How are we, Inventors? I trust that you're all keeping well :)
How are your Christmas lists looking? On my Christmas list, I have asked for Christmas community bots, so don't let me down! :D
At Bad Yolk we have been super busy -- and super productive, of course! We're doing all we can to improve Main Assembly. We are currently knocking off tasks left, right, and centre after our internal sweeps; it feels terrific! There's nothing quite like ticking those tasks off of your list, is there?
However, some things we just don't want to fix; for example, the fact that you can deliver a foot of a dummy and complete an objective. That has been with us for too long, and we can't change that!
PEW PEW PEW!
We are continuing our work on manifesting some devastating new weapons. This time we are looking at doing a plasma shooter. [BOT DISCLAIMER] This is a super early showing; we are using the Laser model as a placeholder! What do you think? :)
Ohh yeah! Before we go, the bot brawl creation competition has officially ended. We want to thank everyone that has entered! We thoroughly enjoy seeing your creations -- it puts smiles on our faces, seeing what you've all mustered in your spare time. Brilliant efforts all round! Winners announced tomorrow, Friday 11th December.
If you don't see your entry, it's because we couldn't print it on the Bot Brawl arena.
See ya!
Community Corner!
Jump into the Main Assembly Discord NOW and join in the Competition!
Community Spotlight: Bot Brawler Of The Week!
This week's spotlight bot is the marvellously intimidating Turtle of Destruction! What a perfectly apt name! This Turtle Bot has been manifested by Chickenplayer24 -- funny that their bot will turn everyone else into chickens in no time, at all. I would most certainly avoid facing that; that is for certain!
-Fixed shooting conditions for archers: *Reduce useless programs, Fixed an issue where the archer did not fight back.
-Lens optimization: * Added a more comfortable lens.
-Delete the main menu redundant words: *Fixed some redundant text.
-Preset color adjustment: *It is now better looking white and gray.
2020/12/9 # 132
-Optimize the road satisfaction program: *The terrain will not be checked repeatedly now, Save the consumption of efficiency.
-The enemy builds the city considering the surrounding altitude: *Now the enemy does not only consider the elevation of the center when building the town, It will also consider whether the average altitude within the entire city is appropriate.
-Increase the number of enemy buildings per day: *Due to the more stringent conditions for the altitude requirements of large towns, Increased the construction efficiency of enemy scattered villages.
-Increase the hit range of bullets and bows: *Fixed a situation where some bullets did not actually hit the target.
-Fixed the problem that the bow and arrow range of the player and the enemy are different: *Fixed a situation where arrows of different factions use different judgment ranges.
-Archer, Musketeer acceleration: *Fixed the situation of too slow sea navigation.
-Unit building sub-objects apply the same rendering level: *Now the unit and building will use the same rendering level, Reduce efficiency waste and overlap.
-Fixed the issue that the ship was covering other units: *Fixed a situation where a large number of ships may only be displayed when sailing.
-The starting terrain is larger and grassy: * Added terrain optimization for the opening random seed.
-Sea movement speed adjustment: *Adjusted the sailing speed of various units at sea, Now heavy units such as knights will slow down slightly, Villagers and other units have a more suitable speed.
-Terrain generator architecture optimization: *The terrain will now expand in four directions more evenly.
-Added close UI button: *Added an opening key that can simply close the UI below.
-Framed stone roads and parks: *Now the stone bricks have a more obvious frame, This will make the building land more beautiful.
-Increase the energy consumption of transforming the terrain: * Increased from 50 to 100.
-Satisfaction display adjustment: * High happiness increased from 70 to 80.
-Death and injury affect happiness increased: *Adjusted from 25 to 50.
-Improve road and park happiness: * Roads increase by 25%, parks increase by 100%.
-Improve service and church happiness: *Increase by 50%.
-Happiness basic value adjustment: * Reduced from 2000 to 1500.
2020/12/10 # 133
-New UI design: *The operation UI has been redesigned, Now there is a more intuitive classification, And you can directly use the mouse wheel to scroll, Fixed the problem of UI occupying the screen.
-Enhanced automatic attack system: *Now when the automatic attack is launched, The system will consider whether the offensive target is occupied, And whether the enemy is continuously attacking, Reduce the situation of inefficiency caused by changing offensive targets every day.
-The enemy's continuous attack adjustment: *Now after entering the tenth day, The enemy has a 50% chance to attack continuously.
