Strategic Mind: The Pacific - KateMels
Who doesn’t know the Sherman? One of the most widely-deployed tanks of WWII, with a memorable and recognizable profile across its many modifications.

The Sherman medium tank was in many ways an experiment for the USA. In 1940 the British shortage of tanks was becoming worrisome, especially compared to the heavily mechanized German war machine. The American allies were willing to help, but didn’t have the capabilities for producing such vehicles yet - the first action the early Shermans saw was more of an extended field trial. Later, with its most glaring issues fixed, the Sherman proved itself to be a versatile, well-put together tank - and numerous modifications followed. A few of them are present in the Strategic Mind: Fight for Freedom.

Sherman M4A1



Sherman M4A1 was the first major model, armed with a 75mm cannon. Staggering 6000+ machines were produced, with about half as many Sherman M4A176(W) modifications to follow. Largely the same vehicle, it was up-armed with a 76mm cannon - a solid choice at the time.



Sherman M4A1 in the game: has less armor than a British Churchill tank, but has more move points, making a more mobile unit, with decent firepower.



Sherman Firefly



The British Sherman Firefly, conversely, went far above “solid” - armed with a British 17-pounder, it became a renowned “tank killer”, the only Allied tank capable of knocking out German Tigers and Panthers.



Sherman Firefly in the game: as in real history, at some point Sherman Firefly becomes the best weapon against the German Heavy armor and is capable of dealing heavy damage to the Tigers and other late war German units. It has the best anti-tank weapon among the UK units, but lacks in armor - in that regard it is similar to German Panther tank. Similarly it gets “Overwatch hard” ability, that allows it to auto attack the enemy armor within range.



M4A3E2 "Jumbo"



M4A3E2 "Jumbo" was an “assault variant” - a heavy tank designed for overrunning German fixed fortifications. It took point more often than not, and while far from invincible, it fared well under heavy fire - much better than lighter tanks would have.



M4A3E2 "Jumbo" in the game: unlike Sherman Firefly, it has mediocre gun, but very thick armor that rivals that of the Tiger tanks. So, while Firefly matches Tiger firepower, Jumbo matches it in terms of armor capabilities.



M4A3E8 “Easy Eight”



M4A3E8 “Easy Eight” was one of the more successful modifications, upgraded in most of its aspects, and retained in service long after WWII.



M4A3E8 “Easy Eight” in the game: the “Easy Eight” combines the best of both worlds - it has a solid weapon and decent armor.

👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/

Strategic Mind: Spectre of Communism - KateMels
Who doesn’t know the Sherman? One of the most widely-deployed tanks of WWII, with a memorable and recognizable profile across its many modifications.

The Sherman medium tank was in many ways an experiment for the USA. In 1940 the British shortage of tanks was becoming worrisome, especially compared to the heavily mechanized German war machine. The American allies were willing to help, but didn’t have the capabilities for producing such vehicles yet - the first action the early Shermans saw was more of an extended field trial. Later, with its most glaring issues fixed, the Sherman proved itself to be a versatile, well-put together tank - and numerous modifications followed. A few of them are present in the Strategic Mind: Fight for Freedom.

Sherman M4A1



Sherman M4A1 was the first major model, armed with a 75mm cannon. Staggering 6000+ machines were produced, with about half as many Sherman M4A176(W) modifications to follow. Largely the same vehicle, it was up-armed with a 76mm cannon - a solid choice at the time.



Sherman M4A1 in the game: has less armor than a British Churchill tank, but has more move points, making a more mobile unit, with decent firepower.



Sherman Firefly



The British Sherman Firefly, conversely, went far above “solid” - armed with a British 17-pounder, it became a renowned “tank killer”, the only Allied tank capable of knocking out German Tigers and Panthers.



Sherman Firefly in the game: as in real history, at some point Sherman Firefly becomes the best weapon against the German Heavy armor and is capable of dealing heavy damage to the Tigers and other late war German units. It has the best anti-tank weapon among the UK units, but lacks in armor - in that regard it is similar to German Panther tank. Similarly it gets “Overwatch hard” ability, that allows it to auto attack the enemy armor within range.



