IL-2 Sturmovik: Cliffs of Dover Blitz Edition - ATAG_Pattle
We know the action in the air is going to be hot!
The action on the ground will be just as intense!!
Whether you are attacking ground targets yourself, or watching masses of AI go head to head, you will enjoy all the ground action coming to Desert Wings Tobruk!
Beta footage taken at dawn and dusk really showcases the improved tracer effects.
Desert Wings Tobruk is available for Pre-Order on 30th July, 2020 at IL-2 Official Web Store
Canticum Noctem DLC is ready, as tested as it gets, and I am awaiting eagerly the final OK from my publisher to hit the publish button. Oh wait... That's me!
You can wishlist it if you want, to get a notification from Steam when it's live. And assuming Steam lets me release it before 31 July, honestly not sure if this has changed, that will be in 6-8 hours from now. ;)
Kinda important, but if you are using any mods that modify the English.json file in particular, for translation or other reasons, make sure that they are updated to 1.070.2 version (which is already live as we speak) before installing/activating the DLC. Otherwise card texts will be missing.
At this point I'd like to thank both Ashthh (Gurrflumfr) & Swen for their invaluable help and support during the whole development/testing cycle of the DLC.Ashthh also prepared for us an awesome Monk class which will be part of the DLC as well.
As is traditional, all the new classes, require tokens to unlock. That's not to make your life miserable, but to ensure you have the necessary experience to enjoy them. For example, If you only played as a Mercenary, playing as one of the new classes will be overwhelming as there are more keywords and mechanics in play.
The total Unlock cost of the 7 Classes are 120 x 6 + 90 = 810. You can still play with the Organizations without unlocking them, and in-fact will be a nice way to gain those tokens if you miss them and also fully unlock the organizations card sets. And to alleviate the unlocking costs of the increasing collection of archetypes (for new players) the Vampire and Nephilim races, will now start out unlocked.
Otherwise for those who hate unlocking things, the console command (with any active character) is F10: ModifyMasteryTokens,810 (or as many as you need).
There are many new mechanics to learn and lot of things to take in. So take your time and once you do, activate the Compact Rules setting. It will minimize the card texts A LOT and it's highly recommended for experienced players. Those who use custom artworks may also find the full artwork setting a nice addition as well. ;)
The new game mode 'Agent' is a mix of Constructed and Conquest. But, its rules are much more hardcore, for example DOTs like bleeding persist till cured or expired, or you sneak save/load your way out of them. Overall things will be way harder than conquest and is optimized for the increased power level Organization classes bring into the table.
Still if you find yourself hard-pressed in Conquest, then leave this mode till you have some more experience under your belt. It's by no means a DLC highlight, but rather a mode I made based on a certain discusion we had. The main differences with Conquest are:
a) you start in a Sealed environment. b) to make things worse the Deck minimum is 30 cards. c) it is even harder as more strict rules and enemy boosts are in place.
So a mode for more hardcore players, like this old dinosaur here *points at himself*. ;)
I don't think I have anything more to add, but probably forgetting something important. So, If you have any questions at all, maybe regarding the new mechanics or perks, let me know :)
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Below you can find the patch notes since last time we talked.
Patch Notes - 1.060.4
Misc Changes & Additions
Changed 'Valor x' to 'If your Target is higher/equal Level (than you), they suffer +x Damage. If also 'Wicked' double that Damage instead.'
English.jon: Updated Entry on Valor & Organizations. New Entries after "CardRulesOnCasterStatusArchetype" (Line 1391+)
Conditional Statements can check if the Enemy is of certain Archetype or Faction
Syntax is: OnEnemyStatusArchetype[Archetype]:1, AddEffect[Effect or Scripted Effect]:1
Improved Error handling during modded Archetypes import, console will display a message to modders indicating in which file they have parse error.
DLC3 Changes and Additions
Adjusted the new Sandbox areas
Choosing an Organization will now impose restrictions on which races and classes you can use.
This is moddable and can be adjusted in the ModLoaderUser.conf
The list is one of exclusions i.e ## Organization Canticum Noctem # Race,Race,Class,....,etc.
Added +10 new cards (341/600).
Added 6 new Classes: Blood Scion, Grove Warden, Night Witch, Plague Lord, Shadow Templar & Templar
These classes are exclusive to each Organization and can only be picked by members of that Organization.
