The response to our historical inspired models Steam update has been really positive so far, especially with the tanks we have showcased. So today, we’d like to talk to you about our friends over at Tank Mechanic Simulator.
Not only does the game have 1:1 real world inspired tanks, you’ll be able to experience what it’s like to be a real life Tank Mechanic. Players are also able to fix, build and renovate highly detailed and fully interactive tanks (German, USA or Soviet), armored cars or self-propelled guns.
Find abandoned and destroyed tanks from battlefields. Use special tools to find each tank, and extract it from the ground. Grow your repair service business, and start your own tank museum!
If that wasn’t enough to keep you busy, you’ll also be able to experience the joys of the tank's full power as you start the engine of your newly renovated tank.
TANKS IN MODEL BUILDER
Of course, you’ll be able to experience these types of tanks and vehicles in Model Builder too! Enjoy the assembly and painting of these intricate models, and then take pride by displaying them in your very own workshop... or share them with the world!
Creating an authentic model building experience is fundamental to us, and we think you’re going to love assembling and painting our realistic range of models. We are so excited to see what you create.
We have partnered with Tank Mechanic Simulator to offer a bundle discount at launch. This means if you already own this game in your Steam library, you’ll automatically get a tasty discount on Model Builder at launch with this bundle.
Stay tuned for more information about bundle discounts coming soon!
Prototype racing within rFactor 2 is about to get a lot more exciting, with the welcome addition of the beautiful Ligier JS P320 set to join the LMP3 roster of cars within the simulation next week – adding another high downforce, high speed endurance racing thoroughbred to rFactor 2.
"Patient but Short-tempered, Calm but Rebellious, Fearsome but Affectionate."
Welcome to the year of Tiger.
Gong Xi Fa Cai Happy Chinese New Year 2022 from Digital Happiness! Stay tuned for this year's upcoming events, the most exciting year for us as well! :)
You’ve waited patiently to hear from us on what we’re doing to address the issues with Battlefield 2042 that you have told us about, and the direction you can expect to see us take in the months ahead. Today we are stating our team's commitment to bring the game up to the highest standards that we all hold for the franchise.
We have heard you. So, we are heavily invested and committed to the future of Battlefield 2042 – working on taking action on multiple fronts to address feedback and implement extensive fixes to the game, key features that are important to you, and getting team play where it needs to be.
We’ve had to make some big decisions to ensure that our next set of updates can be focused on delivering these improvements, with the most substantial one being to move the release date of our first Season to early Summer. This decision gives us the time to focus on improving the Battlefield 2042 experience while finalizing the development of our seasonal content to ensure that it all reaches our standard for quality.
UPCOMING UPDATES
Here’s a snapshot of the features we are bringing into the game as soon as possible:
SCOREBOARD- In our next update, we’ll be adding a refreshed in-round Scoreboard alongside further changes we’ve worked on since the holidays. This will be an ongoing evolution from what was shown in the work in progress we shared recently. We have heard your feedback around including two tables and separating your own team versus the enemy, and are working on incorporating that for the release. K/D scoring and End of Round reporting will also be coming in a future update.
ALL PLATFORM VOICE COMMUNICATION - The arrival of voice communication (VOIP) is just the start of the improvements we’re bringing to enhance team play and communications.
PLAYER PROFILE - Giving you a better overview of your career on the battlefield and how far you have to go for your next unlock.
For team play, you can expect us to incorporate a clearer, tighter squad loop, a refined ping system, and an improved reward loop for when you and your squad play the objective. Gunplay will continue to receive feedback-based improvements too.
Portal remains an integral part of the game and we will continue to expand its tools, modes, and tweak player experience gains. Finally, we have a team analysing Specialists and working on them. We’re not quite ready to talk about actions we’ll be taking, but as soon as we are, you will hear from us.
