Codemasters® and Electronic Arts Inc. today celebrate the arrival of EA SPORTS F1® 22, with the launch trailer ahead of the digital-only Champions Edition launching tomorrow on PC. Featuring F1® 22 ambassador Charles Leclerc, the trailer focuses on the visceral feeling behind the wheel of a 1000bhp Formula 1® car and the sensory thrills of competing against the top drivers at the pinnacle of motorsport.
“We can’t wait for players to jump into the game, and the trailer perfectly captures the excitement and emotion of competing at the highest level for the World Championship,” said Paul Jeal, F1 Senior Franchise Director at Codemasters. “Players will experience the ecstasy of taking their seat in the new era of Formula 1 and driving the car to the limit and beyond.”
F1® 22 lets players live the life of a Formula 1® driver on and off the track. Alongside competing for the 2022 FIA World Championship™ in new revolutionary cars designed for greater competition, players can now experience rewards away from the circuit with the introduction of F1® Life. The new social hub allows players to personalise their avatar and apartment and show off their collection of supercars. Once acquired, the cars can be driven in the Pirelli Hot Lap feature, replicating the early part of the race weekend.
F1® 22 Champions Edition featuring additional content and three days of early access*, will release on June 28, 2022, for PC via Steam. The Standard Edition will release on Friday, July 1, 2022.
fixes problems with long loading times and "crashes" on the loading screen and in-game;
improved optimization;
added ability to open freezer room with item in hands;
reduced the rotation angle of furniture or equipment when installing to make this process easier;
corrected some errors in localization;
added markers and indicators that show the progress of the current task;
added an engine sound for the garbage truck;
improved network for catching mice;
tornado siren sound has been made quieter;
improved and redesigned Toolbox Store;
improved tooltip system;
animation on notifications has been added;
corrected visitors appearance time balance, now they will come more often;
added a marker showing the location of the garbage truck;
At the moment we are working on the animation of visitors, new models and animation of workers, sounds of the kitchen and cashier to liven up the game world. As well as on the game mechanics and gameplay. Thank you for your activity, feedback from you helps us in developing and improving the game.
v0.0.20 - Just a QuickFix - Thanks for the REVIEW U_B_i - Fixed the way that parasites pauses buildings (An inifinite loop was lagging the game) - Added K button to switch between Parasinte on the same planet you are on. - Reduced stone requirements from Concrete - Buffed Engineers house (Double population/Double $/Consumption reduced) - Build Menu forces Lavosier e Orange Juice factories to Miner TAB - Added Turret MK2, Double radius and 30% faster - All roads can be built on Oil, Gold and Marble tile - Buildings TAB HUD: Fixed appearing Factory HQ 1/1 - Factory moon HQ 2/2 / Hexscaping (Removed) Added Solar Panels difference - Reduce microchip consumption on computer from 5 to 2
NEXT: (Soon)
- Make separate panels with Moon information and Earth information (Tiles/Buildings/Etc) - Engineer Complex Reseach including the efficiency beacon to make all adjacent factories produce 30% faster - Only manufacturer - Manufacturer Efficiency Beacon - And Biomass Burner Generator. - Finish Turret (Animations) / Visual differences between MK1 and MK2 - More tests and modifications in the GAMEMODE (At War) - Experimental -> If someone wants to test it, it have the alpha in the game. A lot of balance to do. - New GAMEMODE (Logistic Madness) - Experimental - All production more filters: demand > production - All production FIX showing 2 times when selecting. Review all of this system. - if i remove unmarked one the other one still on marked - UI Scaling - Pipette mode: CHECKBOX ON HUD: (Right button copy, Left button paste on a widget) - Mouse turns into a pipette (By Astradaha) - Change statistic widget to something to show more numbers of what we have, and what is been produced - New playerCard data: (Thanks U_B_i) Total Land/Tile Explored : (both earth and moon) Total Land/Tile Explored on Earth : Total Land/Tile Explored on Moon : Total Building : (both earth and moon) Total Building on Earth : Total Building on Moon : Total Roads : (both earth and moon) Total Roads on Earth : Total Roads on Moon : Total Population : (both earth and moon) Total Population on Earth : Total Population on Moon : Current Credit : Total Credit Spend : (show how much credit has been spend) Total Gain Credit : ( credit gain - credit spend = current credit) Max Power Generated : Total Power Generated on Earth : (this is optional) Total Power Generated on Moon : (optional..) Total Donation : Total Science Generated: Current Cycle : Parasite Killed :
Epic Manager - Create Your Own Adventuring Agency! - Tagizzer_TtD
Hello everyone,
News about the game has been few and far between these past few years as the team at Manavoid has been working hard on many projects including Rainbow Billy (you should try it out!) and secret projects.
