Beta version is available in Betas tab(Right-click on Sky Haven in Library -> Properties -> Betas -> 0.7.1.201) Saves can be incompatible with 0.7.1.200
* Improvements - updated BaggageRamp1970 and Entrance1950 models - implemented pinning highlighted airplane trip - adjusted terminal entrance zone(more space for placing internal objects)
* Bug fixes - fixed 1920 first flight crash - fixed save load crash related to lost passengers - fixed baggage claim missing luggage crash
The Nowheraki Insurgency is heating up! Fanatical Foreigners have entered the country and take part in the fight against the US-led coalition, but the primary victims of their attacks are the locals.
It is only fitting that local law enforcement and ordinary people take up arms to fight the outsiders. Enter the Nowheraki SWAT - a mix of Police Officers, Army Reservists and Citizen Militia, all united by their hatred of Crazed Jihadis and trust in the AK platform.
SWAT may sound like police, but these boys are ruthless warriors adapted to the realities of Middle East Urban Warfare. They bring light machineguns and grenade launchers to the table - and even Sappers! Only these handle explosives, but they might do it better than the Rangers did.
Oh, and did anyone mention Shields?
Shields can help with specific situation and they do block some incoming fire, but never consider them a panacea for poor tactics and weak coordination. They're a tool in the toolbox.
No Urban fight to the death would be complete without Molotov cocktails, so the SWAT people pack those too. Grilling bad guys can be fun, but beware of friendly ... fire.
Game and Tactics Improvements go further than a new unit. Mission Designers can now place restricted Deploy Slots in their levels - allowing only High Mobility or High Concealment units to access those spaces.
On the tactics front, Actions and waypoints that are tied to the same Go Code will automatically sync properly. So, troopers will wait for the flashbang thrown by their buddy to detonate, even if no door is involved. Synchronization just got easier!
Full Changelist below. Enjoy your new Unit and Maps, and let us know what you think!
(CHANGELIST v0.30) features: - new unit: Nowheraki SWAT - 3 new maps - check the new SWAT themed chapter! - new equipment: ballistic shields - new equipment: molotov cocktails, just to warm stuff up a little bit - deploy slots changes: nowheraki militia only takes up half deploy supply, slots with mobility constraint, slots with concealment constraint - better synchronization for GoCodes - new enemy: Foreign Advisor Fanatic. Will blow himself up rather than be taken alive. - new enemy: Suicide Executioner. Blows himself up on top of hostages. - can pre-plan multiple grenades through the same door (all trajectories are now shown)
fixes: - equipped weapon is dropped when killed, allowing enemies to pick it up - improved AI positioning when they can't shoot while moving - fixed projectiles sometimes going through doors - fixed grenades sometimes hitting doors/walls instead of pre-planned trajectory - mapgen: fixed map size setting not choosing the right maps - mapgen: fixed replays not always working correctly - fixed performance issues with very large plans (related to grenade previews) - fixed bug where it was possible to get stuck in a window while jumping - fixed sometimes not being able to draw paths anymore - fixed bug where the head and torso would want to walk the opposite way from the legs - fixed troopers being able to melee enemies behind them - fixed lasers going through breached walls previews - coop: fixed issue with look-at actions not working properly in laggy conditions - fixed Mp5SD too noisy with 108gr High Performance ammo.
modding: - modding: added blender importer/exporter to tools (WIP) - modding: added a new mod template (for adding new unit types) - modding: multiple changes to xml file format, meant to increase inter-operability between mods, by allowing more changes without editing stock files - modding: can add new units without modifying stock game files (see template mod in game/tools/) - modding: changed the way equipment is bound to classes/units - modding: changed the way entities specify what equipment can be used on them - editor: various improvements and fixes - health is capped to the max specified in template, if doing negative damage (which increases health)
As version 0.3 gets more and more done I have started to transition into "fix" mode from "break" mode. While it may still be a while before 0.3 comes out I have started to look at all the features that will be making it into the build and when it might come out. With the list of features that I have now I am aiming for a early to mid June for an "in development" aka "experimental" release that will be available alongside version 0.2.
I also have been working on some other cool things that will likely make it into 0.3. Train tracks and the purple conveyor 3 (x4 speed) will likely be creative only. The green Conveyor 2 (x2 speed) is added to the tech tree in iron.
Ancient Wars: Sparta Definitive Edition - JotaTheConqueror
Thanks all for your feedback on the last major update and letting me know about the crash issues, this minor update will fix most of them, thanks to the following:
BugFixes: - Improved Model Render code to fix a massive number of crashes - Better model management code to reduce the number of crashes - Dynamic unit management system added to reduce the number of crashes on large maps and with large armies - Improved cinematics video files with better quality - Fixed audio suttering in cinematics
I hope that with these fixes your gaming experience will be much more pleasant, do not hesitate to contact me with whatever you need!
Rumble Runners has undergone some massive overhauls in visuals and audio! With this latest update, Rumble Runners has reached a point where a full release is imminent!
So what's new?
I'm glad you asked!
New Main Hub
The Main Hub has been remade to fit all the menu platforms properly. It's now a 5-point-star shape and each platform has its own point.
Furthermore, it will be a lot easier to tell which platform is which with the new holograms spelling out the platform's menu type! There's also a 3D-hologram icon for each menu to show their purpose if you can't wait for the letters to come 'round :p
More Animations!
Your Golem will respond when you select a new part or colour in the Customiser. The animations also let you see your Golem in action, so that you can decide if you like your drip from other points of view!
Animations now also have sounds playing when the Golem does something. Footsteps, jumping and more sounds have been added, bringing more life to your rocky friend!
Improved HUD In-Game
You'll have a clearer overview with what's going on in the UI during a run. The Power Meters have been redesigned and put around the MiniMap. They work exactly the same as they did before, but with a cleaner look and put more out of the way. There's also a pop-up that comes up when you pick up a power-up crystal that tells you which power-up you got!
New look for Stardust
The Stardust clumps you can pick up and use as currency now look very different. They now look the same as their icon and in the Shop Hologram from the Main Hub and are also easier to grab now too!
A Music Player!
Tired of the same track with each race? You're in luck, because now you can choose one of 34 total music tracks to listen and vibe to! You can change music during a run with a simple press of a button. There are various genres and moods between the available music tracks, so there should be less repetition now!
*Disclaimer* The Game Master and Lunatinc do not own any of the music tracks that are being used in-game. All music has been created by TeknoAXE and falls under the Creative Commons Attribution 4.0 International License.
More Game Master babble!
I've undergone some vocal training, practised *enunciation* and practised singing, all to give you a much better appraisal to your gaming skill. I'll leave you remarks on everything you do because I know you seek my validation!
I even prepared an intro to Rumble Runners that I'm very happy and proud of, and I am eager to show you! Please don't skip it though I practised hard. :(
Lots of Bugfixes
Some mishaps since the last Update have also been ironed out, luckily!
You can now create Paths in the Path Creator (Previously named Section Creator) again!
The OOB Camera now works again, so you can enjoy seeing yourself tumble to your doom next round of Rumble Running!
The whole Path will now start to Rumble, and is much bandwidth-friendlier than ever!
Yellow colours are back in the Customiser after spotting too much green in the colour picker!
The Dialogue box is no longer in the way of the menu pages and you can click on all the buttons easily again.
The pause menu will no longer get in the way and "get stuck" on screen!
There's a lot of under-the-bonnet changes that won't show, but should improve the game somewhat!
So what's next?
For Major Update 5, Steam will be integrated completely into Rumble Runners. Think of achievements, a leader board for the Infinite Runs and more! Also there will be way more content to the paths and a lot more Golem Parts to pick from. This means that a Full Release is imminent! It's planned for the 23rd of May!
A complete demo will also be derived from Major Update 4, which will be available relatively soon-ish! If you want to stay notified you can do that by following Lunatinc's Social Media and wishlisting Rumble Runners!
That's it for this update! Let's get ready to Rumble... RUN! - The Game Master