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41
Games Discussion / Re: Britannia
« Last post by Asid on April 05, 2024, 12:33:04 AM »
Britannia final release
Thu, 4 April 2024



Game released from Early Access

We are pleased to announce that the Multiplayer version of the game is now available for play.
Therefore the game is now officially out of Early Access and in its vanilla 1.00 version.

Have fun with your friends and enjoy human vs human(s) matches.

We thank all of those who already supported us in the previous months and allowed us to achieve this stage.

42
Games Discussion / Re: Terminator: Dark Fate - Defiance
« Last post by Asid on April 05, 2024, 12:33:00 AM »
Year One Roadmap
Thu, April 4, 2024




Greetings players,

We have been hard at work on new plans, and we are now ready to tell you what is in store for the first year of post-release development of the game.




Free Updates
The initial free updates will primarily concentrate on enhancing multiplayer and skirmish modes, introducing new maps, modes, and features, including the first Multiplayer Co-op maps.

Subsequently, a campaign update will be released, offering customizable difficulty options, and a new mission for T-Force within the main campaign.

Further multiplayer updates are scheduled for later in the year with even more maps, more Co-Op games, and also in game chat. Alongside all of this will be ongoing quality-of-life improvements.

Premium Content
We are currently developing the first DLC to be released this year — a campaign that explores the continuing war between man and machine from a fresh perspective. In this DLC, players will have the opportunity to play as the Machines themselves. Expect new mission locations, units, and many other exciting additions as the story continues.


43
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on April 05, 2024, 12:32:54 AM »
Headquarters: World War II - Live event on April 11th
Thu, April 4, 2024



We will host a special event to the launch of the game


Hello everyone,

The day is fast approaching for the launch of Headquarters: World War II on April 11th. On that day, we have prepared a special live event dedicated to it, right here in our Milan office.

To begin, we'll delve into the setting and background of Headquarters: World War II, with insights from the developer team at Starni Games.



We've also invited some experts to participate in a highly interesting roundtable discussion on Headquarters: World War II tactics. Our guest speakers include Mark Goddard, a wargames expert and beta tester for Headquarters, who has closely followed the game's development.



Joining him is the streamer, RangerArea. Together, they will demonstrate the best tactics and strategies to deploy in Headquarters: World War II.

Don’t miss our schedule:



Join us from 10:30 CET for an exclusive showcase of the game by RangerArea and StrategieEcke, presented entirely in German. This captivating hour long presentation will set the stage for the game's release at 15:30.

At 17:00, join us for our usual Tea Time show where Marco will host a special guest: Oleksandr, Lead Game Designer at Starni Games, who will provide a live commentary on the game's launch, and we'll then pass the stage to Richard Yorke, who will celebrate with us by showcasing Headquarters: World War II.

Mark your calendars for April 11th we'll see you there!


44
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on April 05, 2024, 12:08:02 AM »
https://www.steelbeasts.com/topic/55-we-love-screenshots/page/140/#comment-239133
Ssnake is talking about repairing and re-crewing captured vehicles:
Quote from: Ssnake
Not an option in V4. V5 will use a different approach for a number of reasons, this being one of them.
45
Steel Beasts Pro / Re: Steel Beasts 4.3 Thread
« Last post by Rinix on April 04, 2024, 01:00:42 AM »
https://www.steelbeasts.com/topic/17467-ai-has-absurdly-good-vision-additionally-under-10times-game-speed-ai-drives-much-worse-than-they-are-under-normal-game-speed/#comment-239109
Quote from: Ssnake
Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course.
While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges.

https://www.steelbeasts.com/topic/17467-ai-has-absurdly-good-vision-additionally-under-10times-game-speed-ai-drives-much-worse-than-they-are-under-normal-game-speed/#comment-239113
Quote from: Ssnake
No. There will be a final 4.3 update this year (summer...autumn-ish), and, probably, a major upgrade next year. Whether that will bear the number 4.4 or something else, I don't know yet. We try to maintain the established three-year cycle
2013 (3.0)
2016 (4.0)
2019 (4.1)
2022 (4.3)
46
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on April 04, 2024, 12:17:05 AM »
Update 1.49: New Maps, Steam Achievements, Photo & Video mode, QOL Improvements
Wed, 3 April 2024




Greetings operators,
It is time. Set to be released on April 3, at 6pm, GMT+1, let’s deep dive in a quick preview of what Black One Blood Brothers 1.49 update has in store for you.





