Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on September 04, 2017, 07:54:06 PM

Title: Ogre
Post by: Asid on September 04, 2017, 07:54:06 PM
(http://cdn.edgecast.steamstatic.com/steam/apps/517780/header.jpg?t=1503495426)

The official adaptation of the legendary wargame from Steve Jackson Games. Engage in futuristic warfare with armored hovercraft, superheavy tanks, infantry, and giant cybernetic war machines called "Ogres".

Official Site: Here (http://www.sjgames.com/ogre/products/ogrevideogame/)
Official forum: Here (http://steamcommunity.com/app/517780/discussions/)
YouTube Channel:Here (https://www.youtube.com/user/gamethenewsnet/search?query=ogre)
Steam: Here (http://store.steampowered.com/app/517780/Ogre/)


Single-player/Multi-player


Ogre - The First Trailer
https://youtu.be/6-mSy81mXYM


About This Game
Ogre is a turn-based strategy game of mechanised warfare, requiring tactical decision-making and strategic thinking. It's the official video game adaptation of the legendary tabletop wargame from Steve Jackson Games, developed by the award-winning Auroch Digital.

In the warfare of the near future, one type of unit inspires such fear that even allies keep a safe distance: the Ogre. These AI-powered tanks are so powerful they're the equivalent of a battalion of tanks and infantry.

Hovercraft, tanks, marines, infantry, and the monstrous Ogres all take part in an endless world war. As a player, you take command and vie for supremacy on the irradiated battlefields of the future.


(http://www.sjgames.com/ogre/img/footer.png)


Features:
•   Time-Tested, Compelling Gameplay: The Ogre tabletop game has withstood the test of time, captivating gamers for over forty years. This new release is the definitive digital edition of Ogre - including expanded G.E.V. rules for even more variety - and is the first digital adaptation since 1986.
•   Meticulously Crafted Adaptation of the Original Game: Ogre veterans will be instantly be at home with this adaptation, while new players will find a deeply rewarding, turn-based strategy game.
•   All-New Campaign: Engage in brand-new missions created in partnership with Steve Jackson Games.
•   Multiplayer Capability: Test your skill against other players with online turn-based multiplayer gameplay with ranking and matchmaking, plus local "hotseat" multiplayer.
•   Single Player Skirmish and Tutorial Modes: Completely new to the world of Ogre? Learn to play with our in-depth tutorial, then set up a custom game of Ogre and fight against devious AI opponents.
•   Wide Variety of Units and Factions: Build out your faction with Light, Heavy, Superheavy, and Missile Tanks, G.E.V.s, Infantry, Marines, Howitzers, and Ogres (Mark I - Mark VI), while utilizing Trains and Command Posts as you see fit. Choose to play as either the North American Combine or the Paneuropean Federation.
•   Varied Maps Offer Strategic Decisions: Roll through many types of terrain, across bodies of water, and make use of defensive areas to shield your units from attack.
•   Playable Again and Again: Multiple game modes (including single player and multiplayer) plus achievements provide hundreds of hours of entertainment.


(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot8_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot9_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot10_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot11_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot12_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot13_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot14_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot15_lg.jpg)

(http://www.sjgames.com/ogre/products/ogrevideogame/img/Screenshot16_lg.jpg)
Title: Re: Ogre
Post by: Asid on September 30, 2017, 10:45:24 PM
Soundtrack DLC now available, optional free download!
26 SEPTEMBER - AUROCHJAKE

As a special treat, you can now sign up to a mailing list and receive a free copy of the soundtrack ahead of release! Sign up using the form here[eepurl.com] and we'll notify you ahead of the scheduled release on October 5th!

NOTE: This is downloadable content which is only redeemable with a purchased copy of Ogre.

The Ogre - Deluxe Official Soundtrack combines the Ogre Suite by Tom Smith with brand-new tracks created especially for the Ogre video game by Matthew Walker, forging the ultimate musical accompaniment to the brutal battles of The Last War.

Includes 20-track album, provided in 320kbps MP3 format.
•   1. More Than Machine - 00:18
•   2. Setting Up The Board - 02:14
•   3. Decision Tree - 03:49
•   4. Rocking The Steel - 03:52
•   5. The Combine Infantry - 01:44
•   6. Movement In The Trees - 02:29
•   7. Frontal Assault - 01:34
•   8. Little GEV - 03:09
•   9. Scrum - 03:14
•   10. My Bonny Sweet Annie Kills Ogres - 03:26
•   11. I Hate Waiting - 02:32
•   12. Meadowlands - 03:13
•   13. Meadowlands Aflame - 03:48
•   14. So Cold - 04:41
•   15. Lament For The Dead - 03:00
•   16. Roll Credits - 02:15
•   17. Meadowlands (Video Game Version) - 2:04
•   18. Decision Tree (Video Game Version) - 3:57
•   19. Frontal Assault (Video Game Version) - 3:34
•   20. Uncle Al (Car Wars Bonus Track) - 01:02

Note: After downloading this content, these tracks can be found in the Ogre folder in the Steam Directory. For more information on the Steam Music Library and Player, click here.

