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71
Games Discussion / Re: Flashing Lights - Police Fire EMS
« Last post by Asid on March 15, 2024, 12:06:36 AM »
Beast Swat Truck DLC + Small Bug Fix Update Now Available
Thu, 14 March 2024



Strengthen your police department forces with the Beast Swat Truck!



Hello all,

We're excited to reveal the Beast Swat Truck DLC, which is now available to purchase for $2.99/£2.99/€2.99.

Flashing Lights: Beast Swat Truck DLC
Flashing Lights: Beast Swat Truck DLC
PhysicsSimulationShooterCrimeRealistic
14 Mar 2024
Add to Cart
New
£2.99
Flashing Lights: Beast Swat Truck DLC

Strengthen your police department forces with the Beast Swat Truck DLC! The Beast is a massive armoured personnel carrier, providing outstanding protection for your police department in times of crisis.

Quickly jump on for a ride with the side rails or even get a better view of the situation from the roof hatch.



Alongside this DLC release we have also launched a small update to the base game in order to support the DLC and fix a few issues.


Fixes

- Improvements for vehicle menu loading (possible crash fix)
- Axe and chainsaw functions broke after breaking down a house door with halligan
- Revive menu got stuck after requesting NPC EMS
- Small optimizations for multiplayer client vehicles
- In game opening Settings>Graphics the resolution's confirm window popped up
- Weapon wheel breaking on larger resolutions
- Ocean water shader fix to render behind fog/volumetric light
- First person view in vehicle mirrors didn't render props


What's Next?

Following last month's big mission editor, bank and swat van update, and the following update, we are hard at work on delivering AI backup later this Spring, as a free update to the game.


Flashing Lights + DLC Discounts Now Available



Flashing Lights is currently available at 66% off as part of Steam's Spring Sale!

We've also got both the Thunder Sport Sedan Pack and Pickup Truck Triple Pack DLCs on sale at 33% off.

Make sure to check out these limited time discounts on the sale page

72
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on March 14, 2024, 10:41:49 PM »
https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/338/#comment-238696
Quote from: Ssnake
You are right, in the current code base such a "reverse search" is impossible to do. I'll try and make sure than in the new architecture this will be made possible.

https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/338/#comment-238698
Quote from: Ssnake
Ah.
Referring to party colors by one letter may not be the most reliable identifier, I'm afraid. Space constraints being the next impediment. Localization may eliminate the difference in first letter between (E)vent, (C)ondition, (T)rigger, etc.

Rather, I'd like to have something more luxurious in the future (=V5), e.g. you click on any such entry and it'll pop up a window with the option to directly inspect the condition, possibly marking it for change after the end of the test mode. Or have a mouse-over to create a help bubble that describes what it is/shows the name. Or something else entirely. This will be part of our user interface redevelopment project.

https://www.steelbeasts.com/topic/4546-steel-beasts-content-wish-list/page/338/#comment-238700
Quote from: Ssnake
Of course, these are all just immature, brainstorming-quality ideas. Whether this will actually be implemented and when, I can't say at this point. But we want to implement the new GUI framework so that GUI changes will be much easier than they are right now, and while we're doing that I want to remove as many restrictions that we identified with the old code as we can to regain flexibility - including copy & paste throughout the whole user interface without the quirky workarounds or selective implementations. When the original GUI was made, we simply didn't think of the full implications if Steel Beasts would remain in uninterrupted use for 30+ years.
73
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on March 14, 2024, 12:12:45 AM »
Panzer Corps 2: Frontlines - Bulge Dev Diary #2 is out now
Wed, 13 March 2024



Welcome to the second Dev Diary for Panzer Corps 2: Frontlines - Bulge


In this part we are first taking a closer look at the campaign path and the battles included, and show updated screenshots that reveal quite some changes compared to those in the first Dev Diary.

Afterwards we are presenting various additions made for Frontlines - Bulge to give this campaign a more specific look&feel.

