Monstrum - Junkfish


Hello Shipmates!

We wanted to let you know that our second title, Attack of the Earthlings, launched today. We'd encourage any Monstrum fans who like strategy games to head on over to the store page to pick up the game plus you'll get a special launch discount of 10% OFF to thank you for supporting us.

AOTE Beta testers please keep an eye on your emails for a little gift.

Watch our out-of-this-world launch trailer below and you can see a bunch of YouTubers playing the game in our official playlist here!
https://www.youtube.com/watch?v=d9gzcVb3nBc
Happy human hunting and please, leave a review if you pick up AOTE and enjoy it. It really helps us a lot.

- Team Junkfish
Monstrum - Junkfish


Hello Shipmates!

We wanted to let you know that our second title, Attack of the Earthlings, launched today. We'd encourage any Monstrum fans who like strategy games to head on over to the store page to pick up the game plus you'll get a special launch discount of 10% OFF to thank you for supporting us.

AOTE Beta testers please keep an eye on your emails for a little gift.

Watch our out-of-this-world launch trailer below and you can see a bunch of YouTubers playing the game in our official playlist here!
https://www.youtube.com/watch?v=d9gzcVb3nBc
Happy human hunting and please, leave a review if you pick up AOTE and enjoy it. It really helps us a lot.

- Team Junkfish
Oxygen Not Included - Klei-JoeW

In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!

What's New?

Duplicant Jobs
With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
  • New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
  • Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
  • New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
  • Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
  • Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
  • New Stations and Rooms:
    • Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
    • Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
    • Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
  • Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
  • Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
  • New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
  • Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
  • Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
  • Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
  • Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
    • Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
    • Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
    • Meal Lice now require fertilization with Dirt
    • Higher tier food production should now be more viable
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!

What about Priorities?
During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.
Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!
We hope you'll all enjoy the new Occupational Upgrade. Now back to work!

[Game Update] 254700 - 2/09/2018
  • Colored status lines should now work correctly.
  • Toilet cleaning should no longer require assignemnt.
  • Repairing should no longer require assignment.
  • Fixed missing shipping icon.
  • Thermo sensor max threshold increased.
  • Fixed issues with power consumption/loss reports.
  • Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
  • Misc crash fixes.
[Game Update] 254781 - 2/09/2018
  • Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
  • Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
  • Fixed a crash that could occur when a plant died inside of a room with a farming station.
  • Dead dupes should no longer be able to master jobs.
  • Luxury Bed should once again give an extra stamina bonus.
  • Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
  • Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
  • Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
  • Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
  • Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
  • Adjusted falloff effect of various sound effects.
  • Exosuit Sprinter perk should now be properly applied after mastery of the role.
  • Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
  • Duplicants should no longer drop ore inside/through the floor when switching tasks.
  • Falling ore now has a max velocity which should prevent it from falling through tiles.
  • Fixed a bug where perk attributes were sometimes not persisting after switching roles.
  • Fixed a problem with certain save files were stuck in an infinite load.
Oxygen Not Included - Klei-JoeW

In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!

What's New?

Duplicant Jobs
With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
  • New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
  • Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
  • New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
  • Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
  • Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
  • New Stations and Rooms:
    • Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
    • Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
    • Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
  • Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
  • Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
  • New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
  • Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
  • Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
  • Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
  • Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
    • Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
    • Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
    • Meal Lice now require fertilization with Dirt
    • Higher tier food production should now be more viable
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!

What about Priorities?
During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.
Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!
We hope you'll all enjoy the new Occupational Upgrade. Now back to work!

[Game Update] 254700 - 2/09/2018
  • Colored status lines should now work correctly.
  • Toilet cleaning should no longer require assignemnt.
  • Repairing should no longer require assignment.
  • Fixed missing shipping icon.
  • Thermo sensor max threshold increased.
  • Fixed issues with power consumption/loss reports.
  • Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
  • Misc crash fixes.
[Game Update] 254781 - 2/09/2018
  • Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
  • Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
  • Fixed a crash that could occur when a plant died inside of a room with a farming station.
  • Dead dupes should no longer be able to master jobs.
  • Luxury Bed should once again give an extra stamina bonus.
  • Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
  • Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
  • Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
  • Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
  • Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
  • Adjusted falloff effect of various sound effects.
  • Exosuit Sprinter perk should now be properly applied after mastery of the role.
  • Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
  • Duplicants should no longer drop ore inside/through the floor when switching tasks.
  • Falling ore now has a max velocity which should prevent it from falling through tiles.
  • Fixed a bug where perk attributes were sometimes not persisting after switching roles.
  • Fixed a problem with certain save files were stuck in an infinite load.
Feb 8, 2018
Rust - Buck Sexington


We leave Early Access with a graphics overhaul, give out Frog Boots for those who helped us in EA, and more.