Epic Manager represents something special for the studio as the game was their first commercialized game and still remains a popular subject topic at the office.
But enough about that - today we've slashed the price of the game in half. For the over 10,000 of you whi have the game sitting in their wishlist, it's now or never!
We're going to be looking at how the game performs during the sale and make decisions accordingly on the game and its future.
Fixed missing underwater sound in the last underwater tunnel before completing the main storyline. Fixed a serious problem with the possible incorrect positioning of the crane on the ship, which made it impossible to control it.
The Sniper Elite 5 development team is working hard to improve the game and headshot as many of those pesky bugs as possible. As always, we’ve been keeping a close eye on your feedback, with the Community and Support teams making sure nothing gets missed.
It’s been great to see how many of you have really got into playing Invasion Mode. Watching videos and reading stories of the awesome cat and mouse sniper showdowns people have been experiencing has made all the hard work worthwhile. As a result of the ongoing Community feedback we’ve received, we’ve made various improvements and fixes to Invasion Mode. We’ve done some balancing to make the Invader a little less powerful, have reduced them down to 1 grenade and 1 landmine, and have swapped out some of their skills. The ambition is to keep proactively balancing Invasion Mode moving forward as the way people play changes over time – but for now, the Invader will have to work a little bit harder for their kills!
We’ve also removed the bonus XP for simply playing with invasions on and have fixed a reported bug by which players could be invaded immediately after another invasion ended. We always intended to allow time between invasions and as a result of this update you’ll likely find you’re being invaded less regularly, especially on the first few levels. (If you want to be invaded as much as possible, either play later levels or use the re-matching system).
Additionally we have removed the ability for hosts to kick invaders from the game and we’ve re-balanced the anti-AFK timer. Allied players will never get killed or kicked for camping and will have a bit more time before the timer starts. Invaders can now pass through Axis AI, meaning you’ll no longer get blocked at doorways or narrow paths. You now also don’t have to worry about your Allied character talking too much as Invaders can no longer hear the Allied player talking to themselves. You might have noticed that you will see a normal HUD even if you invade a game in Authentic mode – this was to make things a bit easier for less experienced Invaders. There’s now a setting in the Options menu that disables that, so if you invade a game in Authentic, you won’t have a HUD either.
Seeing how much players have been engaging with the deep weapon customisation, perfecting different setups based on their varying playstyle has been really satisfying. We’ve made some small tweaks to weapons, such as applying a slightly slower ‘Time to Aim’ for the rifles and reducing how easily the Kar98K can become a 1 hit killing machine.
The Field Report that appears at the end of a mission has had a visual overhaul along with some under the hood improvements. We can’t wait to see more of you trying to reach the extreme points of the playstyle graph across various levels – so don’t forget to share your reports with our social channels. We’ve been in awe at just how good at stealth so many of you are.
Beyond the above, we’ve also been listening to player feedback regarding controller dead zones which we know has been a hot topic since launch. With that in mind, we’ve made some improvements to smooth out the transition, whilst also looking into further support for future patches.
Along with these changes there have been many other tweaks and additions, such as a FOV slider on PC, camera improvements, making the Teller Mine more likely to be triggered by passing vehicles, and various level and unlock fixes, to name but a few. For a more comprehensive list, see our full patch notes below.
As a final note, we’re delighted to release a FREE Multiplayer map as part of this update, as a thank you for the Community’s ongoing patience since launch. The existing No-Cross map Urban Ruins is now playable at night in our Deathmatch, Team Deathmatch and Squad Match modes. Not only that, but we’ve added more cover to the central park and opened up areas of the map for varying angles of attack so you’ll need to explore and engage with your new vantage points.
With that, please do keep your feedback coming in via our various Community spaces. We hope you continue to enjoy the game and, until next time, happy hunting!
Ryan Baker – Lead Designer
General:
Removed some input delay and softened the edges of the deadzone for 'aiming' input. This should result in better fine aiming control.
