Automation - The Car Company Tycoon Game - Killrob
What’s New?
Progress has been steady over the past couple of weeks and as mentioned in the last Little Dev Update today time has come for the next big update to launch into open beta!

In case you have not joined the open beta yet, right-click Automation in your Steam Library, select Properties, Betas, and select the openbeta. Then let the game update and play!

Since the last public release a lot has changed and been added. The game runs much better now too and we’ve had to fight UE4 significantly less in the recent months compared to the struggle that was the first UE4 release. A quick overview of the changes coming to this version:
  • Updated game engine, improved memory handling, better loading procedure
  • Added 32-bit client for those running a 32-Bit Windows 7, 8 or 10
  • Engine designer random challenge mode
  • AI engine generator accessible in sandbox
  • 23 all-new engine designer tutorial scenarios
  • 43 revamped general engine designer scenarios
  • Added ~150 car bodies
  • Major rebalance to smoothness and exhaust system game mechanics
  • New simplified tech pool / quality mechanic
  • Custom test tracks work again, put them into the tracks folder
  • Improved and polished UI, vectorized icons
  • Improved and updated translations (WIP)
https://youtu.be/9i7X0Uqimmo

V16s FAQ
V16s are now available to those who supported us years ago by buying the Turbocharged or Supercharged version of the game. We’ve put together a little FAQ regarding the V16s for both those that will get them now and those that might want to get them later.



Have a look here for the FAQ: http://steamcommunity.com/app/293760/discussions/2/1473095965290626494/

Open Beta Outlook
Most likely this open beta phase will run for two weeks as we continue balancing and polishing the game. Of course bugs you find and report will be ironed out in this phase, too. General feedback regarding both the new engine designer challenge mode and the engine builder AI is of course welcome, they will need tweaks for sure.

Once this update is polished up and merged with the public branch, the next goal is to prepare the car designer AI and along many other things make the car designer ready for the Lite Campaign V3 implementation. This will also include new improved car designer scenarios and tutorials, as well as many car designer balance changes and improvements.

We hope you will enjoy this update.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
What’s New?
Progress has been steady over the past couple of weeks and as mentioned in the last Little Dev Update today time has come for the next big update to launch into open beta!

In case you have not joined the open beta yet, right-click Automation in your Steam Library, select Properties, Betas, and select the openbeta. Then let the game update and play!

Since the last public release a lot has changed and been added. The game runs much better now too and we’ve had to fight UE4 significantly less in the recent months compared to the struggle that was the first UE4 release. A quick overview of the changes coming to this version:
  • Updated game engine, improved memory handling, better loading procedure
  • Added 32-bit client for those running a 32-Bit Windows 7, 8 or 10
  • Engine designer random challenge mode
  • AI engine generator accessible in sandbox
  • 23 all-new engine designer tutorial scenarios
  • 43 revamped general engine designer scenarios
  • Added ~150 car bodies
  • Major rebalance to smoothness and exhaust system game mechanics
  • New simplified tech pool / quality mechanic
  • Custom test tracks work again, put them into the tracks folder
  • Improved and polished UI, vectorized icons
  • Improved and updated translations (WIP)
https://youtu.be/9i7X0Uqimmo

V16s FAQ
V16s are now available to those who supported us years ago by buying the Turbocharged or Supercharged version of the game. We’ve put together a little FAQ regarding the V16s for both those that will get them now and those that might want to get them later.



Have a look here for the FAQ: http://steamcommunity.com/app/293760/discussions/2/1473095965290626494/

Open Beta Outlook
Most likely this open beta phase will run for two weeks as we continue balancing and polishing the game. Of course bugs you find and report will be ironed out in this phase, too. General feedback regarding both the new engine designer challenge mode and the engine builder AI is of course welcome, they will need tweaks for sure.

Once this update is polished up and merged with the public branch, the next goal is to prepare the car designer AI and along many other things make the car designer ready for the Lite Campaign V3 implementation. This will also include new improved car designer scenarios and tutorials, as well as many car designer balance changes and improvements.

We hope you will enjoy this update.
Cheers!
Community Announcements - caroline


Greetings Tiger Knights!

Before getting started, we owe you all an apology. As mentioned in the forums, we have recently launched a non-Steam version of Tiger Knight in China. This launch required more attention than we first realized, and resulted in less updates on Steam during this period. However, we’re pleased to say that big updates for the Steam version are incoming – with many new features and gameplay changes that we hope you will enjoy. Today we want to talk about some of these in more detail.

