Total War: WARHAMMER III - CA_KingGobbo


TOTAL WAR: WARHAMMER III
DEV UPDATE #1


Greetings!

Today we’ve got a swift developer update for you all, where we take a stripped back look at what we’re working on for Total War: WARHAMMER III so you’re all kept in the loop as we approach Shadows of Change and beyond. We plan to drop a few of these posts, so keep an eye out for more of these in the future as these are just a selection of the improvements we're making.

In between these dev updates, you can head over to the official Total War Discord server to share your thoughts with fellow Total War fans in the WARHAMMER discussion channel!

So, let’s dive straight in with the changes coming to Immortal Empires, straight from the developers.


IMMORTAL EMPIRES ACHIEVEMENTS


We’ve heard your cries for Immortal Empires achievements, and we’re super excited to reveal that they're finally coming! We completely agree that they’re a great way to track progress, as well as encouraging players to tackle different races they may have otherwise overlooked.

What are we doing?

Each playable race from Total War: WARHAMMER I and II (and Chaos Dwarfs!) are receiving two achievements – one for completing the Immortal Empires campaign, and one for completing the campaign on Very Hard or Legendary. The achievements will pop once you have met your Long Victory conditions once you hit the records screen after achieving ultimate victory or domination. (Small change there during development!)

Where are we at?

We are currently testing these achievements on our end to make sure they work smoothly, and we are also selecting artwork for the Microsoft store as they use a different sized images rather than achievement icons like on Steam and Epic.

Here's a little peek at the icons!



IMMORTAL EMPIRES TUTORIALISATION


We felt that the first few turns of the Immortal Empires campaigns felt a little bit... barebones. Players are dropped in without much context and can often be a little directionless. With the removal of flybys, there also was a lack of narrative to each campaign.

What are we doing?

Campaigns now start with missions, guiding you to attack the starting enemy army, capture the enemy settlement, etc. Currently, they are mostly shared across all factions, but over time, we can make them more bespoke, adding in narrative and even specific tutorials for unique faction features where necessary.

Where are we at?

These are ready for all Immortal Empires campaigns! Over time we can expand this feature, so please keep us posted on what you’d like us to consider when making campaigns more friendly to newcomers.


BATTLE DIFFICULTY SETTINGS


We’ve received a lot of feedback about how the Battle AI can be seen as cheating on higher difficulty levels, as they get a lot of bonuses to specific stats.

The difficulty options are quite rigid, and we know that some players want a harder challenge from the AI without them simply receiving bonuses to specific stats that make them hard to counter.

We are always looking to make improvements to the Battle AI, whether that’s fixing bugs or extending it, and this is another step on that journey.

What are we doing?

We are adding an additional slider to the Battle Difficulty settings to control the bonuses that the AI receives to specific stats, separating this from the chosen difficulty. This will be available both in campaign and custom battles. This gives the player a much finer degree of control over the AI that they fight against, and allows for a more customizable, nuanced experience, should the player choose to do so.

Where are we at?

This change is ready to roll and fully functional!


LANDMARK BUILDINGS


We know you love landmark buildings, we’ve seen a lot of discussion around them in the community. We’ve also noticed that Immortal Empires has plenty of room for additions!

Updating three races in Shadows of Change allowed us to look at the campaign on a broad basis, so it was a good time to add some more!

What are we doing?

We’re adding several new landmark buildings across the campaign map.

Where are we at?

They are ready to roll! We are just fine tuning some effects based on playtesting feedback.

Find some sneak peeks below...


And that’s all for this post – keep your eyes peeled for the next one!

Our goal is to keep these quick and to the point, so let us know how you’re feeling about these over on our social channels below, and we’ll see you on the battlefield!

—The Total War Team

For the latest news and announcements, don't forget to visit our official social channels. Steam Discussions Twitter Facebook Instagram Discord
Jul 21, 2023
Punch Club 2: Fast Forward - Lazy Bear
Fresh from the oven - first patch!
Thank you all for all your feedback and bug reports - you are helping us make Punch Club 2: Fast Forward even better!