M4A3E2 "Jumbo"



M4A3E2 "Jumbo" was an “assault variant” - a heavy tank designed for overrunning German fixed fortifications. It took point more often than not, and while far from invincible, it fared well under heavy fire - much better than lighter tanks would have.



M4A3E2 "Jumbo" in the game: unlike Sherman Firefly, it has mediocre gun, but very thick armor that rivals that of the Tiger tanks. So, while Firefly matches Tiger firepower, Jumbo matches it in terms of armor capabilities.



M4A3E8 “Easy Eight”



M4A3E8 “Easy Eight” was one of the more successful modifications, upgraded in most of its aspects, and retained in service long after WWII.



M4A3E8 “Easy Eight” in the game: the “Easy Eight” combines the best of both worlds - it has a solid weapon and decent armor.

👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/

Strategic Mind: Blitzkrieg - KateMels
Who doesn’t know the Sherman? One of the most widely-deployed tanks of WWII, with a memorable and recognizable profile across its many modifications.

The Sherman medium tank was in many ways an experiment for the USA. In 1940 the British shortage of tanks was becoming worrisome, especially compared to the heavily mechanized German war machine. The American allies were willing to help, but didn’t have the capabilities for producing such vehicles yet - the first action the early Shermans saw was more of an extended field trial. Later, with its most glaring issues fixed, the Sherman proved itself to be a versatile, well-put together tank - and numerous modifications followed. A few of them are present in the Strategic Mind: Fight for Freedom.

Sherman M4A1



Sherman M4A1 was the first major model, armed with a 75mm cannon. Staggering 6000+ machines were produced, with about half as many Sherman M4A176(W) modifications to follow. Largely the same vehicle, it was up-armed with a 76mm cannon - a solid choice at the time.



Sherman M4A1 in the game: has less armor than a British Churchill tank, but has more move points, making a more mobile unit, with decent firepower.



Sherman Firefly



The British Sherman Firefly, conversely, went far above “solid” - armed with a British 17-pounder, it became a renowned “tank killer”, the only Allied tank capable of knocking out German Tigers and Panthers.



Sherman Firefly in the game: as in real history, at some point Sherman Firefly becomes the best weapon against the German Heavy armor and is capable of dealing heavy damage to the Tigers and other late war German units. It has the best anti-tank weapon among the UK units, but lacks in armor - in that regard it is similar to German Panther tank. Similarly it gets “Overwatch hard” ability, that allows it to auto attack the enemy armor within range.



M4A3E2 "Jumbo"



M4A3E2 "Jumbo" was an “assault variant” - a heavy tank designed for overrunning German fixed fortifications. It took point more often than not, and while far from invincible, it fared well under heavy fire - much better than lighter tanks would have.



M4A3E2 "Jumbo" in the game: unlike Sherman Firefly, it has mediocre gun, but very thick armor that rivals that of the Tiger tanks. So, while Firefly matches Tiger firepower, Jumbo matches it in terms of armor capabilities.



M4A3E8 “Easy Eight”



M4A3E8 “Easy Eight” was one of the more successful modifications, upgraded in most of its aspects, and retained in service long after WWII.



M4A3E8 “Easy Eight” in the game: the “Easy Eight” combines the best of both worlds - it has a solid weapon and decent armor.

👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/

Panzer Strategy - KateMels
Who doesn’t know the Sherman? One of the most widely-deployed tanks of WWII, with a memorable and recognizable profile across its many modifications.

The Sherman medium tank was in many ways an experiment for the USA. In 1940 the British shortage of tanks was becoming worrisome, especially compared to the heavily mechanized German war machine. The American allies were willing to help, but didn’t have the capabilities for producing such vehicles yet - the first action the early Shermans saw was more of an extended field trial. Later, with its most glaring issues fixed, the Sherman proved itself to be a versatile, well-put together tank - and numerous modifications followed. A few of them are present in the Strategic Mind: Fight for Freedom.

Sherman M4A1



Sherman M4A1 was the first major model, armed with a 75mm cannon. Staggering 6000+ machines were produced, with about half as many Sherman M4A176(W) modifications to follow. Largely the same vehicle, it was up-armed with a 76mm cannon - a solid choice at the time.



Sherman M4A1 in the game: has less armor than a British Churchill tank, but has more move points, making a more mobile unit, with decent firepower.



