We hope you are well. In today’s DevBlog, we have a bunch of exciting things to share, so better strap in. This includes taking a closer look at a major overhaul of one of our 2v2 maps - Black Forest as well as some new units to show off.
Keep reading to find out more!
Black Forest: a map reworked
Last spring, we released Black Forest, a 2v2 map with a total surface of 54 km² and a strong focus on wooded areas. So much so that a sizable chunk of the maps consisted of trees, which created a suboptimal experience. If you recall, Black Forest has multiple attack lanes, including one on the extreme flank of the battlefield. With command zones grouped in the central region, the large mountainous forest dominated the map but without offering a lot in terms of gameplay.
Black Forest was criticized for being too… forested. Our military engineers - read talented map designers - have worked hard to fine tune this battlefield and make it more accessible. This means cutting down some trees. Instead of just deleting the woods and thickets, we created a new sawmill building. Now, there is an actual real-life reason the forest has been cut down!
Felling the woods
So, having heard your calls for some heavy-duty leveling, Black Forest received some much-needed attention (and trimming).
We have cut through the Black Forest mountain. Fresh paths, usable by all types of ground units, have been created. This opens up a host of new flanking opportunities.
Those trees weren’t felled without reason! Sliced and diced, the wood is kept in temporary storage at a new sawmill on the map's highest point. This area features a lot of cover, making it an ideal place for infantry ambushes.
New objectives
We have also widened the front line by opening up the forest, with several new potential hot spots and combat areas. In addition, we moved two main command zones creating high-density defensible sections of Black Forest.
The other command zones encourage flanking operations and long-range combat.
A more dynamic Black Forest
Black Forest felt slower than other WARNO maps. With the removal of the woods and some of the forested areas in the center, we hope to have made the battlefield more dynamic.
Some slight lightning changes amped the atmosphere with many more shades of green. What do you guys think?
The rework on Black Forest couldn’t have been possible without your feedback, as commented about by you, the player, in our official Map Feedback channel on our Discord server. Drop by if you want to share your constructive thoughts. We take all into consideration!
Thank you for improving the design of Black Forest. Let us know what you think!
New Units
As OUDINOT is dropping a bit later - as you know, because of some serious back-end issues - it doesn’t mean the rest of Eugen team remained idle. Although OUDINOT patch is being beta tested as we speak, we are putting the delay to good use by adding new units to the upcoming major milestone.
We have already added the new SPW FUG and SPW PSH as vehicles for the East German internal security units. We are also fleshing out the West German Bundesgrenzschutz, or BGS in-game, the federal border police. These units will be large reservist recon squads equipped entirely with MP-5 submachine guns. A quick note, the BGS units include the first (and so far only) female model in WARNO.
Much like the East German security forces (Grenzer, Vopos, Wachregiment), the BGS can count on their own patrol vehicles to police the frontier. These will come, in-game, in two variants: a recon transport APC, the SONDERWAGEN 4 with Good Optics, featuring an HK-21 MG, and an unarmed SONDERWAGEN 4 AUFK. with Very Good Optics. Both will be added to NATO’s new Berlin Command division.
See you on the battlefield
That’s it. Quite a read, but we hope you liked it. Just a bit longer, commander. OUDINOT’s release is around the corner!
One aspect which I've always felt Embark is lacking in has been the lack of direction in the art and UI. I am excited to announce that Andrew will be working full time on turning Embark into a game with a cohesive art style and modern user interface. In addition to this I will also have less distractions from working on Embark this year starting from Q2, so look forward to a much more regular update schedule. The goal will be to make sure Embark is in a fun polished state by the end of this year.
First look at the new art direction
Batch of new plants and trees. This is still very much a work in progress, but we felt that it has already made the game look a lot better. Grass rendering is also back in the game.
Room system
Fixed a few bugs with the room system introduced in 0.800. Lightning and room/wall quality were not being calculated correctly. Ventilation of rooms is now also taken into account. Fireplaces, all creatures, and rotting items all contribute to poor air quality which causes a penalty to room quality. To avoid this fireplaces need ventilation two tiles behind. For now, the penalty is not very significant and will not cause any other problems. Lighting calculation has also been improved to properly take into account windows and is transmitted between rooms better.
Water system
Improved the performance of water and other liquids. So far the idea to try and simulate water pressure has been a nightmare, but I think it should be mostly stable now. Please upload any saves of broken/buggy liquids. Fixes to water pressure system and water pumps.
Other Fixes
Fixes to the end game buildings and items required to build them.
Improvements to rendering of pipes/mechanisms shading in construction mode.
Fixes to terrain rendering so selection tools are correctly rendered near water.
Tweaks to conversations to make it slightly harder to make everyone like everyone else.
Made research artifacts cheaper and increased drop rates for them.
Increased time until later factions interact with the player.
Fixed powered workshops making items instantly.
Fixed saltworks and oil processor not working correctly.
Survival Mode(Early Access), will temporarily use the same map as Survival Mode(Demo) New optimizations are applied to the larger official world map, after that Survival (Early Access) will switch back to the unlimited official map. Survival (Demo) will continue to use smaller demo maps in the future.
Added submissive behaviors when animals choose leader
Enabled player ping in hud for networked play
Enabled Autopilot_FollowParent to Autowalk
Enabled Continuous Autopilot
Removed animal communication icons from main menu
Fixed error causing animals to freeze after leaving from morning drink
Fixed error causing player giraffe baby walk to slide
Fixed Black screen skip on begin play
Fixed "H" not changing the player's view modes "Cinematic view", "Watermark view", "Full Hud"
Fixed adult giraffes standup snapping anims
Reset experience cap to
Reset exposure reevaluation to 8am
Adjusted font in top-right dock of player hud
CLARIFICATIONS
The "Instincts" on the bottom left of the hud are a daily routine and are WIP. The hud will soon update as the daily tasks are accomplished.
