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31
Squad / SQUAD V6.0 Incoming September 27th
« Last post by Asid on September 22, 2023, 12:11:30 AM »
SQUAD V6.0 Incoming September 27th
Thu, 21 September 2023



Our newest update Squad 6.0 touches down September 27th

Squad 6.0 will be released on the 27th of September, 2023!

The update brings the Infantry Combat Overhaul into Squad with multiple changes to Squads combat systems, including alterations to suppression, optics, weapon handling, and more. In addition, 6.0 will also include bug fixes and layer adjustments.

We will publish the full Release Notes for you to check out the day before the launch.

At ease,
32
Games Discussion / Re: Project Zomboid
« Last post by Asid on September 22, 2023, 12:11:22 AM »
Sky High
Thu, 21 September 2023

So… hmm, where were we?

Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.


The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.

The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.

To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.

We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.


SKY HIGH
The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.

Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.

EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…

PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.




Read on: https://steamcommunity.com/games/108600/announcements/detail/3726222076182924753

33
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00
« Last post by Asid on September 21, 2023, 11:03:52 PM »
Thanks for the AAR Rinix  :thumbsup
34
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00
« Last post by Rinix on September 21, 2023, 01:51:29 AM »
Here's my screenshots: https://imgur.com/a/ZaXhvsU

The plan


The enemy attacks


We come under artillery fire


We begin shooting



Reloading


The battle continues



The enemy retreats, and we are victorious

35
Squad / Squad Revisiting the Infantry Combat Overhaul
« Last post by Asid on September 21, 2023, 01:03:53 AM »
Revisiting the Infantry Combat Overhaul
Wed, 20 September 2023



Iteration and the Infantry Combat Overhaul


“Asset request received. Dev blog incoming!”

With it now being three months since we announced our commitment to reworking the infantry combat systems with Squad “Infantry Combat Overhaul” (ICO), it has been an active effort to bring our title closer in line with its roots and inspiration. With a shift towards more coordinated teamwork, longer and more tactical firefights, and a desire to provide a more diverse player experience.


WHY THE DEV BLOG?

Throughout the development of the Infantry Combat Overhaul, we have had an immense interest from the community to share what Offworlds processes are when implementing a feature change this large looks like, and we agree that it's a great idea! As the overall playtesting experience has greatly influenced our development regarding the future of combat in Squad since our initial announcement.

So, with this dev blog, we wanted to provide more insight to the community on the development of the overhaul and our experience of working closely with the Squad community through public playtesting. As well as share the ideas that have emerged from our passionate community's feedback, highlighting what has been successful and what has not, and providing a bigger picture on how Offworld perceives the current state and the future of infantry combat.


RECAPPING THE CHANGE TO COME

With this “Infantry Combat Overhaul,” we are reworking how the Infantry role plays within Squad. We want to create the most fun and immersive infantry combat and gunplay systems you can get in a gaming experience. With this, we have revisited and adjusted several core features in Squad. While also introducing some exciting additions that will work together to provide the gameplay we wish for you to experience. We’d like to take the time to revisit some of the core changes.

OPTICS

We have implemented Picture-in-Picture optics to replace our current optics system. We sourced physical optics to help dial in this feature as part of the development process. Our observations of the optics in person allowed us to accurately represent the optics magnification, field of view, eyebox, and lens quality in-game. The Picture-in-Picture optics system is done by rendering the scene from a separate camera and projecting the rendered scene onto the optic. We hope the change enhances the feel of the firearm and introduces new gameplay variables by offering trade-offs you must weigh when you choose your weapon and respective optic.




read on: https://steamcommunity.com/games/squad/announcements/detail/3726222076178914718

36
Games Discussion / Re: On The Western Front
« Last post by Asid on September 21, 2023, 12:57:07 AM »
Update - Sept. 20
Wed, 20 September 2023



Hi all,

This update consists mostly of responding to user feedback and adding quality of life changes. The biggest one is changing the Find Wounded/Stretcher Bearing/Treat Wounded process to match that of supplying an area. Rather than Medical units running to units with wounded men, then bringing them back to treat them, Medical units now simply treat wounded over an area of your choosing. This streamlines the process and reduces it into a matter of keeping track of area coverage rather than having to individually keep tabs on each Medical unit. It was somewhat more realistic, but ultimately not very intuitive.

