0.9.2 is an optional client-only update! You may connect to the server with either 0.9.1 or 0.9.2. We recommend 0.9.2 as it fixes a lot bugs and crashes.
Enhancements : - Now splitting score in the situation of a tie (done before 0.9.2 release) - Made scores in leaderboard look more compact - Cursor is now automatically hidden after not moving the mouse for 5 seconds
Bug fixes : - Fixed bug with fullscreen mode when UI scaling is not 100% on Windows 10 - Fixed bugs with score computation (done before 0.9.2 release) - Fixed bug where carpet particles wouldn't reset properly - Fixed crash happening with shop window when buying and closing it before confirmation - Fixed crash happening sometimes when losing connection - Fixed bug where you could clip through ceilings that are stuck to drawers - Fixed FPS display overlapping exit button in titlescreen - Fixed bug where remote mobs would not be hidden by the hide other player option - Fixed bug where messages in chat from players with XP levels 1 to 4 would be shown with a gray icon
One of the most requested features by RPG fans - and our amazing community in particular - is the ability to explore the passionate world of character romance, and we’re thrilled to announce that it’s here! You will be able to flirt with multiple characters throughout your adventure, the way you want to, and with no limitations in terms of race, class, or gender.
Available characters in Romance System:
Nazhedja
Lugaid
Tiana
Amergin
Berath
Delba
Heraklios
Brigg
Khaldun
Mal
With Romance System, each decision will impact on the perception the characters have of you. The moment you are attractive enough to either of them, you can talk about your feelings and start a romance if the attraction is mutual.
NOTE: The Romance System works in old saved games, but some characters will need specific events to reach enough Romance points. For example, some characters add Romance points after completing some quests. If you completed that mission before the update, the Romance System may not work properly. If you want to fully enjoy romance features, we recommend starting a new game.
New Equipment
We’ve additionally added more than 50 new items! There are more weapons, armors, shields, equipment, and new ways to fight enemies and show off your amazing custom character! But less telling and more showsing; here are some examples of the new equipment you’ll find in The Waylanders:
Steam Achievements
Good news for players who like to compete with themselves. Achievements have been added and can be unlocked by playing The Waylanders! Are you ready to complete 67 different challenges?
More lore
We’ve added new entries in the Codex. You’ll find new content for characters, locations and story. Read up and fully immerse yourself in the extended world of The Waylanders.
Bug fixing
We’ve fixed some bugs:
The tutorial froze when you deselected one of the companions after making a Formation.
Some items disappeared from the inventory, after you canceled the action of removing that item.
Sound adjustments in several cinemactics.
Sometimes, the game crashed when you deleted a character profile
Fixed some bugs related with the fade to black effect at the beginning of the game.
- The system of danger levels has been completely redesigned. From now on, only the first boss is available to you at the first danger level, at the second danger level you can reach the second boss, etc. - You are guaranteed to get a blueprints and several cubes from each boss. - At the stations, you can find up to three blueprints at a time.
Greetings, and welcome back for our last look at the supply system that ships with the Barbarossa update. As you all know, I’m British, and in Britain the trains never run on time - I couldn’t possibly break with this tradition, hence a completely intentional 10 minute delay on today’s diary.
There’ve been a couple of changes since we last looked at this, so you may find I’ll be reiterating a few aspects that we’ve already covered in previous diaries, albeit in some cases with a new twist.
Trains
As indicated in a previous diary, the logistics network that supplies your troops relies on the large-scale relocation of supply using trucks and trains.
Whereas trucks serve as an optional last-mile carrier for military supplies, trains make up the backbone of any logistics network that supplies an army which exceeds the local state supply available in its location.
The domestic production of trains is something that is unlocked via the technology tree. Many countries will start with the initial (civilian) train technology readily unlocked, however, there are several more options available to you as time progresses (more on this below!). Your overall train need for the logistics network is derived from the overall supply usage of the nodes supplying your troops, and the distance factor that supply has to travel in order to reach them. In essence, the more troops you have drawing supply, the more trains you will need to keep supply running.
