Aircraft technologies allow you to develop and produce advanced air units. You’ll be able to deploy these to conquer ICBM’s nuclear green sky. In ICBM there are four kinds of air units:
Fighters: A fighter aircraft is a military fixed-wing aircraft primarily designed for air-to-air combat against other aircraft. Operating from carriers and airfields, their great speed and manoeuvrability make them perfect to establish air superiority over the battlefield. The trade off for this capability is that they are of limited use against surface targets. They carry heavy air-to-air armament and can also carry ALBM’s, if you have researched them.
Bombers: A strategic bomber is a long-range deep-striking aircraft designed to drop large amounts of air-to-ground weaponry onto distant targets for the purpose of debilitating the enemies capacity to wage war. They can carry the heaviest bombs and can only operate from airfields.
Attack bombers: An attack bomber is a tactical military aircraft that operates from a carrier. It has the primary role of carrying out airstrikes with greater precision than bombers can and it is robust enough to survive strong low-level air defences when on the offensive. This class of aircraft is designed mostly for naval air-to-surface missions. They can carry light nuclear weapons, but are much more difficult to intercept.
AEW&C aircraft: An airborne early warning and control (AEW&C) system is an airborne radar picket system designed to detect aircraft, ships and vehicles at long range. Both land-based and naval carrier-based versions are available.
The first three types of aircraft can be produced and deployed at the beginning of a match and you can improve them by researching additional aircraft technologies.
Improve your aircraft
You can research advanced aircraft to upgrade your aircraft to newer, more advanced models. In doing so, you will automatically increase the speed, manoeuvrability, durability and payload of all your planes.
You can additionally increase the capacity of your fuel tanks by researching aerial fueling once you have the advanced aircraft technology. This technology will greatly improve the range of all your planes.
If you want to establish air superiority in ICBM, having faster and more agile planes won’t be enough: you will also need to identify threats in advance, while going unnoticed at the same time. This is where AWACS and stealth aircraft can give you an additional edge.
AWACS can be researched and produced to secure better airspace surveillance: these "flying radars" are perfect for long-duration flights and can control airspace in a radius greater than 500 km. They are extremely vulnerable if they're attacked however and will need to be protected by SAMs or fighter aircraft. By researching AWACS, you will unlock two new air units: AWACS aircraft, which operate from an airfield and the Carrier AEW&C helicopter, which operates from a carrier. AEW&C helicopters have a smaller range than normal AWACS and less powerful radars, but they’re equipped with sonar and depth charges for anti-submarine operations.
You can elude enemy surveillance and decrease the visibility of your aircraft by researching stealth aircraft, the ultimate air technology in ICBM. This improvement automatically applies to all your planes, which will become much more difficult to detect and shut down.
Initially, your air forces won’t be very efficient in attacking surface units - the only available conventional means of sea or ground attack are the free-falling bombs, so you often will want to use smaller nuclear bombs for important targets. But this changes when you research the Air-to-Surface Missiles. You can then upgrade to Advanced ASM to further improve the efficiency of your bombers.
To have an edge in aerial combat, you could research the Advanced AAM - those make your fighters much more deadly in dogfights.
To fully reveal the advantages of AEW&C aircraft, invest into the radar technologies - LW radars if you just want to see the targets further away, and SW radars if you want to be able to supply the precise targeting information to your fighters and bombers, allowing them to engage the enemy from the maximal distance.
Airbases and carriers
Your aircraft can take off from airbases or from carriers; airbases carry up to 15 fighters and 5 bombers, while carriers carry up to 10 fighters and 10 attack bombers.
By selecting each airbase or carrier, you can decide whether to allow air patrol or not.
When you allow air patrol, you have two fighters always in skies looking for the potential threats. This usually helps to spot enemy aircraft on the far reach, giving more time to react. However, sometimes you want to have the patrol disabled. For example, if you already have AEW&C in the skies near your carrier, then you already have good visibility of the airborne targets, so you can switch off the patrolling to stay hidden and not give your enemy the possibility to detect the presence of your carrier by spotting the patrolling aircraft. Another case when you may want to have the patrol disabled is when your airfield is close to the enemy territory. In this case, your patrol could occasionally fly into the enemy air space triggering the response. This can easily escalate to the full-blown conflict much sooner than you’d like.
