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51
Games Discussion / Re: Swordhaven: Iron Conspiracy
« Last post by Asid on September 20, 2025, 12:17:12 AM »
Update 0.8.0: Mercantile Reasons
Thu, September 11, 2025



Greetings, friends!

Another few months have passed, which means it's time for another Swordhaven update; this one inspired by both our roadmap and your feedback: ideas and suggestions from the forums, Discord, as well as those we have got while featuring our game on Gamescom this August.


Read on...
52
Games Discussion / Re: Broken Arrow
« Last post by Asid on September 19, 2025, 12:03:33 AM »
Server Improvements
Thu, 18 September 2025



Dear players,

We are always striving to make your gaming experience as comfortable and stable as possible. Recently, we identified issues with one of our hosting providers whose servers were located in the United Kingdom, France, and Germany, serving players from nearby regions. Since we understand how important a stable connection is for you, we made the decision to move our European servers to a new hosting provider.

Along with this change, the server geography has been slightly adjusted to ensure even more reliable coverage:

- Western Europe ? now hosted in the Netherlands,

- Northern Europe ? Finland,

- Eastern Europe ? Hungary,

- Central Europe ? Germany (unchanged).

This step was taken to provide you with the best possible comfort, reduce the risk of connection issues, and improve overall stability for all players on the Global game region. We know how crucial connection quality is, and we are doing everything we can to make sure every match runs smoothly and without interruptions.

We will continue monitoring server performance and would be glad to hear your feedback: let us know how the game feels after the server migration and whether your connection has become more stable. Your feedback helps us improve the quality of gameplay and react more quickly to any potential issues.

Thank you for your trust, your patience, and for staying with us. We will keep working to ensure your gaming experience gets better and better, and that every match is both stable and enjoyable.


1.0.10 ?Everyone Fights!? Update coming soon

We?re excited to announce that Update 1.0.10 ? ?Everyone Fights? is coming in the near future! Why this title, you might ask?


Well, it contains the implementation of penalties for players who leave during online matches.

Players can still quit during a multiplayer match but the proper way to do it will be through a team Surrender vote, another feature contained in the ?Everyone Fights!? update.


It?s not all: the update will contain a plethora of balance improvements, improved order functionalities, dynamic battle music as well as improved models for certain units, on top of a massive number of fixes.


We look forward to seeing you in the game and can?t wait for you to experience both the smoother server performance and the upcoming gameplay changes. Thank you for your trust, your patience, and for staying with us ? we will keep working to ensure your gaming experience gets better and better, and that every match is both stable and enjoyable.
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53
Games Discussion / Re: Door Kickers 2: Task Force North
« Last post by Asid on September 19, 2025, 12:02:17 AM »
Patch v1.12
Thu, 18 September 2025



- fixed an incorrect doctrine setting

- fixed bug where muzzle drop distance would depend on weapon category (instead of relying on animation/models alone)

- buffed some Allies

- added support for day/night-only equipment graphics (see HelmetNVG in head_attachments.xml for examples)

- fixed NSPUM2 glow on day missions

- NVG slot for Night Vision Scopes glow renamed to nvg_scope

- fixed ALT shooting debug not using default doctrines for non-squad troops

- fixed mods-related crash when entities are missing from a RMG Enemy Group (check for errors in log file)

- fixed the need to specify correct max anchors on RMG Tiles

- fixed NWS PKM wrong maneuverability stats

54
Games Discussion / Re: Terminator: Dark Fate - Defiance
« Last post by Asid on September 19, 2025, 12:01:55 AM »
Uprising | Update v1.07.1152
Thu, 18 September 2025



Hi everyone, the latest update for Terminator is out now.


v1.07.1152

Uprising DLC fixes:


  - Enhanced AI behavior in sectors: 10,11,14,20.

  - For defense in Domination mode, a preparation stage (120 seconds) has been added in sectors:

2,5,6,7,8,9,10,11,13,14,15,20. Do not cross the restriction line at this stage.

  - Removed ATGM helicopters from regular marauders in Sector 10.

  - Decreased AI attacker reserves in Sector 4 (Integrators Main Base).

  - Fixed UI bug that caused unit tooltip texts to slide down.

  - Fixed bug that caused supply changes on missions not to be applied to strategic map.

  - Fixed softlock on the strategic map that could occur after completing Movement annexation

conditions.