Needless to say, if fewer trains are provided than are required, supply output at point of demand will incur penalties proportional to the magnitude of the shortfall.
In one of our previous diaries, we alluded to a number of interactions that could be performed on supply nodes - one of these was a train priority setting. It transpired that this did not fit well with the underlying simulation, and we’ve removed this setting from nodes.
Logistics Strike
Of course, a freight-train loaded with supply makes a juicy target for the enemy. In NSB, CAS and bombers are able to perform the new logistics strike mission, which can put a severe strain on an enemy’s ability to supply their network - actively destroying trains and trucks, as well as damaging railways in the target area.
The strategic bombing air mission will also target rail and supply infrastructure, however the logistics strike mission is a much more effective way of neutralizing an enemy’s fighting capabilities while retaining important industrial infrastructure if you intend to occupy an area for any period of time. Train Variants
As mentioned above, trains will be a researchable technology with several variants. Trains, unlike regular units, are not controllable - their movement and behaviour is entirely simulated based on the needs of your logistics flow. This said, there are several important statistical aspects to them. To begin with, most of your network is likely to be populated by civilian trains. You can construct more of these by co-opting military factories. Further on in your campaign, you can unlock a variant of the civilian train with a significantly reduced construction cost.
To combat the strategic mission mentioned above, there is one (or..is it more?) further item in your toolbox for owners of the NSB expansion. Armored trains, while coming with a higher price tag, are much more resistant to destruction from air missions, and can act as an effective deterrent against logistics disruption.
Train enthusiasts (we have none of those here, right?) will note that the trains displayed above belong to the soviet union - there is indeed unique art as well as 3d models for several other major nations. A highly camouflaged train in action. Displayed trains are based on your stockpiled train equipment. This is the german armoured locomotive!
That’s all from me for today - I’ll hand over here to @YaBoy_Bobby to go over some of the details on supply distribution at a hub level:
Hub to Province Supply Distribution
We have talked about how trains and rails feed the supply hubs, but not so much about how hubs feed divisions in the field. As hubs are fed from the capital province by a rail network, divisions are fed by hubs over land.
Every Hub has an overland range that gives it a collection of provinces that it touches. This range is constant, but the cost of moving over each province is impacted by things like weather, terrain, rivers, and infrastructure. Motorization decreases the penalty for crossing each province, thus increasing the number of provinces a hub will touch and potentially creating greater hub density and thus greater overall supply in an area. As has been alluded to with the phrase “hub density,” a province may be touched by multiple hubs. When multiple hubs touch a province, a ratio is created to determine what percentage of the supply requested each hub is responsible for. Every hub that touches a province lessens the supply burden of other hubs also touching the province.
In the final step, Divisions draw supply from hubs, depending upon the relationship between their current province and the hubs that touch that province. When a hub does not have enough supply to meet demands, the lack of supply is distributed evenly across all divisions currently drawing from the hub.
In older DDs we talked about a penalty to the amount of supply delivered to a province based upon weather, terrain, and distance. Over the summer we decided to remove this penalty as we found it compounded in a hard to predict way that created bad supply and sometimes penalized having more hubs touching a province in a way that we did not like.
One Year Iron Harvest! New Video incl. Outlook! New Map!
News: Iron Harvest Year One Video
News: Live Patch 25
News: New Map “Night Raid”
News: Kickstarter Rewards Update
News: PS5 & Xbox Series X|S Release Date
Info: Changelog
News: Iron Harvest Year One
Iron Harvest has been released one year ago, 1.9.20 (September 1st, 2020)! In this video we look back at our first year since release and tease some things to come. Go check it out!
Some of the free updates in year one include:
10+ new maps
The new game mode “Drop Zone”
The Iron Harvest codex
Flying units and anti-air batteries
Ping system
New hero abilities
Unit skins & cosmetics
And we are now in our fourth season
We also released the Rusviet Revolution mini-campaign and the full-blown addon “Operation Eagle”.
