It's been an epic journey, an astonishing feat, but the longest, largest Panzer Corps tournament ever is now over!
131 players, 374 days, one winner: Lifever!
Lifever has become the Panzer Corps World Champion by defeating AlfredoAllu in a tough and epic match.
The champion, Lifever, is going to be remembered in the Panzer Corps Hall of Fame, alongside last year's winner! He will also be featured as a Hero in Panzer Corps 2! Hail to the champ!
We would like to once again congratulate with Goose_2 for a perfectly run tournament which wouldn't have been possible without his dedication and passion. Thank you Goose!
We thought some of you might be interested in watching gameplay videos of Vagrus - well, the Prologue chapter of the game to be precise.
So here's a brilliant recording by Nookrium which perfectly grabs the essence of the dark fantasy setting of the Riven Realms while remains well paced. https://youtu.be/Zng0xcAClUY The Prologue is the narrative exposition for the setting of the Riven Realms and also serves as the tutorial of the game, and so it starts off leading you as the player through a very narrow path and then gradually opens up both in terms of functionality and narrative choices. It reaches its zenith in Act IV, after you leave Avernum, from which point onwards you are free to lead your comitatus to almost any direction you want. Of course, success is far from guaranteed, so you need to carefully plan your trips considering all the information available to you, lest your journey end up in disaster, be it a deadly confrontation, financial ruin, or your own crew leaving you due to bad morale. Are you ready to try it yourself?
A Dance of Fire and Ice is a simple one-button rhythm game.
Press on every beat of the music to move in a line.
Every pattern has its own rhythm to it. It can get difficult. This game is purely based on rhythm, so use your ears more than your sight.
Note that it is quite strict and unforgiving, so please play the online version here if you're not sure if this is for you! If you've played the Rhythm Heaven series - this is about as strict as that.
Explore the cosmos: Soar through each genre of music in a variety of colorful fantasy landscapes.
Predict every moment: With a track that shows you every rhythm ahead of time, you’ll learn to sight-read levels as they come. No tricks, and nothing is reaction-based.
Play new levels for free: Tackle new songs and new rhythms as we expand the game with free level patches over the coming months.
Calibrate your experience: Manually adjust your calibration on-the-fly, or use our auto-calibration method. The game is precisely timed, and you won’t experience any slow desync over time like you might with other music-based twitch games. (We’re musicians and off-sync games hurt us.)
In last week’s dev diary, we talked about movement in Army General, as well as action points and how your battalions can use these. In this new Steel Division 2 dev diary, we’ll focus on that juicy next step, and what happens when two (or more) units go head-to-head. Glorious combat!
Mind you, we’ll talk more about the familiar real-time tactical battles on a later date. This time, it is all about the combat on a strategic level in our new turn-based dynamic campaign mode.
Don't think the work on the game slowed down. A new pack of bugfixes and translation updates is here.
Among the changes we made in this version more notable are:
Roguelike enthusiasts don't have to die in order to see their results in Roguelike Deepest Death leaderboard (effective from next month's season)
The first usage of Golem card after leaving and reentering the dungeon with the other staircase will work correctly instead of just wasting your mana and putting the card on cooldown
Ghosts will no longer get stuck in walls when low on health and the player levels up. Ghosts currently stuck in walls will come out
Gargoyles in stone form are no longer selectable when you play with a controller
Full changelog
Version 1.00.18019 24th January 2019
Fixed an issue where upgrade card window showing the wrong cost just after downgrading card in slot
Fixed an issue where card lost on higher difficulty would become unavailable and variant change was not possible
Fixed typos in multiple translations
Fixed golem card not going on cooldown after leaving the dungeon with golem and reentering it
Fixed Quest Mastering tutorial displaying the wrong amount of keys
Fixed fear aura not resuming after the card is disabled
Fixed achievement "The first Riddle" not being granted after identifying all unidentified cards at once
Fixed heal spell timing issues
Fixed ghost sometimes getting stuck in walls if the hero leveled up on that level
Fountains no longer change the cursor to "use" when the hold key is held down
Fixed miscounting cards for Full Deck achievements (Full Armory, Full Stash, Full Library)
Deprecated card Helmet can no longer be found in the dungeon
Fixed particle effect on the lost card
Fixed an issue where disenchanting a card could prevent it from dropping ever again
Fixed a crash occurring during card disenchantment sequence
Allow alive character in roguelike final death leaderboard
Fixed Cold Nova not spawning icicle on the position of a killed monster
Gargoyles in stone form are no longer selectable when using the controller
Updated translations
Supporters added to credits
As always, Stay safe in paper dungeon :paperheart: Margaret
In last week’s dev diary, we talked about movement in Army General, as well as action points and how your battalions can use these. In this new Steel Division 2 dev diary, we’ll focus on that juicy next step, and what happens when two (or more) units go head-to-head. Glorious combat!