Campaign Progress

As we revealed in the first Dev Diary, Frontlines - Bulge begins shortly before the Germans launch their large offensive in December 1944.

The opening battle depicts a limited US assault directly at the fortified Siegfried Line close to Monschau. With somewhat over 40 core slots, and against enemy forces without much heavy equipment, this remains an easy task for the beginning.

A few days later everything changed. The same area has turned into the northern sector of the German offensive launched on December 16. Players are now confronted with increasingly heavy enemy attacks, and soon have to deal with highly effective German equipment which can unleash considerable firepower.



In both choices for the second battle we depict the initial German assaults on December 16 only, which allows us to break off and move to other important locations afterwards.

The third battle, to defend St Vith, represents the peak of the early German onslaught. The campaign has moved to the center of the front, where enemy attacks are even more ferocious.



The two choices after St.Vith lead to the last defensive battles, but now the US Army has managed to bring in substantial reinforcements: two elite Airborne Divisions have arrived.

While the 101st Airborne begins to fortify the perimeter around Bastogne in the southern part of the front, near Luxembourg, the 82nd Airborne supports the US effort to stop German armor in the north.



Shortly before the end of 1944 the tables have turned again, and the US Army is firmly on the offensive. Players can either lead the relief effort for Bastogne, or move back to the center of the front, where German armor almost reached the Meuse River.

Afterwards Bastogne comes into focus again as US forces seek to widen the rather narrow link they created before to relieve the town, but substantial German reinforcements thrown into the fight make this anything but easy.


The last stage of the campaign depicts the Allied offensive in January 1945 to erase the large front bulge created by earlier German advances.

At this point players can opt for the Battle of Bure, the only British-led scenario in this campaign. British forces here are set up as auxiliary units, and players can skip this battle entirely if they wish. However, they may also reap a number of bonuses if they achieve the secondary objectives at Bure in time.



In the last two battles the player’s core has grown well beyond 100 core slots. The final chapter of the campaign plays out as a combined offensive of US forces against both the northern and the southern ends of the Bulge, aimed to retake Houffalize.

Visual Additions

Since Panzer Corps 2: Frontlines - Bulge is the first content that features the US Army for the player’s side a number of visuals were added.

Like previous content this campaign comes with its own set of map images, for example to highlight the various path selections that are offered as the campaign progresses.



A new set of commander images has also been included, so that players can now pick one of various US officers for their portrait when they launch the campaign.

Another round of US hero portraits specifically made for this content has been added as well.



Last but not least the game now includes new briefing images specifically made for the Battle of the Bulge, and a new forest terrain set that is more fitting for the Ardennes, the main battlefield of this campaign. This new set is visible in various screenshots posted in this diary.



Units and Camo Patterns

The US has quite a large unit roster already, but a few new unit models have been added for this campaign. One is the A-20G, an improved version of the A-20 Havoc bomber in the main game.

The new G variant comes with improved soft attack stats due to the extra guns in the nose, but the aircraft remains a low-cost alternative to other tactical bombers available at this point.



The German side has not been lazy either, and introduces another version of their late-war, 8-wheeled recon vehicle - the SdKfz 234/4. Built on the same chassis as the previous 234/1 and 234/2 armored cars the new model is equipped with the long-barreled 7,5 cm PaK.

Due to its increased anti-tank capability this vehicle also became known as Pak-Wagen, and entered German service in late 1944.



Finally in rare cases players can apply new paint schemes to selected US aircraft as camo patterns.

This goes specifically for the P-51D which can be skinned to show the typical USAAF late-war look where aircraft appeared largely in pure-metallic, but often with colorful elements on the nose, tail or other parts.



Conclusion

That’s all for this part of the Dev Diary. We hope you welcome the extra campaign info, and that the new screenshots, as well as previews for new visuals demonstrate that this content has evolved quite a bit compared to the earlier DD. As you are reading this we’re gearing up for release, which can be expected soon!