All 6 Classes are fully playable but still under development, Perks, Skills & Cards are all subject to change
Patch Notes - 1.060.5
Fixed an issue with presets not loading race and class after patch 1.060.4
Playable archetypes count Wicked will properly heal from Desecrate get harmed from Consecrate
Wicked archetypes will display that in the archetype description
Updated the archetypes that count as different types - descriptions, to match DLC3 classes format. The description will list Automatic perks in a Level -> Perk / Description format (rather than Perk -> Level)
Loading Preset wasn't properly updating (visually) the starting Deck
Whenever you gain a Free/Automatic Perk the 'banter popup' above player's portrait will briefly notify you on that
In English.json: Added codex entry for 'Wicked'
Patch Notes - 1.060.6
Bugfixes
Morphed OnDraw effects & Morphed Coven effects will display their proper values in Detailed Rules
Coven will properly take into account the Witches order in the battlefield rather than the order they got summoned
Replaced legacy PC Race detection code with the newer version that takes into account subraces defined through CountAs. i.e the Blood Scion is now properly treated as a Vampire & Nocturnal.
Morphed Focus effects wasn't working as intended after it morphed and the defined morph value was a negative number
Modding Additions
'Enemy' can be used as Archetype ie in ControlArchetype & Destroy to make those effects work on any enemy regardless of type.
ie. DestroyEnemy:10, will destroy any Enemy with HP <= 10
In cards that "Invoke", you can now specify a different Discipline than that of card using along with the Invoke, a InvokeDiscipline:[Discipline]
ie. Invoke:1, InvokeDiscipline:Noble, will change the Invoked card's type from card Discipline to Noble.
English.json Edits
Updated CardRulesFusionEx,CardRulesCraftRecipeEx,CardRulesAdjustStatus & (all) Valor entries.
Added new Codex Entries for Fusion & Recipe.
Reaction, Fleeting, Trinket, Commodity & Expend Buff Keywords are now in a size=-2 & bold
DLC Progress
Fixes & Balance edits in various Cards
Added 67 Cards (408/600)
New Perks & Trees for all 6 'Organization' Classes
Patch Notes - 1.060.7
New Modifier - Chaos:x
Chaos can increase Chaotic:x Targets to x, (If x is >=2). Chaotic effect triggers x times instead of 1, damaging up to x random enemies and as long as enemies exist in the battlefield.
Chaos can increase Destroy[Archetype]:x Targets to x, (If x is >=2). Destroy effect triggers x times instead of 1, targeting up to x random enemies and destroy them if both archetype and hp requirement are met.
Bugfixes
FixedCost was prevented ExpendBuff reduction cost perks to work properly
ExpendBuff will properly disappear from the card if a cost reduction perk reduces that cost to 0 and below.
Morphed Empower effect will display its proper evolution value in Detailed Rules
Evolved Blood Tribute effects was showing up leveled up values, however Blood Tribute effects don't gain any level benefits.
Misc / Modding Changes and Additions
Added font support for Japanese
You can alter Karma & Order values through Perks
Karma:x, Order:x, will modify Karma & Order by x
SetKarma:x, SetOrder:x will set Karma & Order to specified values
In Scripted effects i.e. Morale Abilities, you can (silently) specify the target using tttSelf=1, tttEnemy=1 & tttAlly=1, as more advanced auto-targeting options are unsupported there.
ie. AllyPassiveMoraleHealing:3, by default targets the Player but AllyPassiveMoraleHealing=3;tttAlly=1:1, will target the Ally.
Cards from Limited Sets have a chance to appear as Challenges rewards in Dynamic Sandbox Modes
Moved the trigger order of Focus effect before the Clairvoyance effect.
DLC Progress
Bonus Cross-DLC Content (if they are available)
Tweaks/Fixes in various DLC cards
Added +61 Cards (469/600)
Tweaked organization Class Automatic & normal Perks.
Added new Perks in all organization Classes
Adjust all Challenges rewards to be Dynamic, except for the epic Level Challenges (18 Level)
Patch Notes - 1.060.8
Additional character support for Japanese language
Added ??? Class by Ashthh (Gurrflumfr)
Added +83 Cards (542/600)
Patch Notes - 1.070.2
Bugfixes
Saving in a Custom Slot & Reloading during Draft mode would re-enable the Perks when it shouldn't
Permanent Status verbose message will appear only if the status exist
Unsummoning an Ally to Heal All Allies would cause the Unsummon to fail
Minor fixes of typos in Perks
non- Archetype modifier wasn't working if the intended target was the player
Misc Changes & Additions
DLC3 Release Candidate build
Vampire & Nephilim races now start unlocked
Organization mastery can be awarded through events using: OrganizationMastery:x
New Game Mode Option: BlankSlateKeepPerks:true (default is false), will let you remove the Skills from the PC but keep their Perks.