Mall of Eden & The Mines

First and foremost, the highly anticipated two new maps: Mall of Eden and the Mines. Both of them will unlock new endless possibilities of gameplay to enjoy.



First, the Mall of Eden is a maze of corridors, shops and rooms, that will allow exciting close combat fights. But beware operators. There is little to no place for mistakes, especially if you have to free hostages or captured agents. Mind the cameras, be stealthy, and plan carefully your next moves.

If you’re more into open theatres, you will enjoy the Mines. With a strong verticality and natural covers, you’ll have to be smarter than your enemies to take advantage of the topography of the map. It’s easy to lose yourself on the bridge and get caught off by the beauty of nature, but you’ll be completely vulnerable on this part of the map. So hurry up, keep your feet off the edges, and focus on your objectives.




Photo & Video Mode

1.49 is also bringing a fan favorite feature: the photo and video mode. Create great memories of your missions and custom maps, be creative, and take your game to the next level. Whether you’re a content creator or just a cinematographic lover, the photo and video feature will unlock a new horizon to the game. It’s easy to customize every aspect of the picture quality to create the perfect video or photo. Don’t forget to share them with us.


And much more...

Speaking of creativity, tons of new assets are brought to the map editor, from new doors to new environment items. It has never been a better time to bring life to your ideas.

These are not the only new features that you’ll enjoy in the 1.49 update: for instance, a new system of waves is being introduced in the siege and war modes. You’ll also notice some UI and quality of life improvements, such as better menus and way to hold your weapons more realistically, and a brand new soundtrack, for a darker game.


See below for the complete patchnote. We cannot wait for you to try the new update.

FEATURED

- Addition: New map - Mall of Eden
- Addition: New map - The Mines
- Addition: 94 new steam achievements
- Addition: Video mode

CONTENT

- Addition: New award - Collect "United We Conquer" in The Compound
- Addition: New award - Collect "Forces spéciales et unités d'élite (Tome 2)" in ARIAL offshore drilling
- Addition: New award - Collect "BRI: Les formes de l'ombre (Tome 2)" in Mall of Eden
- Addition: New award - Finish a mission on "Mall of Eden"
- Addition: New award - Finish a mission on "The Mines"
- Addition: New tutorial text about weight of your equipment

GAMEPLAY

- Addition: New arm posture when using a handgun, reducing the distance before the weapon is obstructed from firing upon collision with the environment
- Addition: Edit squad directly in mission menu
- Addition: Wave system in "War" and "Siege" mode
- Addition: New gameplay option "Depth of field with night vision"
- Addition: New lights in "Training Center" map
- Addition: Player-controlled operator stops leaning if he collides with their environment
- Addition: Lights near the prisoner at the start of a "Prisoner of War" night mission
- Addition: Difficulty options are displayed by category
- Addition: Security cameras fall when they are disabled or destroyed
- Addition: "Music" and "Logistics" tabs in the mission menu are now visible by unlocking access in the "Extras" menu of the game options
- Addition: Enemies are now manipulable in the photo/video mode
- Improvement: Camera behavior in third-person view when the camera collides with the environment
- Improvement: Animation of aiming a firearm with a laser sight in first-person view
- Improvement: Shot animation of handgun
- Improvement: Recoil effect of handgun
- Improvement: Night visions are more affected by electric lights
- Improvement: Many adjustments to the camera position when aiming with the weapon's sights
- Improvement: 3d markers of spotted enemies are always visible if battleplan is enabled
- Improvement: 3d markers of spotted enemies are visible at the beginning if "no spot" option is enabled
- Improvement: Reloading speed
- Improvement: Efficiency of flahsbangs
- Improvement: Broken door or window can no longer be closed
- Improvement: General optimization of footstep noises
- Improvement: Maximum field of view increased
- Improvement: Numerous adjustments in "Enila islands - Talmio" map
- Improvement: Spawn number in "Ancient ruins" map
- Improvement: Input "Escape" in tutorial menu return to main menu
- Improvement: Playing a mission in "Prisoner of War" mode randomly selects the captured operator at the beginning of the mission
- Improvement: Foliage of "The sanctuary" map
- Fix: Numerous bullet collision errors
- Fix: Numerous operator collision errors
- Fix: Numerous enemy collision errors
- Fix: Numerous drone collision errors
- Fix: Some errors in the visual and sound effects of bullet impacts
- Fix: Some errors of assets location in "University" map
- Fix: Some errors of assets location in "Burnwood Mansion" map
- Fix: Player-controlled operator was not properly oriented to throw a grenade in third-person view
- Fix: Operator didn't update his speed after inventory weight was updated
- Fix: Objectives assigned at the beginning of a 'Blind Ops' mission might require equipment that the operators didn't have
- Fix: Player-controlled operator may not automatically lean if the weapon is stuck against an open door or window
- Fix: Player's camouflage indicator was not updating correctly in training mode
- Fix: Doors on "Secret Bunker" map were not opening in the right direction
- Fix: Some collisions errors in "Secret Bunker" map
- Fix: Some aiming errors with third-person view
- Fix: First-person camera could clip through certain walls when operator leaned
- Fix: Thermal vision remained activated by the drone if it was destroyed by an enemy
- Fix: Press 'Escape' in loadout in campaign menu displayed main menu
- Fix: Numerous errors in the sound of footsteps
- Fix: Camera position error in first-person view when the player dies or falls unconscious
- Fix: Landscape error in "Ancient Ruins"
- Fix: Some errors in foot positioning on the ground
- Fix: An error could prevent lights from appearing correctly on the "University" map

