmed Ogres. This should now be correct.

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Re: Ogre
« Reply #28 on: September 11, 2018, 10:18:22 PM »
Ogre Updated! V1.6.8 Let the tanks roll onwards!
Ogre - Auroch Digital

Hey all. Just a quick note to say that we've updated to Version Number 1.6.8 (Build ID: 3111059)

In this version we've:
•   Added fallback shaders to help with graphical glitches some players were experiencing.
•   Fixed a bunch of incorrect or missing text.
•   Fixed some issues with units having incorrect stats in the Campaign.
•   Fixed an issue with menu overlap in the Scenario Creator.

As ever, do let us know feedback and issues. If you're enjoying the game please do leave a review...

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