View Post

Changes
  • Added Frog Boots, My Dudes.
  • Added new trees
  • Added Road Exploration Tutorial
  • Added Workbench Tutorial
  • Added Research Tutorial
  • Section Names for each tutorial instead of "task list"
  • Added Pickles, with a chance of botulism
  • Improvements in lighting process/ Higher IBL contribution
  • Post Processes and LUTs refresh
  • Visual upgrades on the world generation (terrain, rocks, foliage and lot more)
  • Improved overall terrain splat mapping
  • Higher Densities of Icebergs and Icesheets
  • Optimized foliage system with a lot of different foliage types
  • Vm animation updates
  • Netting costs 1 Rope instead of 3
  • Fire arrows cost 2 cloth instead of 10
  • Scientists have reduced accuracy
  • Changed default server information image
  • Loot Barrels now drop 2 Scrap instead of 1
  • Double Metal Door now default blueprint
  • AK47 horizontal recoil kicks in faster
  • Aim Sway inactive for several seconds after a shot
  • Melee tip hides sooner
  • Fixed some streaming sound related performance spikes
  • Fixed missing mesh references on skinnable items
  • Wild Animals now spawn in biomes and terrain that fits their environment
  • Fixed inaccurate upkeep time on the tool cupboard
  • Fixed doors not decaying when their upkeep was not paid for
  • Fixed harbors not spawning correctly
  • Fixed hilltop rocks sometimes overlapping monuments
  • Fixed various small world generation issues
  • Workbench Experiments can now reveal ammo types
  • Fixed Garage Doors taking splash damage
  • Fixed task list not displaying under some resolutions
Feb 8, 2018
Rust - Buck Sexington


We leave Early Access with a graphics overhaul, give out Frog Boots for those who helped us in EA, and more.

View Post

Changes
  • Added Frog Boots, My Dudes.
  • Added new trees
  • Added Road Exploration Tutorial
  • Added Workbench Tutorial
  • Added Research Tutorial
  • Section Names for each tutorial instead of "task list"
  • Added Pickles, with a chance of botulism
  • Improvements in lighting process/ Higher IBL contribution
  • Post Processes and LUTs refresh
  • Visual upgrades on the world generation (terrain, rocks, foliage and lot more)
  • Improved overall terrain splat mapping
  • Higher Densities of Icebergs and Icesheets
  • Optimized foliage system with a lot of different foliage types
  • Vm animation updates
  • Netting costs 1 Rope instead of 3
  • Fire arrows cost 2 cloth instead of 10
  • Scientists have reduced accuracy
  • Changed default server information image
  • Loot Barrels now drop 2 Scrap instead of 1
  • Double Metal Door now default blueprint
  • AK47 horizontal recoil kicks in faster
  • Aim Sway inactive for several seconds after a shot
  • Melee tip hides sooner
  • Fixed some streaming sound related performance spikes
  • Fixed missing mesh references on skinnable items
  • Wild Animals now spawn in biomes and terrain that fits their environment
  • Fixed inaccurate upkeep time on the tool cupboard
  • Fixed doors not decaying when their upkeep was not paid for
  • Fixed harbors not spawning correctly
  • Fixed hilltop rocks sometimes overlapping monuments
  • Fixed various small world generation issues
  • Workbench Experiments can now reveal ammo types
  • Fixed Garage Doors taking splash damage
  • Fixed task list not displaying under some resolutions
Feb 8, 2018
Reverse Fantasy Legend - 大叔suoma
1、修复克利亚绅士会所穿越问题。
2、修复二周目无法得到铁丝弹制作图的问题。
3、更改克利亚武器店夜晚没有武器介绍。
4、增加克利亚工具店贩卖雷卡斯制作图。
5、修改特定隐藏内容触发方式更为合理。
6、增加特定隐藏内容挑战难度。

