First off, big thanks for your comments, suggestions, and reports regarding the alpha demo.
It is a surprise how fast our small community is growing. The last time I’ve checked it was 500-800 wishlists per day which is pretty cool for a small indie studio without a publisher. I’m glad to have you with us! Thank you so much. Yes, that number will decrease soon but it's very cool already. :)
Secondly, in this news post, I’d like not only to answer a few frequent questions but also to tell what was fixed, changed, and added in the past few days. I did not want to spam Steam with daily build updates, after all, it is just an alpha demo build, so here we are.
BUILD UPDATE
A few takeaways of what has changed in the past few days. You’ll find the detailed build changelog below, and also in the actual game (Start screen, press F2 for Changelog).
· UI: As you’ve probably noticed, we keep updating the game to a lighter UI design, screen by screen. We’ve improved so far the Start screen, World Creation, Hero Creation, Chest and Inventory, Recipes, Building Details, as well as the Character screen. Yes, this Alpha demo is a real in-development demo, so you actually see what is on our daily table too.
· Lighting: We’ve improved the shading and lighting further. Not only the 3D voxel buildings throw a soft shadow with soft voxel edges now, but we’ve been also working hard to make the 2D sprite billboards (trees, stones, obstacles, grass) throw 3D shadows too, which then have to look similar to the 3D buildings. We have someone on the team who is quite familiar to you if you ever played an HQ Shader Pack before. But more on him in the next post update. He’s helping us to make Nimoyd, over time, more AAA!
· Balancing: Some balancing regarding the OP Proton tool (which is a mid to late game tool that replaces the Pickaxe tool, and for testing ended up in early game), but also tweaks related to the NPC attack waves. I’ve also re-added exhaustion again (tiny constant energy loss), to see how it feels to you guys. Yes, actions still cost Energy but now a small Energy loss occurs in the background, piling up to maybe some -0.6 Energy per hour (1 h in-game = 60 seconds in real-life). So, it’s 14.4 Energy per day in-game. It reflects natural exhaustion. I will probably crank it up a little more, depending on how it feels. After all, games like Stardew Valley lose Energy only on actions, while typical survival games have constant food and/or water loss for good reasons.
· Fixes: Aside from that, it’s been 25-30 fixes in a few days now, from small to bigger ones. If you are interested in it, maybe check the changelog below as it may be less exciting for most of us.
FREQUENT QUESTIONS
· What about multiplayer? Why is there a multiplayer button? Multiplayer is coming, just not now. We’ve stopped working on multiplayer a few months ago, simply due to our team size, when I’ve felt that singleplayer will be more important for an alpha demo. But it’s coming, probably in a few months.
· What about mobile? This is a very frequent question. To many of you guys, maybe not on Steam, but on Facebook, Nimoyd seems to look like the perfect mobile game. Mobile is coming too. We did not announce anything yet but we get it stable and cool on PC and consoles first, and then mobile, unless we team up with a publisher who throws so much money at us that we change these plans. But so far we’re still self-funded and independent, so we have to make priorities.
· What about those publishers? Still in progress. I’ll tell more about that, the release date, and other details, as soon as we’ve made a decision which will be likely in a few months. Because, of course, all the publishers I’m talking to have their own ideas on how to release Nimoyd.
· How to report bugs and suggestions? You can either use the in-game reporting tool (Stomt), by pressing F10. I’m always checking Stomt. Or, you report in our bug reports channel on our Discord server. Link for Discover above, and in the game. Or, you could simply write me an e-mail which I’m reading: support@nimoyd.com
· The game is too easy! The game is too hard! Yes, both. Please keep in mind that it is an alpha demo of a complex game with lots of generated content. It is really still in development, with many improvements, and lots of balancing.
· What is this Backer thing? We’ve been talking about a potential Backer reward system on our Discord for a few months now. Some players also asked if there’s a way to play the game long after the alpha demo, especially with the new features then, right? And with all features that are currently stable but not part of the demo, i.e. loading save files, or the creative mode (essentially allowing you to build your own stuff for hours). Therefore, I think what I’ll do today and tomorrow is setting up a backer page, using Humble Bundle widgets, which will allow you to pledge for different rewards tiers which will not only give you alpha and demo access. Of course, this is in good ‘ol Kickstarter fashion, only outside of Kickstarter, so as always, you can talk to me about everything, as some of you probably have noticed in the past months already. Yay. ;)
· How long is the Steam demo available? Until 23 June. When the Steam event ends.
