This November, it's time to put on your manliest stache!
Toribash Movember is a free-for-all global event. To participate, all you need to do is open the Movember event interface from the News tab in your game client. Right after that, you will receive your free upgradeable Moustache item - and your task will be to upgrade it as far as you can. Those of you who reach max 'stache level will receive the grand prize - limited edition Krakenstache item!
There are multiple ways to gain points to upgrade your Moustache:
Playing online games (1 point per fight)
Completing quests (20 points per quest, up to 3 per day)
Claiming daily login rewards (up to 75 points for 7th day of consecutive logins)
Winning bets (minimum 4 players have to place the bet, up to 5 points per won bet)
Winning automatic tournaments (50 points per tourney)
Winning ES events (100 points per event)
Upgrading your Moustache item to max level during the event will unlock a unique Krakenstache item for you, which won't be ever available in the shop after the event ends.
Here is our 2nd Gathering video, where we answer your questions, present the latest updates, and give you an update of what's coming on our Christmas update!
We hope you like it, feel free and invited to discuss by answering this announcement!
You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist.
Team sign-up
Your team must have an average peak season 4 rating of 1500+ to sign up
Team sign-up begins now and ends November 29 at 11pm PST
Start the game, and join a private lobby with your teammate by typing /join <team name> (e.g. /join Snail Kings) in Global Chat
Type /signup while in the private lobby
Individual sign-up
You must have a peak season 4 rating of 1500+ to sign up
Individual sign-up begins now and ends November 25 at 11pm PST
Individuals will be paired with the player closest to them in rating
If there are an odd number of individual sign-ups, the last player to sign up will not be paired and must look for a teammate on his own (team sign-up ends November 29)
To sign up individually, tag Seraphin in tournament-lobby and mention your in-game name
Every player that fully participates without dropping out will be awarded a Mysterious Card, which you reveal to get a random collectible card that can also be used as an avatar.
The ancient generation ship, The Golconda, has been discovered drifting amidst the stars. Contact with the ship's living occupants has revealed that their ancestors chose to remain aboard their ship rather than colonise their original destination. The equipment originally intended for setting up a planetary settlement was cannibalised for materials but now... the Golconda's crew find themselves in need of outside assistance for the first time in a millennia.
Efforts are underway to support the residents of The Golconda, but both the Federation and the Empire look upon this colossal relic with opportunistic eyes. There's a political play to be made here, and the winner stands to benefit greatly.
For this next Interstellar Initiative, we'll be detailing what's at stake over the next few weeks. It's time to back a side, and win!
If you'd rather learn about what happens to The Golconda as the story unfolds, then stop reading now, and keep your eyes on the GalNet feed.
* * * * * * * * * * * * * * * * * * * * *
Phase 1 (8 November) The independent faction, Upaniklis Vision Incorporated, has tabled a motion to provide much needed aid to the denizens of The Golconda. Meanwhile, criminal elements prepare their ships in a bid to exploit the supply convoys.
This will mark the beginning of two Community Goals:
Trade Community Goal - Deliver Basic Medicines, Advanced Medicines, Aluminium, Ceramic Composites, and Semiconductors to Fozard Port in the Upaniklis system.
Bounty Hunting Community Goal - Deliver Bounty vouchers to Fozard Port in the Upaniklis system.
Start Date - 8 November @ 15:00 (UTC)
End Date - 14 November @ 15:00 (UTC)
Soon after, Imperial and Federation megaships will move into the system and prepare their own plans to support The Golconda.
Phase 2 (18 November) The Empire and Federation each pledge to help, but with different opposing approaches.
The Empire seeks to provide the former colonists with a planetside home, helping them fulfil their original mission. They would provide full member status to the colony and help them become self-sustaining through teaching agriculture techniques.
The Federation, however, seeks to honour the colonist's unique culture and provide them with an outpost of their own, allowing them to remain a permanent space colony. Landing pads would allow direct trade and help the colonists remain stocked with medicines and supplies. Two competing initiatives are set up, with the superpower with the most materials received winning the favour of the Golconda colonists.