I've also changed the way Supply units perform Add Supplies tasks. Previously, they would revert to resting once they filled up a supply depot. However, this led to confusion and inefficient supply management. Now they continuously top up the supplies until ordered elsewhere. Again, making supply a matter of keeping track of coverage rather than individual units. Hopefully these changes make logistics easier to manage.

Bugfixes/Changes:

    Creating a new pilot via the debug screen now works properly.
    Enemy AI division can no longer unlock achievements.
    Tweaked line of sight against units in houses or forests, now affected by the terrain level rather than being a flat visibility modifier.
    Fixed casemate unit effect and tooltip.
    Units adding supplies to field kitchens no longer automatically stop when the kitchen is full, instead continuously topping them up.
    Units no longer automatically revert to supplying area after completing an Add Supplies order on a dugout.
    Find Wounded orders now function similarly to Supplying Area orders. You now drag over an area and Medical units passively treat wounded units in it.
    The Medical status button in the top right of the screen now also shows areas covered by Find Wounded orders.
    Updated Support Units tutorial with new medical unit process.
    Fixed alternate font on tank step in Support Units tutorial.
    Added tooltips for 'Select Visible', 'Select All', and 'De-select All' in the unit details popup.
    Destroyed units can no longer be selected via the checkbox next to their name.
    Rest and supply area orders now still work properly if the player has been driven back beyond his or her last trench line. Previously, "running out" of trench lines would cause basically every tile in front of the very bottom of the screen to count as being too far forward.


New Localization keys:

    MOUSE_DRAG_FINDING_WOUNDED_LABEL
    CONFIRMATION_ORDER_INVALID_TILES_FINDING_WOUNDED
    HELPER_UNIT_ACTION_PREPARING_AID
    UNIT_DETAIL_WINDOW_SELECT_ALL_TOOLTIP
    UNIT_DETAIL_WINDOW_SELECT_VISIBLE_TOOLTIP
    UNIT_DETAIL_WINDOW_DESELECT_ALL_TOOLTIP


Updated Localization keys:

    SUPPORT_TUTORIAL_MEDICAL_01
    SUPPORT_TUTORIAL_MEDICAL_TOOLTIP


Thanks for playing!

37
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00
« Last post by Rinix on September 20, 2023, 05:30:20 PM »
Two tanks and Marder platoon for me.
Added.
38
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00
« Last post by Oleg on September 20, 2023, 04:48:44 PM »
Two tanks and Marder platoon for me.
39
D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00


This scenario is a simulation and does not have any political message.



Panzergrenadier Defense [4.379] 1.0.0 by Arch


1986 May 23 1600

1) SITUATION:
   a) Enemy:
   ENY forces composed of roughly battalion strength mechanized infantry with tank company attached. ENY has transitioned from march to a battle formation and is about to conduct an attack on OBJ1.

   b) Own:
   BLUFOR forces composed of SPz Marder company. Attached light infantry with MTW are dug-in at OBJ1. Panzergrenadier platoons have MILAN ATGM dismounts.

   c) Recon platoon with SpPz Luchs attached. HOT ATGM carriers attached. Tank platoon with KPz Leopard attached. Battalion logistics attached.

2) MISSION:
ENY is attempting to gain OBJ1. Company is to maintain force superiority in OBJ1 and cause debilitating losses to ENY.

3) EXECUTION:
At commander's discretion.

4) FIRES:
ONE battery of SIX 155mm gun with 144 HE, 72 SMK.
TWO batteries of THREE 120mm tube with 318 HE, 96 SMK and resupply.







Dogs Of War Vehicles : (in mission)

Leopard 2A4: Click here

Marder 1A3: Click here

Spähpanzer Luchs 2A2: Click here

Jaguar 1A3: Click here




********************************
** Notes **
********************************
SB Version: 4.379
Mission Name: Panzergrenadier Defense [4.379] 1.0.0
Created by: Arch
Available at: https://www.steelbeasts.com/files/file/3150-panzergrenadier-defense-4379/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command:Crew Position
Mission Duration: Unknown
Minimum number players: 2
Date: Wednesday Mission 20/9/23
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for Leopard 2A4, or read the Wiki pages for Marder 1A3 or Luchs 2A2.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