Or 25th live patch will go live 1.9.21 (September 1st 2021) on Steam, GoG and Epic Store. The patch for the Microsoft Store Xbox Game Pass for PC will arrive with a small delay for technical reasons. Here are some of the highlights:
New Map “Nigh Raid”, see below.
New “Skip Mission” button that enables you to skip a mission after defeat.
You can now build Anti-Air turrets.
We adjusted the “easy” and “normal” difficulties. Since our AI improvements, some missions are harder than intended. With these adjustments, Enemy Units will have lower HP and much lesser DPS on easy and only lesser DPS on Medium (HP stays untouched).
Changelog: See below.
News: New Map “Night Raid”
The fighting has dragged on for weeks, with rain-steeped trenches and craters where once fields and forest were. A night strike has been ordered by high command in the hopes of catching the enemy by surprise and breaking the stalemate once and for all.
New: Kickstarter Reward Update
As more and more parts of the world go back to a somewhat normal situation, we finally can finish the last Kickstarter rewards and get them to Germany for packing and shipping. We can’t wait to show you the great artbook and the weapon’s manual – they turned out great. What we can show you already is the production of the signed art prints from this week! The creator of the World of 1920+ - Jakub Różalski himself - signed every high quality art print.
News: PS5 & Xbox Series X|S Release Date
As mentioned in previous DevBlogs, we are working hard on the console versions of Iron Harvest and the new console generation is progressing better than expected! Together with our Publisher Prime Matter we decided to bundle everything into one big version: The “Iron Harvest Complete Edition”, including the Rusviet Revolution DLC and the Operation Eagle Addon.
The Iron Harvest Complete Edition releases physically and digitally on October 26th on PlayStation 5 and Xbox Series S/X and will be available for 49,99 €/$.
Reminder for Kickstarter backers: Free console upgrade
If you backed the PlayStation 4 or Xbox One version, you can change your console pre-order (free of charge) to a next gen version of Iron Harvest.
You’ll see a "Digital Copy for PS4" or "Digital Copy for Xbox One" depending on your order. Below this element you’ll see "Digital Copy for PS5" or "Digital Copy for Xbox Series X/S".
Click one of the links, confirm and then you’re all done. Be careful, this action cannot be reversed later.
Info: Changelog
As always, we worked on many improvements and fixes based on your feedback.
Fixes
The "!" bubble on the main menu is now appearing again when season objectives are completed.
The Level Modern Times will now always ends after surviving for 5 Minutes
Prince will now behave correctly while using the “Lay Waste” ability
Prince will now use his abilities immediately when the target is withing range
Units will now walk on the frozen lake on Arctic Storm
Fixed a bug with the target selection of Lechs’ “Relentless Fury” ability and clarified in the tooltip that this ability will hit at most 5 targets.
Fixed a bug that could let Gulyay Gorod get stuck while retreating
Potential fix for the spinning train cannon
Smoothed out Brunhildes Mortar Animation
AI can now use the Skybike properly
Retreat Icon on Air Units is now fully visible
Wojtek Health now remains the same when Anna enters a garrison
Fixed a vulnerability in the codebase that could be used for cheating in multiplayer games.
… and more
Balancing Changes
Smokescreens There were some technical imperfections with smokescreens which we have fixed and we have adjusted some of the smokescreen behaviour. In general, smokescreen ranges have become smaller, and the duration became shorter. Additionally, Mocny's and Isegrim's smokescreens are now static and thus do not move with the unit anymore.
Polania Michal Sikorski: Michal’s ability to chase and kill retreating infantry was impacted by last patch’s change that prevents retreating units from tumbling. Michal's was already on the weaker side, and this change made him even weaker. We have increased his health to give more time to chase, kill and retreat before being caught in the crossfire.
Increased Michael’s health and that of his cavalry soldiers from a total of 690 to 820.
Increased Michael’s range in which he independently attacks targets in melee from 2 to 3 meters.
Mocny: Mocny feels underpowered compared to other artillery mechs. We increased the damage and reloaded cooldown of the deployed Mocny to give it more opportunities to make a difference on the battlefield.
