Translations for our friends around the world.

Recent Posts

Pages: [1] 2 3 ... 10
1
Games Discussion / Re: SAELIG
« Last post by Asid on Today at 10:37:06 AM »
Update 36.15 - Tiny update
Thu, 11 August 2022



Just a tiny little update for the following

    Fixed businesses offloading goods into houses
    Fixed an inventory duplication bug when dealing with outfits and your pack
    You should now be able to make leather in your longhouse

2
Games Discussion / Re: Britannia
« Last post by Asid on Today at 10:34:46 AM »
Week 5 (August) Update
Thu, 11 August 2022




NEW

    (Languages) Added support for German and Spanish


IMPROVEMENTS

    (Localization) Improved readability of most texts in Chinese
    (AI) AI will no longer grant full population points to its vassals


FIXES

    (Retreat) Fixed a bug where a nation could not retreat from a battle to an empty region if only a leader and a unit were alive. Fixed a bug that allowed Saxon Burhs to retreat.
    (Victory Points) Fixed a bug where VP point limits were incorrectly applied and displayed to the player
    (Nations) Fixed a bug where a nation still had a turn to play while having no unit left on the map and no chance of getting reinforcements this turn
    (King events) Fixed scale of image and text announcing the arrival of a royal unit.
    (AI) Fixed a bug that caused a nation not to move any units and could cause unit destruction by overpopulation. Fixed a bug where a nation did not invade if all landing regions were occupied by nations belonging to the same player. Fixed a bug were AI units were left in the sea while the rules required them to land.
    (Battle) Fixed a bug where AI could retreat a Leader, leaving it alone in the retreat region
    (Move) Fixed a bug where AI did not respect overrun rule
    (Move) Fixed bug where Saxon Buhrs were granted 3 move points if contained in a stack with a leader
    (Submission) Fixed a bug where Angles were asked to evacuate regions outside of Scotland + Galloway on Brigantes submission
    (Map) Fixed a bug that could cause the units to disappear from the Map
    (Submission) Fixed a bug were the window asking for submission appeared during AI movement, causing a whole range of unexpected behaviors of the game

3
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on Today at 10:32:39 AM »
Update 1.30: Suicide bombers
Thu, August 11, 2022


Dear operators,

1.30 is online. This update adds a new enemy: Suicide bomber!

They are ready to blow themselves up to kill an operator or a hostage...

[CHANGELOG]
- Add: New enemy - Suicide bomber
- Add: Difficulty option - Suicide bombers
- Add: Rendering of scope recoil
- Add: Current order in UI teammate
- Add: Report when alarm went off
- Improve: Inputs menu
- Improve: Gameplay menu
- Improve: Debriefing cinematic
- Improve: Optimization of synchronized orders
- Fix: AI might not find cover correctly

4
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on Today at 10:30:50 AM »
Update 0.92 is out - AGC P30 & SPS, first PADs, improved Apollo Entry!
Thu, 11 August 2022



Reentry version 0.92 is primarily about improving existing features in preparation for the 1.0 milestone (keep in mind that 1.0 is just the beginning towards version 2.0). The major features in this update is a big overhaul of P30 in the AGC, a central piece of software used in all AGC controlled SPS/RCS burns, the introduction of a Preliminary Advisory Data (PADs) system and a big overhaul to atmospheric entry in Apollo and the related Entry Monitoring System (EMS).

In addition, hundreds of bugs and issues has been resolved in Mercury, Gemini and Apollo.

Note: If this build causes issues for you, you can use the Steam Beta Tabs to roll back to version 0.91.


Let's dive into the details:




Read on.... https://steamcommunity.com/games/882140/announcements/detail/3382785191076437791
5
Small patch - please download
Thu, 11 August 2022


Fixed an issue with the editor and with the "select all" campaign button that previously did not add the Mission Pack South DLC operations when the DLC was purchased.




6
Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on Yesterday at 12:20:57 AM »
Tune in tomorrow (8/11) to learn what's new in 0.92!
10 Aug 2022


Going live with this video tomorrow to talk about the new features you will find in Reentry update 0.92!




Hope to see you there, and feel free to ask me any questions (AMA) on the chat, I will be available during the entire show to answer your questions about Reentry - An Orbital Simulator.

Upcoming Event Starts Thu, 11 August 2022  BST

7
Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on Yesterday at 12:16:04 AM »
Ready or Not Update - Build 21874
Tue, 9 August 2022



AI

    Fix animation pop when AI is surrendering
    Fix suspects not entering cover consistently due to always tracking their movement vector and/or last known enemy location
    Fix cover entry location sometimes not being calculated correctly (leading to difficulties entering cover properly)
    Fix suspects unable to enter cover in tight spaces


UI

    Loadout item selection list now oriented vertically with an interactive scroll bar
    Weapon attachment configurations should now persist in their last state as intended, even after switching away or leaving the loadout menu.
    Full Loadout Presets are now enabled and can be selected and saved from the dropdown on the overview.
    Presets can be quickly applied to AI officers
    “Default” option will reset the loadout (this cannot be overwritten or deleted)


If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play testing events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
VOID Interactive

8
Games Discussion / Re: Armoured Commander II
« Last post by Asid on August 10, 2022, 11:23:21 PM »
Update 1.2.4
Tue, 9 August 2022



1.2.4 Changelog

ADD: Air attacks can now be turned away by enemy AA weapons on the ground - friendly fire air attacks may also be turned away by friendly AA

CNG: Units that attempt to unbog now only having Moving status if they successfully unbog

FIX: Issue with moving AI units where they would not pivot to correct direction, and their turret (if any) could be rotated even if it were Fixed
FIX: Possible that incoming aircraft would try and spot units that had already been destroyed
FIX: Steam achievement for Polish Cross of Independence not being tracked properly
FIX: Campaign Day Random Event messages were still being added to the day log

9
Games Discussion / Re: Stars End
« Last post by Asid on August 10, 2022, 11:20:48 PM »
Update 65 - Major Changes
Wed, 10 August 2022



Hey Everyone,

And we are back with our 65th update. This update includes a lot of noticeable changes, as we decided to save the rest of the back-end stuff like Unity engine and PUN 2.0 for the next update 66, and get more content and gameplay features out first.