Various fixes to prevent the player falling or hanging through the floor, or getting stuck in the 'falling' animation
Fixed general collision issues allowing players to walk through some walls in varying locations
Various fixes to players getting stuck on ladders
Fixed an issue preventing camera control when a player enters Photo Mode with ironsights
The free cam has now been restricted slightly in Photo Mode, to avoid exploits during Axis Invasions
Fixed an issue incorrectly allowing weapon scroll when using a mounted machine gun
Med Kits will now work as expected on application
The Precision Machines Receiver attachment will now correctly reduce speed rather than increase it
The Austen Control Grip will now improve recoil recovery as expected
Jeff Sullivan’s equipment will now appear as expected when selecting him as a playable character
'Show Off' and 'Saboteur' Medals should now unlock correctly
Machine Gunners will no longer T-pose when shot
Player can no longer equip weapons or binoculars when using a mounted machine gun
Dead enemies hidden in crates no longer continue to move
Player is no longer able to hide underwater in the Landing Zone Multiplayer map
Grenades will no longer get stuck to the player’s hand when attempting to throw them
Grenade arcs will no longer disappear unexpectedly
Fixed an issue impacting the ability to use the Grenade hotkey
Fixed an issue causing Herr Grunberg’s name to display incorrectly when looking at them through the binoculars
The overpressure magazine now correctly lists ‘Increase Bullet Drop’ as a con
Enemy AI will no longer disappear from the map when a cut scene gets triggered
Booby-trapped bodies will now explode as expected
Fixed an issue causing Flare Guns to slow down movement
Players will no longer be able to obtain the Authentic Trophy by exploiting the ability to change difficulties in the pause menu
Fixed an issue causing an inability to drop dead bodies on pick-up
Fixed an issue causing AI to get caught in a consistent investigation loop
Fruit boxes will no longer levitate or appear to multiply unexpectedly
Fixed an issue in Survival Mode causing the crew in armoured vehicles to remain alive after the vehicle’s destruction, halting progression onto the next wave.
Fixed an issue stopping the Satchel Charge from unlocking on completion of the campaign
Fixed an issue causing a game crash when already exiting
Fixed an issue some players were experiencing where Axis soldiers would get suck crouched in mid-air
Fixed an issue causing birds to get stuck in place
Fixed an issue causing wind to be disabled incorrectly in Campaign/Survival
The trigger volume for Mines has now been increased to ensure they activate in range, regardless of human or vehicle targets
Fixed an animation glitch causing an AI soldier to get off his bike after being shot, despite being dead
Fixed an issue causing headlights to turn on and off based on the player’s proximity
Microphone volume will no longer automatically return to 100% each time a player returns to game
Additional minor bug fixes and improvements
Mission 1:
The enemy at the boathouse will now spawn correctly so players can retrieve the key and proceed to the next section of the map
Marcel’s key will now correctly unlock the floorboard after retrieving it from the building’s Attic r
Fixed a bug causing the ending cut scene to play too early for some players
The Beach Defences collectible item will now appear correctly
The kill list target Steffen Beckendorf’s vehicle will no longer disappear
Mission 2:
Fixed an issue causing the chandelier to activate twice if shot and then activated via the lever
Fixed a bug stopping some players from unlocking the Karabiner 98 after killing Freidrich with a chandelier
Mission 4:
Fixed an issue halting progression after sabotaging the Smelting Vat by pulling the lever
Fixed an issue stopping some players from being able to sabotage the crane by pressing the switch
Players will now be able to exfiltrate Mission 4 as expected
Fixed an issue stopping players from being able to enter the building via the vent
Fixed an issue causing irregular movement when walking down the stairs in Mission 4
Fixed a bug stopping players from being able to enter via the roof hatch to obtain the collectible item
Fixed an issue causing the mission to end too early when entering the building near the kill list target
Mission 5:
The objective to bury Lanzo Baumann in concrete will now complete as expected on completion
Specific to Xbox players, in Mission 5 players are now able to interact and destroy the radio with the crowbar as expected
Mission 6:
Fixed an issue causing some irregular movement of the kill list target Jaan Trautmann
The 222 tank will now spawn as expected
Mission 7:
Fixed an issue stopping the Kill List reward, the RSC1918, from unlocking after the V2 rocket has been dropped onto Dr Jungers.
Fixed an issue causing irregular movement on ladders in Mission 7 which sometimes resulted in players getting stuck
Fixed an issue causing a box to float
Mission 8:
Fixed an issue causing enemies to be appear invisible in the hangar
Mission 10 (Target Führer DLC):
Fixed an issue impacting the ability to pick up a crowbar
Hitler will now acknowledge the player as expected during a gun fight
Specific to Xbox players, in Mission 10 the tower will fall as expected once the cables are sabotaged with the bolt cutters
Accessibility:
It's been great that so many people have been submitting their accessibility challenges with Sniper Elite 5 and we're thrilled to say that we have some new features to help! One of the most requested features, Aim Toggle, has now been added - and includes compatibility with PS5 Haptic Triggers. As well as this, and in the vein of motor accessibility, we have introduced a toggle for the Radial Menu and movement features to make it easier for you to navigate the world without held buttons. Our Field of View slider is available on PC and allows you to adjust the FoV between 60 and 120, which we hope will help those of you with motion sickness.