So, you probably want to know what are the updates. Here you go, champ!
-First, we fixed some crashes during the start. So now some of you may finally answer the call of Punch Club!
-No more unexpected calls during the first training in your own fight school or during Police Duty. All of that requires some serious concentration and nobody should interrupt you.
-We talked to Silver and he promised he will share his thoughts and feelings only one time after you win a fight against Boris. He clearly was a little bit overwhelmed when you took care of that customer complaint from Boris.
- The Night Club fight scene is now polished and looks good.
-Added VR fight track to keep you motivated!
-Also added some additional animations to the game because you know, we draw a lot of stuff for the game and would like to share it with you :)

That's all for today, champs! See ya in Punch Club 2!
Jul 21, 2023
VirtualSociety - JuDePom


Art Direction
Over the past few weeks, Chloé and Mélissa have been working on the art direction, proposing mood boards, and we've had several meetings to discuss the direction to take. We had many choices to make, such as the level of realism in the game, object proportions, and more. We still have some work ahead, like defining the level of detail we want for the in-game characters.

This week, Mélissa started modeling and painting a diorama to test out the artistic choices, and we can't wait to share with you what the game will look like! In the meantime, in the article's image, we're sharing one of the first objects Mélissa worked on to define the art direction.

Networking and Multiplayer
On the coding front, Jimmy has been busy with networking and multiplayer management. In recent weeks, we were able to run our first multiplayer tests with Unreal, and now Jimmy is integrating various social functions within the game to enable easier and faster communication.

Quests and Dialogues
Lastly, Clélie is working on quest and dialogue editing tools, and Nico is preparing their integration into the game, making it easy to modify everything while providing a system that allows players to have as much freedom as possible while offering a user-friendly tool.


Thanks for your support, and see you next week!
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator!
We are pleased to announce the Yamanote Line DLC, which will finally go on sale on July 25th (Tuesday).


*The screen is under development and the contents may change from the time of release.


Points of Appeal
  • D-ATC operation is possible!
  • TASC and inching functions are implemented!
    (TASC can be turned on and off.)
  • Flesh voice broadcasting by an active conductor is implemented! (Broadcasting is handled by the Ikebukuro Transportation District)

About the Route
The Yamanote Line runs in a circle around the center of Tokyo for 34.5 km, taking 59 minutes, and is one of the major lines in the Tokyo metropolitan area, connecting huge terminal stations with world-class passengers. It runs parallel to the Keihin Tohoku Line between Shinagawa and Tabata stations, and the Saikyo Line and Shonan Shinjuku Line between Ikebukuro and Osaki stations. Since most of the line runs parallel to other lines, many different types of rolling stock can be seen. The Yamanote Line has few level crossings, with only one crossing, the "Daini-Nakazato Level Crossing" between Tabata and Komagome Stations, the only crossing on the Yamanote Line. The line is also characterized by its high frequency of service, with trains running every 3 to 4 minutes during the morning rush hour on weekdays, and every 5 minutes during the daytime on weekdays. Digital ATC is used as the security system.

Route Information
  • Section: Yamanote Line Osaki → Osaki Inner Circuit
  • Total length: 34.5 km
  • Number of Stations: 29 *Data before the opening of Takanawa Gateway Station is included.
  • Security equipment: D-ATC
Train Information
  • Train Number: 1208G
  • Type/Destination: Local train bound for Osaki
  • Type of train: Series E235-0 11 cars
International sales price: US$29.99

The store page is also open to the public today.

https://store.steampowered.com/app/2514660/JR_____E2350/

The following features will be added and modified with the release of the DLC
  • Implementation of long rail sound
    (Keihin-Tohoku Line・ Negishi Line, Tokaido Line, Chuo Line Rapid Service, Saikyo Line・Kawagoe Line, Keiyo Line)

  • Senseki Line: Replacement of ambient sound data at station stops.
    (Aobadori Station, Sendai Station, Tsutsujigaoka Station, Takagimachi Station, Rikuzen-Ono Station)
  • Keiyo Line: Add a physical voice broadcast by an active conductor.
    (Broadcasting is handled by the Soga Transportation District.)
[/b][/list]

Please look forward to the release date!
传说之始 - 水月
1.修复了百分比消耗技能消耗显示异常的问题
2.修复了力量结晶交换时的BUG
3.修复了伤害减伤计算异常的BUG
4.反伤优先度提高
5.英雄盾减伤优先度降低
6.混沌每层对怪物的物理攻击增益和魔法攻击增益降低为1点
7.全反盾反伤系数提高为10
8.魔戒反伤系数提高为6
The King's Campaign - Bad Logic
Apologies to our German and Chinese players, yesterday's update introduced a bug into the the langauge files which we have now fixed
inRun - ivanovich
We have added two new playable levels: Arctic Meltdown and Kilauea Sunrise. We hope you like them.

