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21
Squad / Squad DEVBLOG - PRIVATE MILITARY CONTRACTORS FACTION
« Last post by Asid on April 14, 2024, 04:19:25 PM »
DEVBLOG - PRIVATE MILITARY CONTRACTORS FACTION
Fri, 12 April 2024



New Intel Received, Squaddies. We’ve got a new Faction on the way.

Private Military Contractors

Welcome Squaddies, to an entirely new line of Dev Blogs. Today’s post is coming hot off the press from our Content team. Later this year we will be introducing our newest Faction, the Private Military Contractors, but today let’s have a sneak peek at what’s to come!

The PMC will be an irregular Independent faction that represents western private military contractors emphasizing the use of non-standardized, modern infantry. They will lack some tools that conventional forces have such as heavy vehicles, heavy weapons, and comprehensive battlefield support. This faction will set us up with a variety of assets that will enable us to deliver more new factions in the near future.

Distinguishing Features

1    An Independent faction that can match up against any other faction in the game and play on any biome and map.
2    They will have access to specialized light attack vehicles but lack heavier equipment such as infantry fighting vehicles, and adequate tactical support.
4    Will have access to a wide variety of modern small-arms with aftermarket upgrades.
4    They will only have access to lighter unit types such as air assault, and light infantry.


SUV



While this SUV is still in its block out stages, we wanted to share our current progress on what the vehicles for the PMCs will be!


MP5




M320





--------------------------

And that's all we have to share with you on the Private Military Contractors for now, but we plan on continuing to release Dev Blogs that will, among other exciting additions, keep you updated on the progress of this new Faction!

OFFWORLD OUT
22
Games Discussion / Re: Armored Brigade II
« Last post by Asid on April 14, 2024, 12:16:42 PM »
Update 1.2.49
Sat, 13 April 2024



ADD: Extra display line for unit descriptions in Unit Gallery
ADD: Display of current combat day to Load Saved Campaign menu
ADD: New Commander skill: 'Logistician', reduces amount of time spent when resupplying during a combat day
ADD: Crewman levels of 5 or above now increase odds being being awarded a decoration

23
Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on April 13, 2024, 12:08:31 AM »
Vol. 72 - Ready or Not Development Briefing
Fri, April 12, 2024

"Home Invasion" Early Overview Discussion



Attention Officers,

Thank you for joining us for 72nd edition of our Ready or Not development briefing, April 12th, 2024!

Today we're doing an early overview discussion of how our first piece of Downloadable Content, “Home Invasion”, will work and as well as provide a bit of initial info regarding its contents.


We want to have an accessible approach to our paid DLC, release a free game update parallel to Home Invasion
to create a broader 'Home Invasion Release,' and expand upon our in-game narrative in a nuanced, impactful manner.


DLC content is just one component of our ongoing support for Ready or Not. We have many bugfixes and free content updates in the pipeline.

These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment.Please keep in mind that everything in this development briefing is work in progress and subject to change.


Vol. 72 Development Briefing Summary Points:
(not a changelog)


    - - DLC maps are available to be played at full quality by everyone in multiplayer matchmaking as long as their lobby host owns the DLC
- To be properly revealed at a later date for the Home Invasion DLC:
        3 new maps
        2 new weapons
- The Home Invasion mission narrative will provide continuity with the base game, yet also provide a nuanced experience that will take you away from the stark darkness of criminal ring activity to a much broader spectrum of disturbing grey.


An Accessible Approach to DLC

A core continuous sentiment from us at VOID is how we want to avoid splitting our multiplayer playerbase across DLC content. Our DLC content should therefore be as accessible as possible, regardless of whether someone owns the DLC.


For multiplayer, this means allowing DLC maps to be played in multiplayer matchmaking at full quality by anyone regardless of DLC ownership as long as the lobby's host owns the relevant DLC. Years ago previously in one of our Frequently Asked Questions there was speculation about having the free multiplayer version be lower resolution in some respect, but we have decided against that.

As previously mentioned in our Vol.68 briefing: we will release additional bugfixes for the base game during the same timeframe that DLC content is being released. Furthermore, all our planned DLC will come with free new base game weapons, a DLC-exclusive player outfit, and new maps. Last but not least, DLC 1 is of course free for Supporter Edition owners per our original plans.