Credits
Tracks 1 - 16, and Track 20 written and arranged by Tom Smith, all vocals by Tom Smith.
Tracks 17 - 19 written and arranged by Matthew Walker, based on the Ogre Suite by Tom Smith.

Tom Smith - http://www.tomsmithonline.com/
Matthew Walker - https://www.mwmusicstuff.com/
Title: Re: Ogre
Post by: Asid on October 02, 2017, 07:49:36 PM
The game will cost $24.99
Title: Re: Ogre
Post by: Asid on October 04, 2017, 06:55:26 PM
Ogre Launch Gameplay Trailer live now on YouTube!
3 October - AurochJake   
Hello folks!

As I'm sure you're aware, Ogre launches this week on #OctOgre 5th! As part of the buildup to this, we've just set the launch trailer live on YouTube.

We'd love to hear your thoughts and for you to share this around your friends and communities, spreading the gospel of Ogre to those that possibly haven't heard the news yet! You can like us on Facebook, follow us on Twitter and like and subscribe on YouTube!

https://youtu.be/wFBnQ7x1-10

See you on the battlefield!
Title: Re: Ogre
Post by: Asid on October 04, 2017, 06:57:53 PM
Designers Edition board game

(http://www.sjgames.com/img/newsq/illq/2013/OgreDEKickstarterSponsorContents--800x600.jpg)
Title: Re: Ogre
Post by: Asid on October 05, 2017, 05:00:47 PM
Ogre is Now Available on Steam!

The official adaptation of the legendary wargame from Steve Jackson Games. Engage in futuristic warfare with armored hovercraft, superheavy tanks, infantry, and giant cybernetic war machines called "Ogres".
Title: Re: Ogre
Post by: Asid on October 05, 2017, 08:10:28 PM
Version 1.1.0.0 Update


New Features
•   Replay Last Player turn functionality added
•   Add end phase hotkey: Return

Bug Fixes
•   Overrun menu previously said "Advanced". It now displays correctly.
•   Unit stacking cost fixes
•   Units were sometimes sliding and skidding away from the center of the tile due to a physics error. This is now fixed, and units display in the correct place within a hex.
•   Turn transition now plays for every overrun phase change.
•   In the Ogre tutorial, there was a bug when ramming enemy Ogre's treads to 0. The tutorial now advances correctly
•   Added localisations to countdowns in mission 2 & 6
•   Missing string for GEV being rammed. This previously displayed as capitalised missing string text, but now displays correctly.
•   The 'How to play digital edition' change log wasn't appearing in the front end HUD. It should now be fully visible.

Title: Re: Ogre
Post by: Asid on October 06, 2017, 06:04:29 PM
Version 1.1.2 Update (number is in bottom-left of main game screen)


New Features
•   Added beta testers to credits! Thank you all for your support!
•   Added: New Tutorial for Infantry!
•   Added a link to the Ogre Sixth Edition Rules .pdf to the "Tutorial" screen.
•   Added a link to Ogre Sixth Edition Rules .pdf to "How to Play" screens.
•   Added to the multiplayer status bar and many other buttons, some feedback when hovering & clicking on them.

Bug Fixes
•   Fixed a file corruption issue in the Scenario Creator, leaving players unable to play or load their custom scenarios.
•   The custom scenario browser now informs you if there are no scenarios to display for your chosen filter settings.
•   The "Unranked" filter in the Active Games list has been renamed to "Custom Games" to better reflect its use.
•   Fixed a bug where ramming an ogre to disable it didn't trigger victory conditions
•   You can now see whether you won or lost a Custom Game in the "Active Games" screen
•   Reduced time for tooltips to appear from 1 to 0.66 seconds
•   Fixed some issues where the game hanged during the AI's turn (more info -> it tried to attack infantry that had already been destroyed.)
•   Fixed rule break in the ramming ruleset where Ogre's or Superheavies could not move in to a hex with infantry if it did not have AP weapons.
•   Improvements made to matchmaking (it should be more efficient at widening the net to find a match to your ELO!)

Note - If you don't see Steam update you, log out and back in - it forces Steam to update the game! Thanks :)
Title: Re: Ogre
Post by: Asid on October 09, 2017, 06:20:46 PM
Version 1.1.2 Update (number is in bottom-left of main game screen)

New Features
•   Added beta testers to credits! Thank you all for your support!
•   Added: New Tutorial for Infantry!
•   Added a link to the Ogre Sixth Edition Rules .pdf to the "Tutorial" screen.
•   Added a link to Ogre Sixth Edition Rules .pdf to "How to Play" screens.
•   Added to the multiplayer status bar and many other buttons, some feedback when hovering & clicking on them.

