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91
Games Discussion / Re: SAELIG
« Last post by Asid on August 26, 2025, 12:20:59 AM »
Update 56.5 - Improvements, and a demo!
Mon, 25 August 2025



Hey all, It has been a minute since the last update, and I apologise for that. I had to move out of home (my office) for three weeks and then I got an awful flu. But I?m back and ready to go.

Not a massively impressive update this time, but pretty much everything here is a direct result of feedback I have received over the period since the last update. You may see another update relatively soon after this one with a handful of other changes which didn?t make the cut for this update.

As you may know I am working on a new map - I had this mostly finished, but due to popular demand I have decided to start it again, and have turned it into another empty map with no towns. This will be the last map I make in the base game and I think it will create a good spread. Four standard maps, two empty maps, and one hybrid map.

I?m also currently investigating translations and CO-OP (nothing to show yet).

On another note - I have very recently released a demo for anyone interested who wants to try the game out risk free. The demo gives you full access to one map for 16 days of gameplay, which equals 16 seasons and 8 years (ending in 888 AD). Once the demo ends, feel free to start another game with a new play style or strategy, as many times as you like. When I was a kid I could spend months playing a single demo, and I hope I can provide that kind of enjoyment to someone with this demo.


Bug Fixes
* Buying a business that you are an employee at no longer duplicates you in the production panel.
* Fixed a small notification issue.
* Fixed one particular plot causing navigation issues.
* Fixed some issues with being able to access Dens on some plots near water.
* Fixed a possible hang on some computers.
* Fixed bug where arrow production would vanish from home after loading.
* Fixed a loading issue that could happen in some cases.
* Fixed bug where you would get notified of trade ships if you sold a trading dock to the AI.
* Fixed a bug where you could send AI trading ships on trade journey.
* Fixed bug that would cause your character to spaz out when being assigned to fishing with a fishing boat.
* Fixed an issue where certain configurations would prevent production from finishing.


Tweaks
* When increasing or decreasing wage the relationship change is now linked to how much you increase or decrease. It also is capped at 70.
* When a child goes from baby to kid, they will now in most cases, be teleported back home instead of into the middle of town.
* Fishing now takes longer at lower skill levels than before.
* The market stockpile will now refill the market at a slower rate.
* Rehashed how people select a training area so people can become more well-rounded fighters.
* The train command for your spouse will now work better in more situations.
* When AI do pushups it can now increase their fitness.
* More CPU efficient AI logic in some specific cases.
* Ingredient requirements now shown for all productions.
* Reeve can now view combat skill of watchmen.
* Business owners can now command a higher wage when you are trying to hire them, and in some cases can refuse to work for you.
* If you assign yourself to work while mounted, it should not work better.
* Forage areas will now show a hover icon when selected.
* Now if you give someone kite shield they will replace their Viking shield.
* Added a relationship bonus for scholarships.
* Increase starting inventory of buildings if the advanced settings for nails and materials are turned on.
* Balanced exotic item imports to be more random.


New Stuff
* A new advanced gameplay setting: characters start with additional random skills.
* Added an idle worker filter added to relationship window.
* In relationship window you can now search for single men and single women.
* Added a new ?Resource? filter for buildings in your building list. This shows mines, woodcutting huts, and fishing docks.


And here are some things you can expect to see in the next update:
* Much better 1st person.
* New map with Welsh raiders and now towns.
* A way to more easily see trade routes spread across multiple buildings.
* New conversation type that will let you bad mouth your enemies - thus creating a rumour mill.
* A way to destroy buildings for nails and wood.
* Allowing the player to educate their workers when they?re working.
* With foraging off, coops will be converted to useful buildings.
* A new training field that can be built on an estate plot.
* The ability to sell a rented home straight to their tenant.
* The employees working when sick setting on businesses - each new business you own will adjust this setting to match the others in your property list.
* Tweaks to make sure Hyrmenn guard properly when you are attacked by Vikings.
* Tweaks to ensure the production indicator is properly shown when the game or production is paused.
* A new Danegeld raiding event

Got anything you want to see desperately in the next update? Let me know, maybe I can work something out.

