Shachibato! President, It's Time for Battle! Maju Wars - t.usui
Hello fellow comrads!
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We’re back, pilots! It’s been a long and winding road, but we’ve been able to pull ourselves up by our bootstraps and get some more work done on Azure Domain! As a big, hearty thank you for being so infinitesimally patient with us, we are releasing a brand-new update with a smorgasbord of changes!
New planes, revamped visual effects, improved controls, quality-of-life updates, and bug fixes await in this brand-new patch! There’s so much stuff here, it’s tough to know where to begin. Let’s start with the biggest change first: we have added 3 brand-new planes for players to fly!
First up is the FMan-72 Czar. A heavy assault plane that has seen venerable service in the Republic of Deussean’s air force, the Czar is packing 3 medium and 2 large hardpoints. It is slow and tough to maneuver, but has powerful weapons and defensive systems.
Next, the QuF-12 Javelin! This is the standard-issue fighter for pilots flying for the Quixonian Union. An advanced piece of kit, this plane boasts phenomenal speed and maneuverability, and firepower equal to a Viscount. At the same time, however, it depends on that agility in order to survive; it’s defenses are paltry and weak.
Finally, Motoboyo’s premier heavy gunship, the Tori-12 Mukudori, enters service. This behemoth, modeled after the Suzume, is packing 8 small turreted hardpoints. The placement of the turrets enables some interesting strategies and counter maneuvers.
But of course, planes are only good if they can be flown, and in that spirit, we’ve made phenomenal adjustments to the game’s controls. Mouse controls have received a huge overhaul, requiring less movement to maneuver planes and featuring greater sensitivity than ever before. Joystick and gamepad controls have received an update as well, feeling much smoother and controllable than previous iterations.
On top of all this, the camera can now be panned in an analog fashion, instead of rotating to fixed angles. Simply press the Rotate Camera Modifier button and let your mouse or right stick do the rest. Gunship turrets can also be shot while panning, enabling free aim of weapons while looking around. Once you tap the button again, the camera will snap to the closest fixed angle, allowing pilots to fly while looking up, to the side, or backwards.
Finally, we’ve made some significant changes to the countermeasure system. While countermeasures are active, you can repair your plane by dealing damage. Previously, the countermeasures would passively heal, and you would receive health if you got hit by an attack that the countermeasure blocked. This approach was at odds with the game’s aggressive playstyle, so we flipped the script by enticing players to damage enemies in order to get health back. The passive healing and health-on-attack functions have been removed, so be sure to be aggressive with your countermeasures!
The best part still is that this is far from an exhaustive list of changes! We’ve pulled out all the stops and made sure that Azure Domain is the best game we can make. We look forward to hearing what you have to say about it, and we hope you enjoy playing it as much we did making it!
Sincerely, Gordon Whaley (Johnny B. Getgoode) PCMG Lead Developer.
Full changelog for Azure Domain version 0.1.11:
-Camera controls for aircraft are now analog.
-Mouse and keyboard controls reworked to be smoother, and require less mouse movement to yaw/pitch.
-Joystick controls reworked to be less twitchy and more responsive.
-Rotation issue in hangar beauty cam fixed.
-Weapon stats rebalanced and tweaked.
-Plane stats rebalanced and tweaked.
-Sky Drift replaced with afterburner function; hold button to gain speed.
-Added weapon drain mechanic; each weapon in a fire group reduces the amount of energy gained per second. The amount varies by weapon.
-New visual effect for countermeasures.
-Added environmental reverb to map boundaries prefab.
-Fixed issues with targeting enemies in front.
-Reworked countermeasure system (attacks while countermeasures are active heal now. Removed passive heal and heal on getting hit).
-Ability menu renamed to Wingman menu; ability and countermeasure buttons removed.
-Button/key controls added for countermeasures and abilities.
-Ability and countermeasure indicators moved to HUD.
-Tweaked incoming attack displays for AI planes; they now appear just before a plane can attack, instead of when an enemy has line of sight.
-Fixed a bug with chain lasers not seeking targets upon a hit.
-Reworked exhaust VFX
-Replaced debuff text with icons, and made it so the icons always face up on the camera.
-Fixed exploit with Gauss Cannon allowing infinite damage if game is paused on impact.
-Reworked Class 2 Missile launcher to launch missiles sequentially, instead of all at once.
-Fixed a bug that reversed avoidance direction when AI detects an obstacle.
-Lengthened the AI detection radius, and made it so the AI only avoids enemy planes.
-Buffed AI damage and nerfed their turn rate
-Buffed health of Viceroy and Desmond airships.
-Added three new planes: FMan-72 Czar (Assault), QuF-12 Javelin (Fighter), and Tori-12 Mukudori (Gunship).
-Reworked airship smoke FX; there is now a flame at the bottom.
-Gave the Desmonds in the Carrier Assault mission predetermined paths.
-Removed unnecessary space from the mission area in Carrier Assault.
