Killing Floor - [TW]Yoshiro
Well, here is a reason to give big thanks to Iceberg Interactive over in Europe. We’ve talked about special editions. we’ve talked about adding playable female characters – and we’ve talked about new voicepacks. So, with over 1 million units sold and some assistance from Iceberg, we now have… a Killing Floor Gold Boxed Edition, with an exclusive FEMALE playable character, along with voice work in English, French and German for her. Their full news post is on their website – <a href="http://www.iceberg-interactive.com/news-mainmenu-33/1-latest/486--killing-floor-gold-edition-to-arrive-june-1st-2012.html">click HERE</a> . The new edition can also be pre-ordered (for shipment to Europe) on their site. We’ll have imports of the box up on the Tripwire Interactive web store shortly, for shipping to North America. Shipments will be sent out, starting on 1 June 2012.

EDIT: Just to make the thanks to Iceberg quite clear - they all love the game so much that they actually commissioned the work to get a female character in game. They did all the voice work - we did some script tweaks and plugged the pieces together. So they get the exclusive box as a thanks. And now, we have the tech in place for us to produce female DLC for the rest of our lives

And, so everyone understands, the box comes with:
<ul>
<li>Killing Floor</li>
<li>The 6 current DLC packs</li>
<li>1 exclusive female playable character, with female voice packs in English, French and German</li>
</ul>

This will be the ONLY way to get that female playable character. For those who already own the game and/or any of the existing DLC, all of those will show up as tradeable/giftable items in your Steam inventory for you to swap with friends or even just give away!

Killing Floor - [TW]Yoshiro
Well, here is a reason to give big thanks to Iceberg Interactive over in Europe. We’ve talked about special editions. we’ve talked about adding playable female characters – and we’ve talked about new voicepacks. So, with over 1 million units sold and some assistance from Iceberg, we now have… a Killing Floor Gold Boxed Edition, with an exclusive FEMALE playable character, along with voice work in English, French and German for her. Their full news post is on their website – click HERE . The new edition can also be pre-ordered (for shipment to Europe) on their site. We’ll have imports of the box up on the Tripwire Interactive web store shortly, for shipping to North America. Shipments will be sent out, starting on 1 June 2012.

EDIT: Just to make the thanks to Iceberg quite clear - they all love the game so much that they actually commissioned the work to get a female character in game. They did all the voice work - we did some script tweaks and plugged the pieces together. So they get the exclusive box as a thanks. And now, we have the tech in place for us to produce female DLC for the rest of our lives

And, so everyone understands, the box comes with:
  • Killing Floor
  • The 6 current DLC packs
  • 1 exclusive female playable character, with female voice packs in English, French and German

This will be the ONLY way to get that female playable character. For those who already own the game and/or any of the existing DLC, all of those will show up as tradeable/giftable items in your Steam inventory for you to swap with friends or even just give away!

Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
We have put up several polls <a href="http://forums.tripwireinteractive.com/forumdisplay.php?f=123">in the Red Orchestra 2 Beta forums</a>. We are looking for feedback on changes we are looking to make in the next Beta update. Please vote and let us know what you think!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
We have put up several polls in the Red Orchestra 2 Beta forums. We are looking for feedback on changes we are looking to make in the next Beta update. Please vote and let us know what you think!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
It has been a busy week here at Tripwire. Since adding "Classic" mode into the beta we've been working towards more bug fixes, refinements and tweaks based on feedback to the beta. We've also launched the <a href="http://wiki.tripwireinteractive.com/index.php/Tripwire_Interactive">Tripwire Interactive Wiki</a> as a tool for fans of our titles to gather knowledge both about the games and how to mod them, as well as an updated <a href="http://www.tripwireinteractive.com">TripwireInteractive.com</a>

This weekend, in the follow up to last weekends first round of the Scorched Earth Tournament Finals, the last matches will be played. Just like last week you can <a href="http://www.forgottenhonor.com/scorchedearth/live/livestream/">watch it live here</a>. Before, during and after the event John and Alan will be fielding community questions <a href="http://forums.tripwireinteractive.com/showthread.php?t=77209">posted in our forums</a>, so get your questions in soon!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
It has been a busy week here at Tripwire. Since adding "Classic" mode into the beta we've been working towards more bug fixes, refinements and tweaks based on feedback to the beta. We've also launched the Tripwire Interactive Wiki as a tool for fans of our titles to gather knowledge both about the games and how to mod them, as well as an updated http://www.tripwireinteractive.com

This weekend, in the follow up to last weekends first round of the Scorched Earth Tournament Finals, the last matches will be played. Just like last week you can watch it live here. Before, during and after the event John and Alan will be fielding community questions posted in our forums, so get your questions in soon!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
The final match in the Scorched Earth Tournament is just getting under way. Tune in to watch the <a href="http://www.forgottenhonor.com/scorchedearth/live/livestream/">LIVE broadcast</a> and listen as the commentators discuss the game and its future (along with all things Tripwire) with our very own John Gibson.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
The final match in the Scorched Earth Tournament is just getting under way. Tune in to watch the LIVE broadcast and listen as the commentators discuss the game and its future (along with all things Tripwire) with our very own John Gibson.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
The full change log (which is too long for an OGG post it seems) can be found <a href="http://forums.tripwireinteractive.com/showthread.php?t=76827">here</a>

Highlights of the new classic mode include:

General Changes:
<ul>
<li>Players can still gain experience and level up, but when playing in classic mode these levels do not grant any bonuses for class or weapon.
<li>Role and weapon loadouts are modified to closely match Red Orchestra 1 loadouts. This means fewer MkBs, AVTs, and SMGs are available
<li> Interface changes - added an RO1 style compass to the HUD. No peripheral action indicators.
<li>Uses standard realism mode as a base, and adds additional functionality on top of that
<li>Most Classic mode settings have been added to webadmin and can be toggled on/off for Custom mode
<li>Removed spawn on squad leader
<li>No lockdown
<li>No Killcam
</ul>

Weapons use historically accurate load outs and upgrades are disabled. The following weapon versions are used:
<ul>
<li>PPSH w/drum mag and select fire
<li>Kar98 w/bayonet
<li>Kar98 Sniper w/4X scope
<li>Mosin Nagant Sniper w/3.5X scope
<li>G41 Sniper w/4X Scope
<li>SVT40 Sniper w/3.5X scope
<li>MP40 with single 32 round mag
<li>MkB42 with bayonet (no scope)
<li>P38 Pistol
<li>C96 w/10 round mag
<li>MG34 w/50 round drum
<li>MG34 Tripod
<li>PTRS
<li>Pzb 784 (r)
<li>MN 9130 w/bayonet
<li>G41 (W) w/bayonet
<li>SVT40 w/bayo
<li>AVT40 w/bayo
<li>TT33
<li>M1895 without silencer
<li>DP28
<li>Maxim 1910
<li>All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)
</ul>
Infantry Changes:
<ul>
<li>Stamina usage and regeneration are modified to closely match RO1 functionality
<li>Player movement speed has been modified to match Red Orchestra 1 player movement speed. The sprinting speed is considerably slower to closely match the speed based on RO1 maps scale.
<li>Sprinting is modified to closely match RO1 functionality. The player sprints at a constant speed until running out of stamina, then stops sprinting until regaining some stamina
<li>The FOV zoom while using focus/controlled breathing is disabled
<li>Movement speed penalty when shot in the legs or feet (same as new realism mode)
<li>The player damage model is much more hardcore to match RO1 functionality. Players take damage instantly instead of bleeding some of the damage out over time. There is no bandaging or bleeding (although slow deaths from wounds are still possible).
<li>Stamina has a much greater effect on weapon sway and recoil (same as new realism mode)
<li>The FOV zoom while using focus/controlled breathing is disabled
</ul>
Weapon Changes:
<ul>
<li>Iron sight breathing and sway are greatly increased
<li>Weapons take longer to go into iron sights and match exactly the iron sight zoom in speed of RO1
<li>You cannot interrupt sprint by going into iron sights
<li>Weapons transitioning out of sprinting takes twice as long to more closely match RO1's sprinting transitions
<li>The weapon is unable to fire until the transition from sprinting is mostly complete. This more closely matches RO1 functionality and should encourage less "run and gun" play.
</ul>

Be sure to give us feedback in the beta forums!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
The full change log (which is too long for an OGG post it seems) can be found here

Highlights of the new classic mode include:

General Changes:
  • Players can still gain experience and level up, but when playing in classic mode these levels do not grant any bonuses for class or weapon.
  • Role and weapon loadouts are modified to closely match Red Orchestra 1 loadouts. This means fewer MkBs, AVTs, and SMGs are available
  • Interface changes - added an RO1 style compass to the HUD. No peripheral action indicators.
  • Uses standard realism mode as a base, and adds additional functionality on top of that
  • Most Classic mode settings have been added to webadmin and can be toggled on/off for Custom mode
  • Removed spawn on squad leader
  • No lockdown
  • No Killcam

Weapons use historically accurate load outs and upgrades are disabled. The following weapon versions are used:
  • PPSH w/drum mag and select fire
  • Kar98 w/bayonet
  • Kar98 Sniper w/4X scope
  • Mosin Nagant Sniper w/3.5X scope
  • G41 Sniper w/4X Scope
  • SVT40 Sniper w/3.5X scope
  • MP40 with single 32 round mag
  • MkB42 with bayonet (no scope)
  • P38 Pistol
  • C96 w/10 round mag
  • MG34 w/50 round drum
  • MG34 Tripod
  • PTRS
  • Pzb 784 (r)
  • MN 9130 w/bayonet
  • G41 (W) w/bayonet
  • SVT40 w/bayo
  • AVT40 w/bayo
  • TT33
  • M1895 without silencer
  • DP28
  • Maxim 1910
  • All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)
Infantry Changes:
  • Stamina usage and regeneration are modified to closely match RO1 functionality
  • Player movement speed has been modified to match Red Orchestra 1 player movement speed. The sprinting speed is considerably slower to closely match the speed based on RO1 maps scale.
  • Sprinting is modified to closely match RO1 functionality. The player sprints at a constant speed until running out of stamina, then stops sprinting until regaining some stamina
  • The FOV zoom while using focus/controlled breathing is disabled
  • Movement speed penalty when shot in the legs or feet (same as new realism mode)
  • The player damage model is much more hardcore to match RO1 functionality. Players take damage instantly instead of bleeding some of the damage out over time. There is no bandaging or bleeding (although slow deaths from wounds are still possible).
  • Stamina has a much greater effect on weapon sway and recoil (same as new realism mode)
  • The FOV zoom while using focus/controlled breathing is disabled
Weapon Changes:
  • Iron sight breathing and sway are greatly increased
  • Weapons take longer to go into iron sights and match exactly the iron sight zoom in speed of RO1
  • You cannot interrupt sprint by going into iron sights
  • Weapons transitioning out of sprinting takes twice as long to more closely match RO1's sprinting transitions
  • The weapon is unable to fire until the transition from sprinting is mostly complete. This more closely matches RO1 functionality and should encourage less "run and gun" play.

Be sure to give us feedback in the beta forums!
...