Players can able to rename ships at main upgrade screen.
The following bugs are fixed;
( reported by players as follows)
• Can’t interact with Fuga at Ganan planet • Can’t use misc tool at Chark ship • Can’t speak with lobby at D9 station • Can’t clone ship at Wormhole • Can’t complete anomoly side missions • Can’t access Black Market at T9 mining station • Other Mouse left click related bugs fixed • Certain English Translation, Spelling and Grammar Errors fixed
Success we knew the game had the potential to have - but couldn’t quite believe ourselves when it started to happen. We have smashed sales expectations, smashed player count expectations (1000 peak was the dream) and recently raised our review score from Mostly Negative to Very Positive. This was done through hard work and absolute support from our community. However - there’s one question that’s on everyone’s lips.
“What’s next?”
We’re doubling down on Battalion 1944. This success has meant ‘post release’ plans have taken a little longer than we would have wanted to spin up, prepare and announce. However, with our belief in this project we’re reinvesting back into Battalion to turn this IP into a long term top tier FPS.
We know Battalion 1944 can be better. We know the game isn’t perfect. We echo the same wants & needs as you because we are players too!
We’re a growing independant studio. We have made mistakes, we wear our hearts on our sleeves and we respond as earnestly and honestly as we can about development to our players because this game is something more than just another FPS - Battalion 1944 is the last remaining chance we have as gamers to keep the raw thrill of a skilled and competitive fast paced FPS relevant within this rapidly changing landscape.
Our publishing friends at Square Enix Collective understands that significance and will be helping us support this community every step of the way. Battalion 1944’s success has sent a message that this style of FPS is something that can thrive within the modern era - and with love, polish, time & your continued support over the next few years - we can take Battalion to where we aim it to be in the long term.
In the short term however - some players want more content, some players want map redesigns, some players want overall polish and stability, some players want the competitive scene to grow with leagues and tournaments to play for...
We have a plan to deliver on ALL of those wishes.
We’ve been reading every single piece of feedback since launch and have worked to create a roadmap with a bunch of new content, gamemodes, polish and fixes that address all of these concerns.
This is why we’ll be releasing a development roadmap very soon - prior to the launch of BattleRank Season 5!
We’ve doubled down our investment into Battalion 1944 by expanding our development team significantly purely for this post release content and we can’t wait to share our plans with you.
Focusing on the Big Picture - New & Casual Player Experience
The goal with the upcoming roadmap is not to be worrying about, or trying to force, the player base to grow too early - it's about making Battalion 1944 a better game throughout the next year, so that when we do free weekends and sales and new players flood back into the game at key points - they get an even better experience than the update before.
Every single update we’re going to be focusing on improving that new player & casual player experience, which coincidently will mean huge quality of life improvements for existing hardcore players. This will mean more content, more players and more polish based on your feedback. Making sure players feel like they can transition from new players, to casual players, to competitive players and eventually beginning their path to pro is very important to us. This means helping new players get to grips with the game is our number one priority and focus with new features and development.
It will take time to shape Battalion 1944 into this ideal package, meaning we need our existing playerbase to have faith and commit to playing through the lulls to keep Battalion 1944 healthy and strong. That way, when we arrive at those key dates and we market & push the game infront of new players, they want to stick around and continue to help grow Battalion 1944.
Competitive Roadmap Begins
Battalion 1944 managed to capture the hopes and dreams of young and veteran FPS lovers worldwide. We will be growing the competitive side of the game at the same rate as Battalion’s potential, which will grow ever bigger as development & support continues for years to come. We’re currently in the process of organising Battalion’s competitive future. But it’s important that our players know that we aren’t just blindly throwing six figure prize pools at tournaments in the next two months when the game isn’t ready.
We’re under no illusions that Battalion as a brand has a way to go before it can enter the top tier of FPS titles that we intend it to eventually become. This doesn’t mean that we aren’t intending to support our competitive player base until those days inevitably arrive in 5/10 years time. In the meantime - we want Battalion 1944 to provide that dream for our new & dedicated players - the path for anyone to become a professional gamer.
This is why we’re happy to announce today the first step in our three tiered plan for competitive play...
Announcing The Blitzkrieg League
The first phase of our Tournament Roadmap begins with the Summer Season Update... Ran and organised by our friends over at The Plays, we want to introduce players to our competitive league format with some nice prize pool bonuses for playing.
The first step towards your path to pro begins in the Blitzkrieg Open League.
Open League - Open to everyone. At the end of the season the four best teams will progress into the playoffs with their share of prize pool and a chance to qualify for the premier division. The “Relegation” cup at the end of the season will be the one and only way to qualify for the premier division.
Everyone has the opportunity to graduate from the Open Division into the premier division.