As always, we want to make sure we're helping our players and removing unnecessary barriers - please continue to reach out through our Accessibility Discord channel, the Help Centre or via twitter.
Cari Watterton - Senior Designer - Accessibility
FoV Slider: Adjust the FoV between 60-120. Limited to PC only
Toggle Stealth Highlight: Remove the outline around the player when in stealth foliage. Found in the Difficulty Customisation setting "Greatly Reduced HUD"
Pan Map with Keyboard: Map can now be panned on Keyboard using the arrow keys
Auto Run: When enabled, press the traversal button to toggle auto run. Karl will run forwards and you can adjust direction and state (walk, crouch, prone, sprint)
Auto Traversal: When enabled, Karl will automatically traverse small obstacles when walking or sprinting
Auto Climb: When enabled, Karl will automatically climb in the direction you push
Toggle Aim: When enabled, aim can be toggled on and off using a press of the aim key*
Toggle Radial Menu: When enabled, the radial menu can be toggled on and off using a press of the inventory button
*includes compatibility with Dual sense Haptic Triggers on PS5. Soft press brings you into over the shoulder, hard press to ironsights. Any press while in aim toggles you out, but you have the option to toggle aim type while aiming.
Don't forget to stay up to date with all things Sniper Elite via our social channels on Twitter, Facebook and Instagram. We stream most Thursdays via Twitch and chat regularly with the wonderful Community via the official Rebellion Discord channel. See you on the battlefield troops!
Added beekeeper character (with full quest line) Added bellows item to increase smelting speed to 50% Added healthbar when breaking objects Added intro quest for making a bed Added sound fx when crafting Added more info to "Getting Acquainted" quest Added waterbutt item Added proper moonlight Added leveling system (Combat/Farming) https://sundermead.fandom.com/wiki/Player_Levels Added Cucumber crop Added Onion crop Added Turnip crops Added /help console command to list all commands
Fixes
Fixed players getting stuck in boat when passing out while in boat Fixed 'esc' not closing options menu Fixed various issues with mouse locking Fixed graphical issue with clouds Fixed graphical issue to do with the brightness setting Fixed fog sometimes not being enabled on start
Updates and other changes
Updated chat to duplicate what you had previously written via the up arrow key Updated chat to display different colours based upon sender Updated chat to make gods messages more noticeable Updated boats to steer with A/D Updated backstory for Farmon Updated Draupnir quests to be less grindy Updated Summoning Stone to increase gods relationship when more when sacrificing an excess of items Updated jumping animations (and fixed various issues with it) Updated time UI to be more consistent Updated Goblin behaviour so they are more annoying :^) Updated enemy animations Updated spawn system to prioritise spawning player near a forest Updated item tooltips for extra info Tweaked jump height, run speed and stamina drain Reworked passing out so you'll only be teleported when in the mines (you'll also lose money and items regardless) Reworked the mines entrance to be from towers found throughout the world Reworked world-gen and vegetation spawning system
Shield of Cholm, the second DLC for Valor & Victory, will be available on July 7th, 2022.
Cholm’s emergence onto the stage of historical events of World War II came about as a result of the Russian Winter Offensive of 1941-1942. In January 1942 the Soviet Red Army began a series of counter offensives against the German Army. The Germans started to withdraw and occupied the strategic town of Cholm. To keep the offensive going the Russians needed to capture Cholm. The Germans, from their perspective, could ill afford to lose this strategic point.
Despite the appearance of a run of the mill Russian village, Cholm was of strategic significance: it held a bridge across the lengthy Lovat River and dominated a road nexus of four main roads amid an otherwise large, marshy and low lying area .
The DLC comes with an update of the base game:
Battle Generator
Create random scenarios
Choose the sides, scenario size and forces types
Fog of War
Per scenario option for opponents being hidden when not in LOS
Difficulty Balance
Manage Dice bias for a harder or easier game
The Shield of Cholm DLC is based on the Kampfgruppe Scherer supplement from Le Franc Tireur.
12 New Scenarios
Huge maps, larger than any released in Valor & Victory so far.
For the Summer Sale we have had new title art commissioned and we can't wait to have people try out the game for 30% off. That's less than $5 for over 70 levels of entertainment plus hours of making levels for you and your friends.