AI

- Improvement: Behavior of the operators' focus when their weapon is lowered
- Improvement: Speed of movement of enemies to take cover depending on the environment
- Improvement: Enemies are slightly less accurate when firing in full-auto mode
- Improvement: Maximum speed of enemies when they run
- Improvement: Perception of operators
- Improvement: Pathfinding on complex assets
- Improvement: A character doesn't try to climb an obstacle if it has found its way to reach its destination
- Improvement: An operator will return to their position in the squad if they cannot enter a room during a "Breach and Clear" action
- Fix: Vision of operators could be significantly higher depending on certain difficulty options being activated or deactivated
- Fix: Enemy spawned on patrol point might not move correctly
- Fix: Operator might not interacte correctly on another soldier
- Fix: Some scripts errors

CAMPAIGN

- Addition: New weather and time setting for mission 3 'Blue Falcon'
- Addition: New task location for mission 3 'Blue Falcon'
- Addition: New spawn type for mission 4 'Ivory Freedom'
- Addition: New names of some tasks
- Addition: "Mall of Eden" can be played in dynamic campaign
- Addition: "The Mines" can be played in dynamic campaign
- Addition: Edit squad directly in campaign menu
- Improvement: Last mission of a dynamic campaign always takes place on a large map
- Improvement: "No spot" difficulty option is enabled in 'very hard' difficulty in campaign mode
- Fix: Enemies to neutralize during mission 3 'Blue Falcon' could not appear on top of the boat on the containers

MAP EDITOR

- Addition: Actors - Point lights - 11 assets
- Addition: Actors - Doors - 13 assets
- Addition: Mesh - Landscape - Rocks - 2 assets
- Addition: Mesh - Landscape - Cliffs - 1 asset
- Addition: Mesh - Landscape - Little - 3 assets
- Addition: Mesh - Exterior - Objects - 62 assets
- Addition: Mesh - Interior - Floors - 15 assets
- Addition: Mesh - Interior - Roofs - 22 assets
- Addition: Mesh - Interior - Walls - 66 assets
- Addition: Mesh - Interior - Stairs - 11 assets
- Addition: Mesh - Interior - Objects - 291 assets
- Addition: Mesh - Interior - Little objects - 22 assets