Panzer Corps 2: Frontlines - Bulge is coming on March 21st!

74
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on March 14, 2024, 12:12:32 AM »
Welcome to the first Dev Diary for Panzer Corps 2: Frontlines - Bulge
Tue, 13 February 2024



Frontlines represents a brand new chapter in the Panzer Corps Saga


The game is still in development, some details seen in this preview are subject to change.

Frontlines represents a brand new chapter in the Panzer Corps Saga, so a dev diary is the perfect opportunity to introduce players to the general idea behind it, and particularly to the first entry in this series.



What it is, and what it's not

Frontlines - Bulge gives players the chance to experience a decisive part of World War II in Europe – for the first time in Panzer Corps 2 from the American side.

The campaign depicts the Battle of the Bulge from mid-December 1944 to mid-January 1945.

The new Frontlines series will offer shorter, but nonetheless very intense campaigns, and this more focussed approach allows us to show specific operations in a much more detailed way.

A typical Panzer Corps 2 DLC depicting an entire year of the war wouldn’t spend a dozen battles to cover only 4-5 weeks of combat. But, due to the different scope of Frontlines - Bulge we have the opportunity to dive deeper.

And the fierce fighting during the Battle of the Bulge, from the start of the German offensive to the iconic siege of Bastogne, and finally to the Allied struggle to regain lost ground, is certainly worth being shown in a dedicated DLC Campaign.


History in the making

The move away from Germany-centered content may not come as a surprise for players after the conclusion of the Axis Operations series in AO:1946, but it marks a fundamental shift in many ways beyond just taking another side.

There is less of an incentive to add large ahistorical campaign paths since the Allies won the war, and we think that a campaign about the Battle of the Bulge should reflect the actual course of it more closely but without putting historic accuracy above gameplay and fun factor.

Featuring the US Army in the Ardennes in 1944 adds an extra layer of challenges, since you are soon confronted with highly effective late-war equipment fielded by the Germans and need to find ways to deal with it.


On top of that the typical strengths of the Allied side, especially of the US, are not readily available when the German offensive begins.

Allied air power was initially limited by bad weather, and the Ardennes were only thinly held by a few US divisions, while the Germans had secretly amassed substantial forces to establish numerical superiority at least in the early stages of their surprise offensive.

The Devil is in the details, but so is God

To give you an idea what "focussed" or "detailed" means, let's compare the standalone "End of the Bulge" map included in the base game already to an example from the new Frontlines content.


As you can see we show the entire perimeter around Bastogne in a completely different scale now. Houffalize, the next important town in the Ardennes is near Bastogne in the standalone scenario – in Frontlines' siege of Bastogne it is outside the map area.

Obviously a single map featuring most of the Bulge requires a more abstract take, while a dedicated campaign about the same topic allows for a much more detailed look.

Similar approaches have been taken before sometimes in the Panzer Corps series, but now this more zoomed-in take is applied campaign-wide, which has a huge impact in various ways:

We use a consistent scale for maps which are closely linked geographically, with only slight variation where needed.

For example the early stage of the campaign plays in the northern sector of the front, with several maps showing different parts of it, but in the same, more zoomed-in scale.

This enables us to include smaller, but historically significant locations, and most importantly to depict key engagements with more varied forces that resemble the historic realities to a higher degree.


All those various aspects add up to a campaign that offers an in-depth experience of the Battle of the Bulge. It aims to be closer to history without abandoning the fun-to-play nature of the Panzer Corps series.

Put differently, in Frontlines - Bulge it is not your job to rewrite history, but you can relive it.

All quiet on the western front?

The limited timeframe of the Battle of the Bulge, coupled with more zoomed-in maps, means that individual turns are measured in hours, and a complete scenario represents - at best - days of combat, not weeks or even months.

Instead of an entire battle we often depict certain key stages of important engagements.

To come back to our example of Bastogne: the initial German encirclement and siege of the town, the following US relief effort and subsequent heavy fighting around Bastogne are three separate scenarios in this campaign.