Bug Fixes
•   Fixed a file corruption issue in the Scenario Creator, leaving players unable to play or load their custom scenarios.
•   The custom scenario browser now informs you if there are no scenarios to display for your chosen filter settings.
•   The "Unranked" filter in the Active Games list has been renamed to "Custom Games" to better reflect its use.
•   Fixed a bug where ramming an ogre to disable it didn't trigger victory conditions
•   You can now see whether you won or lost a Custom Game in the "Active Games" screen
•   Reduced time for tooltips to appear from 1 to 0.66 seconds
•   Fixed some issues with the AI where the game hung during the firing phase (more info -> it tried to attack infantry that had already been destroyed.)
•   Fixed a bug in the ramming rule set that prevented Ogre's and Super Heavy Tanks from moving into a tile occupied by opposing infantry if it did not have AP weapons.
•   Improvements made to matchmaking (it should be more efficient at widening the net to find a match to your ELO!)

Note - If you don't see Steam update you, log out and back in - it forces Steam to update the game! Thanks :)
Title: Re: Ogre
Post by: Asid on October 10, 2017, 08:30:27 PM
Ogre Updated and Improved!
Ogre - AurochJake

We've just launched our third update since launch. We've got an aggressive support and improvement plan that we're undertaking, and we're taking on suggestions and questions from the community and also adding improvements from our own 'good to have' list. Join us and the Ogre community as we take this classic of the war games genre ever onwards, ever forward!

We've also just added a video in this discussion that explains some elements of the UI in more detail and some of the minor tweaks we've made.


Version 1.1.3.0 is available now -

•   Feedback form has been updated - it should now be clearer that it uses the default configured email app; and provides an alternative contact email.
•   Superheavies and grouped infantry now show their remaining attack strength when viewed in the attack context menu.
•   Unit information now shows current as well maximum movement
•   Fixed the known issue where the game would hang when attempting to destroy a road. Roads can now be attacked and destroyed.
•   Scenario 6: Reactor Raid will properly end when an Ogre escapes after all three reactors have been raided.
•   Fixed Ogre Escape conditions for the Super CP Scenario
•   UI: Fixed an issue where the weapon select menu for Superheavies and Infantry would sometimes not disappear when using right-click to close the menu.
•   UI: The "Waiting On Opponent" message now appears and disappears correctly when its your opponent's turn during Overrun.


Version 1.1.4.0 Update

Patch notes
•   Ogres have been increased in size by 50% during Overrun relative to other units.
•   Ogres ramming armour units in Overrun no longer take tread damage, as per rule 8.05.2
•   Fixed bug where Ogre treads were not taking damage during Overrun if the Ogre was the initiator.
•   Disabled armour units can no longer Ram in Overrun
•   Options set in the front end will now carry through to in-game.
•   Mk IIIs Attacking: the victory condition now triggers correctly as soon as the Attacker escapes with a single Ogre.
•   Fixed bug where the Overrun Summary Menu was still visible if the player ended their current phase while it was still open.
•   Fixed bug that caused the Overrun Summary Menu to show either the wrong units or no units for the tile being overrun
•   Terrain Effects Table: Fixed some UI appearing over the top of the table.
•   Terrain Effects Table: Second "Damaged Forest or Town" now correctly reads as "Rubble"
•   Terrain Effects Table: Fixed text saying that Heavy Tracked Vehicles received triple rather than double defence bonus.
•   Movement Info: Fixed "Default" localisation when GEV cannot move during the GEV Moment phase, after having entered a swamp that turn. This now says "Unit is unable to move", which will be improved in a future update.
•   Movement Info: Fixed "Default" localisation when the selecting a train during the movement phase. Now tells the player it can only be moved during the train movement phase.
•   Attack Context Menu: Units with multiple weapons will now correctly display only their remaining attack strength with valid weapons against the currently selected target.
•   Buildings will take half SP damage from attacks when they're in Town tiles
•   Streams are being correctly referred to as Streams, instead of Rivers, in the GEVs & Terrain tutorial
•   Fixed various minor spelling errors across the game.

Thanks for your reports!
Title: Re: Ogre
Post by: Asid on October 12, 2017, 09:14:49 PM
News announcement
Ogre - AurochJake

It's been great seeing the reviews of Ogre roll in, the majority of which have been overwhelmingly positive!

"fresh, deep and compelling" - Save or Quit
"A crowd-pleaser for the long-time faithful" - Rock Paper Shotgun
"A videogame everybody wants to see" - PCGamesN

We've updated the game to version 1.2.1.0 with a bunch of new fixes and features.

