Patch 15 for Axis & Allies 1942 Online arrives today— and it is a BIG one. We're completely overhauling the user interface, adding two new dice modes, plus many more features and fixes!
⚠️Outage Notice: Please note that Axis & Allies 1942 Online will be unavailable from 9am-2pm PDT on July 13, 2021 as we roll out the new patch.
Today's major update represents feedback from players all across the globe: from Steam Forums, Steam Reviews, Beamdog Surveys, Beamdog Support to Facebook, Twitter, Reddit, Discord, and more!
Huge thanks to our community of passionate players, and to everyone who tested out these changes in our Preview Build. We couldn't have done it without you!
Read on for full details and try the update today...
PATCH NOTES
Features
New Dice Modes:
There’s been a ton of discussion in our community around dice rolls. We’ve heard you!
Today’s update adds two new dice modes to the game: Low Luck and Biased Dice. Standard Dice will remain an option for players who prefer the classic RNG.
Here’s how these new modes will work…
🎲Low Luck Dice
In Low Luck mode, the number of hits equals the total attack power or defense power of units, divided by six.
If there is a remainder after this calculation (a leftover number not divisible by 6, ie. 1, 2, 3, 4, or 5) the game rolls an extra die that hits if the result is equal to or less than the remainder.
Example:
2 Tanks and 2 Infantry have a combined Attack Power of 8 = (3+3+1+1)
Low Luck Calculation: 8 ÷ 6 = 1, remainder 2
Total Hits = 1 guaranteed hit + a die roll that hits on 2 or lower
🎲Biased Dice
These dice control for extreme results. For each roll, the game takes a random result out of 100 that corresponds to possible dice outcomes (1 through 6). Results of 2, 3, and 4 are more likely to occur than results of 1, 5, or 6.
Menus
Visuals | Updated visuals on the Friends List, Notifications and Options menu
Settings | Updated visuals and streamlined the Settings menu
Help & Tutorials
Tutorial | Updated single player tutorial
Advanced Rules Help | Added “Help more” mode for advanced rules
Tooltips | War Report tooltips will reopen when returning to the War Report, if tooltips were open when you last viewed the War Report
Kick Players | Added clearer in-game messaging for players who are kicked from a game
Updated Tool Tips | See more detailed prompts to help you complete your turns and understand the rules
Heads Up Display (HUD) and Menus
Heads Up Display (HUD) | Now located at the top of the screen (instead of the bottom)
Victory Thermometer | Clearer visuals on the victory city counter in the HUD
Hover Information | Names of territories / sea zones display beneath the HUD when you hover your cursor over an area— so you don’t have to guess if it’s Sea Zone 15 or 16!
Menu Text | Brightened some of the darker text in the lobby menu to improve readability
Offline Mode | Offline Mode can now be activated from the main menu
Readability | Improved readability of the United States elements in the User Interface
Emojis | Emojis will now be filtered out of game and commander names to prevent compatibility issues on certain devices
In-Game Notifications | Updated the in-game message and notification display
Map
Antarctica | Added the continent of Antarctica
Southern Sea Zones | Expanded southern Sea Zones to create more space for units
Map Notes | Updated map note icons to be golden
Moving Your Troops
Drag & Drop! | In addition to basic click/right-click, a click and drag option is now available— drag & drop units directly in a region, or use the new tokens
Drag & Drop Toggle | Toggle drag & drop on or off in the input settings
Control Options | Customize mouse binding options in the input settings
Unit Tokens | New pop-up tokens show units in a territory— these tokens make it simple to pick out that one tank in Tokyo, or grab a unit from a crowded sea zone!
Expand Movement Details | Click on the diamond movement markers to open a window with details about units involved in the move!