But let's not get ahead of ourselves too much here. Frontlines - Bulge begins a few days before the Germans launch their surprise offensive which led to the formation of the large front bulge that became eponymous for the entire battle.

At this point the front along the old border between Germany and Belgium is rather calm. US forces only conduct limited attacks to prepare for a bigger offensive on their own, unaware that their enemy is already moving in position for an all-out offensive against them.


Consequently the first map is intended to be a smaller, and relatively easy intro battle to the campaign.

Decisions, decisions...

The gloves are coming off when the enemy onslaught begins. But for the second battle players can still decide between an easier task at the northern tip of the front or the more chaotic and difficult first clashes just a few miles south.

There are several of these choices throughout the campaign to select easier or more challenging battles. However, they are also included to depict different, yet equally important developments that happened roughly at the same time.

So do you rather hold out with the 101st Airborne in Bastogne, or do you support the 82nd Airborne to stop Kampfgruppe Peiper trying to break through towards Antwerp? Do you then move to Patton's relief effort for Bastogne, or aim to cut off Wehrmacht Panzers which almost reached the Meuse River?


You do not have to follow a specific campaign path resulting from these choices. This is a gameplay decision to allow players to explore the different scenarios linked to those choices more easily.

Conclusion

That’s it for the first part of this Dev Diary. We hope you enjoyed this introduction to Frontlines, and that it gives you a better sense of what to expect in the new campaign. Stay tuned for the next Dev Diary, which will arrive soon!


Join now the Beta

You can now apply to the beta and help us in developing the game. If you are willing to test it, find bugs, offer feedback and criticism and you love Panzer Corps, we definetely could use your help.

What are you waiting for? Click here to sign up: https://www.slitherine.com/beta/panzer-corps-2-frontlines-bulge


75
Games Discussion / Re: War of Rights
« Last post by Asid on March 14, 2024, 12:12:19 AM »
Update 194: Networking Overhaul - Released!
Wed, 13 March 2024




Hello everyone,

We're thrilled to announce the release of the 194th update for War of Rights today, with a major focus on enhancing overall server performance to future-proof the game. Additionally, we aim to broaden the selection and scope of available game server hosting options. War of Rights truly shines when immersing you in massive battles with hundreds of players on-screen. Therefore, we consistently strive to push boundaries, improving both client and server performance to increase the server player cap. The networking overhaul in Update 194 is another crucial step in our ongoing quest to support even larger battles.


Traversal : Phase 2
Building upon the previous traversal update, which introduced climbing, knockdowns, and variable-height vaulting, the second phase of the traversal content brings two significant additions to the way your character moves through the world.

Deep Water Wading



With deep water wading, water areas are no longer restricted from play. As your character enters the water, your options become more limited. Once the water depth reaches knee height, it becomes impossible to load your musket, as attempting such an action would wet your powder and render your weapon useless. As you venture deeper, your character raises the weapon gradually, holding it above their head to keep it and the powder dry. Consequently, you'll eventually lose the ability to aim, fire, engage in melee, or kneel when deep enough in the water. If you persist further, your character will begin to flail their arms in a desperate attempt to stay afloat and will eventually drown if you do not turn back.

While this will open up new avenues of approach on many maps, your movement will be severely impacted, and your ability to defend yourself will be diminished. Therefore, you will have to pick your routes carefully, lest you become target practice for the opposing team.

Falling & Fall Damage



Another, and frankly overdue, addition with this update is falling and fall damage. Falling from a reasonable height will result in your character's death upon impact, and while falling, you will no longer be able to use your weapons or equipment. This also applies to hitting a surface of water at speed.

The traversal updates have been important milestones towards the community editor, eliminating some of the more burdensome aspects of level creation, such as placing vault areas, falling killzones or invisible walls to prevent water access. We want to ensure that when the editor goes live, the only limit is your creativity.

