M1A1 Storm Tier 7 Premium Main Battle Tank (with Desert Storm bundle)
Between July 4 and July 11, 2024, the following items will be available:
M8 Ridgway Skin
This skin for the M8-120 Thunderbolt II Tier 9 Light Tank is based on our idea of what would the M8 have looked like, had it been a part of Operation Just cause, the American invasion of Panama. Its look is based off an existing M551 Sheridan “Airborne Thunder”, which participated in the said operation. You can read more in our dedicated article.
The skin is available as a part of the Ridgway Bundle, which contains the following items:
This skin for the M1A2 Tier 8 progression Main Battle Tank is based on the real American Abrams tanks, which were seen and photographed during the Iraq War. You can read more about it in our dedicated article.
This skin is available in a bundle along with the following items:
Iraq War ochre base paint (used by the U.S. Army)
U.S. Cavalry decal
U.S. Company decal
Thunderbolt decal (this historical decal appeared on a real early Abrams in honor of General Creighton Abrams’ personal Sherman tank during the Second World War)
Please note that the bundle includes the skin but not the M1A2 MBT itself. This tank needs to be obtained via progression directly in the game.
This bundle is available in our Web Shop.
AbramsX
AbramsX is an advanced technology demonstrator. It was built as a private venture by General Dynamics Land Systems and unveiled in 2022 to show what the future of the Abrams MBT could look like. It is considerably lighter than a fully upgraded Abrams while retaining its protection levels and firepower thanks to its cutting edge systems. You can read more about it in our dedicated article.
In Armored Warfare, the AbramsX is a Tier 10 Premium Main Battle Tank. While still maintaining the basic Abrams line features such as a 120mm gun, it is considerably lighter and less armored. On the other hand it is also faster, more agile, stealthier, and features a 30mm autocannon that can reduce most light vehicles to a pile of scrap in seconds thanks to its new ammunition. As a result, this tank can dish out a lot of damage but requires careful and skilled gameplay.
The AbramsX Tier 10 Premium MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.
Griffin 120mm
The Armored Warfare version of the Griffin Light Tank is based on an early 2016 tech demonstrator, intended to show the U.S. military during the AUSA 2016 conference that General Dynamics meant business. It was built as a private venture; effectively a scaled-up example of General Dynamics was capable of providing when it came to highly mobile vehicles with a lot of firepower for the U.S. airborne forces. The U.S. Army was impressed and the design has since evolved into what is generally referred to as the MPF Light Tank. You can read more about this vehicle in our dedicated article.
In Armored Warfare, the Griffin 120mm is a Tier 8 Premium Light Tank and a powerful, fast machine, armed not only with its 120mm cannon, but also with special ammunition types, making it deadly at any distance. Few Tier 9 vehicles can match its sheer ferocity on the battlefield.
This bundle is available in our Web Shop.
Bradley AAWHS
The Bradley AAWS-H Tank Destroyer was an attempt by Loral Vought to mount four kinetic guided missiles on an extendable arm while using the Bradley IFV chassis as a platform. Kinetic missiles were cutting edge tech back in the 1980s – unlike standard ATGMs, they destroyed the target by their kinetic energy instead of a HEAT warhead, accelerating to several times the speed of sound. There was little to no defense against them, although they did have some drawbacks, which was why they were never adopted in real life. You can read more about the vehicle in our dedicated article.
In Armored Warfare, the Bradley AAWS-H is a Tier 8 Premium Tank Destroyer. It’s an ATGM-based TD, carrying special kinetic missiles that actually become more effective with increasing distance to your target. It is the embodiment of a long-range missile carrier and is perfect for players who prefer sniping to close combat.
This bundle is available in our Web Shop.
Stryker ADATS
ADATS stands for “Air Defense Anti-Tank System,” describing its purpose very well. The system is intended to engage both air and ground armored targets. It was developed in the 1980s by a Swiss company called Oerlikon-Contraves and was offered as an interesting hybrid that would be able to deal with both Soviet tanks and helicopters or attack planes. Unfortunately for it, it came too late – only Canada would actually accept it in service and the end of the Cold War meant the end to all attempts at its large-scale introduction. The ADATS missiles were quite large but, more importantly, extremely fast and were certain to be extremely destructive to any Soviet armored targets, even though this thankfully never had to be tested in real combat. The ADATS turret was offered for a wide variety of platforms and was actively installed on a vehicle that is kind of like a cousin to the Stryker, the Canadian LAV-III. In this configuration, the vehicle was called MMEV.
