Hey guys I am sorry about the lack of updates, because of some personal stuff the development slowed down substantially.
However, I started working on the game back again, and here is a new update as well as what I am planning for the game in the next few months. Please let me know of any questions or suggestions you may have.
Here is an overview of what this new update brings and what's next for the game.
What was added
Linux support
Support for Linux has been added to the game. As of now, it has only been tested in Ubuntu. If issues arise please let me know via the forum.
New mobs and NPCs
Random hair colors for NPCs making them more unique.
NPC have and can drop random armors.
Added new item attributes like Sorcery and Accuracy.
New mob spawning algorithm that improves the diversity of the spawns.
Here are a few pictures of some of the new entities:
New structure generation algorithm
I've created a new structure generation algorithm for placing the structures in the game. The benefits of this are:
Structures no longer collide
Structures no longer spawn very close to one another
Smaller structures like obelisks and campfires spawn more frequently making exploration more rewarding
Better distribution of different structure types.
Fixes bugs in questing
Improve performance when generating the world
The algorithm is new so if you notice any bugs related to the placement of the structures (like something never been placed) please let me know.
New Weapons
Several new weapon sets have been added that create synergy with their respective armor sets. Here are some pictures:
Chitin weapon set
Noble weapon set
Primitive weapon set
Hats
A couple of hats with special properties have been added which allow further customization of the character. Here is my favorite one:
Miscellanous
Music
A new song called 'Deep Places' has been added to the soundtrack. I am building an official soundtrack for the game with the current songs (~10) and a couple more unreleased tracks I haven't added yet.
I am looking for opinions on this matter so if you are interested please feel free to reach out.
Help UI
A help UI has been added to help new players with the default controls of the game.
Platform
Several improvements have been made to the game's engine. Some of them are:
Linux support!
Added a splash screen when loading the game and the window no longer hangs
Improved rendering performance
Moved the game to .NET 6
Improved AI performance
Game generates a bit faster
What was fixed
Shadow clone skill drops FPS dramatically
After resetting skill points icons become invisible
Game gets stuck when loading up
Fixed music stops when changing characters in the character creator
Fixed sitting on a bench
Fixed fog being too close
Fixed explosions can knock you into buildings
Fixed limiting framerate not working
Fixed black colors appearing on terrain
Fixed sometimes graveyard cannot be completed
Fixed visual bug in the explosion of entities when SSAO is disabled
Fixed sometimes cow in the possessed cows fall through the ground
Fixed arrows not aiming correctly
Fixed sometimes structures being placed too close to each other
Fixed structures sometimes placed in the incorrect orientation
Fixed traveling merchant not spawning
Fixed fishing villages generating on invalid terrain
What's next
I want to get the game out of early access this year into a complete release.
Here is some of the stuff I am planning to work on next. Some things may change and others may be added but here is a rough list:
New map system
Incentives to explore more the world instead of generating new ones
Maybe support for multiple maps at once
Death markers
7 different cave structures
Mushroom real with new boss
More epic terrain using heightmaps
New character animations
UI and SFX improvements on combat mechanics
A simple goal system to orient players
Workshop support for uploading and installing mods
Add unique items and attacks to the different bosses
Please let me know your thoughts or anything you would like to see in the game!
Company of Heroes: Europe in Ruins - Europe In Ruins Mod
Hi All,
Happy new year! While the regular patching schedule has not been implemented, we're still proud of the progress we've made streamlining the progress, so expect more! We've also included a little teaser, so make sure to play games against devs these next few weeks! ;)
Patch R055 which we deployed earlier this month though introduced a number of balance and gameplay changes, the most exciting of which is no doubt the LV rework. We've completely overhauled how small-caliber cannons and small-arms interact with vehicles which are less armoured. This has brought a lot of extra depth to the interaction between light vehicles, and not to mention has lowered the effectiveness of spamming light vehicles against infantry. Patch R055.1 Has been small, unfortunately, but has brought some well needed changes, and we hope to patch more often!
The full changelog for Patches R055 and R055.1 is included below.
Best of luck in the war effort, commanders!
Patch R055 and R055.1
General:
Numerous launcher description updates (SQL) Thanks Howieroark and RikiRude for your diligence!
Added 2 new maps! Achelous river and Operation Overloon. Courtesy of Gork
Updated 2 maps: Abbeville (8p), Deserted Village (6p)
Light Vehicle rework: Massed light vehicles have forever been a difficult balancing act in the mod. Their invulnerability to small arms and lower-caliber cannons have allowed them to be used relatively risk-free. We’ve put in a lot of deliberation into this, and have come up with a solution which we believe could see us move past hard caps in the future, which can be summarised as follows: 1. Rifle-caliber weaponry now have a small chance to penetrate light vehicle armour (up to the Stuart). 2. Low-caliber cannons (20 mm’s) and heavy machine guns (.50 cals) now have more effective penetration versus light vehicle armour types (up to Stuart armour). 3. Light Vehicle (armored car and light tank) pricing will see further changes as we assess the impact of these changes. Various weird interactions between lightly armoured vehicles and guns of all calibers have been addressed. With these changes we hope to create more dynamic interactions between light vehicles, opening up more LV vs LV counters and moving the emphasis of their use to hit-and-run tactics. We further hope the changes bring a clearer distinction between light tanks and armored cars, whereby lighter vehicle types like Pumas, ACs and M8s wont always require a 100% dedicated AT weapon on the field.