New Customizations
Players enjoying the ability to customize their favorite regiments and batteries are likely to have a good time with Update 194 as it includes customization for 19 additional units as we continue to chip away at our target of making each and every single unit in the game customizable:

2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.

Networking Improvements
The network compression and serialization code was entirely rewritten in an effort to minimize bandwidth and CPU time required, while also fixing some hazards inherited from the default CRYENGINE networking. For example, previously, if a client were to send a message for an entity that was already being destroyed on the server, the client would have been kicked with a RMI:Entity error.

Voice Chat
We've replaced the previous TeamSpeak voice chat integration with our own in-house system directly integrated into the game engine. This update offers several advantages: Player voices now seamlessly integrate with the game audio, subjecting voice chat to effects like interior reverb and suppression, resulting in a more immersive and consistent audio experience. Moreover, this update significantly reduces server and player bandwidth usage for voice chat. Additionally, the new system addresses some longstanding issues with most Bluetooth audio devices and also ensuring the correct detection and usage of audio devices.

Roadmap: Community Self-Hosted Servers
We've invested significant effort in optimizing server performance for various reasons, not just to approach the possibility of accommodating more players per game server. Enhanced server performance now enables the game to maintain a good tick-rate with a high player count on a broader range of hardware.

We're excited to announce the upcoming release of community self-hosted dedicated servers. With this upcoming release to War of Rights, we will provide server tools that allow anyone to host a War of Rights server on hardware of their choosing. While we have been proud to partner exclusively with G-Portal since the early days of the development of War of Rights, providing centralized access to all servers for analytics, crash reports, and bug fixing, we are now confident in the game's stability, making centralized access no longer necessary.

To preserve the highly tailored and deliberate gameplay of War of Rights within community self-hosted servers, we will be implementing a server token system. Server owners desiring to maintain traditional Campfire Games authored content and balancing can request a token. Servers which hold authorized tokens have access to veterancy, achievements,other progression systems and special events along with being an official server listing on the server browser. Those opting for modified content or balancing are welcome to do so, but it's important to note that these servers will not be authorized for progression and will not be filtered by default on the server browser. Campfire Games will exercise its discretion in token distribution, and access may be revoked at any time for violations.

We'll keep you updated on any new developments regarding community servers, and rest assured, those who prefer to continue using G-Portal or any other third party server host provider can continue as usual!

Retiring The Company Tool
A while back, we invited all of you to participate in a survey regarding the various features of “War of Rights” and your preferences towards them. We extend our gratitude to those who took part in the survey, as it greatly assisted us in restructuring tasks based on your likes and dislikes. The Company Tool, our antiquated and rudimentary attempt to effectively perform tasks now better handled by third-party web-based apps like Discord for player organizations such as clans/guilds/regiments, received significant negative feedback in the survey. Very few of you are utilizing it due to its extremely limited usability and lack of any connection to in-game mechanics. Therefore, we are announcing the shutting down of the Company Tool.

We have as of yet not set a final date for the closure of the Company Tool but it is likely to be closed without additional notice after the end of March. However, this does not mean that we have given up on integrating player organizations into the game. We are continually striving to improve and enhance organized play, and we will share more details about a successor to the Company Tool as development progresses.