A NEW FEEDBACK LOOP
We’re committed to pushing up the quality of the game, both through our updates, and how rapidly we will respond to critical issues in the live environment. We are also going to clarify the direction we’re taking, and what’s motivating our decisions to bring improvements to the game. So expect to get more insight as we expand our existing feedback loops to involve you, our players, more directly.
Our team has identified several areas we’re targeting for improvements. This is how we will be incorporating your feedback going forward:
1️. We will present specific, major focus areas to you along with our current thinking, detailing where we’re planning to make changes.
2. We’ll then take the time to observe and listen to the conversations that you go on to have about both the area of concern and our proposals for adjustment.
3. Later, you’ll hear from us on the topic again but this time your feedback will have been factored into our consideration and guided the decisions made for improvements.
These conversations will be centralised, and accessible here on the Battlefield website, and summarised across our channels.
Later this month, this process will kick off with one of our key focus areas, map design. We want to outline to you our vision for how we’re going to approach and factor into our new maps enhancements to the gameplay experience, by addressing feedback on openness and lack of cover in key areas.
Big topics like map design will be loud and broadly shared, but for more nuanced areas of the game (such as Portal logic) we may have those conversations on smaller scales. The important part here is that all these conversations will happen publicly, and with everyone invited to take part.
Some of these feedback loops will cover bigger areas than others, and some loops will take longer to complete and realise in the game than others. That’s not an indication of how we might prioritise issues with the game, but a reflection on the nature of game development. Changes to our maps and core gameplay will take time.
Our commitment is to explain our reasoning behind future decisions and to make sure you understand where we stand on your feedback. We want you to see more of the big picture of where we’re going and incorporate more of what we’re already hearing to ensure that our work is meaningful to you.
We’ll start this process ahead of the launch of our next update. You’ll read about it here on our website when we start these conversations, and if you’re already following Battlefield across social media, you won’t miss it when we do.
LOOKING AHEAD TO SEASON ONE
When Season One arrives in early Summer, it will mark the start of a year where we’ll deliver four Seasons, four new Specialists, and new locations, along with more completely new content. We know that this release is later than anticipated for many of you who purchased or upgraded to the Year 1 Pass as part of the Gold and Ultimate Editions. To acknowledge and thank you for your patience and continued support, those players will receive an exclusive bundle containing a Specialist skin, weapon and vehicle skins, a melee weapon and Player Card, all to be delivered in the next update.
We’ll continue to keep you informed of future updates via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
We are committed to, and focused on, ensuring Battlefield 2042 lives up to our ambitions and your expectations — it’s a task we’re dedicated to accomplishing.
Ryan McArthur (Senior Producer), on behalf of the Battlefield team
The details listed in this Blog may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will strive to keep our community as informed as possible.
NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME.
The next big update has come to Rumble Runners! This update brings a flashy new UI for all the menus, which are now easier to use and also fully compatible with a game controller.
But that is just the tip of the iceberg..
New customisation possibilities
Every Golem part can now have their own colours, different from the other parts! You used to only be able to set three colours for all the Golem parts, but now your hands, feet, torso and head can have different colours from each other. This is even the case for the hands and feet; they can be different colours from each other too, or even a different part altogether!
This will give you tons more creative freedom, so have fun customising your Golem!
The buttons to select your body parts have gotten a fresher look as well, making it even clearer which button sets which body part!
The clunky sliders from the previous versions have been replaced by a grid with 216 different colours! You can set which colour is being set by choosing Primary, Secondary and Accent colours. That gives you 216x216x216 = 10 million different colour combinations! Your customisations would be incredibly unique now!
You can view your Golem from all sides by rotating them around in the Golem Customiser to have a clearer picture of what you're selecting!
The shop has a visual upgrade too
The shop is a lot more user-friendly now. You can select a category and see a drop-down list of all the available parts to purchase with Stardust. You'll also see the price before you click on a part.
When you click on a part, you can preview it on your Golem before you decide to buy it. You'll be able to rotate your Golem as well to preview it from all angles. If you've decided you like the part, you can click "Buy Part", but make sure you have enough Stardust!