Note these changes are experimental and will see further finetuning based on player feedback
Side effect of changes : All weapon target tables have been equalised between factions (Jeep/Bike, Greyhound/puma etc.).
This will remove some of the weird situations where stolen weaponry (flakvierling, for example) would not penetrate bikes, pumas and such.
All rear penetration modifiers have been equalized to 2x. This will prevent situations where some weapons had less penetration hitting rear armour.
Americans
M8 Greyhound cost reduced to 290 MP 140 FU (From 320/0/160)
Broken Arrow - Halved splash range from 9/5/0.5 to 4.5/2.5/0.025
Jeep repair cost price lowered to 20 MP 5 MU
Grease gun and mp40 S/M/L range bracket change which will make the upgrade more effective at close range combat. Current S/M/L range brackets : 6/13/20
Commonwealth
Artillery HQ: price reworked. Base unlock now grants 120 ingame munitions instead of 100. Precision Strike cost increased to 40 (from 30), Airburst cost reduced to 50 (from 70), Earthshaker cost increased to 70 (from 60) Launcher cost increased to 150 MU (from 120)
Artillery HQ: Airburst barrage reworked. Now deals higher damage to infantry in radius but with a low crit chance. Also increased scatter. This will make it a more effective anti-blobbing tool but will still require you to follow up with other units to actually kill the infantry models
Scoped enfields: now excludes with heavy munitions
Stuart gun change - lowered penetration against p4, p4 skirts, stug, stug skirts, lowered accuracy against infantry from 0.8 to 0.5.
Crusader AA lowered damage to 8, increased effectiveness against cover, penetration against LV’s.
Fixed ablative armor for non churchill tanks (123 hp to 125hp).
Bugfixes:
CW Crusader AA now has accurate target tables, penetrates LV's
CW Stuart gun now functions as intended.
Fixed direct fire piats unintentionally rolling accuracy instead of scatter
Fixed a bug with crusader AA not getting its upgrades when multiple are purchased
Crusader AA can now benefit from CCT bonus
Wehrmacht
Puma cost reduced to 220 MP 90 FU (from 240/0/110)
AT Puma cost reduced to 260 MP 130 FU (from 280/0/150)
Unbreakable now works on volksgrenadiers
ZB26 damage increased by 50% vs soldier armor, 4x instead of 2x.
PAK cover & evasion cost reduced to 30 MP (from 50)
Added a captured vehicle from the Eastern front as a legendary unit. Play to find out what it is!
Added distribute supplies to walking stuka
Puma upgun heat cost reduced to 50 MP (from 75)
MP40 S/M/L range bracket change which will make the upgrade more effective at close range combat, S/M/L brackets : 6/13/20
Panzer Elite
AC cost reduced to 200 MP 90 FU (from 210/0/110)
Fixed bug with panzer pioneer repairs not working for PE players with advanced repairs
Panzer 4 IST up-gun rotation increased and health increased from 600 to 636
Henschel run change - Flies twice as fast, fires 1.5 times faster.
Elite grenadier fg 42 upgrade cost reduced from 110 MU to 60 MU
2cm IHT vet requirement lowered to match Armored Car
Luftwaffe doctrine Airdrop medkits from 50 to 70 MU
Hey folks, a quick little patch here to address some issues that have accumulated. Patch 1.1.8:
Fixes crashes affecting users with PS5 controllers.
Fixes crashes caused by certain kinds of firewalls denying permission to make internet connections.
Fixes the previously cursed, unbeatable seed 'Xindaris'.
The quickest way to get help if you experience new issues with this patch is to email me at http://mailto:contact@bytten-studio.com with as much relevant information as you can.
The battle outcome is in your hands, either alone (single player) or with other comrades (multiplayer) you have to defend your main base secure all resources, and avoid exhausting your reserve forces. To guarantee victory, you first have to destroy the enemy's (Territory Control Center) and replace them with yours which are necessary for having revenue of resources. After capturing all territories, the enemy's main base shield will go down allowing you to strike and destroy them for good.
Now when publishing your songs to a public URL Paint Composer will also publish the SoundFont used in them as well. This way you can share a link with anyone and they will be able to hear your song exactly the same way you hear it! The MIDI file includes metadata that links to a permanent URL of the SoundFont so that when someone visits the link Paint Composer automatically downloads and caches that SoundFont to their machine.
To add a custom SoundFont simply drag and drop a .sf2 file from your desktop into Paint Composer. To change which SoundFont your song uses select one from the dropdown in the "Settings" panel.
When you "Publish to a shareable URL" the SoundFont will automatically be uploaded (if it hasn't already been) and anyone who follows the link to your song will hear it the same way you do.
Enjoy!
P.S. always feel free to share any questions, feedback, or comments. I listen to all the feedback I can to make sure that Paint Composer will make your wildest dreams come true.