Hello Folks, we are pleased to announce the first release of Strip Shooter.
The game is simple but intense, structured on 8 increasingly difficult levels. Achieving three stars on each one of them will unlock a bonus level for you to discover and enjoy. Of course we look forward to your suggestions on how to improve the game and what content you would like us to add.
In particular, we would like to know what do you think about the idea of developing a VR edition of the game. We believe that this kind of games could be even more immersive and enjoyable in Virtual Reality, what's your taker on the matter?
Shall you find any bugs or other kind of problems, please report to us and we'll fix them promptly. Enjoy
While I've been working on the combat update plans I've been chipping away at the games to-do list and over the last few weeks that's accumulated into enough for an update, it's made up of lots of smaller updates and ideas, most of them player suggestions! Enjoy :)
GOBLIN SLAVER IMPROVEMENTS
Thanks to Ursur from Discord for this idea, we've added personal guards for the goblin slaver so you can actually keep the ones you like around for a lot longer, and well as a few other tweaks to the slaver in general
* Added Goblin Slaver Personal Guard (150gold, 2x less likely to lose goblin slaver)(credit Ursur) * Added Goblin Slaver Guard group (500gold, 10x less likely to lose goblin slaver)(credit Ursur) * Added Goblin Slaver Army of Guards (5000gold, never lose goblin slaver)(credit Ursur) * Slightly reworked screen for talking to goblin slaver * Added alt screen for ordering goblin slavers death if you have a guard assigned to him * Added alt screen for ordering goblin slavers death if you have mutliple guards assigned to him
DYNAMIC BANNERS
This is just one thing but it's cool enough for it's own spot. Now if you aren't playing as Aslona you will have a random banner between one of 50 different things instead of the classic 'A', what will you get?
* Added your kingdom will get a random banner if it's name is not 'Aslona'
DIRT DEN TAVERN
I was clearing through old notes when I saw mention of a mutant tavern by Dtyn8 on reddit, I thought it was a funny idea so now we've got a new tavern down there replacing the Dirt Den.
* Added new tavern 'Dirt Den' to the Blackmarket Sewers (credit u/Dtyn8) * Added Pargo Blargoson * Added ability to speak to local mutant * Removed original dirt den from the sewers * Added ability to drink Upperfolk Ale (4 gold) and Green Junk (1 gold)
DISARMING YOUR MEN
Another solo item category but another feature I thought was too cool to be in the bottom section, now you will notice a new option when in the troop recruitment screen, you can disarm yoru soldiers and have them become peasants if they begin to cost too much or you need a quick workforce, a great idea from u/TheGamingDictator
* Added ability to convert soldiers to peasants (credit u/TheGamingDictator)
BANDIT HORDE BRIBERY
Bandit Horde bribery has been reworked, now you get a sequence of screens once you bribe the horde to disband explaining what's going on. There are also several other tweaks to it making the whole thing a lot better.
* Added 2 sound effects to paying bribe to bandits * Added 4 new screens to bribing bandits to disband * Reworked paying bandits to disband text * Reduced cost of bribing bandit horde to cease decreased 10 fold (from totalmen * land * 1000) to (totalmen * land * 100) * Added new crossed out version of bribe to disband and for truce options for bandit horde if you can't afford them
MINOR BANDIT FOLLOW UP
Just a few little follow ups to the minor bandit update!
* Added truce indicator on main minor bandit screen * Fixed spacing of defeated indicator on main minor bandit screen
GAMING DICTATORS TWEAKS AND BUGS
Another bunch of ideas and bugs from the Gaming Dictators reports!
* Reworked screen for buying slaves and slave soldiers from Slavers Fort (show how many you can afford and your gold) * Reworked skug the slaver in slums to show how many slaves you can afford * Added last kingdom name when choosing a random name then writing your own in game start screen * Added gold indicator on each of the kingdom upgrades tabs * Fixed two demon diplomacy screens with badly formatted text and wrong colour used * Fixed changing the year of game messed up time games * Fixed deposited all into the bank saying from instead * Fixed deposit and withdraw Black Bank screens not including single coin screen and sound effect * Fixed deposit and withdraw Black Bank not including screens for no gold selected showing 0 instead
FACTION DESTRUCTION EXPANDED
The screens for the final battles of the hardcoded factions really sucked, I've tried to improve them a little and also added a new sound effect under defenders suggestions to all faction descruction victory screens!