Sherman Firefly



The British Sherman Firefly, conversely, went far above “solid” - armed with a British 17-pounder, it became a renowned “tank killer”, the only Allied tank capable of knocking out German Tigers and Panthers.



Sherman Firefly in the game: as in real history, at some point Sherman Firefly becomes the best weapon against the German Heavy armor and is capable of dealing heavy damage to the Tigers and other late war German units. It has the best anti-tank weapon among the UK units, but lacks in armor - in that regard it is similar to German Panther tank. Similarly it gets “Overwatch hard” ability, that allows it to auto attack the enemy armor within range.



M4A3E2 "Jumbo"



M4A3E2 "Jumbo" was an “assault variant” - a heavy tank designed for overrunning German fixed fortifications. It took point more often than not, and while far from invincible, it fared well under heavy fire - much better than lighter tanks would have.



M4A3E2 "Jumbo" in the game: unlike Sherman Firefly, it has mediocre gun, but very thick armor that rivals that of the Tiger tanks. So, while Firefly matches Tiger firepower, Jumbo matches it in terms of armor capabilities.



M4A3E8 “Easy Eight”



M4A3E8 “Easy Eight” was one of the more successful modifications, upgraded in most of its aspects, and retained in service long after WWII.



M4A3E8 “Easy Eight” in the game: the “Easy Eight” combines the best of both worlds - it has a solid weapon and decent armor.

👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/

Strategic Mind: Fight for Freedom - KateMels
Who doesn’t know the Sherman? One of the most widely-deployed tanks of WWII, with a memorable and recognizable profile across its many modifications.

The Sherman medium tank was in many ways an experiment for the USA. In 1940 the British shortage of tanks was becoming worrisome, especially compared to the heavily mechanized German war machine. The American allies were willing to help, but didn’t have the capabilities for producing such vehicles yet - the first action the early Shermans saw was more of an extended field trial. Later, with its most glaring issues fixed, the Sherman proved itself to be a versatile, well-put together tank - and numerous modifications followed. A few of them are present in the Strategic Mind: Fight for Freedom.

Sherman M4A1



Sherman M4A1 was the first major model, armed with a 75mm cannon. Staggering 6000+ machines were produced, with about half as many Sherman M4A176(W) modifications to follow. Largely the same vehicle, it was up-armed with a 76mm cannon - a solid choice at the time.



Sherman M4A1 in the game: has less armor than a British Churchill tank, but has more move points, making a more mobile unit, with decent firepower.



Sherman Firefly



The British Sherman Firefly, conversely, went far above “solid” - armed with a British 17-pounder, it became a renowned “tank killer”, the only Allied tank capable of knocking out German Tigers and Panthers.



Sherman Firefly in the game: as in real history, at some point Sherman Firefly becomes the best weapon against the German Heavy armor and is capable of dealing heavy damage to the Tigers and other late war German units. It has the best anti-tank weapon among the UK units, but lacks in armor - in that regard it is similar to German Panther tank. Similarly it gets “Overwatch hard” ability, that allows it to auto attack the enemy armor within range.



M4A3E2 "Jumbo"



M4A3E2 "Jumbo" was an “assault variant” - a heavy tank designed for overrunning German fixed fortifications. It took point more often than not, and while far from invincible, it fared well under heavy fire - much better than lighter tanks would have.



M4A3E2 "Jumbo" in the game: unlike Sherman Firefly, it has mediocre gun, but very thick armor that rivals that of the Tiger tanks. So, while Firefly matches Tiger firepower, Jumbo matches it in terms of armor capabilities.



M4A3E8 “Easy Eight”



M4A3E8 “Easy Eight” was one of the more successful modifications, upgraded in most of its aspects, and retained in service long after WWII.



M4A3E8 “Easy Eight” in the game: the “Easy Eight” combines the best of both worlds - it has a solid weapon and decent armor.

👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/

World of Guns: Gun Disassembly - -=NE=-
The new model has been requested by our user: St. Etienne Mle 1907 machine gun

The French St. Étienne Mle 1907 (French: Mitrailleuse Mle 1907 T) was a gas operated air-cooled machine gun in 8mm Lebel which was widely used in the early years of the First World War.