Arrows | Refined movement arrows for a cleaner look
Radial Menu | Radial Menu added as default way to control unit movement
Standard Movement | Single unit movement is still available on ctrl + right click by default
Blitz Visuals | New visuals highlight tank blitzes through regions
Retreat Visuals | New visuals highlight battle retreats
Revert Controls | Added an option to change back to the previous controls scheme, available through the settings menu under input
War Report
Visuals | Updated visuals of the report
Information | Streamlined information to be more useful
Transport Overhaul
Streamlined UI | Transport loading/unloading is now easier with a streamlined UI
Cancellation | Individual steps of transport movement can now be cancelled, rather than needing to cancel the whole movement
Combat
No More Lane Rolls! | All lanes now roll automatically, without needing to click-through— much more like the board game!
Bombing Raids | Updated visuals and interface for bombing raids (so it’s much easier to tell the difference between a bomber’s standard combat move vs a raid)
Combat Board Visuals | Updated a few graphics & visuals on the combat board
Combat Animations | Toggle combat animations on or off in the graphics settings, such as flashing damage effects
Retreat | Prompt to Retreat or Press On is much clearer (so you won’t accidentally continue the battle when a strategic retreat is called for)
Roll Log | Dice roll log now shows special rolls separately (i.e. anti-air, surprise strikes and bombardments)
Retreat Button | Reduced size of “Retreat” and “Press On” buttons
Retreat | Added a retreat icon to clearly indicate the selected retreat destination and updated the related message bar
Game Phases
Automatic Turn Skip | A player's phases are now skipped automatically if they cannot take any actions in an online game
End Phase | To avoid accidentally ending a phase, players now need to click and hold the end-phase button to proceed (players can’t spam-click and miss a full phase anymore...but spamming “Enter” is still available)
Phase Summary | Streamlined phase summary details (this is no longer a wall of text, but should now be useful at-a-glance!)
Probability Estimates | Phase summaries now include rough estimates on how likely your planned battles are to succeed
Mobilization | Industrial complexes now highlight your deployment options
Defense Profiles
Interface | Updated the Interface for Defense Profiles
Maximum 15 | Increased the maximum number of defense profiles to 15
Turn-based | Defense profiles can only be changed on your turn, not during your opponent’s turn—***Make sure to confirm your defense profile before you finish your turn!!!
Defense Profiles | Decreased defense profile menu size and added vertical scrolling
Fixes
Stability | Improved overall stability and performance
AI Fixes | Addressed several crashes/bugs in AI games
Readability | Text on older operating systems/devices should now be more readable
Lobby | Fixed sizing and overflow issues in the lobby when choosing to join an opposing faction while already having joined the other faction
Map | Fixed map borders that caused certain visual issues
Transports | Fixed a crash caused by destroyed transports
Bombardment | Fixed an issue with bombardments where the wrong number of units appeared on the radial menu
Combat Summary | Fixed the color of the lost units count in the Combat Summary
Defense Profiles | Autosave will no longer overwrite defense profiles
Defense Profiles | Fixed a crash that happened when creating new defense profiles
Offline Mode | Fixed support for playing with no internet connection
Industrial Complexes | In the Mobilization Phase, newly captured Industrial Complexes will no longer be highlighted
Observer Mode | Observed combats now correctly begin after loading and exit after the battle ends
Movement | A group of units with a movement speed higher than one, will now correctly move as a group when clicking through regions
Transports | Fixed an issue with the transport interface where units would not display properly
This patch has a number of bug fixes and stability improvements for the Track Editor
Added a 'Play' tab to the Editor. This tab will have more settings and options when 0.8.5 comes out later this month such as 'Play Reversed' and 'Test Single Race / Time Trial/ Survival' etc...
Fixed a crash where nodes could become null during multiple undo-redo's.
Fixed a crash where Editor Entities could become null during a Track Editor session.
Fixed a crash where Water size doesn't deserialize properly. Default sizes added as a fallback.
Warhammer 40,000: Gladius - Relics of War - Alberto
Hi everyone, we're about to release a minor update for Warhammer 40,000: Gladius.
It consists of two fixes. Please let us know if you encounter any technical issue.
Changelog: ## Bug Fixes * Fixed a map generator issue that could result in not all accessible land tiles being connected. * Fixed audio not playing in rare circumstances.
