Heroes & Generals - Reto.Robotron3000

Being able to customize vehicles with paint jobs is something a lot of players like and want to do, so in update 1.09 we are adding a new batch of vehicle paint jobs, so you can look your best when winning battles.

The following vehicles gets new paint jobs in this update.



Soviet Vehicles
The Soviet Union uses two main paint jobs – the Kutuzov Two-Tone and the Vasyugan Light, and in this update the IS-2 heavy tank has added paint jobs as well as the two Tank Destroyers. 

Kutuzov Two Tone
The Kutuzov is a field painted disruptive pattern camouflage consisting of red-brown patches painted on top of the green factory paint.
The green and red-brown colors proved especially effective in the muddy environment during the Kharkov offensive in May 1942, but also provided an excellent camouflage in thick forests throughout the summer.
Vasyugan Light
During the Autumn of 1944 the Red Army is on the offensive and a camouflage pattern suited for an army on the move was required.
The Vasyugan Light consisted of a dense layer of random yellow patches painted on top of the green factory paint.
The light color and web-like pattern of the green color made this a perfect camouflage for rolling through open fields and as well as hiding in the forest.

Heavy Tank
  • IS-2 Model 1944 Vasyugan Light
  • IS-2 Model 1944 Kutuzov Two Tone




Tank Destroyers
  • SU-76M Vasyugan Light
  • SU-76M Kutuzov Two Tone
  • SU-85 Vasyugan Light
  • SU-85 Kutuzov Two Tone




US Vehicles
The US uses two main paint jobs – the Ardennes Four Color and the Olive Drab and Black, and these will be available for both the M10 and M18 Tank Destroyers.

Ardennes Four Color
Prior to 1944 the US had no standard guidelines for vehicle camouflage, and it was up to the individual unit to paint the vehicles as they deemed necessary.
Some units would use the experiences gained by their British ally and use a black and white outline to accentuate the contrast between two colors.
The Ardennes camouflage consist of dark green patches on the factory olive drab paint. The white and black outline creates a higher contrast between the two colors without making either of them stand out.
This creates a camouflage that is effective in mountain areas as well as in forest.
Olive Drab and Black
In April 1944 the US Army released the Field Manual 5-22B which contained guidelines to how to properly apply camouflage to vehicles.
It instructed soldiers in the field to apply patches of black paint over the factory olive drab color.
The black patches should cover all sharp corners to distort the silhouette of the vehicle.

Tank Destroyers
  • M10 Tank Destroyer Ardennes Four Color
  • M10 Tank Destroyer Olive Drab & Black
  • M18 Hellcat Ardennes Four Color
  • M18 Hellcat Olive Drab & Black





German Vehicles
For the Germans, this update brings vehicle paint to the Jagdpanzer 38(t) and the StuG III. 
Paint Scheme: Light Olive
The Light Olive, also known as Dark Yellow or "Dunkelgelb" became the standard factory color in October 1942, replacing the Dark Grey which was previously used as a base.
Contrary to what one might think, the Dunkelgelb did not originate as a color for desert warfare, but rather a color that would blend into agricultural environments.
The new lighter color also made it easier to paint camouflage over the vehicles using darker colors to make them fit in with the specific environment in which the vehicle was used.
Paint Scheme: Ambush DB
In August 1944 the German army was on the defensive and a new camouflage was needed to better allow vehicles to lie in wait for an approaching enemy. The solution was an "Ambush" pattern or “Hinterhalt-Tarnung”. This consisted of a green and red-brown paint being applied on to the base layer of dark yellow paint.
This was to be done at the factory so that the vehicle would be ready to fight as soon as it rolled out of the assembly line.
The factory accomplished a very effective Ambush camouflage by applying random green and brown patches on the vehicle, and then applied smaller spots of yellow on top of these.
These small spots gave the illusion of sunlight passing through tree leaves, which made the Ambush DB pattern especially effective for vehicles hiding in the forest.

Tank Destroyers
  • Jagdpanzer 38(t) Hetzer Ambush DB
  • Jagdpanzer 38(t) Hetzer Light Olive
  • StuG III Ausf. G Ambush DB
  • StuG III Ausf. G Light Olive


Heroes & Generals - Reto.Robotron3000

Being able to customize vehicles with paint jobs is something a lot of players like and want to do, so in update 1.09 we are adding a new batch of vehicle paint jobs, so you can look your best when winning battles.

The following vehicles gets new paint jobs in this update.