· What about translations to Portuguese, Spanish, Japanese, etc.? It’s coming but not in an alpha demo. It’ll be available in the final game, and probably in some late beta version.
CHANGELOG
0.7.90
ui: world creator lighter design ui: chest and inventory lighter design ui: character screen lighter design ui: info regarding energy, xp, and gold loss after death ui: minor start screen improvement, and prep for backer system balance: shorten wave attacks balance: re-added exhaustion, tiny constant energy loss fix: improved ranged weapon handling fix: remove a few traits for now, causing issues fix: mini map rotates with the player cam fix: removed unsupported settings in demo settings ui fix: two crashes related to inventory checks fix: a number of minor issues fix: voxel and asset hp bar fix: improved invocation event handling fix: removed cook and mystic traits for now
0.7.88
fix: proton tool fixes and tweaks fix: bigger npc cities fix: player attacking npcs
0.7.87
ui: lighter hero creation screen design balance: locked by in item info jumps to item in recipes fix: sprite shadows fix: fungus expansion at night looking better fix: world map not always centered initially fix: npc ai combat improvement fix: encyclopedia fonts
0.7.86
lighting: added shadows to 2d voxel assets ui: start scene 'next update' info ui: recipes ui now lighter ui design ui: building details ui now lighter ui design fix: numerous fixes regarding gameplay fix: less mini map icons visible fix: show more governors fix: npcs will now shoot if you climb too high fix: no attack waves if player underground fix: flowers had wrong id fix: notes and help ui font fixes fix: hp energy bar update issue fix: remove 'doctor' and 'quest giver' as npcs fix: ui bottom grid issue when items disappear fix: disable debug keys in build fix: mech hit by pickaxe had no hp fix: sepia shaders in recipes ui fix: ai combat behaviour improvement
Next demo build update either tonight (CEST), or tomorrow. It’s almost every day now. Tomorrow is also a content update where we’re adding a new city theme to the game. And, who knows, maybe we’ll add even another city theme next week before the demo goes offline.
In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder on the website special section.
Cards for special weaponry
If you suddenly forgot what characteristics a particular type of ammo has you can find out more about it right in battle by hovering over the shell icon in the action bar (list of ammunition and vehicle capabilities at the bottom of the screen).
In this update we have also added this handy card for rocket driven weapons on your armoured vehicles and ships. Additionally, you can find the amount in one salvo and the total ammunition amount for a vehicle on the indicator of smoke grenades. Try it out!
A little more improvement for distance rendering
In a previously published It’s fixed! №2 we had fixed disappearing ground vehicles for aircraft at distances greater than 1 kilometer. But in some locations with difficult terrain the problem might sometimes be repeated.
Thanks to your reports, we found many such places and fixed the display of the vehicles in them.
New flares
In the rare night battles you definitely noticed the “drops” from command falling from the sky - flares that help to detect the enemy even if your vehicle doesn’t have a night vision device. But we noticed your comments that the illumination from these projectiles wasn’t enough for the entire battlefield which caused some problems, for example when driving from respawn points.
Accepted. New deliveries will use higher power illumination charges with a significantly larger illumination area from this update.
Improved gear selection when driving uphill
In the previous “It’s fixed” digest we described work on the logic of selecting the right gear for downhill and uphill gear change. Downhill was fine but in travelling uphill we could see some weird moves - the driver might try to shift into a higher gear which was wrong because the vehicle didn’t have enough power on such hills.
We have sent the drivers to the academy and now they will be better at selecting gear when going uphill on a regular incline.
Correct operation of the throttle
You probably got used to the fact that switching to wep mode and leaving it in an aircraft is done by a short press of the increase or decrease thrust button. It is convenient and understandable. Unfortunately, this mechanism broke and switching to normal 100% thrust suddenly became difficult.
We put everything back the way it was. It is now easy again to switch WEP on and off with a short press on the thrust control button as before.
Modifying virtual reality (VR)
We continue on working to improve the performance in the game of VR headsets. This time we have fixed the double image in the mirrors of aircraft, the disappearance of some objects in the right lens of your headset and the vignette of the AGM-65 Maverick missiles, which wasn’t moving in the view.