We've also posted a brand new video explaining some of the new UI features, which you can find below!

https://youtu.be/MZqrr_c6xNA
Title: Re: Ogre
Post by: Asid on October 13, 2017, 06:42:53 PM
Version 1.2.1.0 Update


•   FEATURE: Added a game speed toggle to allow players to set the overall speed of the game.
•   FEATURE:Added a countdown to notify when reinforcements become available in levels that have reinforcements.
•   FEATURE: The attack summary now has a tooltip indicating how attack odds are calculated; based on the current target.
•   Fixed bug where some menus stayed open when entering a new game if the player exited the level while they were open.
•   Fixed bug where the deployment menu kept appearing at the start of the player's turn during campaign missions 9 and 10, even if they had reinforced, or didn't have any reinforcements to deploy
•   Fixed bug where an Ogre's Treads were still target-able after they were already destroyed. The targeting highlight would still show but this is now fixed and working as intended.
•   The attack summary will now take into account whether an Ogre is in a Town when attacking its treads, and show appropriate attack odds.
•   The attack summary now shows a distinct message when attacking treads with a single unit, or multiple units.
•   The attack summary will now show "Automatic Hit" for single Infantry Squads at odds at or above 3:1
The attack summary will now show "No Effect" for any Infantry target when the attack odds are 1:3.or below.
•   Minor Text fixes
•   Fixed Ogre and Heavy Tank ramming damage rule inconsistency



Update version 1.2.2.0

•   FEATURE: Invite System - If you send an invitation to a MP game and the person you're inviting is in a single player game, they will now be notified
•   FEATURE: The Scenario Editor now has helpful hotkeys, which will help with making scenarios quicker and displaying how the system works a little clearer!
•   Disabled units now recovering at correct time
•   Fixed a bug where G.E.V.s were receiving an additional recovery phase just before the G.E.V. movement phase
•   Heavies in Overrun against Ogres now do 2 damage to Treads instead of 1.
•   Added a fix where units in Overrun weren't turning to target the correct opponent
•   Campaign mission 7 reinforcements were showing 0/0 for points values. Now displaying correct values
•   Campaign 8 hang should now be fixed
•   Fixed issue where Infantry were showing 0 attack during overrun
•   All units now showing their correct attack strength
•   Minor text fixes
Title: Re: Ogre
Post by: Asid on October 20, 2017, 05:46:25 PM
Ogre updated to Version 1.3.0.0
Ogre - AurochJake

See below for the list of cool new features added to the game. For a comprehensive list of all the bug fixes and content added since release, check out the patch notes thread here!

New Features
•   The "Pin Tile" menu is now available during deployment. This can be used to inspect stacks during deployment.
•   Unit information now shows up while hovering over tiles with a single unit during deployment.
•   During the attack phase; you can now click on tiles with a single target to immediately select your target. (Unless that target is an Ogre.)
•   Flyouts have been added to attack summary for attackers and targets.
•   During the attack phase, when selecting a target, contextual information about a terrain overlay will show. (If a single unit and a terrain overlay are both placed in a tile, unit info will be shown instead)

Title: Re: Ogre
Post by: Asid on November 16, 2017, 06:54:27 PM
Think you’re good at Ogre? Prove it this Thanksgiving

Hello!
Jake here and it’s time to talk multiplayer!

If you’re an avid player of Ogre and are looking for new multiplayer opponents to take on, then I hope you’ll join the rest of the community online this Thanksgiving (Thursday 23rd November). We're looking to organise a total of six play sessions at the following times:

UK Time - 3PM, 5PM, 7PM, 9PM, 11PM, 1AM
EST - 10AM, 12PM, 2PM, 4PM, 6PM, 8PM
PST - 07AM, 09AM, 11AM, 1PM, 3PM, 5PM

Be in-game under the Ranked Matchmaking multiplayer tab, then hit Play to search for an opponent.

While you do need to be online to matchmake with an opponent, once a game is in progress you can safely log off, play single player or other multiplayer games, and make custom scenarios. In fact you can exit the game entirely and leave it for up to 24 hours before returning and taking your turn. You’ll also receive a notification within Steam whenever your opponent finishes all their actions - perfect if your opponent is halfway across the world.

Pro tip: you can participate in multiple games at once. Simply repeat the procedure to enter a Ranked or Custom Game. To see your active games, just go to the Multiplayer screen, and select 'Active Games'. You should see 'Ranked' and 'Custom' tabs, where each type of game is held.

This first multiplayer session we’re organising is a bit of an experiment, but we’re hoping to make this a regular event if it proves popular, so tell your friends, tell your family, tell your cat... basically tell anyone who might be interested to come join us on Thursday 23rd November at the times above for some Ogre multiplayer action!

And if you can’t wait for Thursday 23rd November, in the meantime you can join the Auroch Digital Fans group on Steam, and enter your details on the
 Multiplayer Meeting Post (http://steamcommunity.com/app/517780/discussions/0/1520386297684043782/?utm_source=Auroch+Digital%3A+Ogre%2C+Dark+Future%3A+Blood+Red+States%2C+Chainsaw+Warrior+games+%26+Last+Days+of+Old+Earth&utm_campaign=2e5d8c61c4-Multiplayer_Thanksgiving_Sessions&utm_medium=email&utm_term=0_17641804d8-2e5d8c61c4-228949661) and start adding the other players to your Steam Friends List - they’re a fine bunch of folk who are regular Ogre players looking for more opponents.

See you on the battlefield!