Home Invasion in particular will come with 3 new maps following a new narrative premise and 2 new weapons.

We hope that by making the DLC weapons free and allowing easy free access to DLC maps via host in multiplayer you will all still be able to enjoy the effects of each DLC launch, regardless of whether you specifically own it.


Simultaneous Free Game Update

“Home Invasion” has become more than just a DLC release
, it is now going to be accompanied by a parallel free update
for the base game as well.

This means we’ll be adding some features and improvements aside from just bug fixes that should release as part of this broad “Home Invasion Release.” The feature list should consist primarily of Quality of Life improvements.

To provide some development context on how this is possible, our different departments are developing future releases at the same time as the Home Invasion Release— including new general content updates and DLC.

This process aims to expand our scope of active development beyond whatever immediate content is upcoming; making use of the natural development bandwidth that opens when projects are be passed from department to department. Our new Lead Producer who we’re welcoming on board will assist us greatly in coordinating these sorts of processes.

For an example in a nutshell:

Once the Level Design Team passes newly developed Home Invasion levels to the Art Team, the Level Design Team can begin partial work on other new levels in the time between any subsequent necessary Level Design-related changes to the Home Invasion levels.

Meanwhile as our Engineering Team (consisting of different programming specialties) and other departments wait for a level to reach them, they are already working on bugfixes, improvements, and additions in other areas and for future updates.


Nuanced Narrative Continuity

The criminal conspiracies in our existing mission narrative run deep and abhorrently dark. Although that is an unfortunate reality of Los Sueños, our Home Invasion narrative
will take you away from the stark darkness of those criminal rings to a much broader spectrum of disturbing grey.

In this new narrative a disaster strikes, and every day people are left to pick up the pieces or use them as a weapon of opportunity. Complicated interests and self-preservation are driving forces in this liminal space with people across walks of life seeking any means to an end.

We understand the emotional impact and reflection that existing missions like Ends of the Earth evoke with our players regarding their activities within the game world. The three new maps included in the Home Invasion DLC will carry that torch forward into the labyrinthine world that is Los Sueños.


Conclusion

Our intention with paid DLC, including Home Invasion, is to provide ongoing support for RoN that can benefit everyone regardless of whether they own the relevant DLC.

With a parallel free game update for the Home Invasion Release, 2 new weapons, and easy free multiplayer access to the 3 new DLC maps via lobby hosts we are showing examples of how we want to achieve our intentions.

The disturbing grey area of our Home Invasion narrative meanwhile represents our desire to branch out and evolve on our mission content.

This concludes our 72nd development briefing, thank you again for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

Stack up and clear out.

VOID Interactive
24
Mods/Scenarios / Re: Wargamer Scenario Depot files
« Last post by Asid on April 12, 2024, 11:00:16 PM »
Thanks for the heads up  :thumbsup
25
Mods/Scenarios / Wargamer Scenario Depot files
« Last post by pzgndr on April 12, 2024, 08:33:57 PM »
A few of the old RGW scenarios are still available at https://archive.org/details/wargamer-depot-rgw-41-44
26
Support / Re: Windows 11 Installation
« Last post by pzgndr on April 12, 2024, 08:30:37 PM »
A quick follow up. The old RGW installer just does not work with 64-bit Win10 or Win11 O/S. You can copy and paste installed files from an old PC to new PC if you still have the files. I contacted Ron and he sent me a zip file via DropBox and that works great.
27
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on April 12, 2024, 12:44:15 AM »
Headquarters: World War II is out now
Thu, April 11, 2024



Download and play it now


Hello commanders,

The wait is finally over Headquarters: World War II has been released!




To celebrate the launch, don’t miss this special offer: Get your copy at a 10% discount for the next 7 days.

Check it out now!



28
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 11, 2024, 12:19:02 AM »
Atlantic 0.25.0.0 update
Wed, 10 April 2024



We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update is here.

We have been working into mechanics for ships as well as planes. Outside of things like not having the subs surface and run out of air so quickly, the player now can set Combat Air Patrols on airfields as well carriers.