In Armored Warfare, Stryker ADATS is a Tier 9 Premium Tank Destroyer. It is a wheeled vehicle armed with two weapon systems – powerful long-range guided missiles and short-range unguided rockets, offering it some survivability in short range combat as well as the ability to deal tremendous damage if left to its devices.
This bundle is available in our Web Shop.
M1A1 Storm with Desert Storm bundle
In 1985, the Abrams was upgraded with, amongst other things, the 120mm M256 smoothbore cannon. Over 5000 M1A1 tanks were produced until 1992. This tank participated in Operation Desert Storm, which forged its legendary reputation.
In Armored Warfare, the M1A1 Storm is a Tier 7 Premium Main Battle Tank. The M1A1 Storm look was inspired by Operation Desert Storm, including a gorgeous camouflage net model. But, more importantly, this tank is equipped with a massive frontal dozer blade, adding extra armor and ramming damage to the long list of its advantages.
This vehicle is also available in the Desert Storm Bundle. As its name suggests, the bundle contains several Operation Desert Storm and War in Iraq-related items, including:
M1A1 Storm Tier 7 Premium MBT
Warhammer skin for the M1A2 Tier 8 MBT
Iraq War ochre base paint (used by the U.S. Army)
American Red Desert MERDC camouflage
American Grey Desert MERDC camouflage
U.S. Flag decal
U.S. Flag banner
This bundle is available in our Web Shop.
We hope that you will enjoy this offer and, as usual:
- Reworked layout of the map for Levels 4 & 5 - made it less likely for targeted species to repopulate too quickly. - Added consolation points if you have to exit a level early for any reason - some fission points will be awarded (depending on number of fissions, capped at 32.) - Updated UI on Survival>>Lifeform Setup window for choosing starting food - options that are not selected will be darker."
MTM: “Oh! It’s nice to see you again, my fellow musician! The Soleuhin Festival is sure to be something spectacular, I hope you’re just as excited as I am! The Soli Kingdom is very particular about making sure it’s as extravagant as can be, so there’s still a bit of time before the festival officially kicks off. If you ask me, I’d say it’s the perfect opportunity to get some practice in and explore beforehand!
So what do you say?”
Welcome (again) to the Compagnie!
This may be a bit redundant, but since our Alpha Public Playtest has officially started, I'm going to reintroduce myself and our game.
I'm the team lead for an upcoming adaptive music boss rush arena indie game called We Got Compagnie! (WGC!) Thank you, for participating in the VERY VERY VERY VERY VERY early stages of WGC!
I'd like to spend this time to set the stage for this game that you are about to playtest...
In this game, you play as a magical violinist, and fight against bosses by shooting magical projectiles from your violin! By fighting the bosses, the music cohesively interacts with the boss music, and creates an experience of performing a duel-of-duets with the boss.
You control a magical Violinist Prodigy called Maestro, The Guide, who is tasked to fight through her fellow prodigies of the Orchestral Family, corrupted into warped vessels by a villain of a bygone era calling himself the Kappellmeister. He has challenged any who dares to a fierce duel-of-duets against this new cacophonous company, to which if they are defeated they shall have the privilege of performing a final duet against himself to decide and claim the rightful place as Conductor of the Soli Kingdom. If no one succeeds within the end of this glorious event, he shall rule over all of Soli Kingdom and dictate harmony as we know it...
Go forth then, rosin your bow, tune your violin, and dodge, weave, and play your heart out to free your fellow Prodigies from their misshapen forms, defeat Kapellmeister and return harmony to the Soli Kingdom!
This game was inspired by games such as Nier: Automata, and FURI, as well as the untapped potential of adaptive music games like Journey, Abzu, DmCV, and most recently HI-FI RUSH(R.I.P. and thank you so much Tango Gameworks for validating our efforts).
On behalf of GoodBreadStudios we're so excited to share our journey to complete this game with your help and support! But anyway–
Here's some things to note as of July 4th, 2024.
What you're about to play is the July 1st, 2024 Playtest Build of WGC.
Here's what that means:
Forte: The Strong now has a new bullet hell ability!
Forte's Vessel has been discovering new ways to vanquish his oppressors!