I appreciate all the support and the continued input into the game - this game is what it is due to all the input from the players.

92
Games Discussion / Re: NAPOLEON: RULE OF IRON - 1:1 scale Napoleonic RTS
« Last post by Asid on August 26, 2025, 12:20:55 AM »
Update 1.0.4
Mon, August 25, 2025



Hello, I'm back with a new update!

  - Small tooltip adjustments.

  - Minor main-menu UI enhancements.

  - Updated credits text.

  - Adjusted Toulon timer.

  - Added splash screen.

  - The battle timer can now be disabled for historical battles. In this mode, you can only win by elimination. I didn?t add this for the campaign because it affects battles with special conditions like Borodino. In that battle, the campaign branches depending on how much of the Russian army you destroy. If victory were based solely on elimination, this would be pointless.

  - For the campaign, the best solution I found is an option to increase or decrease the timer from −25% to +100%. That should be enough for most players. You can set this once when starting a new campaign. This is backward compatible with your existing save files, meaning they will still work.

If you want to edit your existing save files to modify the timer from now on, here?s a guide:

How to edit your save files

1. Go to the save-file folder.

Windows

  - Press Win + R, paste and press Enter:
  - %USERPROFILE%\AppData\LocalLow\Eisengeist Studio\Napoleon Rule of Iron\

  - You will see a list of .json files. Open the one you want to edit with a text editor.

macOS

  - In Finder: Go > Go to Folder?, then paste and open:
  - ~/Library/Application Support/Eisengeist Studio/Napoleon Rule of Iron/

  - Look for the same save files (*.json).

2. Go to the end of the file and find the block called "campaignData": { }.

3. At the very end, after "borodinoSpecialConditionMet": false, add a comma, and on a new line add: "battleTimerPercent": 0.
Instead of 0, you can enter a value between −25 and 100. It should look like this:

"borodinoSpecialConditionMet": false,

"battleTimerPercent": 50

  - },

That?s all for now. Thank you for 10 reviews by the way, this has significantly increased the visibility of the game.
93
Games Discussion / Re: NAPOLEON: RULE OF IRON - 1:1 scale Napoleonic RTS
« Last post by Asid on August 25, 2025, 12:01:33 AM »
New Price: $19.99
Sun, August 24, 2025



Thanks for the feedback?this should make it easier to jump in. I want more people to try it now, not only during sales. If you already bought: thank you for supporting me early!

Also an update is coming soon to disable battle timers for historical battles.


94
Racing / Re: Assetto Corsa EVO
« Last post by Asid on August 24, 2025, 06:20:25 PM »
What?s Coming In AC EVO 0.3 | Multiplayer, Improved Physics, Audio Overhaul, New Content & More
Fri, 22 August 2025



Marco Massarutto, Co-Founder and Executive Manager at KUNOS Simulazioni, presents all the main features introduced in AC EVO EA 0.3, the third Release of the Assetto Corsa EVO Early Access program.




This milestone introduces the first step into online multiplayer, with up to 16-player slots which will progressively grow to full track capacity, the upcoming Custom Servers Portal, developed with SIATI (Swiss Innovative Arts & Technology Institute) and a preview of the upcoming Daily Racing Portal, developed with SimGrid.

Other highlights of Release 0.3 of the Early Access program include:

Physics improvements: 1000 Hz damping, a new suspension model, and tyre evolution

Audio overhaul: new individual car sounds, inertia-based response, backfire realism

Graphics and UI optimizations: GPU/CPU performance, VRAM usage, real-time MFD (Multi-Function Display) updates

9 new vehicles, including the Ferrari F2004, and 2 laser-scanned circuits: Circuit de Spa Francorchamps and Red Bull Ring

Still not one of us? By purchasing Assetto Corsa EVO Early Access, you?ll not only receive a discount, but you?ll also get all content included in version 1.0 for free.

95
Games Discussion / Re: Tank Squad Tactical WW II Realtime.
« Last post by Asid on August 23, 2025, 12:33:52 AM »
Development Status #79
Fri, August 22, 2025



Dear Tankers!
Welcome to our 79th Development Status.





