Oct 9, 2019
Community Announcements - Expert
Dear players! We’re happy to announce that this game has got age rating "12" in Brazil. Congratulations to Brazilian players with possibility to purchase and play this game again.

Oct 9, 2019
Mount & Blade: Warband - Callum


Viking Conquest 2.054 has been released! Server admins and modders can access the latest files over on our Viking Conquest Reforged Edition download page.

PATCH NOTES (2.054)

- release village elders from captivity
- give adventurers clothes
- fix skill modifiers from second outfit
- remove empty parties of player's ships
- correct lair descriptions in dialogs
- fix strings so they can all be localized (merci Daneel53!)
- update Spanish and German localizations
Hearts of Iron IV - Addaway
Today's Dev Diary by Podcat



Hi everyone and welcome to another dev diary. The team is working hard towards PdxCon that is coming up next week and we are looking forward to pretzels, beer, and of course meeting you guys!

Today we will be talking about Armored Cars! I have often been asked why HOI4 doesn't have them, and today you get to find out why now is the time time :)

Resistance Suppression
Part of the reason we are finally adding armored cars is that they go hand in hand with resistance suppression. Since its inception, the armored car has been a useful tool against lightly armed and armored opponents. As explained previously, Garrisons will work as a shield against resistance activity. If adequate, the garrison will absorb the vast amount of resistance attacks that would otherwise sabotage industry or resource extraction. Armored vehicles will be especially suited to this role as hardness will give damage reduction to attacks made by the resistance.

In addition to being more resilient and preserving manpower, armored cars will come with a higher suppression stat and a better ratio of suppression to deployed manpower. Armored cars will generally not be as protective as light tanks, but will have a great amount of manpower protection for their cost.

All of these things combine to make armored cars a good option for resistance suppression when manpower is more of a concern than some extra production cost. Horses will still have an edge when it comes to suppression vs production cost, however.
  • Hardness to prevent losses
  • High suppression value
  • Cheap production cost compared to other armored vehicles
  • Higher cost still than just horseboys

Main battalion Combat Role

Fighting on the frontlines as the main battle force is not a typical role for an armored car. In HoI4 it will be no different. In most situations, the armored car will be outclassed or simply not appropriate for the terrain. However, in a few cases, armored cars should work fairly well as main battle units.

In WW2 armored cars saw a good deal of combat in the deserts of Northern Africa and the Middle East. Their decreased supply needs, ability to move quickly in desert environments, and excellent capability in fighting poorly equipped enemies made them perform rather well in those theaters.

In HoI4, armored cars will work similarly. They will provide increased protection and breakthrough over say motorized or infantry while coming cheaper than light tanks. They will also be the fastest land unit in the game in the right terrain. These factors should make them dangerous opponents in secondary and tertiary theaters of combat.



Combat and Intel
We have split the recon support company into several now so that it can be tailored to the division type you have, and the speed it needs to move at because now the speed on the recon company will be limiting the whole division. Meaning that if you scout your trucks with cavalry they will need to move at cavalry speed.

We have:
  • Cavalry Recon Detachment - regular horsey boys you are used to. Cheap, but not that fast.
  • Motorized Recon Company - Motorized, so jeeps and light vehicles. Fast but weak
  • Light Armored Recon Company - Armored cars
  • Armored Recon Company - Light tanks
  • Armored cars is a good sweet spot of capability, speed and armor while light tanks help keep your hardness and armor up in tougher divisions.

Recon companies give you an edge when picking tactics in combat, and that remains the same. We have on the other hand been rebalancing tactics to make recon more worthwhile. Tactics are now rerolled twice as often and we have lowered the frequency of certain phases like close combat quite a bit (unless fighting in urban terrain).

Recon companies now also do one more thing, they let you generate more intel in combat. More intel you say? What is this? As part of this update we will be redoing how intel works, but we will be going into that in detail in the future. For now all I can say is that there will be several ways to acquire intel (where fighting is one) and that relative intel will be replacing the straight up combat bonus from having crypto techs.

Armored cars looks really cool, so here are some renders for the new models for you to enjoy:




Ingame tech wise armored cars depend on motorized, so to use the recon companies you need both that and to have unlocked the recon support companies.



Armored cars will be coming with the DLC while basic intel changes and the other recon companies are available for all with the ‘Husky’ update. Next week is PdxCon and we are also moving offices, so I’ve set my alarm clock on “Maximum chaos!” but I think we should be able to give you a bit of an update diary anyways :) Seeya then!
TrenchesWIP - ELKHUNTER5000(AUS)
Howdy everyone. Ok so, patch 0.173 and 0.174 uncovered a bunch of issues with our game that we really wanted patched and good to go before announcing to the world the list of changes, considering they were frequently changing.

Most of the major issues were fixed, theres still some pretty glaring ones we need to address right now, but here are the patch notes for 0.173, and 0.174:

0.173:
- Trenches now cost 60 requisitions (as opposed to 4)
- Factories now cost 600 req, 200 steel, 150 copper
- Tank factories now have 2000 HP
- Jeep garage now has 2001 hp
- Bridges now cost 150 req and 10 steel
- Old Blue Jeep removed from the crafting menu.
- Fixed construction blueprint "outlines" scaling incorrectly and totally jank
- Tanks can no longer fall through walls
- Grenades no longer fall through floors
- Resource respawn rate nerfed to 1 node per 30 seconds instead of 1 node per 1 second
- Requisition nodes nerfed from 1500 resource to 900
- Copper node nerfed from 300 resource to 50
- Steel node nerfed from 1000 resource to 300
- Tanks now drop requisition nodes to the world when killed
- HQ flags are now no longer destroyable
- Tracer rounds orient properly when fired
-
GUN REWORK - We've rewritten how our guns work under the hood to better let us extend them with unique functionality, new types of guns, multiple guns per entity (tanks, battleships ;) etc ). As an end-user, you won't notice a change immediately, but we should be able to make more dynamic gun content in the future. - Gun rework totally erased the old bug where reloading and swapping weapons would destroy the new gun's ammunition. - Gun rework allows guns to now hold ammunition in their magazine when not in use, so if you fire 3 rounds out of a pistol and swap to the shotgun, when you eventually swap back the pistol will still have 3 rounds fired. - Gun rework fixed sticky bomb spam - Gun damage is now shown on the HUD - Fixed bug where players spawn with no gun in their hand - Buffed 1911 pistol to 20 damage - [NEW TANK] Added the Renault FT, a cheap light tank. It has 300 hp, deals 60 damage per shot, and has a respectable fire rate. Don't expect to be sieging any bases with this thing :wink: It's made of paper and hits about as hard as wet tissue, but should contend with foot soldiers relatively well. Buffs/nerfs according to playtesting to come! - [NEW BUILDING] Light tank factory. Currently can only build the Renault FT, but will be where light tanks are built for the immediate future. Much cheaper to build than the standard tank factory - Flag cost increased to 1000 requisition, 600 copper, 400 steel - Changed grenades from dealing "water" damage to explosion damage (so they now no longer 1 shot a bunch of stuff) - [MAJOR CHANGE] All soldiers are now loosely tracked on the map. You won't know precisely where anyone is, but you can roughly see where the fights and troop movements of the map are occurring. ======================== END 0.173 ==================== 0.174: - Can no longer reload guns that aren't active. Swapping weapons during a reload will cancel the reload (however the reload sound file still plays) - Guns cease firing when swapped out - Some buildings now drop 25% of their resource cost on death, more to follow. - Updated flag pole mesh to make our lives easier developing. - Updated spotlight mesh for the same reason. - Added "reload pose" for when a first-person gun is reloading - Added Aim Down Sights - Added Renault FT (light tank) mesh - Doubled the resolution of all textures (for finished meshes) - Fixed orientation of KAR98 - [BUG FIX] The Previous patch introduces building blueprints that couldn't be destroyed. This is fixed now. - [BUG FIX] The previous patch introduced a few build menu related bugs that have since been fixed. -
VEHICLES - Vehicles are now getting a slight rework under the hood to be more unified and easier to extend, similar to the gun rework in the last patch. - [MAJOR CHANGE] PLANES! - We now have basic planes in the game. They can shoot unlimited machine gun ammo, and drop bombs. Ballence to follow TM. - [MAJOR CHANGE] Added new map! - We're experimenting with Island-based gameplay and what that means for TrenchesWIP. We've had a lot of good feedback from the community and this maps content will change as needed. - [MAJOR CHANGE] Landing Boats! - We've added a driveable "landing boat" for several players to hunker down in when approaching an enemy shoreline. - [MAJOR CHANGE] Aircraft Carrier! - We've added an Aircraft carrier to the new island map that each team can spawn off of. Aircraft carriers will spawn planes and boats when old planes/boats die. The point of this is just to expose players to the new mechanics and check what the gameplay implications are at large. - Removed almost all items from player starting inventory, players are now required to construct their equipment and ammunition pretty heavily. - Changed several crafting costs. - [BUG INTRODUCED] Medikits - Medkits no longer work, they now fire shotgun shells. :( Will fix this in the near future. - Added M1 Garand mesh - Adjusted the main menu scene to have art more reflective of the current patch, and will likely keep this pattern in the future. Sorry for the long-overdue patch notes everyone!
Vagrus - The Riven Realms - Lares Hill

As the new Trading system was shaping up for Milestone 5 alongside the emergence in our storylines of some of the less lawful factions (such as the Loader's Guild), we figured we would need a sub-system for smuggling goods as it makes sense that these organizations would be willing to hire a vagrus to do just that.

The key to this are the comitatus equipment called Hidden Stash and the contraband property of certain goods. These goods are either monopolized by the Empire or some kind of organization or are outlawed completely. Good examples of the former are Obsidian Blades (Imperial Trading Houses have a monopoly on them) while Dragonbone is for the latter. Whichever the type is, goods such as these are contraband, and if you have any of them in your cargo hold, guards in major cities will stop you and confiscate it at the gates unless you can pass a difficult test of hiding it.

Unless you have them stashed away in your Hidden Stash, of course. When equipped, it converts some of your cargo hold into a stash that can be used normally, except that contraband put in it is disregarded by checks and guards. Alternative smuggling methods include bribing the guards or having connections in the criminal underworld or Imperial organizations or Churches (though these inevitably lower your reputation with said factions). Once smuggled into town, contraband goods have to be sold to the right people, too, so there are still further considerations.

We are also looking into adding different ways contraband will work with different powers (such as Tarkian cities, the Dragonlands, and so on) later on, as well as adding specific faction Tasks that ask you to smuggle certain things into faraway cities. So if you are interested in risking smuggling, it could become a viable option for your comitatus.

The Lost Pilgrims Team
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Oct 9, 2019
Tabletopia - ardenissunset
Try monstrous recipes for your monstrous customers in a light eurogame for the whole family Monster Food Trucks!



2-4 players; 45-90 minutes

In Monster Food Trucks you will become a monstruous chef dedicated to satisfy the hunger of any creature ready to pay for your amazing dishes.

The game is also available on Kickstarter!
Community Announcements - [CM] MissEarp


Greetings Guardians,

it's time for some October bonanza!

Face off the hordes of darkness and return stronger and with a bigger loot from the front lines!

From Wednesday 9th of October until Tuesday 15th of October, you'll benefit from 100% more XP and 100% more drop throughout Olyndale!

Running time: after the maintenance on Wednesday, 9th of October until 11:59 PM on Tuesday 15th of October 2019 (CEST).

Enjoy the carnage!

Your Guardians of Ember Team.
Altiros - Elteria | SpecialStos


Greetings, fellow adventurers. It is kind of obvious that the world of Elteria is not exactly stable. The fabric of reality itself seems to shift, twist and reshape itself under the influence of clashing tides of intense magical energies, transforming inanimate objects, living organisms and sometimes even entire biomes into something new and often, dangerous. One of these phenomena is of particular interest to adventurers and explorers. Why? Because it’s the exact same way we, humans, have reached this place. This phenomena is called Rifts.

Essentially, Rifts could be considered cracks or tears in the fabric of reality, sufficiently stabilized by the chaotic energies of this world to allow for actual interdimensional travel to places rarely, if ever, seen before.

At the moment, no Rift on Elteria (except for the one that brings in new Adventurers, of course) is stable enough to be frequently active. Still, these gateways to the neighbouring dimensions do pop up all across the islands from time to time, allowing us to at least collect some data on the most prominent of them.


Warning: there is a possibility of Hematite Grove having some sort of a connection with an entity known as Levin.

The phenomena of the Rifts is still severely unexplored, and this exploration requires a high degree of caution, as even the specialists of this field can’t tell for sure just for how long any particular Rift can actually sustain itself. The only thing we can assure you in is that no one trapped on the other side upon a Rift’s closure was ever retrieved afterwards, alive or otherwise.

The following notes provide information on the possible dangers of the Rifts and, as such, they are to be distributed for free, and to be taken into heavy consideration whenever you come across such an anomaly. We advise you not to attempt to cross it and, if you are in no danger, make notes of its observable characteristics from the relative safety of Elteria.

What is a rift?
Put simply, a Rift is essentially a portal, or a wormhole to a completely different dimension. Every such dimension is reported to consist of a massive, single Biome that is different from the biomes found on Elteria. Sometimes, categorically different. The ecosystems of such dimensions are different as well - though they do bear key resemblances to the Elterian environments.