More on modernfirearms.net>>
Fatiao发条:自动化工具 - howie
【修复】
上个版本新增命令与编辑命令混淆的bug
Mar 18, 2021
Super Squad - PlaySuperSquad



Description
Hey everyone! Throughout the last couple of weeks we’ve heard the need for non-voice chat communications, so we’re bringing our take on a ping system to help players strategies and communicate in the heat of battle! We're also doing some further balance changes and fixing some bugs that have been breaking some Troopers.

We’ll be going on a few weeks break from patches while we work the next major feature; our in-match progression system! Watch our Discord for updates, as we’ll be teasing some of the mechanics that will be underpinning the coming change.

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Smart Ping

The smart ping system allows players to click the middle mouse button and drag the mouse in one of the cardinal directions to temporarily mark the map with - “Attack, Defend, Retreat, or Help”. If you perform this action on the ground, it will mark it for 5 seconds. If you do this on a power relay, key pod, ally, or enemy it will encircle them and, if they move, it will follow them for 5 seconds. You cannot use more than five pings in a five second window, so there’s a limit to spamming the ping function.

The ping key is re-bindable in the options menu on the main menu or in the esc menu in-match.

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Troopers Balance Changes



Crow
Crow’s dominating when used by our higher skill cap players, so we’re reducing her gun damage slightly to bring her in line with the other Troopers and make her less oppressive.

Gun:
  • Damage has been nerfed from 144 to 137.
Nebular
Neb wasn’t getting a lot of love, this is in part to the static nature of Battle Flag. As a stop gap, we’re going to be buffing his gun damage to help him be more impactful in fights, with the aim to rework Battle Flag in the future.

Gun:
  • Damage has been buffed from 57 to 63
Florp
Florp recently has been a bit broken. This was because the Deepshorian Florp skin was double proccing Splosion. However, we were seeing that base Florp players were not doing too well in general. So, we’re buffing his damage and healing of splosion slightly to help keep florp competitive as our only Healer at the moment.

Splosion:
  • Damage has been buffed from 220 to 250
  • Healing has been buffed from 350 to 380
Scorch
Last week Rain of Fire was feeling good, but Scorche’s turret was feeling a bit underwhelming when player’s understood how to deal with it effectively. As such, we’re buffing the base damage of his Turret’s bullets.

Deploy Turret:
  • Base bullet damage has been buffed from 8 to 12 damage per shot
Flintlock
Flintlock’s speed increase of Double O’s was a bit too high to be fair, so we’re nerfing it.

Double O’s:
  • Speed decrease from 15m/s to 14m/s
Xandark
Last week to took the DoT effect from Backstab, she needed some further tweaks to her balance to bring her in line with the other Troopers. We hear everyone that they think Xandark is a bit OP at the moment, so we're keeping an eye on her performance in the coming weeks.
Keeping her at range is her best counter at the moment as she has the second lowest health in the game and her Backstab and Throwing Knives has some of the shortest range in the game.

Backstab:
  • Damage has been buffed from 180 to 210
Poison Bomb:
  • Cooldown has been nerfed from 22 seconds to 24
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Bug Fixes:
  • Sarge and Flintlock can no longer dash during Suppressive Fire or Double O’s.
  • Florp will no longer deal double damage and healing with Splosion.
  • Players should no longer spawn in at the start of the game with key pods already on the map.
  • Players can no longer move during the starting explanation cutscene.
  • Players should no longer get red or blue screens when transitioning between the stages of going into the game.
  • The match found sound should now play when you’re tabbed out of the Super Squad window.
  • Mysterious liquid and spolsion should now no longer proc on dead allies and enemies.
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Known Issues:
  • Keys appearing on the map when a Trooper kills an enemy with keys and picks them up before they hit the Floor.
  • Sometimes Troopers can be locked in spawn – looking into this – an ally has to die to unlock the spawn zone.
  • Sometimes you can’t hit a Trooper when they’re pushed up directly next to specific pieces of the environment – looking into this.
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Steam Build ID: 6396492
To view this go to Steam > Library > Right Click Super Squad > Properties > Updates
It's at the bottom of the small pop-up window and is a way for you to ensure that you're game is fully updated and able to play in the test.
Maritime Calling - Tiamat Games
In any seafaring journey the eventual goal is to reach some land, be it a friendly port, hostile fort or some uncharted island waiting to be explored.