Premier League - 2 groups, each group has 6 teams. Top 4 teams will be going into playoffs. The top 6 teams will get their share of the prize pool depending on their placement in playoffs. The last team of each group will go into the “relegation cup” against the top 4 teams of Open League and they will fight for their spot in the premier division.
The qualification method for the Season 1 of the Premier Division positions are still being decided. Follow @ThePlaysGG on twitter for up to date information.
Summer 2019 Season Prizing
Open Start: August 1st 2019 End: October 6th 2019 Total Prizing: $3,000 1st Place: $1,500 2nd Place: $750 3rd Place: $500 4th Place: $250
Premier Start: August 1st 2019 End: October 6th 2019 Total Prizing: $7,000 1st Place: $3,500 2nd Place: $1,750 3rd Place: $750 4th Place: $500 5th Place: $250 6th Place: $250
With this commitment to growth from us at Bulkhead with the backing of Square Enix its a no brainer for anyone wanting to follow the dream and invest your time for the long term. As you’re reading this the competition is already starting to practice - what are you waiting for?
We’ve been working insanely hard on plans and development, meaning we’ve almost been too busy to communicate directly with our players as much as we would like. We’re happy to announce we have hired a community manager to help connect our playerbase to us as developers with the regular communication you deserve across Steam, Discord and Reddit.
The person we’ve hired is a well known figure within our own community who will help us structure and grow our game based on your feedback and concerns.
Our Community Manager starts bright and early on the 5th August 2019 - and we can’t wait to introduce you to them!
Closing Comments
We’re on this journey with you as players like no other studio before us. We’ve shown time and time again that we eventually deliver on what the community wants from us when given the time & patience that’s needed with a smaller game development studio. We’re asking you to believe in us once again and to keep playing the game as we lead up to previewing our content plans every month.
The first seasonal update - The Summer Update drops August 1st.
Excited? We’ll be previewing the content in this update later this month… stay tuned to our Official Twitter, Discord and Steam news to stay in the loop with everything you need to know.
For now - We’ll be on the servers this weekend playing with you guys.
Play Battalion 1944 Competitive this weekend and receive a FREE War Chest!
This weekend, earn 1 Red Star War Chest for playing five matches of Battalion 1944 on Faceit! The Mission will be live on Faceit from 5PM BST today, Friday 12th, and run throughout the weekend!
Grab your friends, boot up Battalion 1944 and strap in for a load of post release content starting with our upcoming roadmap announcement. Today is just the beginning.
I would like, if I may, to take you on a strange journey... but not in the Rocky Horror Picture Show. Let's trip in the Pride Run music!
Play Hard is the musical RTS game mode where you have to manage groups and leaders to get the best results and reach the higher Pride as possible. And you hear the music following the Pride level: as much the Pride bar (the rainbow in the top of the screen) becomes wider, as more the Pride is high! And as much the Pride is high, as more the music become louder!
We don't use volume to do this, but different modular layers of music, loops of base, instruments and vocals which can be overlayed composing dinamically the music.
You can hear the different layers, adding themselves on the previous ones loop after loop.
In the game, dinamically, if the Pride is too low, you will hear the base filtered, having the same impression you have when you hear the music playing in the hall but you are in the bathroom.
Normally, we use BASE, two or three different INSTRUMENTS layers, then the higher one: Hard Ton's VOCALS!
Mauro produces the main music theme, then Marianna takes the source project and uses all instruments to produce the loopable modular music layers.
(Marianna is the first girl on the right; in the middle Daniele, scenarios pixel artist; on the left Luisa, scenario pixel artist)
We hope you will enjoy the Pride Run music while playing and supporting LGBTQ+ rights!!!
Hello I want to thanks everyone that is still playing this game for such a long time, as you can see I still want to develop this project and make it better and better. I release a big update today and I hope you all will like it.
Hi guys, Lots of gameplay and balance changes this week in response to fan feedback and to address some of the less-chosen class cards as well as a couple of new features. Also, a ton of back-end work on challenges and map-seeding for this month’s challenge mode update – we should see Daily Challenges in next week’s build.
Hope you enjoy the update, and of course, please let us know what you think by getting involved on our Discord server!
Big Changes • Implemented ‘Item Select’ page when starting a new adventure. You can choose to equip your party with any of the common (green) weapons that you have encountered over previous play-throughs.
UI • Added a ‘Recommended Level’ to main quest objectives to give you an idea of the level you should be aiming for to be able to challenge the boss. This is, of course, just a recommendation.
Balance Changes • Increased available food a bit. • Increased the bonus score received from completing each leg of the adventure quickly.