We have also added:
1) An option to disable the anti-dizziness (in case you want to check the difference).
2) The preview of the new level "LowFi Slums" which is one of the new levels we are working with inspired by ready player one.
3) Some general gameplay adjustments.
JR EAST Train Simulator - Development Staff(JR East)
Thank you for playing JR EAST Train Simulator!

We are pleased to announce the release of the first official JR EAST Train Simulator merchandise.

JR-EAST and EAST JAPAN RAILWAY TRADING have launched the "Driver Starter Kit" at JRE MALL as an item to make train fans who enjoy JR EAST Train Simulator feel like a driver even more excited.

The kit includes cushions made of the same fabric as the seats in the crew cab, white nylon gloves, a route sheet, and a train logbook, all of which have been carefully crafted to look authentic.




〇About the product
  • Product name: JR EAST Train Simulator Driver Starter Kit (JR-EAST merchandising permission granted)
  • Product Contents:
    Series E233 moquette cushion
         White nylon gloves
         Timetable for drivers (Tokaido Line 1865E, outbound: Tokyo ⇒ Atami)
         Timetable for drivers (Oito Line 5329M, outbound: Matsumoto⇒Minami-Otani)
         Timetable for drivers (Chuo Line Rapid Service 1654T, inbound: Takao⇒Tokyo)
         Clear case (for Tokaido Line and Oito Line)
         Driver's logbook
  • Japan sales price: 16,500 yen (including tax) (excluding shipping)
  • Sales location: TRAINIART JREMALL store
    *Items will be shipped in late August 2023 or later.
[Press Release]
JR EAST Train Simulator "Driver Starter Kit" is released![PDF/1219KB]
*It is written in Japanese.


https://www.youtube.com/watch?v=m6jLNsDWo7I
Please note that we will have a live stream on YouTube on July 25th at 7pm to talk about the Yamanote Line DLC.
During the live-streaming, we will bring in the actual "driver starter kit" to introduce it, so please watch it if you are interested!

------------------------------------------------------------------------------

The "JRE MALL" also sells similar (ready-made) crew bags and pocket watches.
Please be sure to purchase these items along with the driver starter kit!
*Some specifications differ from those used by actual crew members.

〇Double type attache case


〇Pilot Case


〇Pocket watch


*Products are available for overseas sales to 228 countries and regions around the world through "WorldShopping BIZ," a cross-border EC compatible service, by accessing from the links provided.

We will continue to work on the "JR EAST Train Simulator" for everyone's enjoyment, and we look forward to your continued support!
Unexplored 2: The Wayfarer's Legacy - jd
It’s mostly bug fixes this week as behind the scenes we are working towards a larger update that is hopefully ready to roll out in a couple of weeks.

Gameplay Changes
- The first time you encounter rotating rock gates, an extra hint is spawned.
- When you return to Haven, temporary negative reputations are removed.

Bug Fixes
- Forces are only revealed on the map when you know something about their presence or when you are at the same location.
- The Raafgard shield cannot appear in the legacy vault multiple times.
- Makes torches or firewood available in levels that require glowing crystals to be turned red.
- Catches a rare generation instance where staircases are missing.
- Removes the pitch-black directive from the cave shrine template.
- Fixes a rare null reference while camping.
- Haven displays its strength correctly in the map info panel.
- Straightens out the grid near ramps and stairs so that no accidental ‘pit traps’ emerge.
Jul 21, 2023
SpeedOverflow - 狼崽
Upgrades:
Optimized the UI and descriptions for upgrades, allowing players to see all level values directly.

Achievements:
Lowered the requirements for most hard-to-reach achievements.
Fixed some bugs that prevented certain achievements from being completed.

Bug Fixes:
Resolved the bug where Bosses could damage characters in invincible states.
...