Putting a fresh coat of paint to the classic text quest narrative adventure by adding some interactive elements like a drawn map allows us to handcraft stories for every occasion. Every island consists of locations and paths connecting them. Some of them are hidden and can be only discovered through the story-driven exploration.

Every place might hold a secret, be it a valuable resource (tropical fruits, shipworthy timber, wild animals to hunt, gold and iron ore) or a narrative encounter (trap, ambush, shrine, sailors getting fever, shipwrecked sailors, snake biting one of the sailors, native village and many more).

However, land expedition is not just an easy gathering expedition, it's also a survival challenge. The dense impassable terrain will make your crew sick and tired, hungry and thirsty for food urging you to break a camp and rest.

A good captain is well prepared and by assigning right jobs to the sailors you might alleviate some of the risks during expeditions.



By specializing sailors on gathering resources, combat readiness, supply management and giving them right tools for the job you will increase the longevity of your expedition and make it easier to discover all of the secrets the land holds.
Mar 18, 2021
Rogue's Tale - nibbe
- Scroll of Ender card should no longer exhaust another random card.
- Added disoriented status effect that prevents casting teleport spells.
- All teleport effects now cause you to become disoriented for a while.
- Item trade, repair, enchant and identify costs have been changed.
- Highscores are reset again due to the changes.

There's two things that are overused and they feel too powerful. The first thing is Plane Shift and the second thing is Blessed Amulet of Free Action. So, they are slightly toned down by adding a disoriented effect that prevents casting Plane Shift again for two turns (effectively 1 turn because your turn ends after casting), or in case you have a haste effect from rings or amulets, for D3+2 turns (that is up to 9 actions).

Trade, repair, enchant and identify cost changes:

When you sell an item while having charisma 7, you get paid 30% of the item's base value.

In the previous version, this value was then multiplied by charisma multiplier (up to 2.0), enchant multipliers (1.6 per enchant) and blessing multiplier of 1.5. So, a double enchanted and blessed item would have sold at 230% of the item's base value at 12 charisma (0.3 * 2.0 * 1.6 * 1.6 * 1.5).

Those multipliers have been nerfed and charisma multiplier is now up to 1.5 and enchant multiplier is 1.4 per enchant. Therefore, a double enchanted and blessed item will sell at 132% of the item's base value at 12 charisma (0.3 * 1.5 * 1.4 * 1.4 * 1.5).

The relative effect at charisma 7 (i.e. a new guy) goes from 115% down to 88% of item's value. This is still a considerable nerf to sell costs and that is balanced by adjusting all other service costs as described below.

The aim of these nerfs (and buffs) is to entice you to go explore and die in a horrible way instead of playing Merchant's Tale.

Weapons, armour and shields used to have different repair costs ranging from 40% to 60% of the item's base value. Repair costs are now cheaper but they are now also affected by the number of enchants.

The cost of repairing an item is now 20% of the item's base value and that is then multiplied by 1.5 per enchant. So, the cost to repair a double enchanted item is now 0.2 * 1.5 * 1.5, or 45% of the item's base value.

In general repairing is now much cheaper while you're not in fully enchanted end game gear.

Enchant and identify costs have been halved and it now costs 50 gold coins to enchant and 10 gold coins to identify an item. Hopefully this entices exploring even further and makes a few more items worth selling.

Unfortunately all of the above (as well as certain server changes) require that highscores are reset again. We do have a winner for version 2.05 though, and we'll hopefully be seeing "it" in the next update.



Epixx.org server changes:

Well, this was supposed to be a content update but as it turns out there are some "players" that are more interested in decompiling and modifying the game and in some cases using a modified game to cheat while playing on the server.

This version adds a number of checks on the server that can see if the client is modified and if that is the case then the server closes the connection and deletes the user's account.

So, if you mod your game or use a mod made by someone else, or "accidentally" happen to use memory mapping cheat tools, please use them offline only.

The private server is no longer available for download so no more running a "Localhost" server. There were so many changes and time wasted that I'm not willing to spend any more time to merge them to the private server at least for now.
...