KNOWN ISSUES
Walking into deep water may cause a fatal error. Please wait until the new swimming system is implemented
Some animals are awaiting adjustments to get their walk animations back in sync with their speed
Built-in Photomode: If pics are not in your default photos folder, check... %localappdata%\LocalThe_Great_Circle_C2\Saved\Screenshots\WindowsNoEditor (or use Steam or Nvidia Ansel for now)
OFFICIAL GUIDANCE
Survival Mode(early access) normally accessible via password to patreons and discord server subscribers, is temporarily using the demo map.
UPCOMING DEVELOPMENT (*near future)
Combat, Hunting, Rival Fights, Playing babies, Hunting Ambushes
Co-op survival mode
Cheetah
Water creatures, Swimming Overhaul
Improvements to player Hud (+Performance)
SNEAK PEAKS (Concept art & Lore)
REPORT BUGS via Discord! https://discord.com/invite/9h35M5mhBd Go to #bug-reports channel and describe in detail something you noticed that could be a bug. It also helps to list your hardware info to help determine the cause. Keep an eye out for a direct reply to tell you if it is indeed a bug and if so, a then later a followup reply indicating the problem is fixed in an update.
HOW TO SUPPORT DEVELOPMENT
Follow social media (Youtube, Twitch, Facebook, Instagram, Twitter, Tiktok, Discord)
In this Update, shot sounds have been improved so that they can be heard clearly, without being distorted or muffled, not only on high-end audio systems but also on ordinary smartphones, tablets, and small speakers.
Balance Changes
IS
100 mm D10T stock gun: Aiming time of the stock/top turret was decreased from 6.6/6.5 to 6.3/6 s.
122 mm D2-5T stock gun: Gun aiming time was reduced from 6.9 to 6.6 s.
122 mm D-25T top gun: Gun aiming time was reduced from 6.8 to 6.2 s. Gun reload time was decreased from 14.38 to 13.9 s.
Vehicle traverse speed on the spot was decreased from 36.49/40.4 to 30.45/34.11 deg/s for the stock/top chassis, respectively.
View range of stock/top turrets was decreased from 230/240 to 225/230 m.
Legendary Camouflages
New Legendary camos will await owners of several tanks. The first two on the list are the Förster for the Grille 15, which looks like it came straight out of the deepest of woods, and the Steppe for the IS, that's sure to appeal to lovers of historical camouflages.
The primeval Jötunn for the E 100, the striking Poison for the T92E1, the historical Taiga and Tundra for the SU-152, the mythical Garm for the E 75, and the audacious Basher for the AMX 50 100 were added to the camo selection menu.
Improvements and Fixed Bugs
The following tanks, along with their Legendary camos, were updated to the new graphics quality: Caernarvon Action X (Resolute and Morpho camos), Leopard 1 (Wild camo), and STB-1 (Adamant camo).
iOS: WoT Blitz is now supported only on devices with Apple A7 SoC and later: iPhone 5s, iPad Air, iPad mini 2, iPod touch 6, and newer. Update 9.6 and subsequent game versions will not be available on older devices with 32-bit processors. The game no longer supports iOS 9 and 10. To continue playing, please make sure your device is running iOS 11 or newer.
macOS: The game no longer supports macOS 10.11 El Capitan and 10.12 Sierra. To continue playing, please upgrade your computer to macOS 10.13 High Sierra or newer.
A new button that allows you to copy any nickname and user ID appeared in the player profile.
Various screens, descriptions, and notifications were improved.
We're excited to announce that the EA version of Deepening Fire is available on Jan.12. It's now!
This Early Access version will present you with the complete storyline content of the game. In the future, more content will be added into the full game. So please stay tuned!
If you like our game, please add it to your wishlist and join our communities for the latest news! Also welcome to join our discord: https://discord.com/invite/rtvqvaBDHy Thank you for your support, let's start the survivor's challenge journey on the Sea.
We’d like to thank each and every one who plays and enjoys our game. The passion of our players is what drives us each and every day to make your playing experience a great one.
In line with our efforts to ensure the balance of the game economy, we’d like to inform everyone that we recently enforced a permanent suspension more than 100 accounts that damaged the in-game economy. We’ll continue to keep an eye out for any actions that are similar to this one, as well as any activity that are detrimental to the playing experience.
We want to remind everyone that abusing the game will result in a permanent ban from both the account and the Closers World server.
In Rank: from the 2nd round, decrease the probability of teammates who fighting with each other.
Damage adjustments about Destiny:
When the winner's remaining HP ≥ 40% of initial HP, the bonus to Destiny damage is slightly reduced. The reduction is about 0 to 6 (If your remaining HP is 40% of the initial HP,the damage is same as previous. And about 6 reduction with full HP in the latter period)
Destiny adjustments:
Bloodline Potential (Yan Xue, Initial Immortal Fate): Draw 1 card for every 20→18 Destiny lost.
Bloodline Power (Yan Chen, Initial Immortal Fate): Draw 1 card for every 32→30 Destiny damaage dealt.
Dragon Scale (Long Yao, VIrtuoso Phase Backup Immortal Fate): When taking Destiny damage greater than 20→18, reduce to 20→18.
Curiosity (Lin Xiaoyue, initial Immortal Fate): The special card Cloud Sword - Flying Sand's ATK increase 2.
Mutual Growth (Five Elements Alliance, Immortal Fate): no more exchange card chance decrease when choosing.