  - Fixed UI bug with reserves tab in Sector 18.
55
Games Discussion / Re: Barotrauma
« Last post by Asid on September 18, 2025, 12:14:15 AM »
Autumn Update out now
Wed, 17 September 2025



Hello everyone!

The Autumn Update has just been released, with many fixes and improvements. Below are the highlights of the update, and you can find the full list of changes at the end of this post.


  - Added new "Blueprint" type of items, which are needed to unlock crafting recipes and make use of Alien materials. Blueprints can be found as loot or some can be bought from traders.

  - Railgun rebalance: Railguns now behave more as expected as they can hit multiple targets rather than disappearing on the first hit.

  - Grenade aiming improvements.

  - Broad spectrum antibiotics and antibiotic glue balance passes: BSA has a more universal effect, glue is more situational and has drawbacks. Infections are not as easily cured or prevented anymore.

  - Several fixes for the ongoing multiplayer exploits.

  - A lot of bugfixes.



Be sure to update your game to be able to host and join multiplayer servers. We hope you'll enjoy the update!


v1.10.5.0

Balance:

- Railgun rebalance: The railgun has been deemed on the weaker side by the community. It has been given a satisfaction pass, where now the high-power shell behaves more as expected, capable of penetrating multiple limbs or submarine walls, dealing more damage.

- Broad-spectrum Antibiotics now affect all limbs with infected wound with one application, but cure less infection per limb. Base prices for Plastiseal, Antibiotic Glue and Broad-Spectrum Antibiotics have been adjusted.

- Antibiotic Glue is now less effective on healing burns, bleeding and infections and inflicts organ damage even with successful application (and even more with failure).

- Added a pass to make grenades more easy to aim (and less likely to always hit the wall in the back due to excessive sliding/rolling)

- Reduced and equalized throwforce of most throwables (grenades, explosives) to 3.5 (some were 3.5 already, some 4.0).

- Add angular dampening on grenades to reduce excessive sliding/rolling.

- Frag grenade now uses a rectangular body instead of round/capsule, to avoid rolling too far (more in line with other grenades).

- Reduced throw force when aiming throwables downwards.

- Lower the rate at which skyholder artifacts and portable pumps drain water (both were way too effective for managing leaks).

- Made all variants of fractal guardians vulnerable to EMPs.

- Security NPCs on submarine encounters are now better armed, with weapons fitting the faction.

Blueprints:

- Added new "blueprint" type of items, which unlock crafting recipes.

- Three new alien material blueprints: physicorium, dementonite (gravity) and incendium, which unlock relevant (ammo) recipes.

- Alien blueprints need to be researched at a Research station.

- Merchants of all factions now sell item blueprints fitting to the faction's identity, locked behind reputation.

Miscellaneous changes:

- Made vent sounds a bit more quiet.

- Made crate shelf and makeshift shelf container UIs vertical to match the look of the sprites.

- Made some items be attachable only to the floor.

- Planters cannot overlap, and attach only to the floor, rather than attaching to the wall.

- Makeshift shelves are attached to the floor.

- Outpost NPCs react to players dragging other outpost NPC's corpses. Normal NPCs flee, security arrests you.

Fixes:

- Fixed gaps significantly slowing down the flow of water, especially when water is flowing up through the gaps.

- Fixed PvP outpost selection not working reliably (when you selected some specific outpost, it was possible for some other outpost to get selected regardless).

- Fixed bot AI not running if a bot below 0 vitality is forced to stay unconscious with e.g. adrenaline or talents.

- Fixed incorrect offset on the light that renders on a boarding pod that's in a loader.

- Fixed defense bot only escaping if it attemps to fire it's weapon and fails due to being out of ammo, but not when it doesn't have any ammo available.

- Fixed outpost NPCs sometimes spawning on non-human spawnpoints, e.g. the monster spawnpoints in research modules.

- Fixed NPC conversations about the submarine being very deep starting to appear too late (at the point when the sub is already at crush depth, instead of the point where camera shake and audio effects start appearing).

- Fixed yet another issue with modded hairs: hairs got misaligned in the bottom-right character portrait if they were set to inherit the origin of the head sprite, and the head sprite's origin was not at the center.

- Fixed all pets in the level getting added to the player crew at the end of a round, e.g. even hostile pets or pets inside beacon stations.

- Fixed id cards only being sold in normal outposts and cities (not mining, research or military outposts).

- Fixed loading screen tips often cycling too fast to read during the initial loading screen.

- Fixed "Find Jacov Subra" mission completing if you enter the outpost he's hiding in, even if you don't find him.

- Fixed vents' oxygen output warning being incorrectly shown when vents have been moved between hulls in the sub editor.

- The "drop item" hotkey is disabled when the inventory is not visible (e.g. when operating a turret).

- Fixed inability to issue orders that don't target any character in particular (e.g. ignore or deconstruct orders) when no-one can hear the order.

- Server log fixes:

- Fixed new lines added to the log ignoring the filtering.

- Fixed log jumping up when new lines are added while you've scrolled up to read older messages.

Modding:

- When saving a submarine or an outpost in the editor, the game suggests saving it in a subfolder that contains subs of the same type instead of always saving it in the root folder of the mod.

- Fixed "Equipped" item requirement only checking held items, not worn items as the documentation says.

- Option to define tags for wrecks and beacon stations in the sub editor, and to make a wreck or beacon mission choose a random wreck or beacon station with the specified tags using the attributes "BeaconTags" and "WreckTags".

- Fixed new elements defined in an item variant failing to be added to the variant if there's ClearAll elements present.

- Fixed submarine upgrade UI displaying an incorrect icon on items that don't have an inventory icon but use the item's normal sprite instead.

- The "sort stacks" and "merge stacks" buttons can be hidden from containers using the attributes "ShowSortButton" and "ShowMergeButton".

- Changed how store item availabilities work by default: if no min/max amount is defined, there can be 0-5 items available instead of there always being 5.

- Some new decorative outpost props: empty versions of the existing storage shelves which contained some decorative items.

- Fixed game freezing if a bot uses a weapon that has both a RangedWeapon and a RepairTool component.

- AnimController properties can now be accessed using conditionals.

- Fixed bots being able to unequip and reload non-interactable items if they have those in their inventory (e.g. if some custom event forces them to spawn with non-interactable items).

- Fixed corpses spawning in wrecks that have neither human or corpse spawnpoints (making it impossible to create wrecks with no corpses).

- Fixed unnecessary console errors about failing to load a texture when trying to preload some monster/enemy with [GENDER] tags in the filename.
56
Games Discussion / Re: Field of Glory: Empires
« Last post by Asid on September 17, 2025, 12:01:43 AM »
Field of Glory: Empires - Open for Sign ups for the final patch
Tue, 16 September 2025



We are preparing one final patch for Empires and it?s going to be a massive one

Dear players,

We are pleased to announce that we are preparing one final patch for Empires ? and it?s going to be a massive one! Drawing on three years of development work from its successor Kingdoms, this update will include not only dozens of bug fixes, but also substantial balance adjustments across nearly every aspect of the game.

In addition, numerous interface and quality-of-life improvements will be included. Notably, the much-loved Building Browser from Kingdoms will be added to Empires, as it has been highly requested and will no doubt be warmly welcomed here as well.

Sign ups are now open here: https://www6.slitherine.com/beta/field-of-glory-empires

That said, it?s important to note that we do not intend to overhaul Empires to the point that it loses its identity. It will retain its distinct features compared to Kingdoms. Gameplay additions will be made on a case-by-case basis, and sometimes as optional features, to satisfy all types of players.

With that in mind, there?s still a lot of work ahead on our side, and we will need your help in the near future for an intensive testing phase of the patch ? as it will bring major changes. Only you can provide the volume and quality of feedback we?ll need.

But we?ll talk more about that later this summer.

Gamefully yours,

Pocus
57
Games Discussion / Re: Dagger_Directive
« Last post by Asid on September 17, 2025, 12:01:36 AM »
Content Update - The 90s
Tue, September 16, 2025



Hi Everyone!

The first of our planned content updates is here!  The 90?s Pack, In it you?ll find a selection of weapons, attachments, and uniform options from real life, games, and movies from the 90?s.  See a full list of new additions, changes to gameplay and missions, and bug fixes below.




New Weapons

You can now choose from ten additional weapons, two new sights, and a new type of grenade! Here's the ones we haven't shown off yet. We added a slight zoom if aim with a weapon that does not have a scope equipped, or if you are wearing NVGs.



Colt 727 - a 5.56mm carbine

Aimpoint 5000 - has a slight zoom to give it a slight advantage now that we've added zooming without scopes.



AK74M - a semi or fully automatic 5,45mm rifle



M1911 - a semi automatic .45 caliber pistol



M950 Calico - a semi or fully automatic 9mm submachine gun, includes 50 and 100 round drums



Hawk MM-1 - a semi automatic 40mm grenade launcher



M136 AT4 - a single use anti tank weapon




New Uniforms

We've added a few new patterns for uniforms, helmets, and vests.




Updated Ship and Missions

The ship and the first five missions have received layout, art, and pacing improvements. We'll be continuing to work on these and the other ten missions for future updates.









Thanks for taking a look and for all of the feedback! Below you'll see the full list of additions, improvements, and bug fixes.

- Dan


Change Log

September 15, 2025 - V0.6.00 The 90?s Update

New Weapons

  - Pancor Jackhammer - a semi or full automatic shotgun.  Uses 10 round drums of buckshot or slugs.

  - M950 Calico - a semi or full auto submachine gun.  Uses 50 or 100 round drum magazines.  Supports scopes.

  - MM1 - Hawk - a semi auto 40mm grenade launcher.  Holds 12 rounds at a time.  Does not support attachments.

  - M1911 - a semi automatic .45 cal hand gun.  Uses the same magazines as the M45a1

  - Colt 727 - a semi or full automatic 5.56mm rifle.

  - M16A2 - a semi or burst fire 5.56mm rifle.

  - Colt SMG - a semi or full automatic 9mm sub machine gun.

  - AKS-74U - a semi or full automatic compact assault rifle.

  - M136 AT4 - a single use anti tank weapon.

  - AK74M - a semi or full automatic assault rifle.

New Attachments

  - Aimpoint 5000 - a 1x red dot sight that includes weaver rail extension to allow it to attach to weapons with carry handles.

  - C79 - a 3.4x scope that allows adjustments from 200-800m.

New Equipment

  - M68 - an impact variant of the M67.  Has a 0.25-0.35 impact fuse and a 5-7 second post impact fuse in case it lands too early.  Has a red stripe around the base of the fuse to distinguish it from the M67.

New Uniform Items

  - Raid BDU ? Tiger Stripe Desert

  - Raid BDU ? Tiger Stripe

  - Raid BDU ? Woodland Urban

  - Raid BDU ? M81 Woodland

  - Raid BDU ? MOUT Urban-T

  - Raid BDU ? Track Urban

  - Raid BDU ? Olive Drab

  - Raid DBDU ? 6-color Desert

  - Raid DCU ? 3-color Desert

  - Raid BDU ? All-Over Brush

  - Raid BDU ? Black

  - Raid BDU ? Desert Night

  - TG Faust Vest ? Spray Paint, Desert

  - TG Faust Vest ? Spray Paint, Olive

  - TG Faust Vest ? ERDL

  - TG Faust Vest ? Black

  - Pro-Tec - Black

  - Pro-Tec - Spray Paint, Desert

  - Pro-Tec - Spray Paint, Olive

Notes

  - AI: Reduced AI vision at night to make it more difficult for them to spot players at night.

  - AI: AI can now spawn with flash light attachments.  They?ll turn them on when in combat.

  - AI: Flashlights now affect AI vision.  If you are illuminated by a flash light you will be easier to see.

  - AI: Time of day now affects AI accuracy.  The darker it is the less accurate they are when shooting.

  - AI: Added an animation for when they get stunned by a flashbang.

  - AI: Added AI callouts for when the player is near bushes, trees, and smoke.

  - Gameplay: You can see who killed you in multiplayer by looking at the chat window.

  - Gameplay: Added crosshair zooming.  Adds a slight zoom when you click the scope button without a scope active.  It still slows your movement but you can see a little farther without a scope. This works on mounted weapons and with night vision.

  - Gameplay: Added [REDACTED]. The [REDACTED] menu can be accessed in the Pause Menu by entering an input sequence found in Poseidon?s Bunk.

  - Gameplay: Added ammo information to the magazine interact message

  - Gameplay: Recon drone lasers now scale based on distance to improve visibility at far distances.

  - Gameplay: Added the option to choose between white phosphor or green night vision.  The option can be found in the settings menu.

  - Gameplay: Your player will now make a grunt and a screen effect will flash when hit.

  - Inventory: Backpack now fills out horizontally first instead of vertically when auto slotting items.

  - Inventory: Magazine slots on weapons now support multiple rows for individually loaded weapons such as shotguns and grenade launchers.

  - Inventory: Weapon icons are now centered in the weapon slots.

  - Inventory: Added items weights to the item info window.

  - Levels: Improved Missions 1-5.  Added additional enemies, clutter, trees, adjusted terrain, and buildings.

  - Levels: The ship?s visuals have been improved.

  - Levels: The armory has had a second floor added, weapons are now mounted on the wall, launchers can be found in the boxes along the wall.

  - Levels: Oh Crude: you now ride in on the raft.

  - Weapons: Reduced sway for M21, M24, MP5, MP5SD, and UMP

  - Weapons: Increased sway for M240, M249, PKM, and PSG1

  - Weapons: Reduced weapon equip/unequip times for SMGs

  - Weapons: Increased weapon equip/unequip times for Sniper Rifles and LMGs

  - Weapons: Increased reload speed of the M1014 and masterkey.

  - Weapons: Increased M203 round weight.  Was using an incorrect value before.

  - Weapons: Updated the M67 with a new mesh and texture.

  - Weapons: AK style weapons now support flashlights and the PSO-1 scope.

  - Animations: Added new player animations for different movement directions.

  - Weapons: RPG now has a spotting rifle attached to enhance target acquisition.

  - Weapons: BACK BLAST AREA CLEAR! ? RPG, Javelin, SMAW, and AT4 now have back blast that will kill.

  - Weapons: Minigun audio replaced and it now visually spins down.

  - Weapons: Magazines now say "Heavy" when mostly full.

  - UI: Compass now displays the degrees for more precision.

  - UI: Players can now disable the compass in settings.

  - UI: Players can now disable the crosshair in settings.

  - UI: Updated character customization menus

  - UI: Out of date save versioning can now be mission specific.

Bug Fixes

  - AI: Fixed alert priority issue that caused the AI to sometimes run backwards.

  - AI: Fixed a movement target error that forced a constant re-pathing, causing them to appear to stand in place while sliding across the ground when close to a player.

  - AI: Fixed the friendly gun shot alert not passing along the correct target position in some cases.

  - AI: Fixed error with lighting during night missions.  Lights will now apply the correct vision effect on the player.

  - AI: Added missing Cartel callout for ?By the barrels?

  - Drones: Fixed drone battery level not saving

  - Gameplay: Fixed items like grenades sometimes showing when the binoculars are active.

  - Gameplay: Fixed typo in ?Boots on the Ground?

  - Gameplay: Fixed friendly fire warning not showing up properly when using scopes at longer ranges.

  - Gameplay: You can no longer jump while parachuting.

  - Inventory: Fixed icons getting stuck floating on the grid in some odd cases.

  - Levels: Fixed floating pole in C1M2

  - Levels: Added transparency to the helicopter windows

  - Weapons: Fixed scopes turning off when attaching a magazine to individually loaded weapons.

  - Weapons: Fixed shotgun pellet distribution

  - Weapons: Fixed scale on the M21.  It was smaller than it should have been.

  - Weapons: Fixed suppressor positions on multiple weapons.

  - Weapons: Projectiles no longer kill the AI that fired them or the player if the player is using speed mult cheats.

  - Weapons: Fixed scopes rendering with a lower than normal color accuracy causing banding and other visual artifacts.

  - Weapons: Fixed bipods ?attached? message remaining on after a weapon is put away.

58
Games Discussion / Re: Avorion : A procedural co-op space sandbox
« Last post by Asid on September 16, 2025, 12:15:44 AM »
Beta Patch 2.5.10 now available
Mon, 15 September 2025



QoL for Into The Rift and Bugfixes

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.


ITR Gameplay

  - Rifts prevent Ore purification. Previously this meant that you could not mine asteroids in rifts with Purifying Mining Lasers at all. Now they can break up rift stone like R-Mining Lasers, but not as efficiently.
  - Secondary objective objects are no longer dockable to avoid confusion
  - Object Detectors can now detect and highlight the Time Device
  -   - Added additional dialog to the Time Device to make it clearer that you need to complete all Into The Rift story missions before you can use it
  - Improved description of Xsotan Core Extraction mission objectives


ITR QoL

  - Rift extraction is now always visible in HUD (for Ripcord, Wormhole Generator, Wormhole Device)
  - Rift teleport (both into the rift and out of it via Ripcord) can now be canceled
  - Improved the teleporters "Go-To" dialog option: in addition to being moved to the teleporter, the player ship is now oriented towards it
  - If a ship needs to be restored out of a rift sector after a crash, it is no longer silently moved to players reconstruction site
  -   - If it's a player ship, it's restored at the last repair dock the player has seen (the same sector the player will respawn at)
  -   - If it's an alliance ship, it's restored at the reconstruction site of one of the alliance members and all alliance members are informed by mail
  - Xsotan Hunter Captain's chat messages now show the ship's name instead of the ship's class (as class is just "Ship" by default)


Bugfixes

  - Fixed a crash when removing entities with pending updates from a sector
  - [UBR] Fixed a crash when there were very high amounts of loot in the sector and optimized handling of glow particles
  - [UBR] Fixed a crash that occurred when player ships were destroyed right at the start of a camera animation
  - [UBR] Fixed a crash when entering a new sector related to loot rendering
  - [UBR] Fixed an issue where non-functional cube ships would be generated for NPCs
  - [UBR] Fixed an issue where repair platforms were unable to restore any blocks that were lost since entering the rift sector if the ship was initially over the rift missions weight limit
  - Fixed an issue where partial secondary objective descriptions were displayed for the currently tracked mission
  - Fixed some descriptions in missions not being translated
  - Fixed an issue where the continue button in the main menu was disabled after version updates
  -   - (Note: Even if the continue button is disabled, previous galaxies are still accessible through "Singleplayer")

(UBR = User Bug Report)
59
Games Discussion / Re: Door Kickers 2: Task Force North
« Last post by Asid on September 15, 2025, 10:55:57 PM »
New content update!
Mon, 15 September 2025



Hello, Door Kickers!

We've let you hone your skills on the release content long enough, and there's no sign of Workshop activity slowing down any time soon. Seriously, we're almost at 10 Thousand Missions - those amazing modders are restless.


So we guess it's time for us to get some special content out there!


New Mission Packs:

The core of this update is the Blast From The Past Mission Pack: This includes 9 classic missions from the first Door Kickers, re-envisioned for DK2.



All the missions included were very special and dear to us, and its been fun re-visiting and rethinking them in the context of Door Kickers 2 units, adversaries and mechanics.

Remember this?


This is it now:


If you're a veteran of the old game, let us know which version you prefer! And if you have an old favorite that didn't make the cut, let us know too!


But wait, there's more!
Tiny Troubles 4: Tiny maps hold a special place in everyone's heart, so we initiated a new series. Currently only two missions present, but more will come!

New equipment and weapons

We've focused on the Nowheraki SWAT for this update and blessed their Assaulters with the locally produced G3 rifle and the Soviet-origin PKM machinegun. Many have asked for the PKM and its now entered the inventory of both sides of the Insurrection - the enemy gets it too!



Your new firearms are relics from an old era - and hit hard and far with their overpowered ammo. With the right tactics both will serve well, with the wrong ones you'll get bogged down in doorframes. But that's your job - to match tactics to and tools to the problems in the field.



Additionally, battle-hardened SWAT squads can now equip the Martyr's Armor, which is a little something we picked up from real life units that inspired the Nowheraki SWAT. Not one bit of ballistic protection but a lot of trust in God to protect you and your luck to hold.




Objective Markers in Deploy Phase

We've added some Intel & Objective markers to the Mission Building toolkit. Some missions use these to help you find objectives on the map - but never trust Intel 100%.



For custom missions, designers can use these to add a layer of Intel and lore to their work. We feel this adds a lot to the feeling of a real life briefing, with various sources being used to build a target picture that the commander takes into account.

So, that's it for now. More content is coming, but let us know how the old Door Kickers 1 content holds up!

Your Devs @ KHG


Full changelist for v1.11:

- new mission pack: Blast From The Past

- new mission pack: Tiny Troubles 4

- new player weapons: PKM, G3 Rifle

- new player equipment: Martyr's Armor

- new enemies: Insurgent PKM gunner, New Private Security types, NVG-equipped Irregulars

- Intel: possible objective locations are now highlighted while deploying, in select missions.

- fixed sometimes dropping two shields when trooper died

- fixed (coop) being able to see hidden VIP due to pause icon showing up for him as well

- fixed some texts not being translated

- fixed a crash related to the RMG

- fixed bad cropping for RMG maps in some situations

- fixed a mods-related crash

- fixed crash when quitting game (also removed the integrated hardware RGB frameworks)

- modding: added KHM exporters for 3dsmax 2023/2024/2025/2026

- editor: added new objects/prefabs

60
Steel Beasts Pro / Re: S B Videos Thread
« Last post by Rinix on September 15, 2025, 03:48:33 PM »
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