Custom Races & Multiplayer
Custom Races & Multiplayer Races are much easier to set now too! Before you start a game you can set the Game Settings, where you set the difficulty, the amount of paths (which are now 5 to 50, with an interval of 5 between) and which paths you want to use.
Setting the paths to use has been moved from the Section Creator to the Game Settings, as that would be more natural and expected so you can adjust your game settings all in one place. You can do this in the Lobby of your Party as well (as long as you are the Host). Any player that's connected to your Party can also see the changes you're making, so they can tell you if they like what you did. But even if they didn't, you're the Host! Just don't be too cruel and make it fun for everyone, eh! ;)
The Main Menu is just one button away!
Do you remember the time when you had to walk to settings to set basic necessities. Or even to exit the game? Yeah, that was awful, but not to worry, press "Enter" (or Start) to open a new menu with everything available straight away. You can access the Settings here, where you can set the audio volume.
Newly added to the Settings is the Control Settings. Here you can set how sensitive your controller and mouse are, and if you want to invert the inputs as well. Now you can set your controls to your play-style!
other changes & Bugfixes:
Naming a path section now comes with a check if the name has already been used.
You can cancel inputting a name at any time
Confirm choices in Custom Races and Multiplayer menus (leaving, starting etc.)
Texture changes to several Golem Parts
Added 'Extreme' Difficulty
Added 'Impossible' Difficulty (even I struggle with it and I'm the developer!)
General optimisations in performance
That's it for this update! If you want to know what's planned for Major Update #3, make sure to follow Lunatinc on their Social Media: Lunatinc's Social Media
Behemoth Comics will be releasing a four part Kingdom Come: Deliverance comic series that will tell the prequel story to the game, which will be released in June this year.
Since the capture of King Wenceslaus IV by his half brother, King Sigismund, the Kingdom of Bohemia has been in disarray. The once peaceful Kingdom is now filled with screams of terror as King Sigismund and his army, full of Cuman mercenaries, slaughter those who oppose him. Sigismund is aided by Istvan Toth and his bandit army, as they are able to raid the recently destroyed villages for silver and weapons while also bringing fear to Wenceslaus loyalists.
We are very excited and proud to announce that our game – Moo Lander, is participating in the second phase of the big indie Rogue Jam competition! Namely – the Audience Choice Award. Head over to the event and vote for your favorite game with cosmic milk and legendairy Cows: http://moolander.com/vote!
The voting ends on 4th of February (this Friday), so don’t hesitate and drop us a thumbs up. The Rogue Jam itself will continue with three winners which will be presented on IGN, and there are also prize cash pool of $800,000! That’s a lot of milkshakes and chocolate chip cookies.
If we win, we can expand and grow The Sixth Hammer indie studio with more talented people, making the game even bigger, better and with several additional DLCs down the line. Support us and vote for Moo Lander now, and may the milk be with you!
Sorry for the Delay, We've been having Build Issues with the Server and had to rebuild the machine to allow us to publish this build, We also had to do some pretty hefty optimisations to ensure the current version of the game ran faster than the old version.
We've been testing for the past month and we feel 0.15 is ready for public testing.
All bugs found this week will be fixed this week for this build as the public stress test will be larger than the small supporter / QA branch testers. Any bugs report them here, on discord or email hello@zaviinetstudios.com
We Aim to have a Steam Build out later today when Steam Distributes it across the globe
Thanks for you Continued Support, See you in the skies soon Nomad!