Reduced reload cooldown when Mocny is deployed from 19 to 10 seconds.
Increased damage while deployed against medium from 75 to 90.
Increased damage while deployed against heavy from 65 to 90.
Saxony
Eisenhans: We want to bring Eisenhans closer to the player expectation without steering away too far from his role in the unit roster. We have increased his capabilities to deal damage by increasing the chance of his projectiles hitting moving targets, and by increasing their damage.
Increased projectile speed from 6 to 2 seconds.
Increased damage on unarmored from 30 to 60.
Increased damage on light/medium from 40 to 60.
Prince: Increased Prince’s repairspeed
Rusviet
Olga: Veterancy damage scaling was not properly applied to Olga's detonator, which was fixed in this patch. Her detonator now deals less damage when she is not a veteran, and more when she is veteran level 3 or 4. Her veterancy thresholds have been reduced slightly to accommodate for the change in detonator damage.
Reduced Olga detonator damage against unarmored from 150 to 120.
Reduced Olga detonator damage against light and medium from 250 to 210.
Reduced Olga detonator damage against heavy from 200 to 170.
Reduced Olga detonator damage against structures from 150 to 125.
Reduced Olga veteran threshold from 1500 to 1300.
Reduced Olga elite threshold from 4000 to 3500.
Usonia
We want to observe the state of the faction over a longer period and thus there are no Usonia specific changes this patch. Next patch might include balance changes for the faction.
Common
Gunship: The gunship has a similar role to Wotan and Nagan but used to cost only 2 reserve coins, we have increased that to 3. Additionally, we have reduced the anti-air capabilities of the Gunship to increase the number of effective ways to counter it.
Reduced anti-air MG damage On unarmoured from 10 to 3. On light from 4.5 to 3. On medium from 3.5 to 2.5. On heavy from 3 to 2. On structure from 0.1 to 0.5.
Increased reserve coin cost from 2 to 3.
Reduced splashradius for Gunship anti-ground weapon.
Stay up to date and get involved with all things Iron Harvest by joining us on:
After many months we can finally share that A Wake Inn is coming to a desktop PC as a standalone version called A Wake Inn: Rebooked! That's why we are presenting you a brand new (still hot!) trailer of our game.
Feel free to check it out - and enjoy!
Any thoughts or comments? Don't hesitate to share them with us in the comments or on our social media channels!
Well, that is not all...
We also took part in the GamesRadar's Future Games Show 2021 which took place at the end of August. We presented new, never seen before fragments of gameplay from the A Wake Inn: Rebooked. You have to see what we are preparing for all of you!
OK, that's all. For now...
We will keep you updated with any future announcements: here and on our social media - so you better not close your eyes...
- Optimized level 1-2 - Added tutorial for level 1-3 - Fixed a problem of wrong message in the level selection page of level 1-3, 2-1, and 2-2 - Fixed some language mistakes of French, Spanish, and Japanese - Added subtitle for Japanese language in the opening scene - Fixed bugs on building description - Added a few effects on the interface
- Optimized level 1-2 - Added tutorial for level 1-3 - Fixed a problem of wrong message in the level selection page of level 1-3, 2-1, and 2-2 - Fixed some language mistakes of French, Spanish, and Japanese - Added subtitle for Japanese language in the opening scene - Fixed bugs on building description - Added a few effects on the interface
This month's update is going to be a short one. the main news is that there's no news! But let me explain things better...
During the month of August I have been very busy with some real life things, including my day job, and because of that I couldn't dedicate any meaningful time to Virtueror.
I only fixed a couple of bugs, but nothing major or worth to mention here.
It's very likely that things will be the same during September, but the good news is that they will completely change in October.
Unfortunately I can't tell you why or give you more details yet, but I will do that in my next dev log.
I know it's not nice to see 0 progress on a game you follow, but for now I can't do any better than this as I don't work full-time on this project, yet... ;-)
Support this game, wishlist and follow!
If you enjoyed this update and if you want to support Virtueror make sure to wishlist and follow it. Thanks and see you next month with a new update!