Jake Connor - jake@aurochdigital.com
Community Manager, Auroch Digital
Title: Re: Ogre
Post by: Asid on November 22, 2017, 06:25:24 PM
Ogre updated to Version 1.5.3.0! GEV scenarios, Mac support and more!
Ogre - AurochJake

Hello everyone!

We're finally ready to roll our the major new update to the game! We thank everyone for their feedback and co-operation, we know it's taken a little while and your patience during this period is HUGELY appreciated!

See below for the awesome new features and fixes that the update contains;


Update 1.5.3.0

Features
- Ogre now available for Mac users!
- Movement added for stacks of units.
- GEV maps and scenarios added to single player, with multiplayer coming very soon!
- Scenario Creator now has Undo/Redo and various tooltip improvements to aid newer users and better explain functions. Should also be able to publish scenarios of any size now.
- Confirm End Phase and Auto-End Phase now added as options in the Game Settings menu.
- 90 degree angle camera increments now added as an option in the Game Settings menu.

Fixes
- GEV recovery should now be working as intended.
- Added in countdown on Campaign level 4 back into the game
- Right-shift now works for multi-selecting units (beta user request)
- Changed Nightfall faction colour in combat log to aid visibility.
- Save/Load should now be working correctly. Removed option to save during enemy turn.
- Units can now leave a Bridge/Road hex which has been cut at the end.
- Restart Mission Crash no longer occurring.
- Camo units no longer show unit type on hover.
- Skip reinforcement deployment phase when there are no units left to deploy.
- Overrun bug fixes and improvements.
- Escape Zones now should be working in every game mode
- Overrunning a treadless Mk 1 with Light Tank should no longer cause any issues.
- General text and minor fixes.
Title: Re: Ogre
Post by: Asid on November 22, 2017, 07:30:49 PM
Thanksgiving Multiplayer Event - 23rd November

(https://gallery.mailchimp.com/80f9f24ab53812fcb7ca58b1c/images/01705f99-f1ce-4374-aa4c-114bc113312e.jpg)


Hello!

Jake here and it’s time to talk multiplayer!

If you’re an avid player of Ogre and are looking for new multiplayer opponents to take on, then I hope you’ll join the rest of the community online this Thanksgiving (Thursday 23rd November). We're looking to organise a total of six play sessions at the following times:

UK Time - 3PM, 5PM, 7PM, 9PM, 11PM, 1AM
EST - 10AM, 12PM, 2PM, 4PM, 6PM, 8PM
PST - 07AM, 09AM, 11AM, 1PM, 3PM, 5PM

Be in-game under the Ranked Matchmaking multiplayer tab, then hit Play to search for an opponent.

While you do need to be online to matchmake with an opponent, once a game is in progress you can safely log off, play single player or other multiplayer games, and make custom scenarios. In fact you can exit the game entirely and leave it for up to 24 hours before returning and taking your turn. You’ll also receive a notification within Steam whenever your opponent finishes all their actions - perfect if your opponent is halfway across the world.

Pro tip: you can participate in multiple games at once. Simply repeat the procedure to enter a Ranked or Custom Game. To see your active games, just go to the Multiplayer screen, and select 'Active Games'. You should see 'Ranked' and 'Custom' tabs, where each type of game is held.

This first multiplayer session we’re organising is a bit of an experiment, but we’re hoping to make this a regular event if it proves popular, so tell your friends, tell your family, tell your cat... basically tell anyone who might be interested to come join us on Thursday 23rd November at the times above for some Ogre multiplayer action!

And if you can’t wait for Thursday 23rd November, in the meantime you can join the Auroch Digital Fans Steam group, and enter your details on the Multiplayer Meeting Post and start adding the other players to your Steam Friends List - they’re a fine bunch of folk who are regular Ogre players looking for more opponents.

See you on the battlefield!
Title: Re: Ogre
Post by: Asid on November 30, 2017, 06:21:47 PM
Join Auroch Digital every Friday for Ogre multiplayer!

Hello!
After our recent Tanksgiving day, you demonstrated that there’s an appetite for co-ordinated multiplayer events so that you can find more opponents for asynchronous games of Ogre. That’s why we’re going to make every Friday a multiplayer day!

There are six key times on a Friday to be aware of, they are:

UK - 5PM, 7PM, 9PM, 11PM, 1AM, 3AM
Eastern - 12PM, 2PM, 4PM, 6PM, 8PM, 10PM
Pacific - 09AM, 11AM, 1PM, 3PM, 5PM, 7PM

To get involved, you need to be online and under the Ranked Matchmaking multiplayer tab at one or more of those times, then hit Play to search for an opponent.

Due to the way our system is structured, you only need to be online to matchmake with an opponent. Once a game is in progress you can safely log off, play another element of the game, or even exit the game entirely, and leave it for up to 24 hours before you need to return and take an action (or concede the match). You’ll also receive a notification within Steam when your opponent finishes their actions.

You can also participate in multiple games at once - simply repeat the steps above. To see your active games, go to the Multiplayer screen, and select 'Active Games'. You should see 'Ranked' and 'Custom' tabs, where each type of game is held.