1 KPzKp/KpCH Leopard 2A4:
1 PzGrenKp/KpCh Marder 1A3:
1 PzGrenKp/KpTrFr Marder 1A3:
AufklKp/KpCH Spähpanzer Luchs 2A2:

Leopard 2A4s
1 KPzKp/1Zg 1 Tr:
1 KPzKp/1Zg 3 Tr:
1 KPzKp/1Zg 2 Tr:
1 KPzKp/1Zg 4 Tr:

Marder 1A3s
1 PzGrenKp/1Zg 1 Tr:
1 PzGrenKp/1Zg 3 Tr:
1 PzGrenKp/1Zg 2 Tr:

1 PzGrenKp/2Zg 1 Tr:
1 PzGrenKp/2Zg 3 Tr:
1 PzGrenKp/2Zg 2 Tr:

Spähpanzer Luchs 2A2s
AufklKp/1Zg 1 Tr:
AufklKp/1Zg 3 Tr:
AufklKp/1Zg 2 Tr:

Jaguar 1A3s
MrsKp/FhrGr 1 Tr:
MrsKp/FhrGr 2 Tr:

M113A2Gs
MrsKp/1 Zg:
MrsKp/2 Zg:

Support units:

Any position:





Mission discussion Click here
40
Mission Discussion/AAR's / D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00
« Last post by Rinix on September 20, 2023, 04:33:11 PM »
D.O.W. Steel Beasts Wednesday Mission 20/9/23 @ GMT18:00


This scenario is a simulation and does not have any political message.



Panzergrenadier Defense [4.379] 1.0.0 by Arch


1986 May 23 1600

1) SITUATION:
   a) Enemy:
   ENY forces composed of roughly battalion strength mechanized infantry with tank company attached. ENY has transitioned from march to a battle formation and is about to conduct an attack on OBJ1.

   b) Own:
   BLUFOR forces composed of SPz Marder company. Attached light infantry with MTW are dug-in at OBJ1. Panzergrenadier platoons have MILAN ATGM dismounts.

   c) Recon platoon with SpPz Luchs attached. HOT ATGM carriers attached. Tank platoon with KPz Leopard attached. Battalion logistics attached.

2) MISSION:
ENY is attempting to gain OBJ1. Company is to maintain force superiority in OBJ1 and cause debilitating losses to ENY.

3) EXECUTION:
At commander's discretion.

4) FIRES:
ONE battery of SIX 155mm gun with 144 HE, 72 SMK.
TWO batteries of THREE 120mm tube with 318 HE, 96 SMK and resupply.







Dogs Of War Vehicles : (in mission)

Leopard 2A4: Click here

Marder 1A3: Click here

Spähpanzer Luchs 2A2: Click here

Jaguar 1A3: Click here




********************************
** Notes **
********************************
SB Version: 4.379
Mission Name: Panzergrenadier Defense [4.379] 1.0.0
Created by: Arch
Available at: https://www.steelbeasts.com/files/file/3150-panzergrenadier-defense-4379/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command:Crew Position
Mission Duration: Unknown
Minimum number players: 2
Date: Wednesday Mission 20/9/23
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at least 1 tutorial for Leopard 2A4, or read the Wiki pages for Marder 1A3 or Luchs 2A2.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

1 KPzKp/KpCH Leopard 2A4: Rinix
1 PzGrenKp/KpCh Marder 1A3:
1 PzGrenKp/KpTrFr Marder 1A3:
AufklKp/KpCH Spähpanzer Luchs 2A2:

Leopard 2A4s
1 KPzKp/1Zg 1 Tr:
1 KPzKp/1Zg 3 Tr:
1 KPzKp/1Zg 2 Tr: Oleg
1 KPzKp/1Zg 4 Tr:

Marder 1A3s
1 PzGrenKp/1Zg 1 Tr: Oleg
1 PzGrenKp/1Zg 3 Tr:
1 PzGrenKp/1Zg 2 Tr:

1 PzGrenKp/2Zg 1 Tr:
1 PzGrenKp/2Zg 3 Tr:
1 PzGrenKp/2Zg 2 Tr:

Spähpanzer Luchs 2A2s
AufklKp/1Zg 1 Tr:
AufklKp/1Zg 3 Tr:
AufklKp/1Zg 2 Tr:

Jaguar 1A3s
MrsKp/FhrGr 1 Tr:
MrsKp/FhrGr 2 Tr:

M113A2Gs
MrsKp/1 Zg:
MrsKp/2 Zg:

Support units:

Any position:

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