First of all, I want to thank everyone for their patience while I continue to work on my passion projects. Long overdue, but so it's time for an update on my plans going forward.
I have gone through a rough period, working on Emberheart on and off, but I always kept going towards my goal to have a finished game even if I felt burnt out for a while. And that first finished game is coming closer to release, even though I realize there is still plenty of work left to do to finish the last bits, balance the game and polish everything the best I can.
So, what are the plans moving forward?
The game will be split up in 2 versions which we have both been working on.
First of all, the current game on Steam will be renamed to "Emberheart: Prologue". This will be the game as it was, but with some new features and the last areas to explore and all 6 playable classes. The Prologue will be the game that is made by a solo developer. Some features we promised were too big for a solo developer so I rolled back the project to an older version that I could finish with full content as a solo developer. So we split up the project from that point.
Secondly, I will make a new Steam page for the game called "Emberheart". This will be an improved and reworked version of the game, with a lot of features that a solo developer can't do all by himself. I've had some help from a few people + freelancers, and we have a nearly finished demo to go to publishers with and possibly do a kickstarter campaign.
It was important to recognize that my ambitions were too big for a solo developer. So now I can focus on finishing a game (the Prologue) while I can keep my ambitions for Emberheart the full and reworked game.
I had to cut some features from the Prologue, both existing features and features that we promised in the last news post. Most of those features will still be made in the full Emberheart game though.
What the PROLOGUE includes and doesn't include:
- Singleplayer only - 6 playable classes with fixed costumes but changeable weapons - 4 acts of explorable areas - Exploration objectives system so you have a reason to stay in areas longer or return there. - End-game systems - We cut out the crafting system because it was not balanced and didn't feel as "fun" as we wanted it to be - We cut out the Adventure Skill Tree in the Passive skill trees, because it unbalanced the game very badly - We also got rid of Legendary stats on items (Magic find, gold find, experience gained etc..) because they unbalanced the game. - No full controller support - No graphics overhaul - No User Interface overhaul
What we aim to have included in the full "Emberheart" reworked game.
- Multiplayer - Controller support - Graphics overhaul for a part of the levels - User Interface rework - Male + Female custom characters and visually equipable armor - Reworked skill system to have skill trees with allocatable points - Crafting system rework - We are playing with enabling dual classes, but can't confirm that it will go in the final game yet - And more...
Most of these features have been programmed already, but it takes a small army of artists for example to make custom armors and get all the graphics content in there.
We can't give you an ETA yet on the Prologue patch, but the reworked Emberheart game is still far off as we first have to find funding/publisher, then start looking for artists, then make the content etc... I estimate it will be early 2022 when you'll hear more about the reworked game.
Once again, thank you so much for your patience and support while we keep building on our dream and passion project.
🦊 We'll be showing Button City at PAX Online East! PAX Online East is everything you love about PAX including thought-provoking panels, exciting livestreams, new game demos, tournaments, and a community experience unlike any other all delivered to the comfort of your own home!
We'll be bringing back Button-Con (our super fun "booth" on our website full of digital freebies and minigames) hosting a merch giveaway, and streaming right here on Steam throughout the whole event, Thursday-Sunday!
💛 Check out ButtonCon here! (Updates this Thursday when PAX launches) 💜 Tune into our livestream on the Button City Steam store page, running 24/7 Thursday-Sunday! 💚 And don't forget to wishlist the game and follow us on twitter!
ON SALE THIS WEEK THRU SUNDAY, 18TH OF JULY 2021 D&D Mordenkainen's Tome of Foes Publisher: Wizards of the Coast System: D&D fifth edition Type: Core Rules https://store.steampowered.com/app/801970
ON SALE THIS WEEK THRU SUNDAY, 18TH OF JULY 2021 D&D Mordenkainen's Tome of Foes Publisher: Wizards of the Coast System: D&D fifth edition Type: Core Rules https://store.steampowered.com/app/801970