-Villagers' rotation defense: *Reworked and added a new system for villagers to take turns in defense, Now the villagers will be more evenly dispersed.
-When the unit moves, consider whether the target is in the same position and then move: *Fixed the problem of repeated movement of units.
-Remove enemy military unit distance program: * Removed an issue that caused the enemy to move too far when attacking.
-Unit movement time adjustment: * Increased by 100%, making it easier for villagers to cross the ocean.
-Adjusted the ratio of enemy buildings: * Increased the ratio of warehouses to farms, Make economic development more stable.
-Determine whether to scroll on the UI: *Fixed a situation where the camera will zoom when scrolling the UI.
Our good ol' Charlie installed a turbocharger on a car he just finished building and he offered to take us on a wild ride!
As we got in the car Charlie cheerfully shouted:
"Buckle up, bundle up!"
We're not quite sure what Charlie meant to say, but it reminded us that we bundled up Revhead with our Turbo Pack DLC, that you can grab all year round at a sweet 12% discount!
Check out our bundle on the link below, we look forward to seeing you at the garage!
Greetings Harvesters, to the thirteenth of our regular post-release updates. Nothing unlucky about it. This week we focus on decreasing queue times by adding a feature that shares matchmaking. We’ve also implement several fixes and improvements requested by the community.
Shared Matchmaking
We know how eager you are to get into battle and feast upon the mechanized entrails of your enemy. Therefore, we are happy to oblige by refining the games matchmaker to more quickly pair combatants with their most suitable foes. It’ll work like this:
You enter the game queue via either Quick match or Ranked mode.
The matchmaker will aim to match you with players based on this preference and most who has a similar MMR to you.
If, after a few minutes, the matchmaker is unable to pair you with someone with your preference, it will choose any player with a similar MMR.
If you queued for Ranked Match, you will gain or lose SR as normal depending on the result.
If you queued for Quick Match, your SR will be unaffected.
Safeguards have been deployed to prevent players who try to exploit this system to “farm” SR.
We’re aware that some high level players are reporting unexpected and significant SR losses. We are currently assessing how MMR is incorporated into the calculation of SR and discussing our options. We will have more on this for you very soon.
General changes:
Fixed an issue that resulted in infantry units being left outside when the squad was ordered to garrison a building, or Zolw while firing at enemy units.
The “Matter of time” achievement is now correctly awarded when you win a game due the time limit elapsing.
Fixed issues related to deconstructing connected barbed wire sections that could cause game input freezes.
Fixed “Matchmaking failed” errors created when a few players used Coop mode on the final Polanian campaign mission “Showdown”.
Fixed multiple little errors so as to improve overall game stability.
Fixed overlapping icons in long titles within the cosmetics menu.
Fixed incorrectly displaying loading bar.
Map and Game mode are now clearly displayed during the Reserve picking and game loading screen.
Balance changes:
We continue to monitor the games state and your feedback regarding balancing, especially with all the info that comes from the ESL tournament. With that continuing, we are reluctant to make any significant changes that might disrupt those competing. We’ve also recently had in-depth conversations with community members. They helped to confirm us in our thinking that regularly, short-term, tweaking of numbers is undesirable.
Instead, we plan to focus on future balancing changes that would best come from long-term improvements. For example, in the way units operate and function on the battlefield.
Wow what a year! Only one week to go and we’re going to end it in style!
Next week: The winds of change arrive with the Rusviet Revolution mini-DLC
Stay up to date as we continue to progress by joining us on:
Stirling was the first British four-engined strategic bomber. It was designed by the Short Brothers company.
The model was successful and remained the British heavy-bomber of choice until newer models became available in 1943 and its role in strategic bombing raids started to diminish.
In the game
The Short Stirling aircraft will serve as a strategic bomber and will be summoned by the “Air strike” HQ skill:
We will keep posting new units that will appear for the first time in the Strategic Mind series, so stay tuned! Also, do not forget to add Strategic Mind: Spectre of Communism to your wishlist:
Stirling was the first British four-engined strategic bomber. It was designed by the Short Brothers company.
The model was successful and remained the British heavy-bomber of choice until newer models became available in 1943 and its role in strategic bombing raids started to diminish.
In the game
The Short Stirling aircraft will serve as a strategic bomber and will be summoned by the “Air strike” HQ skill: