Dec 7, 2021
Neverlooted Dungeon - Wild Mage Games
Hello everyone,

Are you ready for a massive devlog update? Here's the news from the front.


Awesome Key Art

First of all, I'm proud to present the official artwork for Neverlooted Dungeon. The illustration was produced by David Alvarez, a specialist in role-playing and fantasy illustration, among other things. Personally I love it, David did a really great job! And you, what do you think?

David also worked on different particular formats, including variations on the positioning of the characters and other elements, for the steam page, for the cover, for wallpaper, etc.


Full Localization of the Demo

After having programmed everything that was necessary, I called on a translation company specializing in video games to translate the entire demo into German, Russian and Chinese, as well as a proofreading of the English version.

Thanks to Aurélie for proofreading the French version.

A Japanese version was courtesy of one of the discord members, Toyoch. A big thanks to him!

I still have to analyze the statistics of the demo to see if these new languages ​​have brought in more people, and decide which languages I ​​will keep for the release. Localization is expansive so I can not simply do it for all languages.


Improving the Levels

Since the last devlog, I have made good progress on improving the different levels of the game, especially with a lot of level design work.

The idea is to make each level contain a wealth of traps, puzzles and physical obstacles, to make the most of the different unique mechanics of the game. I also worked on the topology of levels, multiple paths, secret or unlockable passages, verticality, to offer interesting levels to explore - and re-explore.

Level 1

With this in mind, the first level has therefore been completely reworked, with now a real entrance worthy of a Legendary Dungeon™. I am particularly happy with the result and my objective is to rework all the levels to obtain an equivalent richness and quality.

You can already test it yourself by playing the latest version of the demo!

Level 3

Level 3 required a lot of work, because I had decided to rework and merge two previous levels to make a unique and very rich one.

The first playtests are very positive, and I can't wait to have it tested more. The finale of this level is really cool, and it contains a surprise that you won't soon forget...

Level 4

Level 4 is almost done. The idea behind this level is to offer something short but very rich in surprises (narrative, gameplay) to revive the dynamics after a somewhat long level 3.


Fire Propagation and Deep Water
In parallel with my work to improve the levels and existing features, I am working little by little on new features, to get ever closer to my initial vision - very ambitious. The idea is not to pile up features, but to create rich systems which interact with each other, to offer even more variety on traps, problems and solutions.

For example, it's all physics-based, and any physical interaction can trigger a trap, like throwing a crate with a gravity wand, or kicking a rat. The idea is to add more systems to interact with, like Fire and Water.

Fire Propagation Experimentation

I wanted to add a fire propagation system to burn objects and spread the flames to nearby objects. Indeed, in some advanced levels, several traps were based on fire, and I didn't like that you could block flames with simple wooden crates. I hesitated to remove these fire traps, but I wanted to first try quickly the fire propagation, to see what it brought and its advantages and disadvantages in terms of technique and game design.

So I set up this feature, which is currently enable in the demo, and I want to continue to explore the possibilities it offers, in terms of traps, obstacles, and interactions.

Now the crates will ignite, and will also be able to spread the fire to other objects, to monsters, to the player ... You can also ignite objects from other objects of the scenery, such as chimneys or campfires. It's great fun setting an entire room on fire and watching the flames spread, or to use it to kill monsters. Be careful thought, you could also be burning valuable items, like JumpJump™ Boots!

I will therefore continue to explore possible interactions with fire, fire-based traps and obstacles, and other possibilities and interactions with other game systems. Based on the playtest feedback and my own design experience, I will decide if I keep it or not.

Deep Water & Swimming & Water Physics

Another feature that has been close to my heart for a long time is the addition of deep water, water physics, and swimming. Indeed, a big fan of the very first Tomb Raider, I particularly like everything that water can add to exploration, in particular diving to find secret passages, swimming in underwater mazes, or simply the atmosphere provided by flooded rooms.

Along with the physical system, floating objects also add new possibilities for obstacles and physics-based solutions, such as making floating bridges, using water to move heavy floating objects, etc.

Finally, I have a large list of water-based traps, and it would be a shame if the game came out without a little trap or two based on flooding a room whose door suddenly closed behind you ;)

Upcoming Features

There are still plenty of other features that I would love to explore, but to avoid spending all my time on them, my focus remains on levels and traps, and improving existing content. However, I always keep a little time to explore certain things.

In small teasing, breaking more stuff, flaming oil, explosive gas, electricity, a better monster detection system to enable stealth, especially in the dark, more magic wands, even more magic equipment, ... ;)


October Events Update
The last few months have been very busy in terms of marketing events, which is an important task and one that should not be overlooked. I participated in the Steam Next Fest at the beginning of October and at Game Made in France at the end of October.

Steam Next Fest
At the beginning of October, the Steam Next Fest took place, the Steam event that highlights the next Steam releases, in particular games with demos. So for the occasion I had prepared a new demo, and I performed several live streams. I had also set up a small contest to win keys, bravos to the 5 winners! I am happy with the visibility that has been provided, but there is still a lot of work to do.

Games Made in France
At the end of October, I participated in the Games Made in France event, a four-day streaming event on Twitch and Steam, featuring the selection of French games on Steam. I had the pleasure of participating in a live interview with MisterMV and DamDam as they discovered the game live in front of thousands of spectators. I am very happy with the visibility and the feedback from the spectators.

If you missed the stream, you can watch it in replay here:https://www.twitch.tv/videos/1183660087?t=08h11m06s

Halloween Demo

Finally, to celebrate Halloween, and relax a bit after all these events, I did a little Halloween demo update. I added pumpkins, graves, more skulls, and turned 1st level into a deadly candy hunt.

If you missed this demo, you can find it on itch.io: https://wildmagegames.itch.io/neverlooted-dungeon-spooky


Players Feedback Analysis
When I set up the Steam Next Fest demo, I added a feedback form for players to give me their opinion on the game. I received over 350 responses, and I thank all the people who took the time to answer them. I spent a lot of time reading all the comments that were left, sometimes very, very long, sorting them, ranking the items by importance.

Overall, the responses are very positive, and I have noted the remarks on what pleases and dislikes. I have a long list of things to correct and others I could add :-).

The negative comment that comes up the most is that the fights are a bit boring and not very inspired. I wanted to keep them simple because the focus of the game is on traps. Despite this, I have plans to improve some points of the combat system, for instance I am investigating the possibility of parrying hits with a shield, to offer another approach of fighting.



Be Part of the Private Alpha Test
I quietly started to set up a private alpha, where I give access to an alpha version of the game to a handful of handpicked people. The more weeks go by, the more people I will add to test more and more levels. I prefer to give keys little by little so that I can improve the game between each wave of new users. I have set up a dedicated form to be able to register and participate.

If you are interested, REGISTER HERE.


Roadmap
So I will continue to improve the different levels, while improving the existing features, in order to have the most fun game possible for its release. After a slower pace of development due to my focus on marketing, development restarted faster and I can't wait to tackle the next levels and have you try them out.

Oh Wow, that was a very long dev log. Thanks for reading, and see you soon,

Arnaud.
MuGen - The Music Generator - KodingNights
Unleash your creativity today!











All of these songs were created by MuGen - the Music Generator and refined in FL Studio 20.
Monsters per second - Altillra
Monsters per second just entered early access!

I want to use this opportunity to tell you more about the game in its current state and about the early access plans.

Now there are 10 maps available (5 for each planet).
Each planet is inhabited by its own unique monsters.
You can buy new weapons and unlock new buildings to be prepared for a steadily increasing difficulty.

Here is a rough plan for the big updates during the early access phase.

-A new major game mechanic
-A new planet with 5 more maps and more monsters
(One map per update)
-Bonus “high score” map
The first big update is planned for the beginning of January 2022.

Smaller patches will be released whenever needed.

Feel free to contact me for feedback, questions or other issues.
Best regards
ALTILLRA
EVE Online - EVE Online
Ambitious Capsuleers,

The new Platinum Pack is available now! The pack provides 90 days of Omega time, 1,500 PLEX, the new Orca Radioactive Reclamation SKIN, an Expert Cerebral Accelerator, and an invigorating 650,000 bonus Skill Points bundled in one energizing package, accelerating you toward a future of your own making!

The new Radioactive Reclamation SKIN series is also now in the New Eden Store. It’s available for each and every one of EVE’s prosperous mining ships, individually or in bundles for mining barges and exhumers – alongside matching character apparel.



The contents of the New Eden Store will also be rotated on 9 December. As certain SKINs and apparel leave the store, others will be introduced to replace them. Make sure you pick up any items you’ve had an eye on, and check out the store on the 9th for all the latest additions!
First Class Escape: The Train of Thought - 0deersoft
Here is the change log for patch 1.5.1

General:
-Fixed few typos

Bug fixes:
-Some small bug fixes
Guild of Dungeoneering Ultimate Edition - Gambrinous
We have changed the Ice Cream Headaches region to be optional. It still opens up early on, but you can now finish the Grasslands and unlock the Jungle before tackling its harder quests. This will help with the difficulty spike (there's a big gold bonus & tier 2 chump upgrade for reaching the Jungle) as well as pacing issues where you didn't have unlocks to buy as you worked through ICH.

In line with this we have buffed the Snowitch slightly to be a tier 2 class. They now have +1 health and their key Ice Shield attack is now 'block 1 any'. They should now be viable in the Jungle.

We have also slightly buffed the final boss of the Grasslands region with +2 health.

We have changed the level of drawn dungeon cards to be within 1 level of your dungeoneer. No more L3 monsters on your first turn.

Other bug fixes:
  • Fixed crash on final quest if defeating boss before timer expires.
  • Fixed issues with Swashbuckler, Artificer and Drunken Sailor achievements not triggering.
  • Fixed issues with some achievements not triggering if dungeoneer wins with quick attacks.
  • Fixed some issues with "if successful" heals not saving dungeoneer.
  • Fixed icon sorting on queued damage added to attacks.
  • Fixed some issues with Retribution not triggering.
  • Fixed some issues with health not being displayed correctly during attacks.
  • Fixed a freeze in some instances where dungeoneer would kill themselves with self damage.
  • Fixed a freeze if dungeoneer attempted to play Whirlwind.
  • Fixed some issues with quick attacks not triggering Bulwark.
  • Fixed objective tile in Ice Ice Bae Bae "The heart of the matter" quest.
  • Tweaked Orge Menace "Patrol This!" quest layout.
  • Fungus was too stupid! Reduced Stupidity level from 5 to 1.
  • Fixed some issue with opening the Options during game sequences.
  • Fixed some chinese text rendering issues.
Planet Zoo - Frontier Developments
Hayo Zookeepers,
It's time for a deep dive into what you can expect to see in the next Planet Zoo free update! We're happy to announce that Update 1.8 will be available for you to dig into from 14 December 

Restaurants
Restaurants are making their way to Planet Zoo! From fine dining to fast food, serve your guests a unique culinary experience with this new feature. With up to 20 tables able to be connected per restaurant, flexicolour table options, and table placement even being available in safe habitats, you've got the freedom to let your creativity run wild. For a full rundown of what you can expect, take a look at this forum post.

Shop Counters
Restaurants aren't the only new way your guests will be able to enjoy their time at your zoos - introducing shop counters! This alternate option of creating stores will provide you with a counter-only version for an assortment of shops, allowing you to create your own custom shop designs. Check out this list of what shop counters will be available:
  • Bernie's Bakes
  • Chief Beef
  • Cosmic Cow Milkshakes
  • Gulpee Energy
  • Gulpee Slush
  • Hot Dog Squad
  • Pipshot Smoothies
  • Streetfox Coffee
On top of this, there will be new small signs of the shop logos for you to place on your builds. What theme are you going to do for your first custom shop?



Burrows
Dig down deep with our new animal burrowing behaviour, just in time for winter! This will allow certain animals to explore burrows that can be freely placed in your zoos, giving them a place to seek shelter, sleep, adjust to the correct temperature, or even give birth! The entrance to the burrow will always align with the terrain, which leads to an underground chamber that will position itself below the entrance.

But that's not all! The burrows will come with internal habitat cameras that you can access through the burrow info panels, so you can see exactly what's happening underground! Plus, with the ability to link them to billboard screens, this means your guests won't miss out either!

Animal Memorials
Lastly, we know losing your animals is never easy, and that's why we're adding animal memorials into the game. Give your beloved inhabitants a proper dedication to ensure that while they may be gone, they're never forgotten, and will always be part of your zoo This will be split into two parts: a new UI section to keep track of the animals that have passed away in your zoos, and physical memorials that you can place as a tribute to specific animals.

The memorials UI will be added as a new screen to the Zoo overview UI, and will contain two lists: one to track habitat animal deaths, and one for exhibit animals. Here you will find info on each animal that has passed, including their name, age, date of death, and cause of death. This will have a max entry level of 200, so if you have a particularly busy zoo with several generations of animals, your oldest animals may end up overwritten. Don't worry though! If you have animals you want to ensure stay on the list, we've added the ability to mark entries as "favourites" which protects them from being deleted. (Please note: this UI will be backdated to include existing animal data but cause of death was not previously stored, so this field may be empty for deaths prior to the 1.8 update).

From this menu, you can select an animal and then choose a memorial asset to place into the world. When creating a memorial you will be given two tabs of options. The first, "Overview", will show you a summary of all content on the memorial and will let you adjust the custom image or font colour (depending on asset). The second tab, "Animal Information", will let you adjust animal-specific information, such as what information is shown, or adding a dedication line.

When choosing what dedication to make, you'll be able to choose from 3 memorial assets:
  • Memorial Plaque Screen - a screen asset with custom image functionality, similar to the billboards already in-game
  • Memorial Plaque Editable Sign Brass - a dedicated plaque featuring the animals' name and other information in brass
  • Memorial Plaque Editable Sign Limestone - a dedicated plaque featuring the animals' name and other information in limestone
On top of this, should you wish to create an animal memorial for an animal outside of your zoo (such as a real-world pet), you can do this too. Simply place a blank memorial and edit it manually to include the right information.

Guests in your zoos will interact with your memorials by viewing them if they are close by, stopping to read the dedication, and then receiving a small mood boost due to appreciation of fond memories with the animal.

We hope these various memorial features allow you to create meaningful dedications to your beloved animals, both from within and outside of Planet Zoo.



Of course, as always, these features come alongside various tweaks and fixes that will be included in the patch notes upon release. We hope you're excited for this new content, as we're certainly excited to bring it to you and see what new dimension it brings to your Zoo builds!
Looking for Aliens - Ira Roka
While you are busy with your earthly affairs, we are preparing to make contact with humans. Direct contact is in 3...2...1 day! 🛸



In the meantime, add the game to your Wishlist and download the demo so people won't know you're one of us!

https://store.steampowered.com/app/1733500
PixageFX Studio - tdlsoftware


We added the UI scaling feature at the request of some of our users. So you will be able to change the size of the interface, except for the native DPI scaling of Windows.

Hell Let Loose - Corex
Hi everyone.

We are proud to finish an extremely busy year for the team with an exciting update to warm up your holiday season!

This update sees the introduction of numerous new additions such as Half-tracks, the Panzer IV, the US Trench gun, the FG42 and a large number of bug fixes and tweaks - all of which you can see in the latest changelog below.

As always, please understand that with over 800 changes some minor fixes or tweaks may not be listed due to their proportional significance or exemption when merging similar changes. We aim to be as thorough as possible when it comes to listing key changes while also maintaining an informative and legible list to the community

Over the coming days we will be paying extra attention across all of our channels regarding the stability of the update, if you happen to come across any issues please reach out to us via our respective Discord channels or the Team17 Support page.



Join the Discord here https://discord.gg/hellletloose



Update 11 Changelog

Meta
  • Synced resource generation (nodes will no longer generate resources +1 minute from when they were placed but instead generate in sync with ambient resource generation)
  • Removed the Final Stand Commander Ability (we are temporarily removing the ability as we look at alternative functions that are more balanced)
  • The Encouraged Commander Ability now only generates additional resources provided by nodes
  • Added Spawn Medium Tank to US Commander Abilities
  • Added Spawn Light Tank to Commander Abilities
  • Increased Heavy Tank fuel costs from 400 to 600
  • Increased Jumbo75 fuel cost from 300 to 500
Vehicles
  • Added Halftracks (all factions)
  • Added Panzer IV (German Medium Tank)
  • Temporarily Removed Panther (we’ve decided to replace the Panther with the new Pz IV as we look to rework its role and update it’s textures using our improved smart materials)
  • Bombing run explosions now deal radial damage to Light Armoured parts of vehicles (Recon vehicles, Tank tracks, etc.)
  • Added Fire PFX to give a visual aid of when a Tank’s engine is destroyed
  • Improved detection of radial damage against vehicles. (trees and other objects are less likely to block incoming damage if the vehicle isn’t entirely obscured)
  • Reduced the damage of Recon vehicles from 400 to 200
  • Increased cooldown of the Sherman 76 to be in line with other Heavy Tanks
Weapons
  • Added Winchester 1897 Trench Gun (US Engineer lvl 3, US Assault lvl 3)
  • Added FG-42 - 20 Mag (GER Automatic Rifleman lvl 6)
  • Added FG-42 - 10 Mag Scoped (GER Sniper lvl 3)
  • Increased penetration power of AT-Guns allowing them to penetrate Heavy armour if angled correctly
  • Bazookas and Panzerschrecks can now deal radial damage to Trucks
Loadouts
  • Swapped the Level 3 loadout with the Level 6 loadout for the GER and US Anti-Tank role
Gameplay/Features
  • Added additional filtering options and improvements to Streamer Mode
  • Placing a deployable while at build limit will now replace the oldest existing deployable of the same kind
  • Added the ability to test your microphone in the audio settings
  • Improved Bullet Penetration reliability on a variety of assets across the game
Added the following Achievements:
  • Silent, but Deadly!
  • Cutting Edge Tools
  • Ace of Spades
  • Ka-Tonk!
  • Defender of the Motherland
  • To the Village of my Babushka
  • It's not the size that matters
  • Command and Conquer!
  • Overachiever!
  • Jack of all Trades!
Maps
Added the following maps:
  • PHL Offensive GER (purpleheartlane_offensive_ger)
  • FOY Offensive US (foy_offensive_us)
  • Hill400 Offensive GER (hill400_offensive_ger)
  • Carentan Offensive GER (carentan_offensive_ger)
HUD/UI
  • Added nameplate occlusion (off by default)
  • Updated PHL Tactical Map to better distinguish rivers from roads
  • Added a Friends and History tab to the Enlist Screen
  • Added a Last Played On date for servers on the Enlist Screen
  • Added keybinds to the UI when inside a vehicle
  • Redesigned the invalid spawn location notification
  • Critical Player Indicators for Medics will now pulse, and will pulse faster as the player has lower health or reaches death
  • Enemy role and unit information is now hidden on the scoreboard
  • AT-Gun map icons now rotate based on their direction
  • Updated a number of Commander Ability descriptions to provide more information
  • Added a ping animation to the Player Icon on the Tactical Map to assist in identifying your current location
  • Organized the gameplay settings menu into sub-categories for easier navigation
Sounds
  • Implemented Audio Occlusion to all in-game SFX
  • Improved the distinction of single shot SFX when firing certain weapons
  • Added SFX for when a vehicle’s component is destroyed (eg. tracks, hull, engine, turret)
  • Tweaked bullet flyby ‘crack’ SFX
Updated SFX for the following weapons:
  • M1 Garand
  • Browning M1919
  • M1903 Springfield
  • MP40
  • STG
  • MG42
Animation
  • Added character poses to the Barracks and in-game Loadout screens
Server Administration
  • Added vote kick immunity to Server Admins (Owner, Senior, Junior)
  • Added idle kick immunity to Server Admins (Owner, Senior, Junior, Spectator)
  • Highlighting any vehicle with the Admin Camera now displays the name of the vehicle
  • Added current player count to Admin Camera search menu
  • [Fixed] Missing player icon when aiming at a enemy occupied vehicle
Bug Fixes
  • [Fixed] Sniper rifle sometimes fails to auto chamber a round.
  • [Fixed] Explosion SFX would often not play when dying inside a vehicle
  • [Fixed] Ragdoll is teleported when the player dies in the Russian artillery gun
  • [Fixed] The Engineers are not awarded XP points if their level 0 ghost structures are upgraded to level 1 by another players
  • [Fixed] Snipers scopes reticles won't move while crouching or moving the camera in ADS
  • [Fixed] The Start/Stop Engine UI will overlap the Exit Vehicle UI if both inputs are pressed simultaneously
  • [Fixed] The 'Dropping Supplies' UI will overlap with the 'Switching Seats' UI if both inputs are pressed simultaneously
  • [Fixed] Incorrect placement for the satchel when attempting to use it on the front curves of the RUS Heavy Tank
  • [Fixed] Player corpses block constructible blueprints from being built/upgraded
  • [Fixed] Debug text "Army name" appears for a split second on the Unit Select screen
  • [Fixed] The 11 min cooldown for the player that initiates a vote to kick is not retained after leaving the server
  • [Fixed] "Cancel Deployment" overlaps with the deploy timer in some non-English languages
  • [Fixed] The Aspect Ratio Constraint Mode settings overlap with the UI arrows when playing in some non-English languages
  • [Fixed] Debug text {STATE} is briefly visible when transitioning between seats in the Anti-Tank gun
  • [Fixed] Losses count towards the Offensive Master and Warfare Master achievements
  • [Fixed] Opening the map as a Commander will trigger the "Commander Abilities" HINT to replay multiple times
  • [Fixed] Both Recon vehicle’s speedometers read as 0KM/H when reversing.
  • [Fixed] Killing teammates with headshots will count towards the 'Ding!' achievement
  • [Fixed] AA Quality has option 'Low' instead of 'Off'
  • [Fixed] Russian Tank Commander Mechanic loadout thumbnail image does not display correctly
  • [Fixed] When using Satchels and Anti-Tank mines, players do not get XP, "Destroyed Vehicles" player stats, or unlock achievements for vehicle kills while dead
  • [Fixed] After changing video settings and pressing the "Back" button the settings still apply
  • [Fixed] The Game Mode hint appears immediately upon joining a server
  • [Fixed] Actions performed with Enter are performed when holding Alt.
  • [Fixed] When driving tanks through wheat fields the wheat storks can be seen to clip into the tank interior
  • [Fixed] When a hint is on screen, the player cannot interact with the map/Commander abilities
  • [Fixed] Calling in the Supply Drop ability inside the Warm-Up blocking volume causes the supplies to slide across the environment
  • [Fixed] Equipping the PPSH-41 w/ Drum causes the player's left wrist to become misshapen
  • [Fixed] Updated a number of outdated Field Manual entries
  • [Fixed] Updated a number of outdated Hints
  • [Fixed] The names of the Precision Aim keybindings are not differentiated between Gunner & Artillery
  • [Fixed] Players can join a team which should be locked as it is at capacity
  • [Fixed] Using Alt+Enter often triggers a confirmation prompt
  • [Fixed] No mouse cursor is visible when the resolution confirmation message appears after pressing 'ALT + ENTER' while in-game
  • [Fixed] Selecting 'NO' after pressing 'ALT + ENTER' on the IIS/Front End does not reset the screen resolution
  • [Fixed] Voice chat remains active after a specific key combo
  • [Fixed] The application does not launch in Fullscreen when launched through Big Picture
  • [Fixed] Hints which appear when the player is in a Tank can overlap with the Tank UI in many resolutions.
  • [Fixed] Hints appearing can overlap with the player's Inventory UI
  • [Fixed] When loading into a server the force select screen shows 34 players per team before correcting and jumping position on screen
  • [Fixed] Attempting to navigate the Game Menu with a controller while in the Change Role menu, causes focus to switch between both menus
  • [Fixed] The game window's title bar is off-screen when setting the application to windowed mode.
  • [Fixed] Placing ghost structures will count towards the 'A Piece of Perfection' achievement
  • [Fixed] Debug text will be displayed in the Field Manual if a mentioned keybinding is unbound
  • [Fixed] Unbinding certain keybindings from a different page of the 'Keybindings' menu will cause inconsistent text to be displayed
  • [Fixed] Player's name is flickering on the vehicle HUD
  • [Fixed] Visual issue with tank reticles on ultrawide monitors
  • [Fixed] Leadership VOIP channel may fail for Infantry Officer role immediately after joining a server
  • [Fixed] A player leaving the Enlist screen while a different Enlist screen tab is being loaded will see the results for that tab when returning to the Enlist screen
  • [Fixed] If a player opens the map and aims down sights at the exact same time, when they close the map they will ADS without pressing the key.
  • [Fixed] Reloading and opening/closing the map, while holding/releasing left mouse button, will make guns shoot without any player input
  • [Fixed] Gun will continuously fire after placing an object then opening/closing the map
  • [Fixed] Flickering VFX when aiming with the visual sphere aid in the Recon vehicle at different objects
  • [Fixed] Holding [LMB], while tapping [W] or [SHIFT] button, triggers the weapon to fire
  • [Fixed] Fuel and Manpower resource node hints will disappear after 1 second when selected
  • [Fixed] Jumping multiple times in a row causes player camera to jerk during jump animation
  • [Fixed] PTRS can destroy OPs and Garrisons
  • [Fixed] GER Heavy Tank is observed to slightly slide when parked horizontally on an angled surface
  • [Fixed] The game displays in a small window while alt-tabbed after changing from Low Resolution & Windowed to High Resolution & Fullscreen
  • [Fixed] There is no tooltip for the Airhead in the Map Key
  • [Fixed] A banned player does not receive a reason in the Notice Prompt after being kicked by vote
  • [Fixed] German level 3 barricade sandbags have no bullet collision
  • [Fixed] Misaligned Terrain in the Front End background
  • [Fixed] Flickering textures are present on the window frame of the US & German Recon vehicles when driving
  • [Fixed] [Field Manual] SMDM map is outdated
  • [Fixed] Discrepancy between cooldown of the tanks: Tiger and 76
  • [Fixed] When locked to a target in the Admin Camera, some keybinds on the Admin Camera UI are displayed incorrectly.
  • [Fixed] Smoke grenade detonates again on respawn
  • [Fixed] There is a non-functional Back button in the Personal Stats page of the Scoreboard
  • [Fixed] There is an ineffectual scroll bar in the Gameplay Options menu
  • [Fixed] Inconsistency issue present when throwing grenades through hedges
  • [Fixed] Flickering textures are present on the window frame of the US & German Recon vehicles when driving
  • [Fixed] If a player in the last 3 seconds of deploying is team switched using the RCON tool they spawn on that location as a member of the other team
  • [Fixed] The Change Role screen UI can briefly flicker and resize if the unit leader clicks on the screen background
  • [Fixed] The Change Role screen UI can briefly flicker and resize starting with the second time the player enters the menu and clicks on the screen background
  • [Fixed] Using RMB on the Front End background causes the UI SFX to be played
  • [Fixed] 'Garrison' and 'Munitions Node' have the incorrect map key tooltips
  • [Fixed] Remove the word 'hardcore' from the profanity filter
  • [Fixed] The text chat window is closed if the player has a spawn location selected and it becomes unavailable
  • [Fixed] Issue present with map tooltips when displayed outside of the map boundaries
  • [Fixed] Switching loadouts in the Barracks and Change Role menu with a controller does not show the correct equipment
  • [Fixed] Joining a server cannot be cancelled when using a controller
  • [Fixed] Changing the FX Quality setting can cause the first bullet shot to remain visible in FPP
  • [Fixed] When a player creates a unit or exits the Change Role menu they will have no "Leave Unit" button
  • [Fixed] Unable to dismantle the Airhead if it's deployed inside barbed wire
  • [Fixed] [Field Manual] The Elevate Up/Down keys in the Anti Tank Gun page are inverted
  • [Fixed] [Field Manual] The Increase/Decrease Elevation keys in the Artillery page are inverted
  • [Fixed] Enlist Screen - Controller has no function until mouse is clicked on this menu
  • [Fixed] Barracks "Appearance" and "Loadout" buttons are not properly highlighted
  • [Fixed] The Sprint and Steady Aim keybinds can conflict when being changed back to their default bindings
  • [Fixed] The VOIP Connection Status buttons show the wrong function
  • [Fixed] Buttons from deployment menu disappear after inviting a player in the squad
  • [Fixed] The text chat window is closed during the phases of the Victory/Defeat screen
  • [Fixed] Players can still use VOIP chat after they are banned/kicked from the server
  • [Fixed] While being banned by administrator, when trying to rejoin the server, the notice received is in German language
  • [Fixed] Favourite role icon is not immediately visible and only appears when other roles are selected
  • [Fixed] Gear in Tanks changes from Reverse to Gear 1 after the tracks are destroyed
  • [Fixed] DFAO is creating visual issues in maps.
  • [Fixed] Grenades will clip into the Turret body section of all Tanks
Stalingrad
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect LoD transition distances
  • [Fixed] Multiple assets with incorrect player collision
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Some terrain can be seen to change shape when the player enters ADS
Kursk
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect player collision
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Multiple assets with incorrect bullet PFX/SFX
St Marie Du Mont
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Multiple assets with incorrect player collision
  • [Fixed] Multiple assets with incorrect bullet PFX/SFX
  • [Fixed] Belgian Gates found throughout the map vanish when hit with any firearm
  • [Fixed] House in Rue De La Gare has a LoD transition issue
  • [Fixed] Stone house has a Z-Fighting issue between textures
Hurtgen Forest
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect player collision
  • [Fixed] Camera moves abruptly in FPP while moving on a stack of shells
  • [Fixed] There is an LoD transition issue with a building row asset near a bridge
  • [Fixed] Some sets of 3 Dragon Teeth assets can be destroyed by shooting them with any firearm
  • [Fixed] A preplaced Belgian Gate can be destroyed with firearms
  • [Fixed] Bullets fail to go through some holes in the bunker ruins
Hill 400
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect LoD transition distances
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Multiple assets with incorrect bullet PFX/SFX
  • [Fixed] Tessellation issue present on the muddy terrain throughout the map when the player is using ADS
  • [Fixed] Player appears to be floating when viewed from third person view, when a player is prone inside a specific trench
  • [Fixed] Navigating far enough in the water with a vehicle/character, the user can reach a "kill volume" which instantly kills and destroys the vehicle/user
Foy
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Terrain is too steep in a specific location and blocks player movement
  • [Fixed] Players are able to see off the edge/underneath the map
  • [Fixed] Barbed wire asset with missing functionality
  • [Fixed] A Z-fighting issue is present on the roof inside the Corbu Factory building
  • [Fixed] One of the windows located in the building at the Cobru Farm cannot be accessed from the outside
Omaha Beach
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect LoD transition distances
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Multiple assets with incorrect vehicle collision
  • [Fixed] Invisible stairs and floor present on a warehouse
  • [Fixed] Loud burning SFX can be heard inside and outside the church
  • [Fixed] When deploying on the Higgins Boat, the boat is seen to visibly shudder whilst moving.
  • [Fixed] Player is unable to deploy machine guns on certain bunkers windows
Utah Beach
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
Carentan
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect LoD transition distances
  • [Fixed] Multiple assets with incorrect or misaligned bullet collision
  • [Fixed] Player can see below the map when going prone on a specific dirt mound
  • [Fixed] Players cannot jump/vault over a fence asset in a specific area in Sector C8
SME
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect vehicle collision
  • [Fixed] Multiple assets with incorrect LoD transition distances
  • [Fixed] Corrupted texture on a wooden door
  • [Fixed] No splash SFX when walking through water in specific locations
Purple Heart Lane
  • [Fixed] Multiple assets floating/misaligned
  • [Fixed] Multiple assets with incorrect player collision
  • [Fixed] Multiple assets with incorrect LoD transition distances
Known Key Issues
  • Character model's legs and uniform can clip through the Russian half-track
  • Satchels placed on on vehicle tracks or barrels may deal less than the required damage to destroy the vehicle
  • Revives are not being counted in Scoreboard or for Achievement progression

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