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!
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!
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!
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 here. Thanks! Auroch Digital team.
Ogre - AurochJake
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! We've even knocked off 20%, so there's never been a better time to pick the game up, if you haven't already.

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!
Ogre - AurochJake
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

If anyone has any issues or feedback, send it over to jake@aurochdigital.com :)

Thanks very much!
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
- AI tweaks and updates.
- 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.

As always, if you encounter any issues with the game, bugs, unusual behaviours etc., then let me know on [email]jake@aurochdigital.com[/email]. Instructions can be found here!
...

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