Dec 10, 2020
Tranzient - AliveInTech
Hotfix 1.00.00.123


- Multiplayer fixes
Dec 10, 2020
Russian Fishing 4 - Levo


On Friday, December 11th at 1am EST/ 7am CET, the server will be restarted. The process can take up to 1 hour.

Regards
RF4 Team
Main Assembly - Greg_Team17
Hello! Greetings!



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!



Devastating!



Check out the - not so slow - Turtle of Destruction (makes a hell of a racket, too): https://steamcommunity.com/sharedfiles/filedetails/?id=2314177948



We'll see you next week for Dev Log #37!

You can also keep up with Main Assembly's development on all these channels:
Main Assembly Twitter
Main Assembly Reddit
Main Assembly Facebook
Main Assembly Discord
Team17 Twitter
Team17 Facebook
MiniMap Kingdom - huohuai


【MiniMap Kingdom】Update # 131~134



Update details:

2020/12/3 # 131

-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.

-Remove shortcut keys:
* Delete unnecessary shortcut keys.

-Building and paved road tips:
* Added hints that match the new UI.


2020/12/11 # 134

-Remove outdated teaching:
* Deleted some outdated teaching content.

-Enemy attacking flag display camera:
*Fixed an issue where the flag was too large when approaching.

-Enemy warehouse adjustment:
*Fixed a situation where the number of warehouses was too small due to a number of days.



更新細節:

2020/12/3 # 131

-修正弓箭手射擊條件:
*減少了無用的程式,
修復了弓箭手不反擊的問題。

-鏡頭優化:
*新增了一個畫面更舒適的鏡頭。

-刪除主選單贅字:
*修正了一些多餘的文字。

-預設顏色調整:
*現在是比較好看的白色和灰色。


2020/12/9 # 132

-優化道路滿意度程式:
*現在地形將不會被重複檢查,
節省了效能的消耗。

-敵人建造城市考量週遭海拔:
*現在敵人建造城鎮時不只考慮中心的海拔,
也會考量整座城市範圍內的平均海拔高度是否適合。

-增加敵人每天建築數:
*由於大城鎮的海拔需求有了更嚴謹的條件,
增加了敵人零散村莊的建築效率。

-增加子彈、弓箭命中範圍:
*修正了一些子彈沒有確實命中目標的情況。

-修正玩家與敵人弓箭範圍不同問題:
*修正了一個不同陣營箭矢用不同判定範圍的情況。

-弓箭手、火槍手加速:
*修正了海上航行過慢的情況。

-單位建築子物件套用同一個渲染階層:
*現在單位與建築會套用同樣的渲染階層,
減少效能浪費與重疊的情況。

-修正船遮住其他單位的問題:
*修復了一個大量船隻航行時可能會只顯示船隻的情況。

-開局地形更大草地:
*增加了開場隨機種子的地形優化。

-海上移動速度調整:
*對各種單位在海上的航行速度進行了調整,
現在重型單位譬如騎士會稍微減速,
村民和其他單位則有更合適的航速。

-地形生成器架構優化:
*現在地形會更均勻的往四個方向擴張了。

-新增關閉UI按鈕:
*新增了可以簡單關閉下方UI的開關鍵。

-石頭道路和公園加框:
*現在石頭磚塊有了更明顯的框框,
這會讓建築用地美觀一些。

-增加改造地形消耗能量:
*從50增加為100。

-滿意度顯示調整:
*高幸福度從70增加為80。

-死傷影響幸福度增加:
*從25調整為50。

-提高道路與公園幸福度:
*道路增加25%,公園增加100%。

-提高服務、教堂幸福度:
*增加50%。

-幸福度基礎值調整:
*從2000降低為1500。


2020/12/10 # 133

-新UI設計:
*對操作UI進行了重新設計,
現在有了更直觀的分類,
並且可直接用滑鼠滾輪滾動,
修正了UI占用畫面的問題。

-自動進攻系統加強:
*現在自動進攻發動時,
系統會考量進攻目標是否被占領,
以及敵人是否在連續進攻中,
減少每天更換進攻目標導致效率不佳的情況。

-敵人連續進攻調整:
*現在進入第十天後,
敵人有50%的機率會連續進攻。

-村民輪防:
*重製並新增了村民輪流防禦的系統,
現在村民們會更均勻的分散了。

-單位移動時考量目標是否同位置再移動:
*修正了單位重複移動的問題。

-移除敵人軍事單位距離程式:
*移除了一個導致敵人進攻會位移過遠的問題。

-單位移動時長調整:
*增加了100%,讓村民們更容易橫渡海洋。

-敵人建築比例調整:
*增加了倉庫和農場的比例,
讓經濟的發展更穩定一些。

-判定是否在UI上才滾動:
*修正了當滾動操作UI時鏡頭也會縮放的情況。

-移除快捷鍵:
*刪除了不必要的快捷鍵。

-建築與鋪設道路提示:
*新增了與新UI相符的提示。


2020/12/11 # 134

-移除過時教學:
*刪除了一些已經過時的教學內容。

-敵人進攻旗幟顯示鏡頭:
*修正了一個靠近時旗幟過大的問題。

-敵人倉庫調整:
*修正了一個天數導致倉庫數量過少的情況。

----
豁懷 Huohuai
https://steamcommunity.com/id/huohuai
----
Devblog:
https://huohuai.blogspot.com
----
Discord:
https://discordapp.com/invite/NmGQ88p
----
Steam Group:
https://steamcommunity.com/groups/huohuai
----
I will keep the development progress.
我會繼續保持開發進度。
(っ´ω`c)
----
Release: 2020/12/11
----
Dec 10, 2020
Revhead - benjamin.sallai
Dear Revheads,

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!

Revhead Turbo Bundle

Kingdom Workshop - Dmitry Medvedev


Ancient Cities - UncasualGames
Good news for our followers!

Finally Ancient Cities Early Access will also include Spanish with official support since its launch on December 17.

Please, follow us and add it to your favorites on Steam to support the game!
Iron Harvest - Sheep_wielder

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:
  1. You enter the game queue via either Quick match or Ranked mode.
  2. The matchmaker will aim to match you with players based on this preference and most who has a similar MMR to you.
  3. 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.
  4. If you queued for Ranked Match, you will gain or lose SR as normal depending on the result.
  5. If you queued for Quick Match, your SR will be unaffected.
  6. 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:
Our Official Discord Channel!
Facebook
Twitter
Reddit 
Instagram

Devs are also streaming on Twitch!


Strategic Mind: Spectre of Communism - KateMels
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:


https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/
With best regards
Starni Games team
Strategic Mind: Fight for Freedom - KateMels
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: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/
With best regards
Starni Games team
...