Tutorial work progress




The tutorial is almost finished. We have everything recorded and configured and now we are testing back and forth all the tutorial scenes to fix all possible bugs.

Tutorial is pretty big, it has 3 parts:

  - repair section
  - battle basics
  - battle multi crew mode

And we already know in future another battle part must come - for when we extend the command giving and AI management or operations map handling.


Optimization progress
Our last progress in this area was memory management. The game shows us using around 9-10 GB of RAM on the biggest maps. That's the reduction from around 12-13 GB previously (or even 15 in May).

This can still be reduced but this level of RAM usage will be what you?ll receive in the upcoming patch.

What this means:

  - potential CPU usage reduction as the game won?t be needing so much VRAM to use (still it can use less but thats future)
  - less crashes for players that have 16 GB of RAM in their OS

As optimization means destabilizing the game in order to dig through code, rewrite it and potentially break it we need to pause this process now. We are going to pick it up after the patch and focus on another issue that pops up after running diagnostics and listening to your feedback.


New campaign - redesigning our gameplay
For the new campaign we?re adding operational map gameplay - the player team will have to either conquer the whole map or have more key points when the campaign timer runs out - we'll figure this out later.



WIP - this is just a prototype of the operations map - not the final thing. The sector shape and borders are going to be changed as well as additional UI is missing.
Some sectors (or all of them) can have a single scenario mission created for it - just like we have it now.

When that mission ends and the sector is in our hands it can be attacked by an enemy AI commander and as a side mission we can defend it.

Then the rules and objectives will be random and more generic and we won?t need to replay the same scenario mission again.



We want to extend the combined arms simulation and implement missions where a whole infantry company is coordinating an attack. We focus on enemy static weapon assets and potential armored counter attacks and infantry clears trenches.

This means we have to optimize the game to allow having at least 100-150 infantry on our side at all times and the same number of enemies.



We also want a shot at bigger maps with the ability to maneuver instead of having corridors like our previous approach is. This would also require extending the mobile spawner/mobile battle stations etc gameplay. Currently the whole map has 576km^2, with the full playable area being 324km^2. Right now the missions will be set up in a couple of logical sectors, with each being 9km^2. So the single sector in comparison is double the size of the C1M8 mission.



What does that mean for the players? Battles will be longer, at higher distances. The environment on which you will play is directly taken from real world data, so you will find yourself fighting in real places. We want to try out a more classical approach, since it was asked by You. There will be less detail in buildings, or other ?environment fillers?, because we want to save as much performance as we can, but also the place in which the new campaign will take place has almost none buildings.



With this new wip campaign, we also want to tackle some of the features that are to be implemented in the future and try to add some of it into this development cycle. As you can see, we are shifting to a more robust approach and so we want to create gameplay that is based on somewhat dynamic battle scenarios.







This means, some of the missions will be to some extent procedurally generated. Because of that, battle at every sector mentioned, will be a little bit different. We are speaking here about weather, time, type of forces, type of battles (yes, we are also working on other mission types in the meantime), but also more economic things, like relocation of your repair base, managing your resources ahead (currently we named it as ?turn based?, although it's not exactly fitting this description, so keep that in mind). Apart from that, we also want to start pushing tools for creating custom scenarios (as of right now on only given preset terrains and environments). We are inching closely to custom maps and scenario toolsets, although it's still a long way ahead.


When we can expect new patch 1.1.2?

Besides tutorial and optimization Stage 1:

  - ballistic improvements
  - toggle able interior lights in tanks
  - improved interior textures for tanks
  - big changes to how game handles knockout of a vehicle
  -   - should be harder to kill the player and easier to kill enemy AI
  -   - enemy AI now correctly decreases their morale that can lead to panic and evacuation of the tank
  -   - if tank wants to retreat and still can move and has smoke grenades it?s going to launch it
  - AI shooting dispersion fix - we found out that AI always hit where they wanted to, our dispersion logic was not working and in the end the game allowed them to have 100% accuracy
  - player vehicle camera and vehicle movement issues - added interpolation and a way to overcome the physics issues when interpolation is on

Thank you and have a good weekend!
DeGenerals
96
Games Discussion / Re: Broken Arrow
« Last post by Asid on August 22, 2025, 12:10:01 AM »
On balance
Thu, 14 August 2025



Dear Players,

We understand your interest and concern regarding the balance between factions in the game. Ensuring fair gameplay is one of our top priorities, and we regularly monitor statistics to maintain equal conditions for all participants.



What?s more, the developers themselves are active players: each of us has spent thousands of hours in the game, and our experience in the genre goes back to the days of World in Conflict and Wargame Red Dragon. We don?t just analyze the data ? we test balance changes firsthand by playing matches, trying out adjustments in real combat situations, and experiencing them just like you do.

And now ? on to the numbers:

Player distribution and faction win rate statistics


At present, 224,860 players have played at least one multiplayer match. On this graph you can see the ratings distribution of all these players. We are using an Elo ratings system but configured slightly differently from what you are used to seeing. In a classic Elo system new players start with a value of 1500 and win or lose points until they reach a value corresponding to their level. As a result, totally new players can be matched against experienced players winning 50% of their matches instead of other new players, generally resulting in their first matches being a series of gruesome defeats.


This is prevented in our system because the starting value is 300 and players tend to win more points than they lose to help them reach the average ratings. As a result players? ratings tend to move up as they play, leaving the lowest ratings only for totally new players. Of course winning more makes you progress faster and once you reach the higher ratings this boost doesn?t exist any more so quality takes over quantity.



Across 656,149 matches played, the following faction win rates have been recorded:

 ? USA ? 48.97% wins (321,348 matches)

 ? Russia ? 51.03% wins (334,801 matches)


Current state of game balance and next steps
Analysis of the presented data shows that the game balance between factions is currently at a very good level. The win rate difference between factions is only 2.06% across more than 656 thousand matches. Such a difference falls within the acceptable margin of statistical deviation for multiplayer games and does not indicate a clear advantage for either side.



That said, we recognize that balance is not just about numbers, but also about how the gameplay feels to the players themselves. Our work does not stop here. We continue to closely monitor match statistics, analyze changes in the meta, compare player behavior across different rating brackets, and review community feedback. Every balance adjustment is based not only on numerical data, but also on the real gameplay experience you share with us through social media and feedback channels.

We greatly value your activity and engagement, as open dialogue with players helps us gain deeper insights into what happens during matches and identify potential imbalances at an early stage. All information we receive undergoes thorough review and is used to make well-informed decisions.


Our goal is to maintain a fair and stable game environment, and we will continue working to refine the balance system so that every match is engaging and offers equal chances for both sides.


Some finals words:
We know many of you are eagerly waiting for news about future updates. That subject will be addressed next week, when we'll expand on what the team is working on next and on the content of the next update.

97
Games Discussion / Re: Maneuver Warfare : Command a panzergrenadier battle group
« Last post by Asid on August 22, 2025, 12:09:58 AM »
Update 1.32
Thu, 21 August 2025



Update 1.32 is live now. This update lets you play the Allied side for all of the Mission Pack South missions. Subsequent updates will add this functionality to other missions.

98
Games Discussion / Re: Napoleon's Eagles | Previously War and Peace by Avalon Digital
« Last post by Asid on August 21, 2025, 12:18:16 AM »
Version 1.7
Wed, 20 August 2025



Content:
  - Grand Campaign update for more balance and historical accuracy.
  - Naval rules reworked.
  - Manual updated
  - Game is now also playable in Spanish language.

 
Land changes:

  - Maneuver on the rear leave the force on its hex and make it immediately join the battle.

  - Partisans may be disbanded.

  - Seeking shelter inside a city is only allowed during the first round of battle.

  - Optional Auto Losses to gain time.

99
Games Discussion / Re: Warlord: Awaji - Lead a samurai invasion
« Last post by Asid on August 21, 2025, 12:18:11 AM »
Development News
Wed, 20 August 2025



Warlords,

Thank you all for your patience. I wanted to provide a brief update regarding Warlord: Awaji's development. I plan on releasing some news like this once every 2 months, so everyone knows I am still alive and kicking. I would love to provide a dev log in a more entertaining and digestible format, like a video, but I am a game developer first and foremost, not a content creator, so please understand this is the best I can do! Anyways, let's get to the news.