Game Mode Option: Agent:true (default is false), will create a sealed environment of up to 45 cards from the PC race, class and organization
Changed Lanmerih's 2nd Area to Always be Level 1 and have a different set of Affinities than the 1st Area
In Events rewards: RemoveAilments:[Status or All] will debuff that Status or All statuses.
ie. RemoveAilments:Bleeding, can debuff just Bleeding etc.
Added Settings to Force Full Artwork mode in cards and to Lock to it and not zoom into the normal version.
DLC3 Development cycle is finished (bugs aside...)
Organizations & Class Cards will share the same icon and same spot in the Player's handbook.
Added Alchemy Discipline/Expertise Ranks and 5 consumables that require this expertise
Added Occult Discipline/Expertise Ranks and 39 cards that require this expertise
Final Card Set 606/606 cards & Perk additions
Refined Ally portraits
All DLC3 Classes are now unlockable: Unlocking the Monk requires 90 Tokens and the organization classes 120 Tokens.
Added Mastery Achievements for the new Classes
Organization (and Organization Class) cards both unlock by gaining 15,30,60,90 & 120 Mastery in the Organization. As long as the player is part of an Organization they'll gain Mastery in it, whenever they earn Class & Race mastery.
New Game Mode Agent: Much harder Conquest/Agent variant with some additional rules and twists.
Re-organized Headquarters menu for better expandability. Added Healer option in Chambers to heal & debuff any permanent statuses in modes like Agent.
Way too many to count and list Bugfixes, Hotfixes and other pre-release tweaks, that you won't particularly care about ;)
Lawmage Academy now has a store page in Steam! Thank you so much for your continuous support. I am very excited to be on this journey with you all.
I am new to Steam as a developer so I am still figuring things out and slowly getting the hang of managing everything. I hope for your patience and understanding in case I make mistakes early on.
As a reminder, the v0.6 demo will be released in November! Feel free to share it with your friends and ask people to WISHLIST. The more wishlists we get, the more exposure for us in Steam, and the more we grow as a community of Lawmages.
If you have any questions or concerns, you can post it here in Steam, email me (lawmageacademy@gmail.com) or message me on Twitter (@LawmageA).
I would glad to introduce a new item category: "CHARACTER". There are 2 ways to obtain it. 1) BUY: You can buy them in SHOP under the "CHARACTER" tab. 2) DEFEAT: You need to defeat them in the BOSS room and try your luck in a lucky draw to obtain them. (not ready in this version)
===== CHARACTER ITEM vs DEFAULT CHARACTER ===== Basically, Character has a different appearance to default character. However, these Characters can not swap clothes whereas default Characters can do that.
=======FUTURE PLAN FOR CHARACTER ITEM ======== Only this release, these Characters have not been available yet in the BOSS room. These things will be released in the next releases. So, be ready to participate in the BOSS room and obtain these Character by defeating them in BOSS room.
I've uploaded an update, which fixes a bug, which caused some incorrect values in some of the international fixtures in further seasons.
Also, I'm really proud to announce my new game called Tales Of Chandar, which will be a turn-based strategy RPG coming out this year. You can already add it to your wishlists here on Steam: https://store.steampowered.com/app/1365780/Tales_Of_Chandar/
Let me show you some screenshots from it:
It's quite a busy year for me, so I'll be coming with more announcements soon.
Ahoy Governors!🤠Good friends are a treasure, especially when they can give you a 20x Friend Gift!🤑 Start sending FREE chips to all of your friends for whole weekend and get back the favor!💰
After almost two years in the works, I'm excited to announce that development of the game has been completed and we're almost ready for release! You can expect Rapture to be available sometime during the third quarter of 2020.
To celebrate the occasion, a new trailer has been released showing off some of the core features of Rapture.
If you're interested in more news about Rapture or want to get in touch with the development team you can check the following community links:
This new brush-up will allow creating more challenging tracks in Track Editor by placing walls and buildings much closer to the road! And you'll be able to see the latest news right in the main menu!
I also made generation notice always visible, because people would go to garage and wonder why things are lagging, while the heavy stage generation was running in the background.
v1.5.7 (2020.07.26) - Make "What's New" panel show Steam news if network connection is available - Allow placing walls and buildings much closer to the road in Track Editor - Keep Campaign generation notice visible while navigating to Garage and other menus