Update 194 Patch Notes

    Rewrote the network compression and serialization code of the game in an effort to minimize bandwidth and maximize server hardware performance.
    Added deep water wading and drowning to the game.
    Implemented fall damage.
    Integrated voice chat directly into the game instead of relying on a TeamSpeak plugin.
    Added customization for 19 additional regiments: 2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.
    Updates to 72nd Pennsylvania uniforms to better match their real world counterpart.
    Added a gray Georgia Depot shell jacket to the game.
    Updated the M1832 artillery sword idle animations.
    Updates to the movement animations while aiming a rifle.
    Updated the farming wagon’s model and textures.
    Added destructible shutters and doors to most farm buildings in the game.
    Adjusted the walking animations while aiming with a bayoneted rifle while in melee mode.
    Updated the exterior of Pry House.
    Reworked the proxy of the stonewall model.
    Fixed a hole in the Henry Rohrback barn model.
    Fixed LOD popping on Dunker Church.
    Added a 2nd standing and kneeling reloading animation when using the short rifles (Mississippis and Whitworths).
    Fixed the missing textures of the rear doors of Otto Barn.
    Updated the kneeling revolver animations.
    Improved the end segment of the long and short rifle reload animations.
    Fixed the Y-axis offset for Kepi LODs.
    Bluetooth headsets when using VoIP should now be supported.
    Improved Kepi LOD mesh.
    Better facial hair LODs.
    Updates to NCO insignias.
    Various uniform details such as belts, sashes and insignias that have been invisible in the first person view are no longer hidden.
    Shell jacket improvements.
    Fixed R. Miller Spring House proxy.
    Added falling animations.
    Implemented various animations used when in water.
    Various minor level updates.
    Removed most of the invisible collision walls from the game now that deep water wading and falling damage are supported.
    Corrections to the sprinting animations while carrying a rifle.
    Updated the rifle melee club hit sounds.
    Reduced the percentage of downvotes in a server from 10% to 7.5% required to trigger a demotion.
    Reduced the percentage of mutes in a server from 10% to 7.5% required to trigger a global mute.
    Increased the experience level that is required to reach before the officer class unlocks from 4 to 10.
    Increased the experience level that is required to reach before the NCO class unlocks from 3 to 7.
    Increased the experience level that is required to reach before the artillery branch unlocks from 2 to 5.


That’s all for now. We look forward to playing in the shallow end of the pool with you all!

- The Campfire Games Team
More About This Game

76
GHPC Update 20240312
Wed, 13 March 2024




Regular Update: T-80B

GHPC Early Access has been updated to version 20240312.

This is a regular update, introducing new features, adjustments, and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.



NEW VEHICLE

Release of T-80B tank for Soviet forces

Notable characteristics:

    125mm smoothbore cannon with access to the newest Soviet ammunition
    Modern 1A33 fire control system with laser rangefinder, automatic lead and superelevation, delta-D, cant correction, and more
    1G42 gunner's sight with automatic and manual modes for range adjustment
    Passive night vision sight with manually adjustable range scale
    Composite upper hull armor (steel and glass textolite) reinforced with high-hardness surface plate
    Composite turret armor (steel and "kvartz" ceramic)
    Turbine engine


NOTE: Gun-launched ATGM "Kobra" is not implemented yet




NEW CONTENT

    Two new Instant Action missions featuring T-80B: Pushing Tin parts 1 and 2
    T-80B training range mission
    T-80B added to campaign
    125mm HEAT-FS-T 3BK18M added to Soviet tanks (but not East German ones)
    125mm ammunition 3BK18M and 3BK14M added to campaign logistics system for Soviet forces
    Mi-2 scout helicopter added
    New unlockable Soviet themed main menu scene (reward for completing Pushing Tin part 1)
    Soviet themed main menu scene features new remade version of music track "Target Acquired"

Owners of the GHPC OST on Steam have also received the new track as a free update!


FEATURES AND ADJUSTMENTS

    Artillery batteries can now be used in parallel with separate controls in the map view
    Helicopter tail rotor driveshafts and gearboxes can now be destroyed
    Early TPN-1 type active night sights no longer have illuminated reticles
    TPN-1 reticle updated to match sources
    Added area triggers to ramps in training range missions
    Mildly increased drag coefficients on 3BM22 and 3BM32
    M901 can now have its missile tubes damaged individually



FIXES

    Fixed a bug that would lock all functions on the Bradley if a restock attempt was made while there was still too much ammo remaining to restock
    Fixed an issue that could lead to repeated or cut-off voice lines
    Fixed a bug that allowed taking control of unintended vehicles using instant swap
    Improved stability of projectile impacts
    Improved stability of several code systems
    Fixed improperly configured armor on T-62
    Fixed visual issues with night sight covers on T-62 and T-64A
    Fixed mislabeling of optical rangefinders as laser rangefinders in damage HUD
    Corrected labeling of some turret and gun drives in damage HUD
    Corrected some briefing errors
    Removed smoke grenade setup elements from T-62
    Helped M113 commander keep his head during free cam mode



Thanks for playing!