◆ Critical bugfixes and improvements - A bug where the "slate of growth" can be mass produced using the NPC in a certain situation has been fixed. - The quest NPC has been changed so that it will function properly in multiplayer mode.
◆ Bugfixes - Fixed an issue where the percentage reduction of DEF, such as "Backwater Formation", was not working properly. - Fixed an issue where the required world level was incorrectly displayed in the list of items that could be created in the item details screen. - Fixed an issue where the shield sound effect would continue to play while the shield was being held. - Fixed a bug where negative enchantment effects were not being applied. (Please note that negative effects that were not applied before may be applied now!)
◆ Improvements - In multiplayer, we changed it so that the experience gained when defeating an enemy would be split equally among other players nearby. - Reduced the weight of the conveyor belt. - Fixed the heat, cold, and poison resistant levels of equipment to now be displayed in the UI. - Tree and rock icons on the full map are no longer visible. - Changed text regarding possession loss on death. - Inventory screen scrolling has been fixed to avoid bouncing. Changed the draggable area. - Added option to toggle dash. - Texture quality settings added to the settings screen. - Default settings for texture quality was changed.
We’re thrilled to see that many of you have been tackling the new challenges of Siptah and unveiling its secrets, as there is much more to it than meets the eye!
We’ve also been gathering your feedback and issue reports, some of which are being addressed in this Day 1 Hotfix that the developers have worked hard to bring you in such short notice.
Be sure to continue participating in the forums and sharing your opinions on the new balancing and PvP changes that were introduced with yesterday’s update, your input is invaluable.
Thank you for all your support!
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
The early-access Rhino skin can now be accessed.
Fixed the broken LODs on some of the Dragons.
Fixed the broken LODs on certain facial hair options.
Receiving any type of damage while bandaging will now properly interrupt the animation.
Fixed the texture issues for Stormglass Doors and Gateways.
Fixed the way buildings' thermal insulation is factored into the characters' temperature resistance.
Infused Wraps are now spawning properly.
Added a Streamer Mode to the Gameplay Settings.
This will effectively hide the server details from the Escape menu and the player name on the inventory.
Fixed an issue that could cause NPCs to float in the air during a Surge event.
The Half-Child of Dagon will no longer offer level boosting services to followers.
Fixed a UI issue regarding the new PvP Settings in the Server Settings tab.
We're super excites to share the news that the eagerly anticipated sequel to cult classic Nippon Marathon is coming soon to Kickstarter.
The campaign seeks to fund core development for Steam, Nintendo Switch, and an exclusive Arcade edition (published by exA-Arcadia).
Stretch goals include (but not limited to) a visual novel Inspired story, as well as localisation, Steam Workshop implementation and the in-demand online mode.
“It's been heartwarming to be bombarded by requests for Nippon Marathon 2 and so Kickstarter seems like the perfect place to fund the project, that way we can make a game that you, the community, want to play”, says lead developer Andy Madin.”There’s an intense desire from our fanbase to bring the Nippon Marathon online and this campaign can make that a reality.”
About Nippon Marathon 2 Nippon Marathon 2 is the ultimate "Bakage" (Japanese for "Stupid Game"). Players race across a bizarre obstacle course until only one player remains. Skill and chaos are united in one wonderful experience. Last time you raced across Japan, this time you take on the world. This is Nippon Marathon 2 - the Brave World Tour!
Key Features
New and improved cast of crazy characters
Silly physics abilities including the “grip” ability, grab your opponent and see what happens.
Touka Koukan (equivalent exchange) - Players’ “popularity score” will make or break you in the Nippon Marathon; everything influences your popularity, whether that be for better or worse!
Brand new courses set around the world including London, the USA, France and more!
Amazing new character specific B-Moves, such as Elizabeth Nishibori’s “Unicorn Rage”
New weapons, such as the shuriken style STAR FRUIT.
Specific stats and animations for each character!
All new back stories including how Snuguru Maestro became Elon Mus--- wait, what?
Minigames and Party Games return!
An amazing soundtrack is back to soothe and/or excite your ears!
Backers can choose from a range of rewards, from becoming beta testers to exclusive sustainable merchandise, including a backer exclusive T-Shirt.