During his shield phase, he now releases giant energy spheres to crowd-control his opponents.
The bubbles can be destroyed by firing projectiles at 'em!
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Here's a short dev video demonstrating his new move!!
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We've also worked to address some of the bugs and feedback from our previous playtest!
Forte's shield no longer decouples from his body whenever his shield phase starts and is in the middle of doing his jump slam attack.
The player is no longer able to quickly alternate between both violin projectile play styles by rapidly pressing both mouse buttons. There is now a designated Switch Play style button that prevents the player from playing both styles and shooting both projectile types at once.
The invisible barrier of the arena is now higher to prevent Maestro from falling off the stage (and Forte with her!).
Maestro's death state has been improved to execute the game over screen more consistently.
There is now a contextual controls diagram in the pause menu!
You can now see the controls within the game through the in-game pause menu.
Just hit P on keyboard or the start button on controller to pause and then access the controls through selecting the controls option!
The controls for this build are as follows:
Controller:
Use the left analog stick to strafe, and click in on the left analog stick to fast strafe, and double click the left analog stick to sprint.
Use the right analog stick to aim.
Press the Left Trigger to dodge/dash.
Press the Right Stick Button to toggle lock on on/off.
Press and hold the Right Shoulder to shoot projectile and press the Top Face Button to switch play styles, or projectile modes.
Press the Lower Face Button to jump.
Press Start Button to Pause.
Keyboard:
Use the wasd keys to strafe, and tap left shift to fast strafe, and double-tap to sprint.
Use the mouse to aim.
Press V to dodge/dash.
Press E to toggle lock on on/off.
Press and hold the left mouse button to shoot projectiles, and press F to switch play styles, or projectile modes.
Press space to jump.
Press P to Pause.
Here's what's planned for the FUTURE...
Although our game is far from finished (with our first boss encounter being playable), we have some exciting features planned for the game, from more bosses, to having the player unlock and choose different violin play-styles to fight against the bosses, to being able to control the pitch of your violin to gain an edge in combat, and having a coop mode where you and your friends can face off the corrupted orchestral family up to a quartet(technically a quintet, including the boss) of epic musical proportions!
We're thinking of making a Kickstarter/Kofi of the game, but it won't be possible unless we gain a strong enough community to support and push this project to completion! Please wishlist our game to show your support!
The new strafing system and its new animations lets you be able to micro adjust your movement to certain situations!:
Slow strafe: Make small steps as you weave around projectiles.
Fast strafe: Quick step your way out of tight situations.
Full-send Sprint: Dart away from completely precarious places (or into them) by going full send away or towards danger!
Maestro can now aim her projectiles with confidence! You are now free to aim at certain places and destroy projectiles that are too close!
New Tuba Boss Attack!
Forte now shoots two domes of bubbled projectiles during his shield phase!
New UI Improvements!
You now have a nifty little reticle and play style indicator to help you aim and decide what projectile to use!!
The reticle (a coda sign) will help you aim and let you know when you are locked onto the boss or not! It also indicates where exactly the projectile will land from where you are situated! The Playstyle Indicator will tell you what play style you are playing the violin with, and in turn what magical projectile you are shooting!
New Settings Menu!
You can now adjust the volume and screen settings (resolution and screen mode) through the main menu or in-game pause menu! Control Changes and Display!
Multiple control changes have been made to the game such as implementing a dedicated switch play styles button, and changing the lock on and dodge to a new binding on controller and keyboard respectively.
New Control Diagram Menu!
You can now learn the controls for the game through the pause menu!
General Improvements
Raised the invisible barrier for the arena to prevent Maestro and Forte from flying off. Forte's tracking while doing his fist slam attack is improved.
Bug Fixes!
Forte's health bar no longer is displayed over the pause menu. Maestro now is no longer able to fire and play while she is knocked down. Forte's music note projectiles during his shield phase now correctly glides across the ground. The shield from the Tuba Boss no longer disconnects when he enters the shield phase while jumping! Our UI menus now fully support gamepad!
Elevate your MapleStory style with the brand-new Angelic Buster Hoodie created by our friends over at Champion! Showcasing the remastered and iconic Angelic Buster from the rockin' GO WEST! update, this hoodie is a must-have for Maplers.
This limited-edition hoodie can be yours for only $39.99 and marks our first piece of update-exclusive merch. Make sure to snag one and prove you were there at the Angelic Buster comeback tour! (Note: Shipping is limited to United States only.)