RENDERING

- Addition: Head-mounting system for night vision goggles depending on the headgear worn
- Addition: Ambient animations are also triggered by the player in third-person view
- Addition: Player-controlled operator naturally leans based on their movements
- Addition: New sequences for the main menu cinematic
- Addition: Random animations of operators in campaign HUB
- Addition: Smooth transition of the operator's appearance during its editing
- Improvement: Emissive power of laser beam
- Improvement: Bloom power of night vision
- Improvement: Sunlight ray propagation
- Improvement: Sunlight location of some maps
- Improvement: Rendering of ambient animations for operators and enemies
- Improvement: Ambient animations are triggered even when a soldier is in motion
- Improvement: Bullet impact on a enemy
- Improvement: Emissive material of some lights
- Improvement: Emissive power of multiple city towers
- Improvement: Cinematic movies are scale to preserve same ratio
- Improvement: Post-process effect when the player is injured
- Improvement: Propagation of ambiant occlusion
- Improvement: Blood impact in HUD
- Improvement: Triplanar on weapon camos
- Improvement: Black skin color
- Fix: Translucent material could not be affected by depth of field
- Fix: Facial morph of 'Branson' could slightly protrude through the balaclava
- Fix: Shadows on hair and beard
- Fix: Rotation error of tower light
- Fix: Camera shaking error when the player reloads while prone

MUSIC

- Change: Soundtracks of multiple menu

SFX

- Addition: New sounds for breaking down a door or a window
- Addition: New sound for picking a lock on a door or a window
- Addition: New sound for unlocking on a door or a window
- Addition: New sound when an operator disables an electronic system
- Change: Custom musics can be played locally only
- Improvement: General rendering of footsteps SFX
- Fix: Radio voices of female operators

UI

- Overhaul: New keyboard and mouse icons
- Overhaul: New special gear icons
- Overhaul: Reorganize the categories in the 'Mission' menu
- Overhaul: New deployment menu
- Addition: Animation of buttons
- Addition: Smooth spawn of tooltips
- Addition: Smooth spawn of buttons
- Addition: Smooth spawn of numerous texts
- Addition: Blur effect on unselected buttons with pictures
- Addition: Dark fog effect on unselected buttons with pictures
- Addition: Blur effect on unfinished awards and ranks
- Addition: Inputs are displayed by category
- Addition: Gameplay options are displayed by category
- Addition: Information text when sprint is impossible
- Addition: Popup texts of insertion menu
- Addition: Popup texts when squad or operator saved
- Addition: Popup text to switch operators when the player is killed or injured
- Addition: 'Loadout' option added in mission mode
- Addition: Text color of "Begin Mission" appears in red if a mission configuration error is detected
- Improvement: Gameplay options
- Improvement: Design of numerous buttons and borders
- Improvement: Outline of numerous icons
- Change: Photo/video option is enabled/disabled in "Extras" option
- Fix: Rendering of some special equipment icons
- Fix: Multiple scrollbars could fail to appear and disappear correctly
- Fix: Some options in the gameplay menu were not properly aligned.
- Fix: Tooltip of triggers
- Fix: Some errors of english texts
- Fix: Some errors of french texts


Don't forget to join the Discord Community to discuss the latest patch, issues in the game, or give us your feedback.

47
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on April 03, 2024, 12:06:56 AM »
Headquarters: World War II - Dev Log #12 is out now
Tue, 2 April 2024



Hello!

It is Oleksandr from Starni Games with the new Dev log entry. The full release of Headquarters: World War II will happen very soon - on the 11th of April, and I would like to tell you more about our ongoing release preparations and the latest changes to the game.


This is the last Dev log before the release and I want you all to be well-informed about the project and our progress.






What have we been doing over the last few months of development?

I am sure many of you would like to know what the Dev team has been working on during the last few months before release. Here is some of that:

Integrating the final VO in the game and checking it.

Finalizing all technical texts and sending all the materials for localization from English to other supported languages.

Putting the localization in-game and checking it.

Doing some final balancing and review of the missions, units, and all other key elements of the game.

Finishing any things that lagged behind or were left unfinished. (For example, introducing a Terrain info window, correcting the Combat Prediction for Assault, and so on).

Conducting lots of playtests.

Putting a lot of effort into the overall polishing.

Working very intensely on bug fixing.

Doing our best to address all remaining issues in time for the release.

Finalizing the user Manual and other useful hints/tips.

Making sure that new changes do not introduce new problems. Or addressing those problems expediently, when they do happen.



This is by far not an exhaustive list, as we have over 200 completed tasks in our internal task tracker for the period of March 2024 alone. That is making it over 500 tracked tasks since January. So, you can imagine how busy the team was.