1.Crawling and Reviving
We will be switching up the gameplay mechanic used for players in a downed state. Rather than becoming immobile, players will now be able to crawl along the ground. This will open up the possibility of escaping a dangerous area or reaching cover. Players who survive for 30 seconds in this state will be able to rise up once again and rejoin the battle, but with just a sliver of health remaining.

As a result of this new mechanic, players will need to rely more on their teammates or soldiers to protect them while they attempt to reach cover, and this gives rise to new and interesting gameplay.

2.Adjutant Medics
Overzealous generals can often find themselves in sticky situations on the battlefield, losing health and far from their teammates. We plan to increase the effectiveness of some adjutants by allowing them to revive a downed general who is within range. These adjutants include fan favorites Bo Cai and Huang Gai, and we hope that players will now be more inclined to pay attention to their location while also protecting them on the battlefield in order to benefit from their usefulness at a critical point in the fight.

3.Balance Adjustments
Following the increased soldier damage in a previous update, many players have pointed out the terrifying ability of units such as the Zhongyuan Heavy Pikeman and Wu infantry. With this in mind, we will be reducing the damage caused by Pike Wall and Brutal Swing against generals. We will also be adjusting other aspects to ensure the balance of these units, increasing the duration of Brutal Swing as well as the weight of Spearmen to help them better withstand cavalry charges. We will also be strengthening shielded soldiers and light cavalry as we look to improve balance in all areas of the battlefield.

4.Changes to PVE Mode
The changes made to PvE Epic War mode will be some of the biggest to appear in this update. To begin with, overall gains from PvE mode will be reduced. While this may cause some concern among players, we have also been reducing the requirements for troop line unlocks and so we hope the impact will not be severe. Instead, we will be adding a new item – the PvE Seal – which players can obtain through supply chests or at random after completing a PvE game. The PvE Seal will allow players to create a special room where higher rewards are offered, friends can be invited, and no limitation on unit types exist.

5.Update to Combat
In the next updated version of Tiger Knight, some changes to combat will be introduced. Our goal was to improve the overall striking/hitting sensation, taking into account characters raising their hand, pulling back, and then accelerating forwards to land the attack. This process is difficult to universally fine tune and adjust, and everyone will have their own preference as to how it should work. Some players enjoy an arcade feel, while others crave realism in their combat. We will focus more on this area in the future.

When compared with other games of this style, combo attacks have been almost a unique feature of Tiger Knight. We want to improve on the balance of these attacks, and so we will be reducing the speed while increasing the damage output. This change will prevent players from receiving constant damage from fast combos, and increase the chances of a successful block.

We have also given attention to the rhythm of combat. Forward movement speed will be decreased by 15% when players raise their hands, while backward movement will be increased by 10%. The goal is to avoid unnecessary weapon collision, while also giving novice players a chance against skilled opponents with high speed weapons. Players should now pay closer attention to movement and weapon attack timing. However, the most skillful players will also be able to use this timing to their advantage, possibly making them even more powerful!

Everything mentioned here is just a part of our future vision for the battlefield of Tiger Knight. We want to create a fun, balanced and, most of all, exciting combat experience for all of our players. As ever, we’re eager to receive your feedback and comments regarding anything discussed above.


Aug 31, 2017
Warhammer: End Times - Vermintide - [Fatshark] Hedge

Heroes!

Good morning/afternoon/evening!

It's Friday (at least it is in Sweden at the time of writing) and what better time for some stability fixes for your favourite rat murdering simulator.

Also, Bar Brawl has been Enabled - to celebrate the unveiling of Vermintide 2, which you can wishlist right here:

http://store.steampowered.com/app/552500/Warhammer_Vermintide_2/
Fixes:
  • Fixed crash when multiple players were interacting with the skull on "The Dungeons" simultaneously.
  • Fixed crash caused by VOIP
Have a superb weekend!

Aug 31, 2017
Warhammer: End Times - Vermintide - [Fatshark] Hedge

Heroes!

Good morning/afternoon/evening!

It's Friday (at least it is in Sweden at the time of writing) and what better time for some stability fixes for your favourite rat murdering simulator.

Also, Bar Brawl has been Enabled - to celebrate the unveiling of Vermintide 2, which you can wishlist right here:

http://store.steampowered.com/app/552500/Warhammer_Vermintide_2/
Fixes:
  • Fixed crash when multiple players were interacting with the skull on "The Dungeons" simultaneously.
  • Fixed crash caused by VOIP
Have a superb weekend!