Soviet Vehicles
The Soviet Union uses two main paint jobs – the Kutuzov Two-Tone and the Vasyugan Light, and in this update the IS-2 heavy tank has added paint jobs as well as the two Tank Destroyers. 

Kutuzov Two Tone
The Kutuzov is a field painted disruptive pattern camouflage consisting of red-brown patches painted on top of the green factory paint.
The green and red-brown colors proved especially effective in the muddy environment during the Kharkov offensive in May 1942, but also provided an excellent camouflage in thick forests throughout the summer.
Vasyugan Light
During the Autumn of 1944 the Red Army is on the offensive and a camouflage pattern suited for an army on the move was required.
The Vasyugan Light consisted of a dense layer of random yellow patches painted on top of the green factory paint.
The light color and web-like pattern of the green color made this a perfect camouflage for rolling through open fields and as well as hiding in the forest.

Heavy Tank
  • IS-2 Model 1944 Vasyugan Light
  • IS-2 Model 1944 Kutuzov Two Tone




Tank Destroyers
  • SU-76M Vasyugan Light
  • SU-76M Kutuzov Two Tone
  • SU-85 Vasyugan Light
  • SU-85 Kutuzov Two Tone




US Vehicles
The US uses two main paint jobs – the Ardennes Four Color and the Olive Drab and Black, and these will be available for both the M10 and M18 Tank Destroyers.

Ardennes Four Color
Prior to 1944 the US had no standard guidelines for vehicle camouflage, and it was up to the individual unit to paint the vehicles as they deemed necessary.
Some units would use the experiences gained by their British ally and use a black and white outline to accentuate the contrast between two colors.
The Ardennes camouflage consist of dark green patches on the factory olive drab paint. The white and black outline creates a higher contrast between the two colors without making either of them stand out.
This creates a camouflage that is effective in mountain areas as well as in forest.
Olive Drab and Black
In April 1944 the US Army released the Field Manual 5-22B which contained guidelines to how to properly apply camouflage to vehicles.
It instructed soldiers in the field to apply patches of black paint over the factory olive drab color.
The black patches should cover all sharp corners to distort the silhouette of the vehicle.

Tank Destroyers
  • M10 Tank Destroyer Ardennes Four Color
  • M10 Tank Destroyer Olive Drab & Black
  • M18 Hellcat Ardennes Four Color
  • M18 Hellcat Olive Drab & Black





German Vehicles
For the Germans, this update brings vehicle paint to the Jagdpanzer 38(t) and the StuG III. 
Paint Scheme: Light Olive
The Light Olive, also known as Dark Yellow or "Dunkelgelb" became the standard factory color in October 1942, replacing the Dark Grey which was previously used as a base.
Contrary to what one might think, the Dunkelgelb did not originate as a color for desert warfare, but rather a color that would blend into agricultural environments.
The new lighter color also made it easier to paint camouflage over the vehicles using darker colors to make them fit in with the specific environment in which the vehicle was used.
Paint Scheme: Ambush DB
In August 1944 the German army was on the defensive and a new camouflage was needed to better allow vehicles to lie in wait for an approaching enemy. The solution was an "Ambush" pattern or “Hinterhalt-Tarnung”. This consisted of a green and red-brown paint being applied on to the base layer of dark yellow paint.
This was to be done at the factory so that the vehicle would be ready to fight as soon as it rolled out of the assembly line.
The factory accomplished a very effective Ambush camouflage by applying random green and brown patches on the vehicle, and then applied smaller spots of yellow on top of these.
These small spots gave the illusion of sunlight passing through tree leaves, which made the Ambush DB pattern especially effective for vehicles hiding in the forest.

Tank Destroyers
  • Jagdpanzer 38(t) Hetzer Ambush DB
  • Jagdpanzer 38(t) Hetzer Light Olive
  • StuG III Ausf. G Ambush DB
  • StuG III Ausf. G Light Olive


NEO Impossible Bosses - x0to1
Here's the changelog for NEO Impossible Bosses build 0.03.

Major Changes
- Boss Hitpoint Balancing rework! Bosses now scale better based on party composition and items.
- Replay mode: You now select units in replay mode instead of following units
- Replay mode: Now reports player hero usage

Hero Changes
- Guardian:
Sonic Clap damage changed to 220 from 250
Warrior Spirit damage buff changed to 20 from 25
- Paladin:
Righteous Fury damage buff changed to 22 from 15
- Ranger:
Venom shot impact damage changed to 160 from 120
Rapid fire cooldown changed to 10 seconds from 14
Rapid fire percentage damage change to 75% from 70%
- Priestess:
Holy nova damage changed to 250 from 200
Holy nova cooldown changed to 10 seconds from 12
- Fire mage:
Energy burn changed to 30 bonus spell damage from 40
Fireball impact damage changed to 180 from 200
Meteor impact damage change to 800 from 800
Meteor damage type is now fixed to fire type

Fixes
- Fixed replay desync issues regarding ability enabled updates
- Fixed some multiplayer issues regarding mis-aligned saves
- Fixed guildhall button not showing up in multiplayer

Future roadmap:
- Will be unavailable for the next 2 weeks due to national obligations :(
- Reworks on the Necromancer/Demon bosses.

Again, note that with each new build, the leaderboards will be reset and you will be able to upload scores for the bosses again.
NEO Impossible Bosses - x0to1
Here's the changelog for NEO Impossible Bosses build 0.03.

Major Changes
- Boss Hitpoint Balancing rework! Bosses now scale better based on party composition and items.
- Replay mode: You now select units in replay mode instead of following units
- Replay mode: Now reports player hero usage

Hero Changes
- Guardian:
Sonic Clap damage changed to 220 from 250
Warrior Spirit damage buff changed to 20 from 25
- Paladin:
Righteous Fury damage buff changed to 22 from 15
- Ranger:
Venom shot impact damage changed to 160 from 120
Rapid fire cooldown changed to 10 seconds from 14
Rapid fire percentage damage change to 75% from 70%
- Priestess:
Holy nova damage changed to 250 from 200
Holy nova cooldown changed to 10 seconds from 12
- Fire mage:
Energy burn changed to 30 bonus spell damage from 40
Fireball impact damage changed to 180 from 200
Meteor impact damage change to 800 from 800
Meteor damage type is now fixed to fire type

Fixes
- Fixed replay desync issues regarding ability enabled updates
- Fixed some multiplayer issues regarding mis-aligned saves
- Fixed guildhall button not showing up in multiplayer

Future roadmap:
- Will be unavailable for the next 2 weeks due to national obligations :(
- Reworks on the Necromancer/Demon bosses.

Again, note that with each new build, the leaderboards will be reset and you will be able to upload scores for the bosses again.
Nov 5, 2017
Void Memory - Gustav
Player -
Jump up.
level up hp bonus 200%.
stamina penalty delete
attack range buffed.
category great sword weapons buff.
scythe buff.
old axe buff.
Ring of Earthen Protection buff.
Dragon Scale buff.
God's Fury buff.
Magic Spear buff.
Bible of Holy Capital buff.
Ring of the Danche buff.
Nameless Investigator's Pistol buff.
Great Lance nerf.

stage level design -
Ruined Danche, Silent Town, Dark Tunnel,The Holy Capital,Atonement Street, The Clock Tower remake.
skeleton archer nerf.

boss -
Barrens's Phantom hp nerf.
Priestess Vartasar atk nerf.
Grammartys nerf.
(hard mode) Owner of the Clock Tower nerf.

bug -
1.stage skip bug bix.
2.sub weapon 'Creation' bug fix.

suport -
1.now you can set 1200x900, 1600x1200.
2.I try support full screen, but An important crash issue has occurred. I can not support fullscreen.
3.and too game pad. Sorry.
4.We have found that some of the game delays are in the water and its shaders. Visually bad, you can turn off the water set in Options.
Nov 5, 2017
Void Memory - Gustav
Player -
Jump up.
level up hp bonus 200%.
stamina penalty delete
attack range buffed.
category great sword weapons buff.
scythe buff.
old axe buff.
Ring of Earthen Protection buff.
Dragon Scale buff.
God's Fury buff.
Magic Spear buff.
Bible of Holy Capital buff.
Ring of the Danche buff.
Nameless Investigator's Pistol buff.
Great Lance nerf.

stage level design -
Ruined Danche, Silent Town, Dark Tunnel,The Holy Capital,Atonement Street, The Clock Tower remake.
skeleton archer nerf.

boss -
Barrens's Phantom hp nerf.
Priestess Vartasar atk nerf.
Grammartys nerf.
(hard mode) Owner of the Clock Tower nerf.

bug -
1.stage skip bug bix.
2.sub weapon 'Creation' bug fix.

suport -
1.now you can set 1200x900, 1600x1200.
2.I try support full screen, but An important crash issue has occurred. I can not support fullscreen.
3.and too game pad. Sorry.
4.We have found that some of the game delays are in the water and its shaders. Visually bad, you can turn off the water set in Options.
Community Announcements - Alpha
Immortals,
please make sure you select the right region in the launcher for playing GoE on the right server:



Note that you can change your region anytime but not move characters between.
Your GoE-Team
Estranged: The Departure - Alan Edwardes
Update: A second build was just pushed live which includes a fix for a crash some players were seeing in the 6th level.

Builds are now live on Steam for Windows 64 bit, Windows 32 bit and Linux, containing over 64 changes since the last update.



Volumetric Fog

The fog system in Estranged has been overhauled to make the transitions when progressing through the game less noticeable. Volumetric fog is now used in certain levels, which makes lights feel more grounded in the level and gives you a sense of the dampness of the atmosphere in the game.

Object Highlight Changes

The object highlight method has been changed, meaning that objects shimmer instead of having an outline. There is now an option in the Gameplay Options menu to disable this highlight altogether for those that want to figure things out without hints.



Changes to 8th Level

The 8th level has now been changed to make it more fun to play – previously you’d have to climb a set of precariously placed boards – this has been replaced with a physics-based elevator mechanic. I hope to keep improving this level going forwards.

Work on 9th Level

I haven’t had as much time as I’d like to work on this level, however there are now blockouts of the path in-game which are visible (but not accessible) from the 9th level.

If this doesn’t spoil the immersion for folks picking up the game, I will keep shipping the in-progress level portions until they are ready to be played, just so you all can be involved more in the process.

Background Work

As ever there is ongoing background work to support new enemies, new weapons and better support for checkpoints. There are now two new weapons, but they need more sound work and better integration, so they’ll stay out of the public build for now.

I have been working on figuring out how to integrate new characters into Estranged using the same skeleton as the infected character, which will lead to newer types of enemy in the coming months.

There are also a bunch of bug fixes in this release reported by the community on the forums.

Thank you for playing Estranged! If you have any feedback, please drop a comment or feel free to email me directly at alan [at] alanedwardes (dot) com.

Alan
Estranged: The Departure - Alan Edwardes
Update: A second build was just pushed live which includes a fix for a crash some players were seeing in the 6th level.

Builds are now live on Steam for Windows 64 bit, Windows 32 bit and Linux, containing over 64 changes since the last update.



Volumetric Fog

The fog system in Estranged has been overhauled to make the transitions when progressing through the game less noticeable. Volumetric fog is now used in certain levels, which makes lights feel more grounded in the level and gives you a sense of the dampness of the atmosphere in the game.

Object Highlight Changes

The object highlight method has been changed, meaning that objects shimmer instead of having an outline. There is now an option in the Gameplay Options menu to disable this highlight altogether for those that want to figure things out without hints.



Changes to 8th Level

The 8th level has now been changed to make it more fun to play – previously you’d have to climb a set of precariously placed boards – this has been replaced with a physics-based elevator mechanic. I hope to keep improving this level going forwards.

Work on 9th Level

I haven’t had as much time as I’d like to work on this level, however there are now blockouts of the path in-game which are visible (but not accessible) from the 9th level.

If this doesn’t spoil the immersion for folks picking up the game, I will keep shipping the in-progress level portions until they are ready to be played, just so you all can be involved more in the process.

Background Work

As ever there is ongoing background work to support new enemies, new weapons and better support for checkpoints. There are now two new weapons, but they need more sound work and better integration, so they’ll stay out of the public build for now.

I have been working on figuring out how to integrate new characters into Estranged using the same skeleton as the infected character, which will lead to newer types of enemy in the coming months.

There are also a bunch of bug fixes in this release reported by the community on the forums.

Thank you for playing Estranged! If you have any feedback, please drop a comment or feel free to email me directly at alan [at] alanedwardes (dot) com.

Alan
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

We just updated ADOM to version 2.3.7. It is a minor release that nonetheless includes some important bug fixes and improvements.

The update as usual will install automatically.

You can find more details in our blog announcement:

http://www.ancientdomainsofmystery.com/2017/11/full-steam-release-welcome-adom-237.html

Enjoy!

(and BTW - if you happen to be near San Francisco next weekend I'd love to meet you personally at the Roguelike Celebration, see https://roguelike.club for details - I'm going to have two talks there, the second of which still needs to be added to the schedule; I will have me lots of news what's going to come next with ADOM).

Kind regards
Thomas Biskup & Team ADOM
...