Team ZaviiNet
Extra Patch Notes for Jan
0.15.40 - Fixed Crashing - Prevent Spamming Bug Uploads 0.15.41 - Updated Editor - Updated Packages - Added Intro - Updated Terrain Data - Purged HDRP instances 0.15.42 - Added Game Db - Added New Prefab Bar - Removed Prefab Append Tool (Replaced w/ Bar) - Removed Prefab Rotation Tool (Replaced w/ Gizmo) - Removed Unused Assets - Reset VSP Data 0.15.43 - Updated Pipeline - Changes Towards Grappling with New Movement 0.15.44 - Downgraded Unity Jobs to Fix VSP Bug 0.15.45 - Prevent Prefabs on Ships below 0 on Y Axis - Fixed Colliders on Ship Prefabs - Fixed Double Interact Bug - Fixed Return to Editor Button - Added Cannon Recoil to Ships - Fixed Loading Ships without Screenshot/.PNG file - Hid Transforms UI
0.15.46 - Added New Grapple To Feature Testing Scene - Fixed Grappling To Moving Ships - Added Credits - Fixed Shadows in Feature Testing Scene 0.15.47 - Now Generates Most of Ship Editor Data on Ship Load - Fixed Hard Mode Lag Spikes - Added Human Friendly Names to Ship Prefabs - Decreased Garbage Collection in Hard Mode - Fixed Arrow Hiding in Grid Mode - Prevent Inventory Test Cubes Despawning - Cleaned Up Interaction Scripts - Prevent Interaction Through Ship Panels - Fixed Cannons in Feature Testing Scene - Fixed Cannon Balls Exploding on Spawn - Fixed Relative Velocity For Cannon Balls
0.15,48 - Added Music to the credits scene
0.15.49 - Removed Prefab Hotbar - Added Prefab Selection Button - Added Prefab Selection Box (Now with unlimited Scroll) - Cleaned up Code - (Temp Fix for Random Ship Rotation when ship not moving) - Ship freezes Rotation when Throttle is 0 (Space to Brake) - Prefab Ship Part Button can be opened with Key P
0.15.52 - Added Hints / Help to Ship Editor for Keybindings - Toggle Grid Button added - Movement of Free Camera Changed from 1 to 5 (Speed)
0.15.53 - Completely New Ship Editor Layout - Fixed Grid Toggle Keybind from S to G - FPS Boost when editing ships - Added a Orbit Free move Camera Limit - Changed Skybox to match current game - Changed Lighting to make it easier to see - Changed Grey Prefab Box's on Prefabs to BlueHolograms - Scale and Size Limits on Builds added
0.15.54 - Fixed Shipyard Shield Not showing - Replaced Mouse Icon with Pixel perfect Newly Designed Mouse - More GPU Fixes
0.15.55 - Fixed Shield Layers 0.15.56 - Updated Mouse Graphic 0.15.57 - Add Help Text to Ship Editor 0.15.58 - Updated Main Menu - Added ShipYard to Grapple Dev Scene - Added New Controller to Grapple Scene - Added Ship Flight to Grapple Scene - Updated Ship Spawning Location in Grapple Scene - Added Loading UI - Fixed Toggle-Grass command in Ship Editor 0.15.59 - Fixed Prefab Rotation Glitch - Fixed Several Minor Bugs - New Objects Added to Ship Editor - Fixed First Load Grass Issue
0.15.60 - Settings Persist - Login State Persists - Logging In is Faster - Cleaned Main Menu Spacing
0.15.61 - Custom Characters Load Into Grapple Scene 0.15.62 - Added Additional Islands - Fixed Minor Bugs
0.15.63 - Made Player Collider Shorter - Added Grappling Audio - Added Feedback Button - Added Branch Switching Buttons - Made Grapple Scene Cannon Shootable - Added Compass - Fixed Grapple Materials - Fixed Grappling When On Helm - Updated Updater Progress Bar
0.15.64 through 0.15.66 - Fixed Small Issue With Hotkeys - Fixed Small Scene Switching Bug
0.15.67 - Fixed Exit Credits Bug - Fixed Link to Credits From Grapple Scene - Fixed Switching Branches Reset Checks
0.15.87 - Fixed Build Pipeline 0.15.88 - Fixed Small Bug with Shipyard - Partial Fix of Ship Editor Shaders 0.15.89 and 0.15.90 - Fixed Velocity Step Fix - Fixed HDR Bug
0.15.91 - Footsteps now have left and right sounds so are in sync - Grass Sounds changed - Shaders Fixed in Ship Editor
0.15.92 - Fixed Updates Removing Settings Files - Made Ship Editor Brighter - Fixed Graphy Bug (Ctrl+G Show, Ctrl+H Hide) - Increased Very Low Quality Setting Tree Issue - Fixed Tree On Camera Bug
0.15.93 - Fixed Compass Direction