1. Fixed the weird movement bug that occurs when players are getting off the mounts. 2. Optimized code to deal with the player-stuck bug happening after dismounting and the slowly walking issue. 3. Fixed a displaying bug where a teammate's inventory wouldn't appear correctly when you try to open it. 4. Fixed a synchronization issue caused by network delay. 5. Fixed an issue where dropped Roasts and other items would display in wrong models. 6. Resolved the key-setting conflict of the Hickory Staff. 7.Fixed bug where the Healing Staff's skill doesn't work effectively (don't used it with Goggle,or it will still bring damage to teammates). 8. Removed some unimplemented formulas (Now all the visible formulas are obtainable). 9.Adjust the Falling and Rolling action's height, so players no longer fall and roll easily as before. 10. Enhanced the Ejecting skill of the Mecha Saddle of the Snow Fox.
we thought that this would be a good time to take a look at the recently implemented User Interface changes in Vagrus.
With the Factions tab, you can track your standing with the various factions of the game's world. At a later point in the developement, it will be possible to claim rewards for each unlocked reputation tier (although there are already a lot of implicit benefits and rewards for high reputation with almost every faction).
The Leader Status and Perk Summary UI pages might seem superfluous gains at first, but they round out the status effect UIs, as well as provide vital information about Perks, so it is indeed a very important milestone in our march towards completing the game's interface.
Below you can read about each of them in more detail.
Faction UI
In short, factions are organizations you can gain reputation with. Enough reputation points unlock tiers of faction standing that award the player with all kinds of goodies: discounts, items, equipment, and better paying Tasks, to name a few. Factions are often at odds with each other, so gaining reputation with one might lower reputation with another or two. You can absolutely lose standing, which results in losing the passive benefits of that tier. Most factions also provide quests and other content with the right tier unlocked.
There are several places where you can find factions on already existing UI elements. First and foremost, factions appear as a separate UI tab under the Leader main UI (since faction relations belong to your character the vagrus). You can check your standing with all factions here as well as what each tier provides, read about all the factions, and check on their allies and enemies.
Apart from that, factions also appear on the settlement UI, where Tasks can be taken, turned-in, and rewards are redeemed, provided the faction in question is present in the given settlement. Faction presence is also varied, with headquarters allowing for the most interaction. The majority of factions have a presence in large cities, though.
There are 11 factions currently in game, though several of them are partially implemented and will be fleshed out more with upcoming content patches. Some of them you have already encountered when playing the Open-world campaign, like the Church of Sergorod, the Ratharnak Alliance, the furtive Abolitionists, or one of the Imperial Trading Houses. We'll discuss them in more detail in a future post.
Leader Status
All kinds of long-lasting and temporary status effects can be received that affect the vagrus, your character, and these are listed on this pane. Its addition became especially important with the coming of Faction rewards, many of which provide bonuses borne by the leader of the comitatus (while companion- and crew-related effects get listed on their respective UI elements).
Perk Summary
With this addition, you can check each Perk's cumulative value. These are collated from your vagrus, your companions (including their Gear), equipment, and enduring effects. You can also see the breakdown of these Perks ordered into categories. Naturally, this UI only shows Professions and Attributes, as only these can be gained from multiple sources.
We hope these additions will make your lives in game easier. Stay tuned, for more is to come!
Wanna see the full game released as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
To opt into this beta on Steam, join the "preview" branch available in the Beta drop down list. Admins will need to use the following SteamCMD flag:
app_update 232130 -beta preview
Event Infernal Insurrection
Terror in the streets of London, an invasion has commenced in the bowels of King's Cross Station! An Infernal Insurrection emerges from the underground, and lots of horrific creatures are starting to spread. Break into Hellmark Station, the very origin of the chaos, and face whatever force you encounter there, perhaps you may find a way to use their power against them. But we have some good news, we offer you some new tools for facing those horrific creatures, the HRG Scorcher and the HRG Arc Generator. Burn, electrocute, or just slay the enemies as you prefer, but be sure you clean the station out of demons!
Beta 2 Start 9/16/2020. Beta 2 End on the final release.