We are continuing to work on fixing bugs in War Thunder VR mode and would like to thank all players who have reported issues to us they have found in VR mode.
The changes you feel
For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list which we have prepared in the separate changelog - there are many interesting things.
Once again, many thanks for all your bug reports that you submitted in our bug report section on the War Thunder forums.
Update 16.06.2021 (2.7.0.51 - PC / 2.7.0.47- Xbox, Playstation)
Fixed an incorrect throttle changing from WEP to 100% in "Relative control sensitivity" mode.
Ground vehicle gear change whilst going up slopes has been improved.
Fixed a bug that caused a gear up warning indicator after the landing gear was torn off.
Incorrect reload indicator of auxiliary armament (rockets, depth charges) after depletion of the first stage stowage of main calibre guns has been fixed in naval battles.
Fixed a bug that caused aircraft to crash on the airfield after reconnection to a battle.
Action panel for ground vehicles now has a tooltip and icon of the current shell type.
Action panel for ground vehicles now has an indicator of the smoke grenade salvo (number in salvo/total number).
Fixed a bug that prevented user created missions from appearing in the missions list.
The display of unachieved medals in the “Awards” menu has been improved.
RN Geniere is no longer displayed as a Premium ship in the hangar.
The illumination radius of illuminating shells in mixed battles has been increased from 600 to 1,700 metres. The triggering height has been increased from 450 to 600 metres.
Missions and locations:
Completely corrected a bug, where distant ground vehicles in mixed battles might be displayed underground on specific places in locations.
Aircraft model, damage model, characteristic and weaponry changes:
B-29, Tu-4 — nuclear weapon carriers now spawn in the air over the airfield. Flight time before the bomb is dropped has been reduced from 2 minutes 30 seconds to 1 minute 50 seconds, depending on the distance between the airfield and a drop point.
P-43A-1 — an incorrect carrier respawn for this type has been revoked.
“Red Angel” rocket — explosive mass has been corrected to 39 kg (report).
Sea Venom FAW 20 — a second radar display has been added.
AH-1G — mounted 20mm М195 gun now has selectable ammo belts.
Mi-24P (Germany), Mi-24P HFS 80, Mi-24V, Mi-24D, Mi-24P, Mi-28N, Ka-29, Ka-50, Ka-52 — mounted 23mm GSh-23L guns now have selectable ammo belts.
PB4Y-2 Privateer — 1,000 lbs Mk-13 Mod 0 mine has been added.
Buccaneer S.2 — a bug has been fixed that prevented the aircraft from entering a battle due to lack of the offensive armament (report).
Ground vehicle model, damage model, characteristic and weaponry changes:
Strv 104, Warrior — added option for entering range data from the laser rangefinder to the sight.
T-80U — a bug with the incorrect display of components of the turret combined armour in the x-ray mode has been fixed.
ZPRK 2S6 — fixed a bug with the missing commander’s IR searchlight after researching the modification 2S6M1.
Cromwell V RP-3, BM-8-24, Calliope, M26 (T99), 15 cm Pz.W.42, RBT-5 - overpressure damage has been specified. Damage to rockets outside the hull may not initiate this type of damage.
PGZ-04A — fixed a bug preventing missile reloading in Arcade battles. A bug with missing missiles with certain combinations of default, HE and/or AP belts has been fixed as well.
TTD — overestimated visibility value has been fixed.
VR
Double images in the mirrors in aircraft cockpits have been fixed.
Missing objects in the right lens have been fixed.
A bug where the vignette of the sight on AGM-65 Maverick missiles wasn’t moving, has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
- New massive feature: Battle Cards! - Grow your personal card collection and play against other players! - Explore Pixel Worlds to find rare, tradeable cards! - Summer events return in July: Collect ice-cream for unique quest rewards! - Flowers of Summer event every weekend during July and August! - See your win rate in Best Set contests! - World Locks become untradeable! - Convert your locks to Byte Coins with a temporary, better rate!
Asia Division CNC and FLT defeated their opponents on June 14th, making it into the semifinals. The battles for the remaining two positions will be decided today between 20:00-22:00 (UTC+8), when TESS, HOT, WF, and BRT will be battling it out against on another! We are awaiting the results with bated breath!