以上,为本次更新内容,感谢热心玩家反馈!
Feb 8, 2018
Reverse Fantasy Legend - 大叔suoma
1、修复克利亚绅士会所穿越问题。
2、修复二周目无法得到铁丝弹制作图的问题。
3、更改克利亚武器店夜晚没有武器介绍。
4、增加克利亚工具店贩卖雷卡斯制作图。
5、修改特定隐藏内容触发方式更为合理。
6、增加特定隐藏内容挑战难度。

以上,为本次更新内容,感谢热心玩家反馈!
Forged Battalion - Jonno


Hey community,

Headquarters has deployed a third patch based on your feedback over the last week.

The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.

So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!

BUGS & GENERAL CHANGES
  • GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.

  • Fixed issue with unit control groups, where the lowest group number was being displayed instead.

  • Tactical Build Tree in the Game Manual has been updated.

  • Users can no longer block the entrance to their refinery with structures or turrets.

  • Audio: Support for surround sound!

  • Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.

  • Mission 3: Green AI's infantry return to their spots now after combat.

  • Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.

  • Scroll bar can now be interacted with in Faction Select screen.

  • Text fixes in Korean and Chinese.

BALANCING CHANGES

  • Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.

  • Harvester - Build cost reduced to 400 (was 500)

  • Harvester - Max Health reduced to 700 (was 1000)

    (Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)

  • Refinery - Build cost reduced to 800 (was 900)

    (Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)

  • Barracks - Power Drain increased to 150 (was 100)

  • Light Factory - Power Drain increased to 150 (was 100)

    (Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)

  • Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.

    (Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)

  • Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.

    (Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Weapon delay reduced to 1.7 (was 2.2)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers

    (Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)

Sign-up for Saturday's Tournament!

Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.

Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day.
Sign-up: Saturday 10th 1v1 Tournament.
Prize: 1 x £20 Steam Wallet Code

Commander Clash – The Rules

Rule One – Technology and Units

All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.

Rule Two – Results Reporting

At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.

As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.

Rule Three – No Shows

The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.

There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.

Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.

Rule Four - Player Disconnections

Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.


Game Rules

Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.

Lobby settings

Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
  • Map: Mountain Settlement
  • Mode: Standard
  • Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.

Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.

Beyond Tournament Two

Moving forward we’ll be building our competitive tournament events around the 1v1 format.

If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.

Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.

Sign-up for Commander Clash 1v1 – Tournament Two
Forged Battalion - Jonno


Hey community,

Headquarters has deployed a third patch based on your feedback over the last week.

The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.

So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!

BUGS & GENERAL CHANGES
  • GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.

  • Fixed issue with unit control groups, where the lowest group number was being displayed instead.

  • Tactical Build Tree in the Game Manual has been updated.

  • Users can no longer block the entrance to their refinery with structures or turrets.

  • Audio: Support for surround sound!

  • Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.

  • Mission 3: Green AI's infantry return to their spots now after combat.

  • Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.

  • Scroll bar can now be interacted with in Faction Select screen.

  • Text fixes in Korean and Chinese.

BALANCING CHANGES

  • Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.

  • Harvester - Build cost reduced to 400 (was 500)

  • Harvester - Max Health reduced to 700 (was 1000)

    (Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)

  • Refinery - Build cost reduced to 800 (was 900)

    (Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)

  • Barracks - Power Drain increased to 150 (was 100)

  • Light Factory - Power Drain increased to 150 (was 100)

    (Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)

  • Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.

    (Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)

  • Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.

    (Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Weapon delay reduced to 1.7 (was 2.2)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers

    (Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)

Sign-up for Saturday's Tournament!

Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.

Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day.
Sign-up: Saturday 10th 1v1 Tournament.
Prize: 1 x £20 Steam Wallet Code

Commander Clash – The Rules

Rule One – Technology and Units

All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.

Rule Two – Results Reporting

At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.

As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.

Rule Three – No Shows

The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.

There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.

Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.

Rule Four - Player Disconnections

Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.


Game Rules

Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.

Lobby settings

Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
  • Map: Mountain Settlement
  • Mode: Standard
  • Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.

Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.

Beyond Tournament Two

Moving forward we’ll be building our competitive tournament events around the 1v1 format.

If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.

Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.

Sign-up for Commander Clash 1v1 – Tournament Two
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