As always, if you want even more Ogre multiplayer outside of these times, join the Auroch Digital Fans Steam Group and check the Members tab to see when other Ogre players are online, and you can add your details to the  Multiplayer Meeting Post (https://aurochdigital.us7.list-manage.com/track/click?u=80f9f24ab53812fcb7ca58b1c&id=398811a034&e=4d017c9503) too.


Important note! We’re going to run these “official” Friday sessions for a trial period up until (and including) 26th January 2018 with reminders on our social media, and we have something very special planned for the end of the year with this too. But whether it continues in an officially organised capacity past that date is entirely down to whether there’s continued interest.

If you feel like this is something you’d like to see more of, please help us spread the word, encourage your friends to get involved, and if you have feedback on how it’s being run then let me know via jake@aurochdigital.com as I’m keen for this to be a collaborative effort between our studio and yourselves.

Important note #2! There will be a small hotfix to address a Scenario Creator-related issue tomorrow ahead of the event, just so you're aware.

Thanks!
All the best,

Jake Connor - jake@aurochdigital.com
Community Manager, Auroch Digital
Title: Re: Ogre
Post by: Asid on December 13, 2017, 05:11:42 PM
Update 1.5.12.0

Features
•   Added 'Scroll to Zoom' as a toggle in Options
•   Warning popup added when ignoring reinforcements on the last turn they're available.

Bug fixes
•   Mobile Howitzer can now move when deployed in rubble/city
•   Fixed exploit where a unit could enter more Overruns than their movement points allowed
•   Error finding victory condition fix

Title: Re: Ogre
Post by: Asid on December 19, 2017, 08:08:29 PM
Your chance to play Steve Jackson at his own game - Ogre Celebrity Multiplayer Event!

Hello everyone!

Jake from Auroch Digital here, and wow do we have a Christmas treat for you! You may be aware that we’ve been running Ogre Multiplayer Fridays recently as a way to get as many people involved in multiplayer games as possible. These have been good fun and have led to some fantastic games between members of this great community, and even between the developers and fans!

This week, as it’s the final Friday before Christmas, we’re giving you a chance to play not just against the developers of the digital adaptation, but against a range of Ogre and Steve Jackson Games’ royalty and celebrities, including the man himself!

The full list of celebrities and Ogre experts taking part is as follows;
•   Steve Jackson - the legendary designer of Ogre, GURPS, Car Wars, Munchkin and more… Available between 11 am - 4 pm EST / 4 pm - 9 pm UK
•   Winchell Chung - the man behind the iconic artwork of the original board game. 12 pm - 4 pm EST / 5 pm - 9 pm UK
•   Steven J Marsh - GURPS Project Manager. 4 pm - 8 pm EST / 9 pm - 1 am UK
•   Drew Metzger - Ogre Line Editor. 2 pm - 5 pm EST / 7 pm - 10 pm UK
•   Devin Lewis - Game Designer and Munchkin Editorial Assistant. 5 pm - 8 pm EST / 10 pm - 1 am UK.
•   Jake Connor - that’s me! Community Manager at Auroch Digital. 10 am - 2 pm EST / 3 pm - 7 pm UK.
•   Steve Martin - Designer on the Ogre Steam adaptation. 10 am - 2 pm EST / 3 pm - 7 pm UK

All you need to do is log in at any of the above times, head to ‘Ranked Matchmaking’ and begin searching!
Important note - matchmaking is random and there is no strict guarantee that you will definitely be matched with any of the noted participants above. We will be available throughout the day and playing against the first opponents we match against. We will be playing multiple games so if you don’t match someone above immediately, feel free to try again later! As a rule of thumb, a game takes around 30-45 mins.

As always on Multiplayer Fridays, there are six key times to be aware of, if you want to keep matching fellow players outside of the celebrity slots:
Friday 22nd December
UK - 3PM, 5PM, 7PM, 9PM, 11PM, 1AM
Eastern - 10AM, 12PM, 2PM, 4PM, 6PM, 8PM
Pacific - 07AM, 09AM, 11AM, 1PM, 3PM, 5PM

While you do need to be online to matchmake with an opponent, once a game is in progress you can safely log off, play single player or other multiplayer games, and make custom scenarios. You’ll also receive a notification within Steam whenever your opponent finishes all their actions - perfect if your opponent is halfway across the world. Just remember that if you are playing a celebrity, you need to complete your game during their scheduled time slot on December 22.

Pro tip: you can participate in multiple games at once. Simply repeat the procedure to enter a Ranked or Custom Game. To see your active games, just go to the Multiplayer screen, and select 'Active Games'. You should see 'Ranked' and 'Custom' tabs, where each type of game is held.

We look forward to seeing you on the battlefield this Friday!

All the best,

Jake Connor - jake@aurochdigital.com
Community Manager, Auroch Digital
Title: Re: Ogre
Post by: Asid on March 10, 2018, 11:28:21 PM
Game Updated!
Ogre - Auroch Digital

Hey all, just to let you all know that we've added some improvements and also fixed a bunch of issues. Full details are below. Thanks! Auroch Digital team.