Card Changes • ‘Attack!’ (Warlord) – Increased cost to 3 and changed effect to “All friendly Characters draw a Melee Attack card from their deck and then Activate.” • ‘Line Up’ – Increased damage boost to +2. • ‘Dead eye’ – Increased Resilience to 3. • ‘Plotting’ – Reduced cost to 0, reduced Resilience to 3. • ‘Intimidate’ – Changed effect to “Inflict Weakened 2 on all enemies within 2 spaces.” • ‘Protect’ – Changed effect to “Swap places with any friendly character, then Defend 2 per adjacent enemy.”
Significant Bugs • Fixed Rivals (Leaderboard) button sometimes not appearing properly. • ‘Bolster’, ‘Blind Shot’ and ‘Ricochet Shot’ can no longer be activated on an invalid target.
Content Updates • A handful of new cards, items & legendaries to look out for.
We are pleased to share with you the details of the 28th update of the digital board game Fated Kingdom. Unfortunately, it came out later than we planned. The reason is that we expected to release this week the fifth major update, but did not have time to test. Therefore, we have postponed it.
But we could not leave you without new content - cards, board squares, and flavor text. We also worked on the rules, adding clarifications and explanations to problem areas. We will still make changes to the rules in the future, so feel free to point us to mistakes.
We want to release a major update this month. If everything works out, it will be released in a week. The game will have a new Hotseat game mode, ten new cards, three board squares and improved graphics. We also expect to once again improve the optimization and get rid of some old bugs.
New Content:
3 cards: «Tasty Pie», «War Without a Winner» and «Cephalic Worm».
Square - «Market» (You may sell Item for the full cost and use the Store.).
Flavor text for 4 cards: «Piece of Cake», «Obsidian Tower», «Soul Mirror»
and «Man-Eater Hog».
Rulebook:
Clarification of the mandatory presence of 4 cards in the Store area.
A more detailed explanation of the discarding cards mechanic.
Clarification of the mandatory face-down card flipping after drawing.
A more detailed explanation of Evade dexterity dice value.
Other Changes:
Fixed errors and typos in descriptions of more than 10 cards.
Changed the action of «Hunter» card, now it triggers after winning in combat.
Changed the action of «Skeleton Archer» card, now it deals a wound before the combat, not before dice roll.
Nature And Life - Drunk On Nectar - Venugopalan Sreedharan
Lifecycle Complete!
Concluding the Jumping Spider's epic life story, Mating & Reproduction is now here!
Find a mate, experience Courtship, Mating, Egg-Laying and much more in this milestone update to Drunk On Nectar - The Nature Simulator!
Experience "Free Roaming" - New Gen 2 Gameplay!
Complete Gen 1 spider lifecycle to unlock Generation 2!
Do not miss out on the new Generation 2 Jumping Spider gameplay, it is a completely new experience!
Gen2 Free Roaming is a pure Sandbox experience without any formal quests like Gen1. You must survive a densely populated map with prey and predators while growing and moulting. Player specific bonuses present in G1 to make life easier are not present in G2 making it a different experience from the get go.
So be sure to try Gen 2 Free Roaming as a Jumping Spider! :)
G2 spider family with two egg clusters! Population keeps increasing with each generation playthrough.
Looking Ahead
There's a lot of exciting directions for the game to explore from here. With another member of the roster completing its life story, the game comes closer to its goal of depicting lifecycles for the entire existing roster.
Proceeding in that direction the next logical choice would be "Ladybug Lifecycle", offering great visual interest and predator gameplay on multiple levels. However other options are also open, including lifecycles for a new species or exploration of other topics in the vast domain of nature.
We'll see! :)
For now though, please enjoy Jumping Spider Mating and do report any issues you run into, they will be swiftly looked into.
Thank you!
With ❤, Venugopalan Sreedharan (Developer of Drunk On Nectar)
With the Moscow Calling season released, Francine De Laroche’s French line finally complete and the Age of Rage Battle Path in full swing, it’s time to take a look at the plans we have for the rest of this year’s summer.
First, the question that’s probably on many people’s minds – when will the last Moscow Calling Special Operations mission be available? The answer is – late July. Even though we wanted to release all four missions at once during the Update 0.29 launch, there were just too many things we wanted to polish before bringing you the final part of this unforgettable experience. We’ll make sure this mission is properly tested and ready so that you can truly enjoy this Special Operation’s grand finale.
But that’s, of course, not all that we have in store. As usual, apart from weekly offers, we’ll be also offering bonuses and goodies for you to enjoy. We are working on several events, more historical camouflages and other cool items for July and August as well as on the content of the next season that we will start unveiling soon.
The next season will be coming around the end of summer and will, amongst other really cool things, feature new progression vehicles for an existing dealer. We can promise you that they will be amongst the most unique and exciting machines to ever appear in Armored Warfare – stay tuned for more information!