You`ll see improvements everywhere – from the majority of user interface windows to new loading screens. In addition, a lot of gameplay mechanics has been reworked, new epic world locations has been added, AI NPCs reworked and so much more. Another change of note is that NPC Merchants only buy the type of goods that they sell – one step closer to the dynamic trading system we plan ahead. Please note we would need a few days to properly balance out the new Merchant system and pricing - it’s a lot of items, merchants and locations...

Next update 66 is about two weeks away. And will finally upgrade Stars End to the new version of Unity engine, as well as new network code with PUN 2.0 engine - so everything will get a lot faster, smoother and better. We will also include more new space vehicles – can’t wait for you to try these out. (Have them working but they use new Unity engine version - sorry about the delay with these)

Now let’s take a look at what Update 65mbrings...

Update 65

    Majority of the user interface art, styling e.t.c have been updated or reworked
    Added a lot of new UI capabilities like dragging and dropping items and more
    Fixed a lot of issues and bugs the previous version of the UI had
    Major changes to merchant system in preparation for dynamic trading across the star system
    Certain Merchants will now only buy certain wares from players, and offer different prices. For example if you have a lot of spare Ore to sell you will need to travel to Orbital station to sell it to the Ore merchant
    Gameplay now rewards selling resources or components to Merchants in certain locations
    Humanoid AI guarding Com Tower outposts now gives player amazing loot
    Humanoid AI will only attack if there’s a bounty on the player, or player attacks it
    Completely revised Humanoid AI - new weapons, new abilities, new behaviors
    Humanoid AI now uses shotgun, and will strive to avoid player attacks
    Melee attacks for humanoid AI in close range
    Everything is set for placement of humanoid AI into majority of locations in the game world as well as massive AI defended bases
    A lot of improvements, new locations, new resources added for Janson planet
    New story location - Planet Core Stabilizers - two of them on Janson planet, near the Delta outpost. NPCs to be added soon.
    New story location - Mercantile Fleet in Beta Prairie orbit - had several capital ships player can land on, fight NPCs and loot
    Added new capital sip to the game - Titan Battleship class (can be visited and explored by the Mercantile Fleet location)
    Added new capital sip to the game - Homebase Carrier class (can be visited and explored by the Mercantile Fleet location)
    New HD screen blood effect really makes combat visually engaging when taking damage
    Completely reworked loot system for dead bodies of animals and humanoids
    Looting dead bodies is now more rewarding and comes with more loot variety of the correct type
    Looting containers, or stealing from them now gives bigger rewards
    Several all new loading screens added using concept art for the game
    Changed the way loading of the game works - new progress bar, placement e.t.c
    A lot of back-end changes to loading into the game world
    Fix issues and bugs with capturable hubs not saving what players has built
    Fixed some exploits with item copying
    Fixed an issue with the loading screen rendering the HUD on top of it
    Fixed bounty waypoints not showing up for outlaw players
    Fixed long standing issue where loot containers cant be opened twice
    Bounties also adjusted to note be added twice in these circumstances
    Fixed issues with Humanoid AI randomly disappearing (this will be applied to all characters soon)
    Ignite device popup window updated to use the new UI system and the generic popup implementation.
    A lot of other back-end stuff that we shouldn't bore our players with - thanks for reading this far in!

10
Games Discussion / Re: SpaceEngine
« Last post by Asid on August 09, 2022, 11:36:01 AM »
WARNING: Do NOT use AMD optional drivers with SE!
Mon, 8 August 2022



AMD's recent 22.7.1 optional drivers break numerous things in SpaceEngine and make it practically unusable


This is a WARNING to users of AMD graphics cards NOT to use the 22.7.1 optional drivers with SpaceEngine! These drivers break numerous things in SE and make it practically unusable. The worst issue is extremely slow loading of terrain textures on stars and planetary bodies. Auto exposure is also broken, as are bloom, glare, diffraction spikes, and any other feature that relies on the same low-res image buffer as those.

The cause for the extremely slow terrain loading (up to 500 ms per tile on a system with a 6700 XT, Ryzen 5600, 32 GB of high-speed RAM, and NVMe SSDs) seems to be that this driver version reports the physical VRAM amount as being the sum of both physical AND virtual VRAM, and when SE runs, data is sent to both physical and virtual VRAM interchangeably, instead of only using physical VRAM until it's full. This means, instead of terrain tiles being stored only in the very fast memory directly connected to the GPU, data is ALSO sent through the PCIe bus to the CPU to be redirected to the virtual VRAM pool, which is dozens of times slower than just using the GPU's dedicated VRAM. The cause of the other issues requires further investigation.

We still need to investigate and try to discuss with AMD why these issues are happening and how to fix them. In the meantime, do NOT use the 22.7.1 optional drivers, and instead use the 22.5.1 recommended (WHQL) drivers
, which in our testing was actually the best driver for running SE that AMD has released in a long time, and seemed to fix at least 1 major causes of glitches, freezing, and crashing on AMD GPUs.

We will keep you updated on this issue and will let you know when it's resolved.


Pages: [1] 2 3 ... 10