Live Now! Ogre Update 1.5.13.3

Update 1.5.13.3

Hey all, happy to announce an update to Ogre. First off we want to say huge thanks to everyone for sending in bug reports, suggestions and error logs. It's been a huge help and has helped us to track down a bunch of issues we'd been unable to replicate.

Improvements:
•   Removed G.E.V. Start and Stop sounds. We received feedback that these sounds were quite high pitch and simply unpleasant. We agree in this case and think for now they should be disabled.
•   When attacking with an Ogre, holding shift now highlights which weapon charge will get removed.
•   Some minor text improvements.

Bug fixes
•   Fixed a bug where a unit that is stuck in a swamp/rubble can sometimes be selected to move (But cannot move.)
•   Fixed multiple issues in regards to Saving and Loading, especially in G.E.V. maps.
•   Fixed a range of desync issues in multiplayer, including issues with reinforcements, overrun, the train, recovery rolls and games ending.
•   Fixed a range of UI issues in multiplayer, including issues with the turn indicator (showed opposing players to be in the G.E.V. phase when it was not their turn) and the event indicator (showing the number of turns until an event happens) occasionally showing an incorrect value.
•   Fixed some issues with reconnecting to a multiplayer game, particularly in G.E.V. maps. These were issues where the game could load in an incorrect phase or units could be in an incorrect state.
•   Note these fixes should have benefits to other areas of the game as they remove a bunch of issues that might impact on other areas.

Thanks

Auroch Digital team.

Title: Re: Ogre
Post by: Asid on May 10, 2018, 04:39:52 PM
Update version 1.5.14.0
Ogre - AurochJake

•   Multiplayer network fix - this should fix a number of issues related to quitting and re-entering MP games, and dealing with spikes and/or drops in connectivity.
•   Ogre should be able to spend 1M and ram the infantry it's already on. Previously, the game would not let you ram a hex if there was more than 1 enemy unit on it.
•   Fixed some terrain rules related with water and bridges - units moving under a bridge now STAY under the bridge (cannot move under a bridge and then on to land in the same move). Water and Bridges no longer provide the same bonus within one movement phase, and being on a bridge now only applies the movement bonus to the roads coming off either side of it. Moving onto a bridge hex from either side, rather than the connected edge, means the unit is still in water.
•   Pathfinding / movement path issue where clicking a destination hex, cancelling, and then deciding to move to this hex, would result in a single-click moving the unit, rather than double-clicking as it should be, is now fixed.
•   As per a request, we've moved the Version Number from the bottom left of the Home screen (behind the Logging In overlay) to the bottom right of the same screen, so it should always be immediately visible.

An absolutely MASSIVE thank you to everyone who has provided feedback, logs, screenshots etc. to help us track down these issues and those that have been fixed up to this point, some of which have been very tricky to replicate and track down.

We appreciate it all :)

There are a few known issues which we'll continue to work on fixing, and of course, if you find any yourself, let us know by the usual channels.

Thanks again!

Title: Re: Ogre
Post by: Asid on May 22, 2018, 07:39:23 PM
Ogre MP Hotfix pushed
22/05/18


If you seen an update to Ogre today, not to worry - we just pushed a hotfix out to remedy an issue that some users were having with Multiplayer.

This was a small issue related to the most recent update, but this should no longer be any hindrance in your journey to become the best strategic mind of the late 21st century!

As always, if you encounter any issues with this, please let me know on jake@aurochdigital.com with as much information as possible about how to replicate the issue, along with your output log and any relevant screenshots / video clips.

Thanks a lot :)
Title: Re: Ogre
Post by: Asid on June 13, 2018, 10:44:51 PM
Update on Ongoing Work...

Reporting back on long day of work and our progress. We're working on an improvement to the MP game to catch a couple of turns of corrupted data we've seen happen. That will be incoming we hope tomorrow.

For now we've 'banked' the other fixes we'd been working on into a Beta (password 9UtpzAM9RVKakE52) if anyone wants to check it out. Would suggest not starting any new MP games with this as we're going to change the MP structure in it.

1.5.15.0

Multiplayer:
- Fixed bug in multiplayer where camouflage stacks did not correctly refresh for both players.
General bug fixes:
- Improved moving or deleting a single squad of infantry during deployment no longer shows the context menu if they are a squad of 2 or 3.
- Fixed bug where Deployment selection states were not always updating correctly.
- Fixed bug in deployment where units occasionally became un-selectable after moving.

Another update tomorrow and we'll move these into the main branch, assuming things go to plan! Thanks :)
Title: Re: Ogre
Post by: Asid on June 13, 2018, 10:45:48 PM
Update 1.5.20.0

Rules fix
•   Superheavy Tanks and Ogres now correctly ignore rubble and can no longer become stuck.