Mind you, we’ll talk more about the familiar real-time tactical battles on a later date. This time, it is all about the combat on a strategic level in our new turn-based dynamic campaign mode.
Once more a disclaimer: what you are going to read and see is still in active development. Disregard any typos, glitches or baguette-language; this will all be fixed at launch.
Entering combat
You know that battalions, your key units in Army General, have action points which you use to maneuver them on the campaign map. Once you encounter an enemy unit, and you want to engage them, you will need to have at least 3 action points (we will talk about this feature in more detail further below). As a player, you select the enemy unit you wish to target, and the option to do battle will appear, as well as the Battle Planner.
Now, depending on which opposing battalion you have selected, the game will tell you which of your battalions will be able to support you, and in which battle phase they will appear if you do select them. That’s why maneuvering your units before the fight is so important: distance and location determine which units can be thrown in combat.
As you know, the battle phases are listed as A, B or C, and displayed in big, fat letters above a unit on the campaign map. They correspond to the familiar battle phases you encounter in the real-time tactical battle. Taking into account distance, you can select a different enemy unit to see how the possible disposition of your forces will change.
Battle Planner
Enter the Battle Planner. In this screen, you will see the slots of three different Battlegroups which are numbered as I, II or III. Each Battlegroup has space for two battalions. You will need at least one phase A battalion, in Battlegroup I, or else you won’t be able to engage in combat.
You can bring one additional battalion to the fight, but if you want to bring more and unlock the next Battlegroup, you will need to bring an HQ battalion. The same applies for Battlegroup III. This way, in total, you can have two HQ battalions and four battalions. Depending on where your HQ battalion is, and which battle phase they will enter, its subordinate battalion will arrive at the same time.
As we highlighted in the previous dev diary, planes, apart from being strategic assets which can limit air and ground movement (through artillery or arial denial), reduce the action points to zero (through a bombardment), or unveil enemy positions (through aerial recon), can also be employed on a tactical level and brought into a real-time battle with the help of an HQ battalion.
HQ’s will also have other effects, especially during the tactical combat, but we will talk about this in a future diary.
Remember when we mentioned needing 3 action points to start a battle? To be exact: a battalion will use an action point for each battle phase. This means that a unit with 2 action points can still arrive in phase B - if they are close enough - but only if there is at least one unit that can kick off the battle in phase A.
The Battlefield
If you enter the real-time battle, the game will select a specific map depending on the location and where you are attacking from. So, if you find yourself deep in a forest, the tactical map will mirror this. Your actions and location on the strategic map reflect the specific scenario of the tactical battle.
For instance, you can have a classic conquest skirmish scenario if you advance one of your units against an opposing battalion that moved during the previous turn. Or, you enter in a closer combat scenario if both units didn’t move in their last turn. There is also a full breakthrough scenario (which we will talk more about in an upcoming dev diary) which occurs when one of the units is fortified! In each case you will have different starting positions, a number of flags or where the frontline is situated. That’s right, the new system from the Conquest mode will also be featured in Army General.
In conclusion
In next week’s dev diary, we’ll reveal something cool. Like very cool. Something you guys asked for since the game's announcement. Don’t forget to check out the Steel Division 2 newsletter, wishlist the game, and visit our pre-order store. See you next week!