77
GHPC developer stream - March 10, 2024



his livestream originally took place on   / gunnerheatpc   on 2024-03-10. Subscribe there to catch the next one live!

For more info, check out https://gunnerheatpc.com

0:00 Pre-stream
2:04 Target Acquired (Remake)
3:36 Stream start
5:20 T-80B overview and gunnery practice
26:22 On vehicle requests
27:48 Mission 1 start
28:15 Mi-2 helicopter debut
29:22 Gameplay and Q&A
35:15 Helicopter damage model improvement
36:19 More gaming
37:25 Crew station switching and roof guns will come in the future
40:11 Mission 2 start
42:51 Update will have 2 dedicated T-80B missions and add it to campaign mode
43:39 You spin me round
43:56 More questions, more answers
53:59 Thoughts on operating independently with a small dev team
57:26 Bradley restock bug is fixed
57:52 The gaming will continue until morale improves
1:04:07 Update is Soon (TM)
1:06:13 Target Acquired coming to official soundtrack on Steam when update arrives
1:06:45 Patreon Q&A every month
1:07:14 Stream ending


78
Games Discussion / Re: War and Peace by Avalon Digital
« Last post by Asid on March 13, 2024, 12:03:50 AM »
Roadmap

See here  https://www.patreon.com/posts/88022662

As the proverb says 'Think Big, Start Small".

79
Games Discussion / Re: War and Peace by Avalon Digital
« Last post by Asid on March 13, 2024, 12:03:38 AM »
Updates 1.3.9, 1.3.10, 1.3.11, 1.3.12
    

Update 1.3.12
11 Mar 2024

Spanish language

Bug fixes:
- the siege value was incremented twice a turn.
- A leader was wrongly bringing its supply line to the hex it is moving to
- The production view was a little horizontal offset on large screen


Update 1.3.10 & 1.3.11
2 March 2024

AI attack improvement

Bug fixes:
- Spanish scenarios: a partisan just arrived outside a city was not able to move this turn.
- Undoing production placement.
- Grand Campaign: miscellaneous Production fixes.
- Fixed a risk of duplicated reinforcement after an undo

Peninsula War
- Large French reinforcement of 1808 displayed on 2 rows.


Update 1.3.9
23 Feb 2024

Grand Campign fixes
- Removed the warning for the absence of movement if France is neutral
- Production of neutral MP

Struggle of Nations: some Russian units were illegally entrenched at the beginning of each turn
80
Games Discussion / Re: Dawn of Man
« Last post by Asid on March 13, 2024, 12:03:32 AM »
Version 1.8.2 experimental
Tue, 12 March 2024



Maintenance update

Hello all,

We finally have some time now, after releasing The Mobius Machine, and wanted to release this maintenance update to fix a couple of pending issues.

To download this version, in the Steam client, in the library, right click on Dawn of Man, then select Properties > Betas, then in Beta Participation
select Experimental.

Changes

-    On Windows, the game now detects if the user has changed the mouse pointer size in the system and adjusts the position of tooltips accordingly, to avoid the cursor overlapping the text. This is a fix for the issue reported here. https://steamcommunity.com/app/858810/discussions/2/2794999097687932328/?snr=2_groupannouncements_detail_
-    Updated to latest Unity 2022.3.21, this we hope will fix the issue of some Mac players not being able to click. Reported here. https://steamcommunity.com/app/858810/discussions/2/4036976402232936566/?snr=2_groupannouncements_detail_



We are looking forward to any feedback.

Thanks for supporting Dawn of Man!

Martiño.
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