Due to this, some researchers and explorers tend to hypothesize that the energies of these neighbouring dimensions are a significant factor in what makes Elteria so unstable in the first place. This in turn raises the question: why do these dimensions cause the instability of Elteria? Is there some sort of catalyst for such anomalies or did this instability play a part in the formation of this world for a long time?

Either way, as of this moment the Rifts appear more and more frequently and last for a longer time with each passing day, which makes it that much easier to collect data on them.

So far, we’ve established two frequently reappearing Rifts:

Hematite Grove
This Rift sometimes surfaces in the deepest, most dangerous parts of the Tentacle Grove. The explorers that have entered this place report of the crimson crystal trees and blood-red magical gems unlike any other that can be found on the islands of Elteria.



And while there were no outbreaks of such flora, or magic gems on Elteria, some researchers tend to believe that the magical energies of this place have something to do with the formation of Hematite deposits. Hence Hematite Grove, the name of this place.



Because of the safety concerns regarding the lifetime of a rift, the explorers did not venture far enough to find any locals. They did, however, report of finding animated suits of armor and apparitions that seemed to be guarding this place.

As of this moment, Hematite Grove is marked as a place of special interest, since it might contain either an advanced civilization - or the ruins and artifacts of one. Either option would help greatly in the settling of Elteria.

Moon
Some Rifts (much unlike the Rift to Hematite Grove) tend to appear in completely different places of Elteria each time they manifest. This “drifting” of such Rifts is currently widely believed to be caused by the instability of the magical currents and the shifts in the interdimensional fabric.


Warning: there is a high probability that the Moon Rift has some sort of connection to an entity currently known as Anastasia.

One of such Rifts leads to the Moon. And not to the Moon Dimension, or a place that has the properties of the Moon - we are talking about the actual Moon that lights the Elterian sky at night.

Establishing this amazing fact required the construction of a sky beacon, since this Rift currently appears only for a minute or so at a time, and practically never in the same place on either side - but almost always faces the planet. And, after such a construction and several months of waiting for an opportunity to take the corresponding measurements, we were lucky enough to determine that yes - this Rift really does lead to the Elternian Moon.

Because of the dangerously short lifespan of this Rift, we were not able to enter it for longer than just a few seconds. Still, we have managed to establish a few facts. First, the Moon has the expected low gravitational pull. Second, it unexpectedly has enough air to sustain life. Third, a closing Rift can slice your head (or, in fact, any other body part) off in an astonishingly clean fashion. This, less astonishingly, would work the same wonders for the human body, as a guillotine would.

Also, the research group has managed to collect enough of a material currently named Moon Ore to create a single suit of armor:



This, for now, concludes our series of notes for our fellow adventurers. Please stay safe as you explore the islands of Elteria - and be on a lookout for anything out of ordinary.

Godspeed, everyone.
Stars End - Dev Jimbob
Game Update 0.630

Due to a large server rewrite, the database has been wiped.

Server
- World array system replaced with a new version which instead of using one array to hold all data, has several arrays per location. Players only require the data for the area theyre in.
- Old relative objects system phased out, merged with world array.
- Voice chat removed for now (pending server stability)
- TreeLogs now pickup faster without delay.
- Fixed a leak with world items spam spawning on the server

Chat
- Chat now broadcasts properly when sending a message.
- Chat window sizing improvements that should better fit all resolutions.
- Fixed small issue in which the chat window would lose focus even when clicking in certain areas of the window.
- Opening chat window now uses the keyboard key set in the options.
- Chat font changed.

Misc
- Changed position of the personal server button in main menu.
- AI frequency on BP decreased a little, was a bit too full on.
- Changed scrap metal by metal ruins to only spawn in at 30 metres.
- Broken aiming while holding weapon is fixed in TPS
- Fixed errors that happened after closing inventory window while inside a vehicle
- Moved ferry vendor and quest NPC in Orbital station.
逝去的回忆3:四叶草之梦 - 神族宝
1、严酷鞭策的属性提升由每级各项加10改为每级各项加2%。
2、修正灵魂纠集附加攻击和魔力描述与实际不符的BUG。
3、过载爆发改为后发制人。(卡修恩一般是全队速度最快的角色,所以故意设置一个后发制人的技能,以便卡修恩能后手出击收割残血敌人,更方便触发追击效果)
4、团灭教堂自动复活会解除死亡镰刀的状态,然后所有人再恢复到最佳状态。
5、修正冲锋陷阵的速度影响因素与阶级无关而与等级有关的BUG,将每级提升1因素修正为每阶提升3因素。(冲锋陷阵被动下卡修恩速度对暴击的影响度增加了,因为1.0.2.1版本怪物速度普遍提升很多)
...