Grimtale Island - Michael schade
As you can see the starter island (the smallest of the three) is nearly finished!
please provide feedback on the 3 images you see below.





Jun 28, 2018
Freeman: Guerrilla Warfare - KK Game Studio
Change Notes:
-Unit customization is back.
-New hairs for males and females.
-Bug Fix: Party not gaining exp after winning a combat.
-Bug Fix: Player spawning too close to the inventory box.
-Bug Fix: Trader's inventory not updating.
-Bug Fix: Cities don't generate tax.
-Bug Fix: Cities don't refresh available squads and quests.
-Bug Fix: Game crashes when entering Babin.
-Bug Fix: Money doesn't update while gambling.
-Bug Fix: Pressing escape to close the loot menu will bypass the prisoner ui.
-Bug Fix: Body texture and face texture doesn't match on the player character.
-Bug Fix: Armies not healing when in garrison.


In the next update we will bring some bigger maps back.
Rocket League® - denekriD


Summer is finally here, which means that ‘spring training’ is over and we’re officially in Summer Roadmap territory! With features like Level Progression and Rocket Pass on the horizon, now's the time to grind out ranks and work towards the next level of competitive Rocket League.

Custom Training
You may have already climbed back to your ranks from Competitive Season 7, but that doesn’t mean that you have to stop rising! Everyday, there’s something new to learn, especially if you’re still riding the wave from the RLCS Season 5 LAN and you want to take on amustycow’s recreation of the 15 best goals at #LANdon. Need to practice your precision when the clock hits 0:00? Take on ‘The Best Pack Ever’ so you can always perform when it matters most. For the rest of your needs, load up ‘Fast Ground Passes,’ ‘Goalie,’ and the remaining ‘Featured’ codes so before you know it, you will be scoring goals just like the pros!

#
Author
Name
Difficulty
Code
1
amustycow
Best SHots at LANdon
Grand Champion
C547-9C41-3D0D-227E
2
assassin
Fast Ground Passes
Diamond
42D9-5959-3DA1-AB49
3
SF | Shadow
Best Goals Recreated
Grand Champion
9A00-ACC5-3619-31D7
4
2spooky4me
Goalie
Platinum
5998-211D-C42B-558F
5
DVS.KI0
Aerial Warmup
Gold
6D70-7B8F-805D-8C5B
6
Kryptek07
Redirects and Such
Gold
4456-7F23-6CD2-E0F7
7
Askyous
Delayed Shot
Platinum
F4FF-4B6F-EDF5-5EB6
8
Rob Da Car
Kickoff Redirects
Diamond
691E-5E41-1DAE-B825
9
Biddles
Biddles Consistency 3
Grand Champion
3F17-F397-6EA0-F211

Check out previous Community Spotlight posts for a comprehensive list of Custom Training packs, Steam Workshop maps, and more!

Staying positive is just as, if not more, important than winning while grinding through the ranks. When you feel like you’re stuck, take a moment to reflect and look over your strengths and weaknesses. Need more help and direction than our list of training codes can offer? Check out redditor DannyPereira’s infographic on How to Rank Up or MegaChip97’s reddit post for beginners and advanced players for more inspiration on what and how to practice next.

Do you think you’ve made the latest and greatest Custom Training pack? Share your creations on social media and maybe you will be featured in next month’s Community Spotlight!
Jun 28, 2018
IL-2 Sturmovik: Battle of Stalingrad - BlackSix
Hello everyone!

Our Early Access program for Bodenplatte begun recently with its first two aircraft having become available - the Bf-109 G-14 and Spitfire Mk.IXe. They both have unique features – the G-14 has a water-methanol mixture injection system MW 50, and for the Spit has an optional G.G.S Mk. IID gyro gunsight.
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To mix the nice visuals in the hard science of the today's blog, here are the first in-game shots of the two new planes.

First of them is German fighter/attack plane Fw 190 A-8/F-8 which is part of Bodenplatte planeset.
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The second aircraft is in development and will be ready this Autumn - Po-2VS Collector Plane
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You can see full text and visual materials on our forum:
https://forum.il2sturmovik.com/topic/168-developer-diary/?do=findComment&comment=634848
Community Announcements - Pastorazzi

HD link

Hi, friends.