We released the Demo in February and gathered a lot of useful feedback and suggestions. Below are some key changes that were introduced since that build.



1) We introduced many changes based on players' feedback. Here are a few examples:
A) adjusted the Machine Guns AP attack value to make sure they cannot hurt armor of 30 and above - making them effective only versus unarmored or very lightly armored targets.
B) Made sure units that have no chance of dealing damage are no longer overwatching in these situations. So, now the tanks cannot be used to exhaust the enemy MGs' reaction attacks on futile strikes, for example.
C) Introduced the Camouflage presets designed by the dev team, as well as, functionality for users to add their own ones. Those presets can then be applied quickly to any of the units.



2) Added some features that were missing, for example, the Terrain information. You can quickly toggle between the short and full versions of the Terrain info, similar to the Combat Prediction.



3) Made some balance changes in terms of unit costs, and other parameters. We also added Smoke screen attacks for Artillery and Mortars (as was suggested by the players as well), as before we had it only as teh HQ skill.



4) Added some missing information and hints. For example, we found that some descriptions were missing important pieces of information during the final text review. Now, you should have all the necessary information to play comfortably, and if you cannot find answers to your questions, you will be able to consult the game Manual that we are also finishing right now. We are just finishing it right now so that it has all the most up-to-date information.



5) Dealt with some unexpected difficulties.
As I explained above, while making all the changes it is of critical importance that all the new changes do not adversely affect the overall stability of the game. We take precautions, but sometimes that is not enough, and some less obvious or hard-to-detect issues slip through. Here is one example: we changed how the Spotting system worked, and we did not immediately notice that the game started to freeze often due to that change. So, the problem made it to the Press preview build, as we were looking for the problem source. As soon as we figured it out, we addressed the issue and updated the Press preview, but unfortunately, some creators and press have already experienced the said freezes… Still, the issue was taken care of and we hope to avoid having such problems slipping through to the end users in the future.



The said Spotting change was also an important one. Before, you could only have a vision of enemy units you see at the moment. So, if you moved away, you would immediately lose sight of them. After the change, however, you keep the information on the spotted enemy units until they move. So, you could scout the enemy positions, move away, and then attack them with other units without losing the intel on them until the end of your turn. We did this to avoid the situations, where it feels like your troops have a very short-lived memory, and immediately “forget” where the enemy was. Plus, we avoid situations, where the player knows where the enemy units are, but his troops - do not, so you have to make “blind” shots, etc. Now this problem is resolved.

So, this was a glimpse into our team’s work before release. We will do our best to deliver the best game we can on the 11th of April. At the same time, the further support of the project does not stop on the release day, so while you will start exploring the full game on the 11th, our team will keep working tirelessly to solve any problems you might encounter, or add any improvements or suggestions we could have overlooked so far. So, the release of the game is not an end, it is a new beginning.

I will be back with another Dev log sometime after the release to let you know how it went from the Devs' point of view and update you on our further plans.
 
Stay tuned, and see you all on April 11th!




What have we been doing over the last few months of development?

I am sure many of you would like to know what the Dev team has been working on during the last few months before release. Here is some of that:

    Integrating the final VO in the game and checking it.
    Finalizing all technical texts and sending all the materials for localization from English to other supported languages.
    Putting the localization in-game and checking it.
    Doing some final balancing and review of the missions, units, and all other key elements of the game.
    Finishing any things that lagged behind or were left unfinished. (For example, introducing a Terrain info window, correcting the Combat Prediction for Assault, and so on).
    Conducting lots of playtests.
    Putting a lot of effort into the overall polishing.
    Working very intensely on bug fixing.
    Doing our best to address all remaining issues in time for the release.
    Finalizing the user Manual and other useful hints/tips.
    Making sure that new changes do not introduce new problems. Or addressing those problems expediently, when they do happen.



This is by far not an exhaustive list, as we have over 200 completed tasks in our internal task tracker for the period of March 2024 alone. That is making it over 500 tracked tasks since January. So, you can imagine how busy the team was.


We released the Demo in February and gathered a lot of useful feedback and suggestions. Below are some key changes that were introduced since that build.