Addressed Community Feedback As mentioned in the 2019 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
Balance
Weapons
Minigun
Damage type of the bullets updated to be “Ballistic_AssaultRifle”
Base damage increased from 32 to 35
Aim speed limitation while shooting reduced by 10%
Ammo pickup scale increased by 50%
Mine Reconstructor
Direct hit damage of fully charged projectile increased from 200 to 250
Explosion damage of fully charged projectile increased from 270 to 300
Healing capacity of fully charged projectile increased from 24 to 40
Ammo pool increased from 108 to 120
Ammo pickup scale increased by 50%
Bash attack speeded up by about 30%
HRG Scorcher
Default fire mode direct hit damage increased from 185 to 333
Default fire mode projectile speed increased by 30%
Default fire mode projectile gravity scale decreased by 10%
Default fire mode spread decreased by 80%
Ammo pool increased from 29 to 32
Lifetime of the ground fires created by alt-fire increased by 1 second
Max number of fire drops created by alt-fire increased by 1
HRG Arc Generator
Default fire main beam damage increased from 18 to 21
Default fire secondary arcs damage increased from 6 to 7
Designer Notes :
The typeless Minigun bullets were unintentionally ignoring the Zeds resistances, so we fixed it by changing their damage type to Ballistic_AssaultRifle. That caused a decrease in the overall damage output of the weapon so the base damage was slightly boosted for balance reasons. We also reduced the aiming limitation while shooting to make the weapon easier to control. Some players were running out of ammo during long waves so we increased the ammo pickup scale to reward the players that intentionally seek for ammo boxes.
The Mine Reconstructor was performing under our expectations so we made some adjustments to improve its viability. We increased the maximum damage and healing values, a boost that will be much more noticeable on the fully charged mines. Some players were suffering from lack of ammo with this weapon, compared to other Field Medic weapons so the ammo pool was increased along with the ammo pickup scale to alleviate that issue. Finally, the bash attack was too slow compared to other similar weapons bash attacks, so it was sped up to be more in tune.
The HRG Scorcher default fire was applying the direct hit damage twice, after the fix of that bug we needed to readjust the damage value to a similar spot than before. Even so, we didn’t just double the value, because even if the direct hit has become slightly smaller, it is compensated with a greater fire damage over time. Apart from that, we tried to improve two main problems the community were having with this weapon: First, the accuracy of the default fire mode, so the projectile spread, speed and gravity scale adjustments will make headshots easier to land. Second, the alt-fire ground fires were spawning too far from the shooting point so we added an additional drop between the player and the previous first drop. In addition to those tweaks, the ammo capacity and ground fire duration boosts will help the weapon to become a more viable option for the Firebug players.
The HRG Arc Generator was overall in a very good spot, but the default fire mode was slightly underwhelming compared to the alt-fire mode, so we increased the damage of the main beam and the secondary arcs of the default fire mode.
Bug Fixes Also mentioned in the 2019 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Gameplay
Fixed an issue where both Medic Zed Time skills were able to damage Zeds through walls.
Perks
Fixed an issue with a change to the Dual 9mm Pistols classification which prevented them from working with Perk skills such as Close Combat Training and Fallback.
Maps:
Fixed an issue where in certain areas in Black Forest Zeds were unable to attack players
Fixed an issue where in certain areas in Desolation Zeds were unable to attack players
Hellmark Station:
Fixed a number of collision volumes throughout the level that were blocking player movement away from the visible obstacles.
Removed problematic spawn points and adjusted other spawn points to maintain the appropriate pressure levels in those areas of the map.
Fixed an issue where the Trader Path would guide players through walls and other physical objects.
Fixed a number of LOD issues throughout the map.
Fixed some collision volumes with some of the spikes which were allowing players to enter into them.
Fixed a number of areas where players could drop items into them and they would become inaccessible.
Fixed an issue with the Obelisk effect where the heal self notify would remain active on the screen during the entirety of the effect.
Fixed multiple objects that were floating away from walls or off the ground.
Weapons:
Fixed an issue with the Teslauncher in Versus mode where the damage resistances were not being appropriately applied.
Fixed an issue with canceling C4 detonation animations through weapon swaps that could result in unintended C4 detonation and self damage and or killing.
Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
Fixed an issue with the HMTech-501 where when firing from the underslung grenade launcher the grenades would stay in the air when shot at a downward angle.
Fixed an issue with the Minigun where in Online play there was no restriction in aiming speed while firing allowing for more uptime on the fire rate than intended.