Today we will talk about AI in Soldiers: Arena. In one of the diaries there was some info about work on the behavior of bots. A lot of things have been done since then, and we decided to tell in detail how the bot is struggling to make the PVE fun, the battle competitive, and itself to look like a real person. You probably know that making a decent AI for strategic games is not an easy feat. The point is not in the reaction and the number of clicks unattainable for a person and not in analytical possibilities. The key to success is in creating interesting game situations. After all, this is a game and it should give pleasure: Including and especially so after a defeat. We are not talking about creating a super-brain with the possibility of self-learning and making its own name. At this stage, our plans are not so ambitious, but also not so resource-intensive. We are talking about creating a set of behavioral instructions, following which AI could call plays which are interesting and unpredictable.

A good bot should be able to:
  • Create different game situations using the same set of tools. For example, a moving tank can be stopped by anti-tank mines, another tank, self-propelled guns, artillery, grenade launchers (and simpler tanks even with AT-rifles), an assault of paratroopers dropped on the turret, anti-tank hedgehogs and so on. So, the bot should not only be able to do it all, but also be able to choose the best of options.
  • Use complex and situational mechanics such as digging trenches, capturing buildings, camouflaging positions, reconnaissance, retreat.
  • To be a part of metagame systems and game mode, which means that its decks should be as logical and diverse as the player’s.
  • Correctly act within a certain game mode and respond to player actions: eliminate breakouts, capture points of interest, cooperate with other bots (or players), and so on.
  • Have flexible customization on the level of complexity and sometimes make mistakes, like a living person.
  • Do not try to win by cheating and use only resources and units with the same limitations as the player. When AI sees through the fog of war, has more units and in general it's armor-piercing weapons are rather more armor-piercing than yours, it causes sadness, which eventually gives way to righteous anger. Yes, and fortune should be equally supportive for both the player and the bot. Who among us did not spin the roulette in the naive hope of hitting the target with an insane 95% hit chance?


HD link

A good bot allows to:
  • Create tutorial and training missions in which the player could hone their skills and master even the most complex of game mechanics.
  • Create interesting single and cooperative doctrines and make them as replayable as possible. Since, from the unpredictability of AI’s actions, it will directly depend on whether you want to replay the mission.
  • To play against those who are interested in the game, but not PVP.
  • Replace the player in a multiplayer session after the disconnection or when you just need a +1, and there is no will to wait more. Now the bot is doing quite well at the level of the average player, and the work is far from complete.
  • Configure comfortable difficulty and combat conditions. To justify the bot existence, it does not necessarily have to win. The main thing is for the bot to fight like a lion, driven into a corner, which is crushed by unemployment, a generic curse, a mortgage, the loss of kittens in a plane crash and the affair of his lioness with a tigress.


HD link

How we tune up the bot.

The tuning work can be divided into three levels: creatures, commander and army. At the creature level the characteristics of the unit and its behavior are tuned, so that each of them improves its combat functions in their own way, starting with the detection of the target and ending with its neutralization. Between these two points there are many other processes: the transfer of information about the target to the allies, the selection of the right weapon for its destruction, the decision to move, the choice of route, etc. At the same level, scripts and functions are configured that allow bots to make specific decisions, such as switching to hand-to-hand combat or throwing a smoke grenade.

At the bot-commander level, the systems of managing the deck are being tuned. AI must select units with the same restrictions as the player, but with certain conditions. For example, be balanced for playing in a team and reflect the specifics of the chosen commander. Seems obvious, a heavy tank regiment, spamming machine guns, and light tanks, looks strange. At the same level, we also configure how the bot uses its troops and tracks their number in the session. Here a lot depends on the difficulty level. On a low, for example, the bot can "forget" or be "short of time" to use the entire available limit of units.

At the army level, the bots learn how to interact with each other and to make things right within the game mode. Watch that the enemy does not greatly exceed them in firepower and the presence of a certain kind of troops on the battlefield. Conduct joint operations. For example, bots can arrange a local blitzkrieg, and the infantryman-bot will try to support them by at least a few soldiers to seize the territory.


HD link

We want the bot to be as much like a living person, despite its scripted essence. Not surprisingly, sometimes this creates funny precedents. Once our game designer needed to attach the text to a certain entity. Hints like "Grab this hill" and "Win bad guys" for training missions became more informative. But along the way, he decided that it would be more convenient for the work to display information about the triggering of the condition not in the console, but directly over the unit. The work was on, the bots were learning, nothing was foreshadowing the troubles ... Until one day, in the game, you came across a cheerful but slightly creepy situation where a bot was driving to crush a cannon and a smiley appeared over the tank … The sad artilleryman in a tankmen’s world crying for his life :(


HD link

Friends, what settings would you like to see when creating a game, except for the obvious like a game nation, commander, aggressiveness? In the future, we want the choice of the bot to not only be limited to the basic settings and your wishes will be very helpful. Wish you all the best.
Idle Champions of the Forgotten Realms - Codename


After the defeat of the warlord Ras Nsi and his followers the party begins making final preparations to depart the Lost City of Omu and descend into the deadly tombs below.