The last demo update went very well. I feel like the combat ecosystem of the game is in a decent place, and it is fun to play, but you have not seen everything yet in terms of weapons. I have noted some suggestions regarding the melee combat, things like adding a basic parry/perfect block system. This could be interesting should time allow, but overall I feel like the combat is already a quantum leap above Warlord: Britannia, and will play out nicely in the open-world campaign.

After the demo update released I pivoted to implementing the actual Warlord elements of the game. Namely, the camp, army, and open world mechanics like settlements and convoys. So far things are coming along very nicely and I have no doubts WLA will live up to and exceed it's predecessor. Having created a Warlord game once before, setting out to build features from scratch in WLA has been satisfying and efficient. Now that I know all of the pitfalls and gotchas that came with implementing these systems in WLB, I can write maintainable code from the get-go, which keeps my technical debt low (although not zero, but we are only human).

Even after only a short time implementing Warlord elements into the new game, some big differences have arisen from WLB. I would say the biggest paradigm shift is with the save system. In the previous game, you could only save your progress when at camp and not under attack. This was reasonable and by no means prevented people from enjoying the game, but I felt like it was adding friction. For example, if I want to assault a nearby village, I need to make sure I actually have 10 or 15 minutes to do it. If I have to go to a doctor's appointment in 20 minutes, this would result in me calling it quits. The lack of a true pause when opening the escape menu contributed to this issue. Now I am glad to say both saving and pause features have been made universally accessible during gameplay.

Another big change in Warlord: Awaji has been a simplification of harvesting, building, and storage. I found that while satisfying to watch your troops build structures and harvest resources in WLB, more often than not it became a source of frustration when things didn't go right with their AI, or when the player was unsure if they were experiencing bugged behavior. The interaction between these three elements: the building of structures, harvesting of resources, and storage space created a long list of edge cases and odd behavior. Storage space did not feel like a value-added feature, more like a chore you had to keep up with. AI building and harvesting was cool but became cumbersome and slow, and often frustrating. So for WLA, I have decided to forgo AI building (instead, the player's builds are automatically completed with a timer), harvesting, and storage space entirely. That being said, there should still be tools to allow for clearing of trees and foliage, and decorative storage builds. Plus the extra free time given to your troops around camp will be used for other immersive purposes, so no worries there.

What the removal of harvesting does is cut out the bottomless supply of resources from nature, and instead makes their procurement part of the overall progression ecosystem, which is something I really want to lock in for this game. Another reason why I decided to go this route is due to the samurai setting itself. Samurai field camps were not nearly as complex and well defended as Roman marching forts, so extracting massive quantities of wood from nearby forests simply doesn't compute. So I think these changes will be both historically authentic, and beneficial to the player's experience.

In other news, I have experimented with the base terrain for Awaji island, including the surrounding seas and landmasses of mainland Japan and Shikoku. I am still unsettled on the overall size of the map (determined by the scale factor to real life), but so far a roughly 1/3 or 1/4 scale is seeming appropriate. For comparison, Britannia (actually the real life island of Jersey), was in 1/2 scale and ended up being roughly 10km long. Awaji could be rendered between 1/3 and 1/4 scale and end up roughly 15km long, which may be too large for Warlord gameplay (some would argue WLB was already too big). So I will be tweaking and testing the map to ensure a vast open-world that feels adequately filled with content, is easily traversable, and retains recognizable valleys, mountains, and beaches from real life.

Let me know what you think about this. I look forward to reading your comments here and on Discord. Until the next news update I will be hard at work on the remainder of the campaign mechanics, then hopefully start to fleshing out the open world itself. Still no official release date yet, but it definitely will not be this year, so we still have a little ways to go. I hope it will be worth the wait! Thank you all for the support.

Until next time,
Darkmatter


(Greetings from somewhere on the Northern tip of a barren Awaji)

100
Games Discussion / Re: Videos
« Last post by Rinix on August 20, 2025, 12:54:55 AM »
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