1) We introduced many changes based on players' feedback. Here are a few examples:
A) adjusted the Machine Guns AP attack value to make sure they cannot hurt armor of 30 and above - making them effective only versus unarmored or very lightly armored targets.
B) Made sure units that have no chance of dealing damage are no longer overwatching in these situations. So, now the tanks cannot be used to exhaust the enemy MGs' reaction attacks on futile strikes, for example.
C) Introduced the Camouflage presets designed by the dev team, as well as, functionality for users to add their own ones. Those presets can then be applied quickly to any of the units.


2) Added some features that were missing, for example, the Terrain information. You can quickly toggle between the short and full versions of the Terrain info, similar to the Combat Prediction.


3) Made some balance changes in terms of unit costs, and other parameters. We also added Smoke screen attacks for Artillery and Mortars (as was suggested by the players as well), as before we had it only as teh HQ skill.


4) Added some missing information and hints. For example, we found that some descriptions were missing important pieces of information during the final text review. Now, you should have all the necessary information to play comfortably, and if you cannot find answers to your questions, you will be able to consult the game Manual that we are also finishing right now. We are just finishing it right now so that it has all the most up-to-date information.


5) Dealt with some unexpected difficulties.
As I explained above, while making all the changes it is of critical importance that all the new changes do not adversely affect the overall stability of the game. We take precautions, but sometimes that is not enough, and some less obvious or hard-to-detect issues slip through. Here is one example: we changed how the Spotting system worked, and we did not immediately notice that the game started to freeze often due to that change. So, the problem made it to the Press preview build, as we were looking for the problem source. As soon as we figured it out, we addressed the issue and updated the Press preview, but unfortunately, some creators and press have already experienced the said freezes… Still, the issue was taken care of and we hope to avoid having such problems slipping through to the end users in the future.


The said Spotting change was also an important one. Before, you could only have a vision of enemy units you see at the moment. So, if you moved away, you would immediately lose sight of them. After the change, however, you keep the information on the spotted enemy units until they move. So, you could scout the enemy positions, move away, and then attack them with other units without losing the intel on them until the end of your turn. We did this to avoid the situations, where it feels like your troops have a very short-lived memory, and immediately “forget” where the enemy was. Plus, we avoid situations, where the player knows where the enemy units are, but his troops - do not, so you have to make “blind” shots, etc. Now this problem is resolved.

So, this was a glimpse into our team’s work before release. We will do our best to deliver the best game we can on the 11th of April. At the same time, the further support of the project does not stop on the release day, so while you will start exploring the full game on the 11th, our team will keep working tirelessly to solve any problems you might encounter, or add any improvements or suggestions we could have overlooked so far. So, the release of the game is not an end, it is a new beginning.

I will be back with another Dev log sometime after the release to let you know how it went from the Devs' point of view and update you on our further plans.

Stay tuned, and see you all on April 11th!

48
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on April 02, 2024, 01:15:01 AM »
Dev-Update 6/24
Mon, 1 April 2024




Hello everyone,

We hope you enjoy another quick update on the progress of Sea Power in the last couple of weeks. This one comes slightly later in the week than normal after some hectic few days for me in my day job, but I’m looking forward to some time away for a friend’s wedding over the Easter Holidays.


It’s been a tough couple of weeks with illness going around the team but we push on regardless, in the art department Nils and Mek are still hard at work. Mek has been prototyping more interesting fast attack craft and Nils has been expanding our global traffic with new Oil tankers, Fishing boats (some you might recognise as old Cold Waters friends given an update) and RORO ferries.

The coding team is as always busy too, as always hunting down bugs is our sniper Ivan. He found a particularly tricky one this week that was costing us 20 FPS in certain random situations.

While he’s not bugfixing Ivan has added a nice new feature that planing hulls and hydrofoils are now fully supported (There are two main types of hull, a ship is a displacement hull, as it goes faster it just displaces, or pushes out the way more water. A planing hull is a vessel that can ride the waves it generates to get extra speed. A hydrofoil is a vessel that flies above the waves altogether for incredible speed). As a part of this feature we have also been able to add variable draught (the depth a ships hull goes down to) based on cargo loads to the game.

Ian has got the autogen to a stable state awaiting new models and is taking a few days off, as well as pursuing his degree. He’s not the only one big on learning as Ben achieved his doctorate earlier on in the dev cycle. I (Matt) am working on some things that aren’t ready to show or talk on yet, but I am taking my laptop away on holiday from my day job.