What's more, the South America and MENA Divisions' opening matches are nearing! South America Division Opening Match
The following are the events that will be available to the game starting today!
1. Coin/EXP Buff Wave
Event Period: 6/18 ~ 6/22 23:59 PDT
Enjoy Special Coin/EXP 50% buff on 3on3 mode! Only during the weekend!
2. Summer Login Event
Event Period: 6/16 ~ 6/22 23:59 PDT
Just login every day and get daily rewards free!
Reward will be sent to your Message Box automatically!
3. Platinum Card Sale
Event Period: 6/16 ~ 6/22 23:59 PDT
Special Platinum Card Sales including recent legend Jack!
Meet all the legends and get their most wanted item!
4. FS Platinum Sale
Event Period: 6/16 ~ 6/22 23:59 PDT
Limited to chance get FS Platinum card packs!
FS Platinum pack contains 3x FS pieces and bigger chance to win rare FreeStyle moves!
5. Extra Points Event
Event Period: 6/16 ~ 6/22 23:59 PDT
No need to wait for your extra points!
Check how much you have purchased right away on the event page.
Event Mechanics:
1.) During the event period, you can find Extra Points Event page in the event tab 2.) You can receive your extra point in this page and your extra point will be automatically sent to your message box 3.) As soon as your purchased points DLC arrives to your Message box, the point will be accumulated 4.) To receive extra points, you MUST fulfill the required accumulated points 5.) You can see your current accumulated points on the event page
550 Points DLC = your purchase record 500 Points
270 Points DLC = your purchase record 250 Points
155 Points DLC = your purchase record 150 Points.
6. Food Buff Packs
Event Period: 6/16 ~ 6/29 23:59 PDT
Grab your meal and get a food buff!
Be stronger than anyone else during the match!
Special food packs are on sale at reasonable prices!
*Food Buff Basic Pack (available to purchase 4 times) – 50 points *Food Buff Full Pack (available to purchase 4 times) – 90 points *Buffet pack (available to purchase 4 times) – 120 points *Popular Ingredients Pack (available to purchase 4 times) – 50 points
7. Intensive Manual Shopping Bag 25% Sale
Event Period: 6/16 ~ 6/22 23:59 PDT
Exclusive chance to get the most wanted item with special discounted price!
Get your intensive manual on hand and upgrade your mate!
8. P5 Shopping Bag Sale
Event Period: 6/16 ~ 6/22 23:59 PDT
Get your special P5 characters!
All P5 character shopping bags are on sale.
9. Skill Training Packs
Event Period: 6/16 ~ 6/29 23:59 PDT
Meet skill packs with up to 55% discount!
Grab the golden chance to get a bunch of skill training balls at reasonable prices!
4 different options are available now!
10. Ukiyo-e Outfit Pack
Event Period: 6/16 ~ 6/29 23:59 PDT
Summer-breezing Ukiyo-E outfit with special 50% discount!
Get the outfit and your necessities!
11. Ranked Mode 2021 Summer Season
Event Period: 6/16 ~ 7/6 23:59 PDT
Challenge your skill over all platforms!
Who will be the top baller across all platforms?
Only opens 12 hours every day for 3 weeks!
Summer Ranked Mode Begins!
Challenge your true skill over all platforms! Who will be the top baller during this Summer season, across all platforms?
Reward List:
Q&A:
Will my rank be reset from Winter Ranked Mode? - Starting rank for this Summer Ranked Mode will be applied depending on the previous winter rank. Check out the below image for more details!
I want to play Ranked Mode in different regions this time. Will my rank be maintained? - We have changed that Rank Apply(above image) can be applied to any server where you start the first Summer Ranked Mode. HOWEVER, if you move to a different region that is different from where you played Summer Ranked Mode, your rank will be reset and cannot be restored.
ex) If you played Winter Ranked Mode at Asia and got SS rank ; You can get your starting rank A, no matter where you start to play Summer Ranked Mode.
Note :
# Starting rank for the Summer season is applied depending on the previous Spring rank. # Rank will be reset to D if you change your region while proceeding with Summer Rank Mode. # Check out the time for each regions and don’t miss a single match!
Server Time Standard (PST) NA : 10:00 – 22:00 EU : 03:00 – 15:00 Asia : 21:00 – 09:00