Empire Trade Community Goal - Deliver Polymers, CMM Composites, Titanium, Beryllium, and Thallium to the Empire Megaship, in the Upaniklis system.
Federation Trade Community Goal - Deliver Polymers, CMM Composites, Titanium, Beryllium, and Thallium to Federation Megaship, in the Upaniklis system.
Start Date - 18 November @ 15:00 (UTC)
End Date - 26 November @ 15:00 (UTC)
Interstellar Initiative Rewards Only one of the two opposing Superpowers may be victorious in this Interstellar Initiative. Backing a specific Superpower will result in different rewards:
If the Empire are successful:
An Empire-affiliated Planetary Port will be added to the Upaniklis system.
From 5 December to 16 December, any Empire Rank will be earned at a double rate alongside a discount to Imperial ships.
A Rare Good, Apa Vietii, will be introduced and become available for purchase at the new Planetary Port.
'The Golconda' decal will be available to commanders who dock at the Planetary Port or the Empire megaship from 5 December to 16 December.
If the Federation are successful:
A Federation-affiliated Outpost will be added to the Upaniklis system.
From 5 December to 16 December, any Federation Rank will be earned at an double rate alongside a discount to Federal ships.
A Rare Good, Apa Vietii, will be introduced and become available for purchase at the new Outpost.
'The Golconda' decal will be available to commanders who dock at the Outpost or the Federal megaship from 5 December to 16 December.
Open Beta Update Due to a statutory holiday in Russia this week, the team enjoyed a much needed day off to recharge and rest, because of this, we were only able to release a smaller update. You can read about it here. This update fixed some critical crashes throughout the game. Some highlights are:
F:16C - Fixed crash with rockets firing after selective jettison
F/A:18C - Fixed DCS hangs on SA page.
AIM-7 - Fixed bug that caused the missile seeker to not see chaffs.
Development Report #4
Hornet & Viper: Our focus is currently on cleaning up the F-16C enough to release it to the “stable” version and there are a number of must have items on the to do list notably Track While Scan (TWS), some flight dynamics tuning and cockpit systems developments. Meanwhile, other team members are at work on the Hornet TWS and weapon systems enhancements. We expect a hard push on the Hornet’s radar and targeting pod by the end of the month.
SA-5 (S-200V) new 3D models: The S-200 (NATO: SA-5 Gammon) is a Russian medium to high altitude long-range heavy surface-to-air missile (SAM) system. A highly-proliferated weapon, it is currently in service in at least 12 countries. The later S-200V, S-200M, and S-200VE use the 5V28 missile. The missile measures 10.7 m in length, 0.86 m diameter, and has a range up to 250 km. The 5V28 uses a proximity fused conventional 217 kg HE warhead with semi-active homing guidance.
Clouds: A very anticipated improvement coming to DCS is already making progress. Just a few of the improvements we are looking to add to this are (the following is subject to change):
Different cloud types, such as:
Cumulus
Сumulonimbus
Сirrus
And variations.
Localized precipitation
Multiple cloud layers
Multi-player synchronization
Lower Performance overhead with minimal to no “pop-in”
Not seeing the update? Steam doesn't usually inform the player right away of the update, they tend to wait until you restart your Steam client or until a bit later after the update has come out. So if you want to get the update right away you can do the following:
Right-click the game in your library and select properties
Go to "Local Files" and click "Verify integrity of game files"
The game should immediately start updating!
Update 8.0
With the game finally moving out of Early Access, I decided to take on a lighter update since the last one was rather intensive. So this update focuses entirely on adding new cosmetics (outfits) for the player to use!