0.15.94 (Next Major Release Candidate) - Fixed Ambient effects not playing - Fixed a Hole in the one of the islands - Enabled Run-Time Prefabs (For Tree Effects) - Fixed Wind Effects 0.15.95 - Fixed Missing sounds on Cannons
0.15.96 - Fixed missing Colliders and Sound effects
0.15.97 and 0.15.98 (Final 0.15 Release Candidate) - Fixed Static Cannons - Increase Ship Vertical Speed - Fixed Trees LOD Issue - Fixed Missing Hologram Shader in Ship Editor
0.15.98 & 0.15.99 - Fixed Floating Tree - Fixed Double Graphic on Menu - Fixed Odd Bug which caused the grapple to say it's null in the ship editor
🌻 Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
💻 Bug Reporting: While we try our best, it is never possible to find, and fix, all bugs. Especially for a game still in active development. Should you come across a game-breaking bug, or experience the game crashing, please submit a Bug Report in the way we have outlined in the Steam Guide below. Please do also make ample use of our Bug Report Forums here on Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=2442517576
Changelog 0.4.1
Usability
🌻 Mouse buttons can now be assigned to actions via the rebinding menu. Exceptions are the left, right and middle mouse button since they would conflict with our default click & drag navigation input
Bugfixes
🌻 Global biome configuration is now persistent over multiple sessions
🌻 Quest on top of the tile stack no longer changes when reloading a game
When having a locked tile stack in Creative Mode, repeatedly placed tiles keep their rotation instead of resetting their rotation whenever a tile is placed
Highscore now also uploads when it didn't change but wasn't uploaded before because of Steam time limitations
Other
Midwinter biome is no longer unlocked by default, it now requires Landscaper V to be completed
Updated Russian, Swedish, Portuguese translations
Even more memory optimization, reducing RAM usage by another 5-10%
Let's learn some more about the buildings that you will build in our game!
We're going to start, however, with our best wishes for everyone celebrating Lunar New Year! It's the year of the Tiger and as per our tradition we've prepared another postcard for the occasion - you can enlarge it by clicking with your right mouse button on it and opening it fully on another window/tab. We hope that you like the art as our artists made sure to make the tiger both admirable and solemn! We simply think it's amazing and we hope that you will have a splendid time celebrating Lunar New Year!
Now, let's talk about buildings!
We're working on few specific systems regarding most of the housing buildings - spaces where our citizens will be able to live and go about their business. Those two systems are presented on the screenshot above in a grid.
First of the systems is designed to showcase differences between houses depending on the type of terrain you're building on. Foundation of our building will look different based on the type of ground that you're trying to create the building on. That means that buildings can look a little bit different if your construct them on mountains area than the same buildings placed on water. That means that you will be able to construct some of the buildings in very different environments showcasing the sould and heart of the people living in the area - no matter what kind of difficulties they face on, they always can find a proper solution!
The buildings will also be different from each other depending on the wealth of their citizens. Currently we're working on 3 different levels showcasing various states of wealth. The bigger wealth your city and citizens own, the better the buildings will look like - subsequently the poorer you are the more it will show. Buildings come in three varieties - poor looking wooden shacks, regular tidy houses and lavish beautiful constructions. Depending on your actions the citizens will either live in comfort... or in shame.
Thank you for checking in with us - make sure to wishlist the game and see you in the next devlog!