The big shift this week that we haven’t spoken about yet is an internal update in the version of Unity Engine we utilise, to improve performance, stability, and to start looking at really optimising the use of multithreaded processing we have migrated to the 2022 LTS variant. Noah (who has a new working PC! Hooray!), Ben, Ivan, and Martin have got this working admirably. Our first version port a year ago was all pain, this one felt like a breeze to me (I will note I was sat in the office sneaking peaks at our private dev chat rather than helping).

And now you’ve read my waffle, please have some media!

The first of our hydrofoil classes breaks the surface!





Nils is working on more, here’s how the Pegasus-class developed over a few days.

Read on...

49
Games Discussion / Re: Freeman: Guerrilla Warfare
« Last post by Asid on April 01, 2024, 02:38:37 AM »
Freeman: Guerrilla Warfare | Recent Progress
Sun, 31 March 2024



Hello everyone! We're thrilled to share our progress we've implemented in the game, as well as its current status!




Rest assured, we're continuously working on it and, as it evolves, we'll keep you informed about our progress. Here are some major additions to the remastered version of Freeman that are vastly different from the older version of the game:


Combined Arms and Expanded Vehicle Arsenal

The remastered version of Freeman Guerrilla Warfare enhances the strategic depth of gameplay with a focus on combined arms combat. Players have access to an expanded arsenal of combat vehicles, including jeeps equipped with heavy machine guns, trucks carrying artillery, armored personnel carriers, assault vehicles, and light tanks. This diverse range of units, from long-range artillery to various types of infantry, allows for intricate battlefield tactics and a more dynamic combat experience.










Vehicle Upgrade and Modification System

A new feature in the remastered edition is the vehicle upgrade and modification system. Players can enhance their vehicles by upgrading weapons, adding secondary armaments like machine guns or rocket launchers, and improving vehicle performance through better engines and armor.








Enhanced Anti-Tank Options

To balance the enhanced vehicular capabilities, the game introduces a variety of anti-tank options. These include vehicle-mounted anti-tank missiles, armor-piercing cannons, and infantry equipment such as anti-tank rifles, rocket launchers, and grenades.

Direct Vehicle Control

Players will be able to directly control any vehicle in the game, managing both its movement and weaponry. This adds a new dimension to the gameplay, offering a more hands-on approach to vehicular combat.






Distinct Infantry Roles

Infantry roles have been distinctly defined in the remastered version. Units such as snipers, machine gunners, riflemen, and special ops have unique abilities, significantly differing from the original game where units were primarily differentiated by their equipment. This system allows for more strategic depth in unit composition.




Gun Modification System

The game also introduces a gun modification system, enabling players to customize their weapons with different muzzles, scopes, stocks, and skins. This allows for a personalized approach to combat, tailoring weapons to specific tactical needs.






Enhanced Combat Experience

Following the graphic improvements, the remastered version also introduces a comprehensive enhancement of the overall combat experience. This includes more sophisticated gun animations and gunplay, providing a more realistic and responsive feel to shooting mechanics. Additionally, the enemy AI has been significantly improved, offering smarter and more challenging adversaries. These enhancements work together to create a more dynamic and engaging combat environment, ensuring that each encounter is both realistic and strategically demanding.


Read on....

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Games Discussion / Re: Napoleon's Eagles | Previously War and Peace by Avalon Digital
« Last post by Asid on March 31, 2024, 07:58:22 PM »
Update 1.13.14-15
27 Mar 2024


Bug fixes:
- Hex 3740 is a forest.
- The effect of frozen marsh in winter was not well implemented
- Display of Portuguese cavalry in training
- The UI was sometimes making it difficult to directly directly build a Spanish Cav under invasion
- The Pro-french Spanish unit could appear in 2 production rows
- The alliance die was not displayed properly the first time.

Finally Glory:
- Sweden enters wars in May 1813.
- Stralsund a green supply source during 3 months.
- All supply, alliance and special rules switches in March 1813.
- Reorganised reinforcement in 1813.
- Prussians moves were limited 7 hexes from Memel even after joining the Coalition.
- Alliance data should be reset only in March 1813.
- Brunswick and Hesse are unformed. When Prussia enters war, the log was stipulating the wrong side.

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