Fixed an issue with the Minigun where running would be prioritized over other actions.
Fixed an issue with the moving speed restrictions for shooting applying during the windup instead of the windup moving restrictions which were only applying while ADS.
Fixed an issue with the Mine Reconstructor where the liquid would remain on the barrel after a charged shot.
Improved performance of the Mine Reconstructor projectiles and gameplay during times of poor connection due to high packet loss.
Fixed an issue with the Mine Reconstructor where the interrupt notifies during the detonation animation were not triggering, forcing players to complete the animation before attempting any other action such as reloading.
Adjusted the Mine Reconstructor bash animation and hit registration to bring them in sync with each other.
Fixed an issue with the HRG Scorcher dealing double damage to Zeds that were not killed with the initial hit.
Audio:
Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
Fixed an issue with the HX25 pellets no longer having impact and explosive audio.
Fixed an issue with the Matriarchs attack VO was being cut off if another VO trigger was activated by her special attacks.
Fixed the audio dropoff for the Mine Reconstructor where teammates could hear it across the map.
UI:
Addressed multiple issues within the friend invite UI while using a controller:
Selection button beside friends name will now highlight appropriately.
Already invited friends are now skipped when scrolling past them.
Now able to enter text into the search field.
Fixed various buttons that were not functional when the controller was enabled.
General:
Fixed an issue where the client log was spammed with a map preview line while waiting in the lobby of a match.
There are things in Russia which are not as they seem. (c) Georgy Zhukov
Georgy Konstantinovich Zhukov (Russian: Гео́ргий Константи́нович Жу́ков; 1 December 1896 – 18 June 1974) was a Soviet general and Marshal of the Soviet Union. Zhukov was considered the USSR’s “Best Commander” or “Marshall of Victory”. He has shown himself as an effective and competent military commander at all stages of WW2, and even before it, in the Battles of Khalkhin Gol.
If we come to a minefield, our infantry attacks exactly as it were not there. (c) Georgy Zhukov to General Eisenhower
Zhukov was later criticized for taking “unnecessary” or “excessive” losses, caused by poor tactics of just attacking German forces ceaselessly without any intricate maneuvers. However, it must be said that such criticism must be taken with a grain of salt. First, there were politics going on after the war, and he often was out of favor, so that could be one source of criticism. Secondly, virtually all Soviet Generals had high losses, so that could be said of the Red Army in general, not personally Zhukov. At least he won his battles. Thirdly, one has to be competent in military headquarters inner work and be aware of the exact situation to judge the soundness of Zhukov’s tactical moves. Nonetheless, Zhukov himself added fuel to the fire by his supposed bravado before Eisenhower, with all this minefields talk.
If you feel that the Chief of the General Staff talks only rubbish, my place is not here. Better to give me a command at the front where I can be of better use! (c) Georgy Zhukov to Stalin
Zhukov was stubborn, direct and even blunt. Although that caused troubles from him throughout the career, that was also the reason why Stalin respected him a lot. Oftentimes he would speak his mind to the Great Stalin himself directly and without hesitation. He was also very bossy and even rude with his inferiors, but that was probably understandable and did not go far from the Army standards of the time.
The mere existence of atomic weapons implies the possibility of their use. (c) Georgy Zhukov
After the war, Zhukov has quickly fallen out of favor. Most likely, Stalin feared his popularity and decided to move him to a totally insignificant posting in Odessa military district. That was a hard blow for Zhukov’s ego and morale. The official pretense was the “Trophy case”, the Zhukov indeed was too eager to get his hands on numerous wartime trophies.
After Stalin’s death, Zhukov helped Khrushchev to get to power and prevented a coup attempt by arresting long-time NKVD head Beria, who is rumored to be behind Stalin’s death. Later on, he prevented another coup and help Khrushchev once again to remain in power, only to be repaid in a similar manner to what the Stalin did: he was ostracized and sentenced to live his retirement in oblivion and under the torrent of unfavorable articles aimed at ruining his prestige. Yet, Zhukov endured and wrote quite extensive and truthful memoirs for heavily censored Soviet literature standards.
After Khrushchev lost his power, Zhukov got his prestige back and his memoirs played a key role and his redemption. They became a best-seller and brought him great fame.
Overall, he was a very dedicated and talented man and his reputation is well-deserved.