Changes
New Outfits
Kind Soul - Rifleman
American Ghillie - Sniper
No Russian - Heavy Gunner
A Plant - Sniper (Limited Time)
Mr America Topless - Rifleman
Mr America - Heavy Gunner
F.B.I (Male) - Field Support
F.B.I (Female) - Field Support
Casual Russian - Heavy Gunner
Redneck - Sniper
Military Man - Rifleman
Fixes
Fixed being able to walk off the map (through the grass) on First National
Fixed central large stairs clipping the player on First National
Fixed wall collision to Jewelry room on First National
Conclusion
With the game moving into full release I knew that it would be hard getting everything done on time for the last update (and it was!) so I wanted some breathing room and decided to do something more lightweight while still adding new content to the game.
Part of this update had me improve the outfits system to support more head pieces which let me get more hats/hair on outfits than I normally would have.
It also saw me add an inanimate object "A Plant". Why? Because thought it'd be funny, that's why. It's only going to be there until the next update (9.0) next week so pick it up while you can! It's likely I'll bring it back now and then for people to pickup but not for a while.
One of my favorite outfits of this update though is definitely "No Russian".
That's all for this update! In case you were unaware I'm now working on a new game too called We Own These Streets, so if you want to know more about that check out the discord ;3
Sincerely, Blake Gillman
P.S Next month I'll be announcing how much money the new DLC earned for #teamtrees!
Join us on Discord Where we discuss new updates, the game, and other games I've made. https://discord.gg/ArEbAut
today we are releasing gui update which makes it easier to recognize enemies. We have come to conclusion that health bars, ammo indicator and other elements should not be influenced by the level color palette. From now on, their colors are consistent across all levels.
Meanwhile, we continue our hard work on Daily mode and Multiplayer skirmish as well. On the release of multiplayer, we'll host the game so you can play against devs! The event will be organized on our Discord channel, so stay tuned! http://discord.gg/5BpETSn
Hi ! I hope you all had a great time while I was away ! Let's do some News ! I am back from my holidays on which I was gathering some assets for the game using photogrammetry. I had a great time but most importantly done some work !
So, first things first. I had a blast driving through USA, did a trip from LA to Moab and visited a few National Parks along the road. Then back to LA through SF, again visiting a few National Parks. Death Valley and Sequoia are by far my favorite, it was just so unreal to be there ! I got to say, the nature was just so incredible, definitely helped me recharge my batteries :)
During the trip I managed to visit Hell's Revenge trail in Moab, and also Moon Rocks near Reno. Visiting these locations let me get a sense of the scale and atmosphere and I must say, no video or photo could do this a justice, just so unimaginable for me :) Moreover, I was able to get a ride with a professional driver on Hell's Revenge, which was unforgettable ! All this experiences will definitely help me get more realism into the game !
As for the photogrammetry, it is turning out great ! There are few new things for me, like eg. shooting photos in the desert produce very harsh shadows that needs to be removed from the textures, and that's a mix of going through software and manual painting over. There is a ton of work ahead of me but the results so far are just plain awesome ! Here is a test pice that I put together:
I was also able to capture few textures, references of vegetation and inspirations. Everything to make this game look better and better ! Here is really nice rock detail:
Another key benefit of this trip was seeing everything in person, and oh my, the scale... I wasn't aware how big these kind of rock formations are ! Combining these experiences with photogrammetry assets will lead to environments that should be far more enjoyable and realistic. Here are a few photos from the trip:
As for the future of the game in general. I am having a lot of new ideas on how to change the game further and make it better. Sometimes this lead to stalls in development, because of having to redo or test something. These things often don't even get released but have to be done to develop things that does. I know, that some of you are frustrated about game taking too long to develop, or have questions about the direction its heading, but every time I delay an update it is just in a good will of delivering something interesting. Plan for now is to completely rethink the whole game and redo parts of it starting with a new map with all the new stuff that I've learned, finishing new car customization that I've been working on lately + many other smaller things. After that, new gameplay mechanics that won't rely on grinding.
Anyway, its good to be back ! Hope you will find this post interesting and clarifying few things ! Thank you for playing the game and being active on forum as it develops !
Stay tuned as there is a lot to come ! Take care !