When a ship or airfield with a spotter is selected, there is now a slider at the bottom of the screen that allows players to set a search area perimeter. So you can stop spotters venturing too far away and out of your control.

that is not all see below for other fixes and tweaks.

This is only phase 1 of player feedback updates, so expect another one early next week!

Bug fixes:

    Enemy coastal structures remain attackable after they upgrade.
    Stopped the submersible operations tutorial triggering too early.
    Prevented a case of a fleet jumping to the wrong location.
    Fixed a bug that could prevent tutorial videos from loading.
    Prevented selection of retreated aircraft from their carrier.
    Fixed a bug where level 3 structures could cause UI to fail to load.
    Upgraded coastal structures produce the correct amount of resources after save and load.
    Prevented fighter flights getting stuck after losing their intercept target.


Gameplay:

    Reduced gun accuracy in general, and made weapon inaccuracy much more severe at long ranges and in poor conditions.
    Reduced ships' ability to evade torpedoes.
    Enemy submersibles better prioritise torpedoing transport ships and evading escorts.
    Increased the delay before which a surfacing submersible can load a deck gun.
    Increased submersible detection chances for all ships with passive or active sonar, and increased the chance of passive sonar detecting a deep sub.
    Submersible oxygen and battery power lasts much longer during combat.
    Added an airfield to London at the start of new campaigns.
    Added extra ships and submersibles to the Royal Navy at the start of new campaigns.
    Active sonar is researched by default at the start of new campaigns.
    Increased chances of most aircraft bombs damaging ships with armoured decks.
    Reduced combat engagement range, and reduced the distance fleets and flights move post-combat.
    Added a 4x timescale step.
    Ship model fixes.


UI:

    Added a combat air patrol toggle to airfields.
    Added a maximum spotter range slider for airfields and ships.
    Added a targeting line on the mini map when aiming torpedoes.
    Added extra prompts to the selected ship card.

29
Games Discussion / Re: Distant Worlds 2
« Last post by Asid on April 10, 2024, 12:22:37 AM »
Distant Worlds 2: Game Faction Update is out now
Tue, 9 April 2024



It marks the beginning of updating the base game factions

This update includes a refresh of the Human and Mortalen factions as well as many other changes, including improved border graphics and a new visualization for Fleet Engagement ranges. Future updates will cover the remaining base game factions until all are refreshed.



BASE FACTION AND GOVERNMENT REFRESH

This update includes a refresh of the Human and Mortalen base game factions as well as all the base game government types. A summary of changes is below, but for the full information, please read through the in-game faction and government descriptions carefully. There are also new event illustrations and loading screens to go along with these changes.



FLEET AND SHIP BEHAVIORS

We added additional Fleet Engagement ranges and a new map overlay for engagement range visualization to help you plan your fleet home bases, engagement ranges and targets.

GAME SPEED

We recommend only using x8 speed sparingly, as it can be too easy to miss important notifications otherwise.

- added new x8 and x1/8 game speed controls.



For those eager to delve into the nitty-gritty details of the changes, a detailed changelog is available here https://www.matrixgames.com/amazon/Game%20Faction%20Update%20Change%20List%20v1220%20%281%29.docx, detailing everything from major enhancements to minor bug fixes.

You can download the standalone files here: https://ftp.matrixgames.com/pub/DistantWorlds2/DistantWorlds2-MultiUpdateComp-v1.2.2.0.zip

Don't miss DasTactic's stream playing the Game Faction Update on our Twitch channel at 8:00 PM UK time

30
Games Discussion / Re: Victory at Sea Atlantic - World War II Naval Warfare
« Last post by Asid on April 10, 2024, 12:22:32 AM »
Next update
Tue, 9 April 2024



Hi everyone,
Thank you for your patience. We are currently still testing the new build so at this rate it is going to be tomorrow for the update. I am very sorry about this, we hoped it would be today, but we want to make sure that this is a step in the right direction before we send it out for everyone to play. As soon as it is ready we will push out an announcement, but it will be soon!

We are aiming for this update to have general game improvements as well fixes to the major bugs reported such as LV3 buildings causing the UI to disappear.

Thanks again for your support so far and I will keep you posted tomorrow as soon as the build is up!

many thanks
James

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