Ogre - Auroch Digital
Hi all, we've done a quick update of Ogre today; the main change is that the game moves from 32 to 64 bit for Mac users, as Apple is doing a big change on the next OS towards 64 bit. (Note that if you want to keep the old 32bit version, you can still use that version. Full details can be found in the Steam Community post here!

Thanks all!
Ogre - AurochMatt


Hi there!

We all have games that have sat in our wishlist for too long… so we are on a mission to help reduce that for you by giving you 50% off of Ogre in the 2019 Board Game Sale. Act now before it’s too late!

Reviews

If you have played Ogre already then we’d really appreciate a review. Reviews are really helpful to us as a developer and also to Steam. We wrote an article about it a while ago which you can read on our website.

Discord

Final reminder but we have a Discord server where we are nattering away about a ton of topics. Pop on over and say hello if you haven’t already.
Jun 10, 2019
Ogre - AurochMatt
Hey there!

Just a quick note from us



Looking forward to seeing a few of you there and also hope you've been busy with lots of multi-weaponed Ogres racing around causing all manner of mayhem!
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...
Jul 23, 2018
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.
Thanks!
Jul 5, 2018
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!
Jun 27, 2018
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!
Ogre - Auroch Digital
We have a cache of awesome Ogre goodies, signed by Steve Jackson himself, to give away! First, we have a copy of Ogre Reinforcements for Ogre Sixth Edition, with an array of new units, rules and scenarios to play, as well as a signed copy of 40 Years of Ogre. This is an insert which contains a full copy of the map, units to cut out, full ruleset, as well as full instructions on how to run the Bad Timing scenario.

..."And what do I need to do to get my hands on this amazing swag?", we hear you ask.

Well, just go here to find out more....
Ogre - Auroch Digital
Hey all - quick note to say that we've updated the game to fix a couple of rules issues and also a few bugs. There will be another update coming very soon. Full info is here. We've got another updated to fix a couple of other minor issues incoming!

Thanks!

PS. Don't forget the Ogre Screenshot competition. Thanks!
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!
...

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