* Added new sound for destroying a faction (credit Defender) * Fixed grammar and text bugs in destroyed faction texts * Added new screen for final bandit battle (with graphic) * Added 2 new screens and sfx for final Krut screen (with graphics) * Added new screen and sfx for final Erak screen (with graphic)
BLUETRII CHANGES
Thanks to Gaming dictator for suggesting this, I ended up working a little more on the magic fruit farm and tweaked a few things.
* Reworked how much bluetrii do I have screen in magic farm (added graphic) * Added the ability to sell bluetrii directly at bluetrii farm (credit u/TheGamingDictator) * Fixed layout of bluetrii screen options
MYSTIC HUT TWEAKS
The mystic hut was a little too OP, now it's weaker and less findable!
* Reduced mystic hut reward by 10x (credit AlternateEnding) * Added mystic hut only visible once every 10 years (OoOoOoH, spooky) * Added strange green mound location in the north
NEW NAMES
Draig means Dragon in welsh!
* Added the name Draig to men and draconian names * Added the name Ddraig to men names * Added the name Ator to men names (reference to the conan rip off b movie 'Ator the fighting eagle' * Added 9 other names 'Korg, Korgy, Naroth, Zalkar, Zarwyn, Zarren, Maldar, Alg, Vyn' * Added new name suffix 'The Fighting Eagle' (+40 battlescore) 'same as above reference'
TURN CHECK SYSTEM
Thanks to eharper256 for this idea, when ending your turn you get a dynamic pop up if you still have not finished exploring or dealing with throne room, toggleable of course!
* Added notification if exploration and throne room still undealt with * Added notification if exploration is undealt with * Added notification if throne room is undealt with (and you have no steward) * Added dynamic notifier (diplomat or random courtier if no diplomat) * Added 9 random descriptions of notifications * Added ability to disable these warnings if you wish
BUGFIXES
* Fixed head south option being shown when not yet unlocked (credit u/Kerbannog) * Fixed slum slavers reported in the Blackmarket herald after being destroyed (credit u/Kerbannog) * Fixed slum slavers still selling slaves to slave fort after being destroyed (credit u/Kerbannog) * Fixed ugliest face throne room encounter announcers face changing everytime you speak to him (credit u/TheGamingDictator) * Fixed tar-paved road is 25k but only takes 20k gold (credit u/TheGamingDictator) * Fixed smoothstone road is 20k but takes 25k gold (credit u/TheGamingDictator)
EVERYTHING ELSE
* Added betting on grand champion fights pays double instead 1.5x reward (credit Defender) * Added new indicators of grand champion stat increase timer when giving a house to them (credit defender) * Added Alternate history guild screen for non Aslona kingdoms (Credit Banh Meme) * Added new option on main menu for people having issues with text size (credit u/GrimmTheReaper76) * Rewrote text of the options menu text help screen * Added random quest generator to extras random generators
In today’s article, we’d like to introduce you to the final Update 0.30 progression vehicle, the M8 MGM-166 Tier 10 Tank Destroyer, also commonly known under the term LOSAT (Line-of-Sight Anti-Tank).
Of course, if you are following the Armored Warfare news, you already know about the American LOSAT program because we discussed it in our recent article. If you are interested in its history, this article covers it in greater detail. In short, the idea was to develop a guided missile (first for the Air Force, later for vehicle use) that would destroy its target not with a HEAT warhead (the way ATGMs normally do), but with kinetic energy. Simply put, the penetrator would be so heavy and fly so fast that the impact would obliterate anything in its path.
The project (launched in the late 1980s) was actually fairly successful, but the collapse of the Soviet Union and the cancellation of many a military program that followed relegated it to the role of a technology demonstrator. Several types of kinetic missiles were developed from the late 1980s to the early 2000s and multiple platforms for the project were considered.
One of those platforms was the Armored Gun System, better known as the XM8 Light Tank. This platform was proposed by Lockheed sometime in the early 1990s (before the cancelation of the entire program) and consisted of a modified AGS hull (operated by a three-man crew) with a massive LOSAT launcher with 12 tubes on top of it. The launcher was lightly armored and had very distinctive opening doors covering the tubes, giving the vehicle a rather menacing look.
The machine weighed some 18 tons and was powered by the Detroit Diesel 6V92TIA 9-liter multi-fuel engine, producing between 550hp and 580hp (depending on what fuel it was running on). The combination of low weight and a powerful engine would, naturally, give it an excellent mobility.