You also unlock free U.S. shipping in the Nexon Merch Store - with no purchase minimum! But hurry, as this offer is only available July 4 (starting 11:00 AM PDT) - July 10. Don't miss your chance to own this exclusive piece of Angelic Buster apparel and show off your love for the character in the coolest way possible!
After a longer break, we’ve managed to identify and fix the elevator issue several players reported. The bug caused players to sometimes fall through the elevators, and it made some of the elevators miss their destination points. Those issues should be fixed with this patch.
As it turned out, the elevator issues were related to incorrect physics-related calculations within the game engine, due to which the position of some elevators could have miscalculated the player's exact location. We’ve managed to resolve the issue and make sure elevator's movement is now applied correctly.
We know it took a while, but we’re not stopping with the updates a (just as the elevators didn’t stop in some levels).
- Korean localization update. - Russian localization update by Hard. - Italian localization update by BeeTLe BeTHLeHeM. - Ukrainian localization update by vovanvoks. - Japanese localization update by かねのもうじゃ. - Czech localization update by Spid3rCZ. - German localization update by Ruby.
Missions:
- Fix: If an U-boat was changed to a different type during a mission, some things could work incorrectly for its duration. Especially, if it was a flotilla change assignment, it wasn't possible to complete the assignment by talking with the officer at the target port. - Fix: From now on, tutorial no. 7 appears for selection only when it's possible to perform HQ tasks (always in Default HQ mode, after increasing HQ influences in Mixed mode or never, while playing with Automatic HQ). - Fix: After completing tutorial no. 7 and still having other unfinished tutorials, a popup asking to start the next tutorial mission was appearing too fast, before leaving HQ screen.
Technical:
- Fix: Major optimizations to CPU usage by background threads aimed at decreasing temperatures on CPU cores. - Fix: A relatively rare, but major problem in a save system, that could silently break data in a loaded game state in a specific way. It could have various symptoms, one of the reported and confirmed ones, was that after entering Kiel, Brunsbuttel was loaded in its place.
UI:
- Fix: AOB displayed in the tooltip of AOB dial could be beyond -180 do 180 degrees range, while the pointer was dragged with a mouse. - Fix: After releasing all survivors in a port, a wrong label would appear at the center of the list, saying that there are no officers delegated to HQ. - Fix: Resolved various issues with Cyrillic characters in assignment selection screen. - Fix: A sea depth was displayed after hovering a cursor above some land areas on the map. - Fix: It's no longer possible to switch tabs in the storage UI with a right mouse button. It could also cause some issues, while dragging items.
Launcher:
- Updated news feed to download data from a new hosting.
Ports:
- Fix: The U-boat was slightly clipping with a wharf after docking in Dunkirk. - Fix: Misplaced gun in Halifax. - Fix: Missing colliders at some port wharfs in Helgoland.
Audio:
- Fix: Improved the looping of a sound effect emitted by the bow of an U-boat, when its moving forward.
Graphics:
- Fix: Steam powered torpedoes were continuing to leave a trail on the surface, even if they were a dud and started to sink with a disabled propeller. - Fix: Additional lighting that is used during dialogues with port officers could remain enabled after a dialogue, for example if a new assignment was selected.
Crew:
- Fix: Crew members could receive injuries requiring hospitalization on land in not fitting situations, for example after chocking due to a lack of air or overworking.
General:
- If a Type IIA U-boat is still used after 10th of June 1940, the command now orders the player to upgrade it to a Type IID or later, since all Allied shipping routes are beyond its range at this point and it's not possible to send it on any patrol assignment. - Fix: After entering into FPP mode of an officer that was doing a long lasting work, for example was looking for targets on the conning tower, and then FPP mode was left, for example by opening map, the officer would resume his previous work immediately without any timout, even if he had no assigned role. - Fix: If more than one torpedo was ordered at the warehouse directly to the launchers on the boat, some of these torpedoes would be displayed as not loaded in the torpedo launchers tooltip and if a tutorial #3 was started while having such torpedoes, the tutorial wouldn't progress past the point where it asks for flooding the tubes. - Fix: Aircraft crew could fall out of the aircraft cabin when it was taking damage. - Fix: Fixes to several errors spotted in the logs sent to us using the in-game bug reporting tool.