+ Added more than 100 new tradeable items in a wide variety of categories. + There's a new secret goal to find. (Watch out, it's a tough one!) + Buying upgrades for your house now also grants buffs to your haggling and inspecting skills. + Added a rank system as a reward for completing the game. + Made some balance tweaks to bills, vendor prices and auction prices for a more fun and fair gameplay experience. + Added a fancy fire to the fireplace in your house when it's night time. + Bidders in the auction room will now bid a lot more strategically. Some might even leave it to the very last minute! + Added the ability to sell any cars you have purchased from the "Your Assets" screen. + When haggling with sellers, you can now calm them down a little by buying something from them. (You might be able to land a bargain or two with some clever tactical purchasing!)
Bugfixes: - When you inspect items, you'll no longer re-discover attributes that were previously discovered through inspecting. - You can now offer items for auction in the Special Sale (previously this was not possible due to a bug). - Fixed an issue where sometimes auction days would be skipped or triggered on the wrong day. - Fixed a rare issue where entering a shop would cause an error. - Fixed an issue where items found on the beach could incorrectly appear in an auction catalogue. - Resolved a bug where items in the Thrift Store, Flea Market, Antiques Fair and Garage Sale were being displayed in the wrong order. - Fixed an issue where auction catalogues could show blank damage or mark descriptions, e.g. "there is a to the ". - Many minor updates, improvements and cleanups to the GUI. - Several other minor tweaks and fixes (too many to list).
We hope you enjoy the 1.10 Update! Thanks, and happy hunting!
It’s time for us to take a closer look at the characters system, with a particular focus on heroes and Guanxi. We’re going to see how legendary heroes earn their title, equip themselves for battle and interact with each other in the world of Total War: THREE KINGDOMS.
Moving well into 2019 and already we are changing some of the established Rock/Paper/Scissor of our missile-play. This update revamps the behavior of Theater Defense Systems vs Missiles, with the TDS receiving some early game bonuses and later game mobility. In turn, the anti-aircraft capabilities of TDS have been somewhat reduced to further highlight the system's role as a dedicated anti-missile unit. With TDS now airlifting in Tier 2 and ground movement speeding up Tier by Tier there could even be a place for it in the front lines - protecting those valuable stacks against NBC attacks later in the game.
PLEASE JOIN NEW GAMES GENERATED POST-UPDATE TO BENEFIT FROM ALL LATEST CHANGES
GAME AND BALANCING CHANGES
Theater Defense System
Increased ATK versus Missiles to 12/12.5/13/14/15/16
Decreased ATK versus Aircraft to 2/2.5/2.5/3/3.5/4
Increased base speed by Tier to 0.5/0.75/1
The Airlift ability has been pulled forward to Tier 2
Reduced ATK and Radar Range by 25 across the board
Ballistic Missile
Adjusted Hitpoints to 15/16/17/19/21/23
ICBM
Adjusted Hitpoints to 22/26/33/40
Swapped out level 2 and 3 researches
Range Upgrade is now level 2 research
Missile Shield Upgrade is now level 3 research
Hospital description now contains the appropriate percentages of population growth bonuses
Nationalization
Homeland City will no longer be displayed in city bar - only in the city list (allowing sorting)
MAP CHANGES
64 Player World War 3
Starting units have been updated (made the minor AI nations easier to conquer, reverting to a more conservative player starting setup)
Adak and Makushin provinces added in Alaska
150 Player Overkill
New Starting Unit setup (made the minor AI nations easier to conquer, reverting to a more conservative player starting setup)
Due to a current issue which frequently appears in speed games, we have updated the transfer of Coalition Leadership (this is a temporary workaround to patch technical issues, and will be revised in a future update.): • It now only takes place if the coalition leader is NOT a Security Council member, and has abandoned the game. • If the coalition leader is a Security Council member, and has abandoned the game, the only way to change leadership right now is to leave the coalition and form a new one.
Defeated players will be removed from the coalition, and another will be assigned Leader. If there are no players left, the coalition is disbanded.
Added Wiki entry for nationalization feature
Fixed randomized combat log notifications upon entering a game - they will now appear in their correct order
Fixed issue where Anti-Air Timers and Combat Timers were not displaying correctly or missing.
After finishing the nationalization of a homeland city it will no longer be marked as abandoned, and Annexation and Homeland City progress will now be properly displayed in city list