But if the mobility was great, the firepower was truly excellent. The kinetic missiles by Lockheed would fly towards their target with the velocity of an APFSDS round (some 1500 m/s) but where an APFSDS rod would weigh some 6kg, the 162mm caliber missile weighed around 80kg and had a range of 5-7km (sources differ). Needless to say, the destruction of any target was all but assured.
In the early 1990s, these missiles received an official military designation: MGM-166. In the early 2000s, they cranked it up a notch with the MGM-166A model that would have the flight velocity of 2200 m/s.
Of course, there were downsides to the whole concept. For one, it was fairly massive and thus unusable on smaller platforms. The missiles would later be made smaller during the CKEM phase, but that happened after the original LOSAT program termination. And, secondly, these missiles had a massive minimum range of 400m. This was not deemed very practical because plenty of engagements statistically happened at fairly close ranges, but that’s how much the missile needed to accelerate to its striking velocity.
As for the MGM-166, it’s unclear what was actually built and when. The missiles were primarily tested either from stationary firing positions or on various cheap test-beds such as the Humvee. Images exist of a demonstrator on the AGS chassis but that seems to be just a model and the actual vehicle was likely not built.
As was mentioned above, in Armored Warfare, the M8 MGM-166 will be a Tier 10 Tank Destroyer, unlockable from the T249 Vigilante. But, before we talk about the specifics of this machine, please note:
The numbers below are very preliminary as the vehicle has not been properly tested. They are sure to change and should only be discussed as an indicator of how we’d like to set the vehicle up.
With that being said:
This vehicle will have fairly good mobility (acceleration from 0 to 32 km/h in 3 seconds, maximum speed 75 km/h) but will not offer much in terms of armor, including the frontal one. Military aluminum isn’t great for its Tier and will protect the vehicle basically only against autocannons – everything else will go right through, even at fairly long distances. Some degree of additional protection will be provided by the soft-kill APS the vehicle will carry.
But, as you have probably already guessed, this vehicle will be – much like many other Update 0.30 machines – all about firepower. Its main weapons will be kinetic missiles with rather unique mechanics.
These massive missiles will fly fast and will be extremely destructive. They will, however, take some time to accelerate in order to reach their full potential. What this means in game terms are the following advantages:
These guided missiles will be treated more as controllable kinetic rounds rather than classic ATGMs
They will fly extremely fast (2000-2200 m/s)
The farther away the target is, the more damage it takes (up to 1400 damage per hit at 500m)
The farther away the target is, the higher the penetration of the missile is going to be (up to 1500mm at 500m)
The missiles will completely ignore ERA and cage armor
The missiles will completely ignore any APS (hard-kill or soft-kill)
However, there are also some significant drawbacks to them:
The closer the target, the lower the penetration (500mm at 200m or lower)
The closer the target, the lower the damage (roughly 400 at 200m or lower)
The 12-tube launcher will allow it to fire one missile per 5 seconds before having to reload for a considerable amount of time.
The vehicle will also be fairly large and thus won’t have that big of a camouflage bonus (27%), although its view range will be excellent (400m when mobile, 500m when standing). The vehicle will also feature the Engine Overdrive active ability, allowing it to move faster for a limited period of time.
Put this all together and you will have the ultimate sniper of Armored Warfare – a vehicle so specialized in long-range combat that it will be all but useless at closer distances. The first and the most important rule for this Tank Destroyer is to avoid brawling (or even medium range combat) at all costs – once it’s spotted, it will become a prime target for every enemy on the battlefield due to its destructive nature and its thin armor will not protect it for long.
Assuming a good position is therefore of paramount importance, as is the intimate knowledge of each and every PvP map in the game – as you might have guessed, due to its nature, the M8 MGM-166 will not be very suitable for PvE , much like the Kornet. It is imperative that you stay as far from the frontline as possible and support your allies from a safe distance.
Despite its excellent spotting abilities, this vehicle will ultimately have to rely on other players to spot, making it an excellent addition to organized gaming (platoons, Battalion Ranked Battles).
We hope that you will enjoy it and will see you on the battlefield!
Just 7 days remaining on our pixel art competition! If you want your art to be featured in a community book, now is the time!