-Revised collision detection methods for planes and airships.
-Refined targeting display and added silhouettes to planes for the display to render.
-Added gradual acceleration to flight physics.
-Rotate camera function is now a toggle, and gunships can aim and fire their turrets while rotating the camera.
-Adjusted the player turret logic so planes don’t shoot themselves while rotating the camera.
-Adjusted score tracker logic so that wingman kills count towards the kill total.
-Adjusted score thresholds for Carrier Assault.
-Added color grading.
-Adjusted size and color of crosshair for easier visibility.
-Reworked spawns to be determined on how many craft on one side are remaining versus timed.
-Reworked options menu to save user variables properly.
A new feature was added to make dying less punishing and I would dare say more interesting:
New Feature
Whenever you die and loose all your non stashed items you gain Skull Tokens.
The skull token gain is equivalent to the worth of the loot you lost.
Skull tokens are an auto-use resource. They are consumed when enemy drops an item on death and upgrade this item's rarity. So if a Rare weapon was dropped it will be upgraded to Epic.
The tokens amount consumed is related to the rarity upgraded, higher tier upgrades cost more.
The April patch is finally upon us! We know that a lot of you have been waiting a long time for this, so have we!
First, we have the introduction of the Stryker Booster Pack content, including two brand new (S)pecial variants of the Dragon and the Thunderbolt with unique patterns, unique cockpit items, and a new direction with exclusive bolt-ons. Details are below, let us know what you think! By the way, we'll be announcing the new Clan Booster Pack soon, and we think you're going to love it!
Next are the Weapons and Equipment changes. This is the largest single rebalance pass to weapons and equipment we've ever implemented in a single patch. We hope you have fun trying out the new values, and find more options and value with previously under-performing weapons and loadouts. Your feedback here is invaluable, so please share your thoughts and experiences, so that we can bring another iteration of changes to the patch in May.
We were also able to get a few miscellaneous Quirk changes into this patch. Don't worry, more attention to more Quirks is coming soon!
Finally, we have made the Spawn Point changes to Tourmaline that we initially intended to get into the March patch. This should resolve the problem of Assault 'Mechs spawning in an area that usually resulted in them getting caught in the open before they can regroup with their team. Our new MWO Leve Designer, Francois, has been hard at work completely updating his first map, including modifying terrain, adding and removing assets, and changing spawn points. Look for this first significant map update in May, with more to follow!
Last item, then we can jump into the details of the patch. Be on the lookout for our New Player packs coming to both Steam and the website. They will feature four Inner Sphere Hero 'Mechs, one from each weight class, and will be loaded with extra value, including MC, GSP, C-Bills, bonuses and more, at a deep discount. Available soon!
Okay, Panda Peeps. Grab your Early Internet Culture Starter Pack, because we're about to welcome a seriously special girl to the Crush Crush roster.
First, double check that no one's using the landline. All clear? Awesomesauce. Now let's dial in to the World Wide Web and meet your latest love interest.
Explora-chan is cool. Explora-chan is fast. Explora-chan is very secure, and not at all concerned that you won’t like her! Ha ha!
Also, if she looks familiar, it’s because she’s actually a cameo character originating from Merryweather's amazing Browser Waifus webcomic! We cannot overstate how excited we are about this. Eeee!
So we definitely wanna say a huge THANK YOU to Merryweather for permitting us to adapt one of their characters for Crush Crush, and we HIGHLY encourage you to go check out the webcomic. You can read it here, and check out their Twitter here!
Enjoy getting to know Explora-chan - we’re positive you’re gonna have a BLAST (from the past).
The Lost Legends of Redwall™: The Scout Act 1 - CaptainGreigh
Early Lilygrove was often a target of vermin affected by the Mossflower drought. In response, the Lilygrove Scouts were created as an armed and trained militia to assuage conflict. In order to best protect the town, they built a great camp at the top of the tallest peak, setting up watchtowers and warning fires able to spot danger well before it reached them. This became known as Hilltop Camp.
Though once housing hundreds, the camp now only serves a half dozen or so full time Scouts. The rest of the defenders come from neighboring towns and villages that sprung up after the decline of Lilygrove's renaissance.
The Lost Legends of Redwall™: The Scout Act 2 - CaptainGreigh
The frozen wilds of Old Moss Creek are only a short boat ride from the warm and lively village of Lilygrove but carry a silent and ancient air of a time long past. Scattered throughout the frigid river bed are the shells of a one bustling forest community, including the Old Moss Mill, where winter berries still adorn the aging trellises. Only the scouts of neighboring villages ever venture here now to sharpen their survival skills and explore the old ruins.
After the attack on Lilygrove, our brave scouts make there way upriver in search of a safe place for a nights rest. Though their path will cross with familiar and friendly faces of other woodlanders on their way north to Redwall, the very vermin responsible for the attack on their beloved homes are also heading north to rendezvous with Captain Cheesthief.