Beneath the fallen kingdom, the souls of the dead are being stolen by a necromantic artifact in order to feed the hunger of a malignant, otherworldly threat.

The time has come to brave the Tomb of the Nine Gods and end the death curse once and for all.

Read more on the official blog!
FOR HONOR™ - UbiJurassic


Hello Warriors!

This week, we are releasing masks for the first time outside of a seasonal event! There will be one new mask for each faction, "Ogenus" for the Knights, "Nidhogg" for the Vikings, and "Koromodako" for the Samurai. You can see all three masks in action in the video below:

https://youtu.be/nF-tgjwyw2U

Patch 1.25 & Live Update 1.25.1



Today also marked the release of Patch 1.25, alongside a live update. Some highlights from the patch include:
  • Adjustments to Revenge's Shield
  • Increased time for Revives
  • Adjustments to Dodges
  • Changed the Default Chat Setting to "Team"
  • Adjustments to Matchmaking
You can read the full notes for 1.25 and 1.25.1 here.
Hard Helmets - luis.quinones
Hi Community!

Knowing the basics of Hard helmets is key to improve our skills, this time, we present a description on how controllers work.



Have fun!. We want to hear your comments !!!
Jun 28, 2018
Elemental World Part 1:Rise Of The Guardians - wiseowlstudios
Hi just a quick mini update on whats happening.
I have edited the rabbit ai to now work right with kill counter so when you kill them the counter goes up and updates the quest logs.

I am also in the process of doing the same for deers as old temp ones had the rely on the skeliton model with an unanimated deer attached to it i will probally finish this today and upload it in next few days for people to test out the main bugs i will be looking out for is ones related to quests such as not acepting right items monsters bugging out etc

edit: deer ai now updated and im building the new version now this is just a mini update where there few extra quests and improved ai animations
Eternal Card Game - DWDMarketing


New Set: The Fall of Argenport
  • Over 275 new cards and new mechanics have been added to Eternal.
  • The new set is now available for purchase from the store and can be crafted via Shiftstone.
  • New Theme decks are now available for purchase from the store.
  • The Draft format has changed to draft the new set along with new curated Draft Packs from previous sets, outlined HERE.

Gauntlet/Forge Season End
  • Progress for all players has been reset in both Gauntlet and Forge.
  • New AI opponents have been added, including new bosses in the Gauntlet.
  • Some existing AI decks have been updated to include cards from the new set.

Reward Update
  • Packs from season rewards, rank up chests in the Gauntlet and Forge, and the free pack awarded for first win of the day have all been updated to give packs from The Fall of Argenport.
  • Packs from standard chests have been updated to randomize between The Eternal Throne, Omens of the Past, and The Dusk Road, weighted according to the number of cards in each set.
  • New Achievements added.

New Totems
  • Five new Totems are available to purchase in the store, themed to each of the five factions.

UI Updates
  • The deck builder will have a separate tab for creating a Market.
  • A Market icon will appear on the playmat if you are playing with a Market.
  • Card zoom in is now available on smartphone during draft mode to see amount owned.

Bug Fixes

General
  • Importing a deck will now prioritize adding premium versions of owned cards.

Gameplay
  • Destiny units drawn from the void should now correctly draw you a card from your deck.
  • Units with both Ambush and Bond should be able to be played with Bond when Ambush cards can usually be played.
  • When a card with Warp is put back on top of the deck with Second Sight, it should now correctly display face-up.
  • Cards played by Destiny that require a target should now correctly present when drawn.

Card Fixes
  • Disassembler’s ability should now correctly deal damage when the opponent has a Statuary Maiden in play.
  • Rakano Sheriff’s ability can no longer be used while Hooru Pacifier is in play.
  • Strategize should now interact correctly when drawing cards with Destiny.
  • Drawing a Lumen Shepherd off of a Timeworn Sentinel’s Ally ability will no longer cause the board to fill with Wisps.
  • The created card from Veteran Mercenary is no longer displayed to the enemy player.
  • Last Word no longer gives Deadly to Devastating Setback.
  • Steelfang Chakram should now interact correctly with transformed units.
...