Multiplayer:
•   Fixed bug in multiplayer where camouflage stacks did not correctly refresh for both players.
•   Fixed bug with disabled units not recovering correctly in PBEM games.
•   Fixed bug with train message box causing issues during Async gameplay.
•   Network code has been improved and steps have been taken to validate commands between the player and the server, we discovered some rare occurrences (0.0005%) of network calls becoming corrupted and causing multiplayer games to break.

General bug fixes:
•   Moving or deleting a single squad of infantry during deployment no longer shows the context menu if they are a squad of 2 or 3.
•   Fixed bug where deployment selection states were not always updating correctly.
•   Fixed bug in deployment where units occasionally became un-selectable after moving.
•   Fixed bug where it was possible to spend a unit's cost multiple times during deployment.

We've got another updated to fix a couple of other minor issues incoming!

Thanks all for input and patience! (and special thanks to GranitePenguin for coming online in the wee early hours to play a game with us!)
Title: Re: Ogre
Post by: Asid on June 28, 2018, 09:13:03 PM
Update 1.6.2.0
Ogre - AurochJake

•   Feature addition! - Scenario Export tool. This was suggested by user Onwaaard and means users can now export images of their scenarios at their chosen resolution, meaning users can theoretically print out their custom scenarios and make their own Ogre game boards!
•   Fixed bug with non infantry and G.E.V. units being unable to use railroad bridges.
•   Fixed bug where occasionally units on a hex containing a road/rail/bridge that were not on it, were still receiving the movement cost as if they were.
•   Fixed bug where AI could attack twice with AP guns during the first turn of an overrun.
•   Fixed a few bugs with scenario editor crashing on open and randomly freezing.

As always, if you encounter any issues or have any feedback, let me know on jake@aurochdigital.com and I'll get back to you as soon as possible. This is particularly pertinent with the new export tool, as it is still a work in progress. It would be great to hear back from you after some experimentation, as lots of you have different setups etc. :)

Thanks everyone!

Title: Re: Ogre
Post by: Asid on June 29, 2018, 08:46:44 PM
Update 1.6.2.0
Ogre - AurochJake

•   Feature addition! - Scenario Export tool. This was suggested by user Onwaaard and means users can now export images of their scenarios at their chosen resolution, meaning users can theoretically print out their custom scenarios and make their own Ogre game boards!
•   Fixed bug with non infantry and G.E.V. units being unable to use railroad bridges.
•   Fixed bug where occasionally units on a hex containing a road/rail/bridge that were not on it, were still receiving the movement cost as if they were.
•   Fixed bug where AI could attack twice with AP guns during the first turn of an overrun.
•   Fixed a few bugs with scenario editor crashing on open and randomly freezing.

As always, if you encounter any issues or have any feedback, let me know on jake@aurochdigital.com and I'll get back to you as soon as possible. This is particularly pertinent with the new export tool, as it is still a work in progress. It would be great to hear back from you after some experimentation, as lots of you have different setups etc. :)

Thanks everyone!

Title: Re: Ogre
Post by: Asid on July 05, 2018, 09:29:13 PM
Ogre Update 1.6.3.3
Ogre - AurochJake

•   Feature Request implemented - INF squads and SHVYs can now group their attacks on Ogre treads.
•   Darkened Rubble hexes in the Scenario Exporter.
•   Fixed an issue where INF and Marines were being rammed in Overruns.
•   Fixed an issue where users were unable to load Campaign or Skirmish games after using the Scenario Creator.
•   Stacking Limit bug fixed - previously, if you clicked Cancel on the Stacking Limit warning, you could then Advance by ending your turn again, with all the units still in the overloaded stack.
•   Added recent multiplayer testers to Credits under Special Thanks.
•   Fixed a bug where the credits weren't showing up at all.

As always, do please let us know your thoughts and feedback. If you experience any issues, you can let me know on jake@aurochdigital.com

Thanks!

Title: Re: Ogre
Post by: Asid on July 23, 2018, 06:41:17 PM
Ogre Update 1.6.6.0
Ogre - AurochJake

•   Mk.1 now showing damage on model (Main Battery damaged state was not displaying)
•   Legal text added to exported scenario screens at 40x40. You may need to export it twice, this will be fixed in the next update.
•   Campaign launch error fixed
•   Ogres now taking correct Tread Damage when ramming in Overrun
•   Overrun was previously too short for disarmed Ogres. This should now be correct.

Title: Re: Ogre
Post by: Asid on September 11, 2018, 10:18:22 PM
Ogre Updated! V1.6.8 Let the tanks roll onwards!
Ogre - Auroch Digital

Hey all. Just a quick note to say that we've updated to Version Number 1.6.8 (Build ID: 3111059)

In this version we've:
•   Added fallback shaders to help with graphical glitches some players were experiencing.
•   Fixed a bunch of incorrect or missing text.
•   Fixed some issues with units having incorrect stats in the Campaign.
•   Fixed an issue with menu overlap in the Scenario Creator.

As ever, do let us know feedback and issues. If you're enjoying the game please do leave a review...