The deadline is the 18th October 2019 at 17:00 UTC, the winners will be announced on 25th October 2019 via a blog post on our website, Steam announcement, and via Twitter. Follow us on Twitter to stay informed: https://twitter.com/ToastieLabs
The free "Community 2" book will be released the following week. For more info, check out our previous post:
The second Halloween Event is now open! 🎃 Win 8 times in the Halloween Statue Event and receive your personal Entry Key for the Halloween Balloon Event. 🗝️ Halloween Entry Keys can not be used to enter the Halloween Statue Event ❗
I was positioning myself to make serious strides towards getting this game complete when life happened, hard. My family including my baby daughter had to uproot our whole situation and move to Oregon, and my time has until recently been completely used up being a husband and especially a new father, but after about three months of getting our situation well and truly sorted, I am finally back where I want to be and still motivated to complete this game.
It seems like a daunting task, but I have had some discussions with the other designers on ways to streamline the process, cut out certain inefficiencies and generally bring the thing to a level where RogueWare can be truly proud of it as our first game and (necessarily, at this point) our flagship title, in relatively short order, say, by my 36th birthday at the end of June.
As our first title, my coding inexperience, love of design complexity, and vulnerability to feature creep has allowed the process to slow down to inactivity a number of times in combination with other aspects of my life, as this has always been a side project and I have not been able to work on it full-time for various reasons, not least because financially it has never been anything close to capable of supporting and driving our company into the black. Not least because it is not finished.
When we conceived and released FreeHolder originally about seven years ago, we incorrectly imagined ourselves to be in the indie situation that actually existed about five years before then, with people generally willing to put money towards early access games because so few people had been horribly burned by them. FreeHolder was and remains a unique concept, a fun-to-play game, and even now contains tremendously more replay value than the vast majority of early access or full release games that cost as much or much more, but at the same time it is not without some annoying and elusive bugs, and we are now competing with large companies releasing slick free-to-play, pay-to-win games that capture a disproportionate market share because free is free, and furthermore people are much less willing to gamble on early access projects, which is of course completely understandable.
This is not to complain. The support we have been shown by our community at large has been tremendous, and your patience has been extraordinary. And although I wish things could have been different up to this point, the only thing I can do and we as a company can do is pick ourselves up, dust ourselves off, and try again.
I cannot really move on in my life or as a designer until this game is complete, and I feel like I can actually be proud of it, and so, it will be completed. Expect genuine updates soon. You all deserve it and more.
Thanks again for everything you have done for me, and RogueWare.
Play as one of four characters, each with their own unique crafting specialty. Hit the Yarn Bazaar to build up your stash. Follow the patterns to make cuddly bears, warm blankets, and cozy scarves. Along the way you’ll get some unique special requests. Turn in your completed items to master a pattern, complete projects, and score points. When the project list runs out, the crafter with the most points wins!
Hey everyone! Highlights of this update include balancing of some unfair interactions, UI improvements, less angry gods, new spells and new eggs!
Update #4 release notes (Oct 11 2019)
FEATURE: Added new eggs! FEATURE: Added three new alchemical curiosities and two new mysteries into the game world FEATURE: Added 11 new spells and a selection of curious rarity spells FEATURE: Settings/UI - 'show hovered material/item name next to mouse' FEATURE: UI - Stain status amount is displayed next to icon FEATURE: UI - Fire status duration displayed in the status area FEATURE: UI - Displays potion fullness next to icon FEATURE: Added a new rare monster FEATURE: The gods have less reasons to be angry
UPDATE: Walking through 1-2px pools of toxic sludge should not activate the status effect if not previously stained UPDATE: Player starts with a water flask UPDATE: Added small safety rooms to the start of Snowy Depths, Hiisi Base and The Vault UPDATE: Giga Death Cross is now properly Giga UPDATE: Adjusted Snowy Depths & Hiisi Base enemy distribution slightly UPDATE: Adjusted projectile knockbacks UPDATE: Clarified some spell descriptions UPDATE: Adjusted knockback on the 'Concentrated shot' perk UPDATE: Increased egg-friend HP to make them last longer and made egg-borne Limanuljaska enemies not spill toxic sludge UPDATE: Full health regeneration heart in Holy Mountain now increases maximum hp by 10
BUGFIX: Duplicate world seed bug BUGFIX: Added some missing enemy progress icons BUGFIX: Fixed potential crashes in platform layer BUGFIX: Fixed a glitchy secret interaction BUGFIX: Fixed Thunder blast's explosion damaging through resistances BUGFIX: Fixed some enemies in the Vault missing some of their tools such as shields
It’s been a week dominated by the ongoing Warlord League tournament, which will be nearing its final stage over the weekend. However, competitive shenanigans haven’t been the only thing in the news this week, as our reliably brief video round-up will attest.