Estranged: The Departure - Alan Edwardes
I am currently taking a summer break which has meant I haven’t been able to work on Estranged a whole bunch over the past couple of weeks, but updates will resume their regularity soon.

Detailing

The office, the sewer level and the earlier pool level have all received detailing updates, along with some updates to the first outdoor level to prevent players from getting stuck.



The levels in general are getting brighter, which has been a point of pain for some players.

Elevator Changes

The elevator on the pool level has been tweaked - now instead of using the in-game physics engine, it uses triggered logic to count the number of props added to the elevator.

Once the mass reaches a certain level, the elevator drops down as before – however using an animation sequence, rather than a physically driven simulation.



This provides greater control over this sequence, and means that it behaves the same for every player.

Spanish Translations

The game is now localised to Spanish thanks for a contribution by Rafael P.H. This brings the list of supported languages in Estranged: Act II to Bulgarian, German, Spanish (Spain), French, Dutch, Portuguese (Brazil), Portuguese (Portugal), Russian and Slovak. Thank you to all of the people that have contributed their translations to the project!

If you’d like to translate Estranged to your language, drop me an email at alan [at] alanedwardes (dot) com. The translation sources are public and can be found on BitBucket: https://bitbucket.org/estranged/insulam.localization/src

Thanks for playing! If you have any feedback, let me know directly, or use the in-game feedback, the forums or Steam reviews.

Alan
Estranged: The Departure - Alan Edwardes
I am currently taking a summer break which has meant I haven’t been able to work on Estranged a whole bunch over the past couple of weeks, but updates will resume their regularity soon.

Detailing

The office, the sewer level and the earlier pool level have all received detailing updates, along with some updates to the first outdoor level to prevent players from getting stuck.



The levels in general are getting brighter, which has been a point of pain for some players.

Elevator Changes

The elevator on the pool level has been tweaked - now instead of using the in-game physics engine, it uses triggered logic to count the number of props added to the elevator.

Once the mass reaches a certain level, the elevator drops down as before – however using an animation sequence, rather than a physically driven simulation.



This provides greater control over this sequence, and means that it behaves the same for every player.

Spanish Translations

The game is now localised to Spanish thanks for a contribution by Rafael P.H. This brings the list of supported languages in Estranged: Act II to Bulgarian, German, Spanish (Spain), French, Dutch, Portuguese (Brazil), Portuguese (Portugal), Russian and Slovak. Thank you to all of the people that have contributed their translations to the project!

If you’d like to translate Estranged to your language, drop me an email at alan [at] alanedwardes (dot) com. The translation sources are public and can be found on BitBucket: https://bitbucket.org/estranged/insulam.localization/src

Thanks for playing! If you have any feedback, let me know directly, or use the in-game feedback, the forums or Steam reviews.

Alan
Aug 31, 2017
Endless Reality - Hackerguild
Just released 1.0.1 which fixes a few bugs which have popped up over the last few days. Thanks for all the feedback!

  • Fixed a bug where AIOps would overwrite other lua tables (would cause crashes fighting Leviathan)
  • Fixed being able to walk underneath house walls in Sky - Residential
  • Tweaked Sky I enemies
  • Some grammar fixes
Aug 31, 2017
Endless Reality - Hackerguild
Just released 1.0.1 which fixes a few bugs which have popped up over the last few days. Thanks for all the feedback!

  • Fixed a bug where AIOps would overwrite other lua tables (would cause crashes fighting Leviathan)
  • Fixed being able to walk underneath house walls in Sky - Residential
  • Tweaked Sky I enemies
  • Some grammar fixes
Ancient Frontier - FairWeatherStudios
Pirate Smuggler



The Smuggler is well named, and often used for moving illicit cargo or breaking blockades. Surprisingly fast for her ship class the Smuggler is also well armed. Three ripper guns allow her to quickly dispatch fighter patrols that may try and stop her, and ion cannons and short burst quad auto cannons make short work of escorts. Long range sensors allow her to pick her battles, and the smuggler is likely to rely on her speed to outrun and avoid larger capital ships.



Smugglers are found in fair numbers in pirate fleets. Pirates threaten both the Federation and the Alliance, so you will be fighting them in both campaigns. The Smuggler is a versatile escort that can pose a threat to fighter squadrons or single escorts. Smugglers don't normally hold up well against capital ships, but they are fast with a good evasion for their ship class.



Will you defend the Frontier?
...

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