Paratroopers are getting a massive boost in WWII Online! Introducing three new classes, all-new ammo canisters with exceptional range and a very noticeable 30% increase in parachute turn speeds so you can land where you want. Please enjoy this incoming un-announced feature set which will help bolster airborne operations and paratrooper capabilities across the entire theater of WWII Online! Pictures and announcement video within.
VIDEO BRIEFING OF PARAS (WATCH FIRST)
AIRBORNE NON-COMMISSIONED OFFICER
Introducing the new Paratrooper NCO class, capable of deploying a long range ammo resupply canister for all friendly forces. This class type will be available for Hero Builders only. Consider upgrading your subscription to support WWII Online development efforts such as these.
AIRBORNE COMBAT ENGINEER
We’ve built a powerful new combat engineer equipped with explosive satchels and repair kits, who are capable of receiving 50% resupply for both in the field by any infantryman with an ammo can. This means any rifleman can restock para combat engineer satchels ore repair kits while on mission. These will be very powerful against strategic objects such as forward bases, bridges and more.
AIRBORNE ANTI-TANK SOLDIERS Anti-Tank Soldiers have joined the airborne and if dropped behind an enemy zone of control they will be able to absolutely devastate those positions. Note they only have 2 rounds, but they can be resupplied by other friendlies who have ammo cans in the field.
NEW PARA AMMO CANISTERS Now we will take a look at the ammo canisters for each country. They have the same build parameters as the current ammo cache found in the field, with one big exception: their range of placement is within 6000m from the target, which is double than any other PPO available.
As mentioned each country has their own canister, and we’ve modeled in their primary rifles in each. Anyone on your side can resupply from these canisters, including ground vehicles and regular soldiers.
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Seven days from now you will die. Unfortunately. It's very likely anyway, hopefully most of you have a hearty constitution for torture and suspense. It will be present in Volvalis, by DaveighSoft, in abundance. You will get your fix of puzzles and intrigue, and as launch day looms the updates keep piling up.
The title screen and company branding have been updated, last minute detailing applied, and all seances performed. All signs are pointing to a successful launch, so it's okay to get your hopes up.
Say your prayers, and turn out the light, because it's almost time to turn on Volvalis....
Hi Guys, we are so glad that you are all here, and that so many of you have tried out our game already.
We really appreciate all the feedback that we've got from you in recent days. It means a lot to us! On one hand, it confirms that we are on a good path, and on the other hand, it is our nr. 1. resource list for improvements and further developments.
If you didn't do it until now, you are warmly welcome at our Discord server, to have a chat with fellow gamers, or with us.
We will be looking forward to your further feedback on the game. Stay with us in our journey, and put us on your wishlist to see from the first row how we develop this game together!
Demo Update 0.2.08052022
UI Improvements
a small change in how the new tile appears. Important features are now highlighted.**
a new UI feature that shows how much a new tile fits another, it shows information about its height and type.
Color Coding Implemented For Tile Placement
green: fits 100%, you get the max points
orange: it fits partially, the placement will have some effects on the adjacent tiles
white: it doesn't fit, there will be no extra effects
red: the neighboring tile has already sunk
no icon: there is no relevant information, e.g. there are no effects for the adjacent tiles when placing ships
This information is also available at an already placed tile by hovering the mouse over it.
Score Points
default score point changed from 10 to 5
the length of a river has an effect when placing river tiles. After every connected river element, you will get an extra 15 points
Score Color Coding
white: normal score
purple: rare score - you did something great!
red: epic score - you did something amazing!
Leaderboard
we implemented the steam leaderboard system
the leaderboard will be re-set after every update, as the balancing, new rules, and new implementations can affect the achievable score, and difficulty.
Trees
we implemented the wind! - Which blows the trees, so you can see them swaying in the wind
Other changes: - fixed crash when opening detail menu for devices - fixed issue with heads of astronauts not being loaded - improved water system, better and faster calculations for giant water networks - more signal disable states implemented - fixed crashes with caused by Networks - languages updated
This beta is only available on Windows for now. We're working hard on ironing out MacOS implementation of some render-to-video things and it'll be out soon!
Render to video
Hey folks! Kind of hard to announce this one in such a short little beta post but... render-to-video. It's here. IT'S DONE! Key features:
- Easy (and reportedly intuitive) interface for rendering a midi file to a video with various resolutions, framerates, bitrates etc. - Downsampling for better quality (so, rendering to 3840x2160 but outputting at 1920x1080) - 30/60/whatever FPS you want! - Fast rendering! Obviously this depends on your concept of "fast" and the settings you use, but on my own system (3900x + 2060 super) 1m of footage rendered at 4k60 and outputting at 1080p60 takes around 1m 30s. Rendering 1 minute of 720p30 footage for a quick test takes as little as 20 seconds!
Now, I'm pushing this build out a little half-baked due to so many people having such a need for render-to-video. This time, more than ever, tell me if you find anything broken! I would also be very interested to hear how long video rendering takes for you (the Log tab contains duration info on render operations, and I would also like to know your CPU, GPU, RAM and disk drive type)
To opt into the beta to use this feature, right click on Keysight in your Steam library and head to Properties. Switch to the BETAS tab and select "beta"!
Official Discord
...and how should you send me this information? Why, the official Discord! Join here! This is now the best way to get in touch with myself, and other users. We have all sorts of channels with helpful info, preset sharing, etc!
Other changes
This update doesn't just contain render-to-video. Other important changes:
- Midi file loading and playback is completely overhauled. Midi files now open via a standard OS file selection dialogue, and can be precisely remapped to different speeds. The playback bar also can be scrubbed through finally! - The Flare default pulse got a huge facelift - New default preset called "Quicksilver"! See if you can spot my inspiration for the theme - Added - and = hotkeys to cycle through presets - Other input changes and assorted bugfixes, check the changelog!
Render-to-video is likely going to sit on the beta branch until Keysight's second anniversary next month, just to make sure it's rock solid. Also gives me some time to add some other nice little additions to 1.5, and work on a proper announcement and store page overhaul. Exciting times ahead! I hope render-to-video lives up to the hype many have had for this feature.
First off thank you everyone who gave feedback on the post a while back about world maps. The colored map was the one most people liked (sorry to parchment fans), so I ended up polishing it up a bit and got it to a final state I think will look good in the game.
If anyone is interested in the process of terrain creation/sculpting, here is what it looks like in Unity so far.
A little rough, and the terrain still needs to be painted. Hopefully you can already see that it is going to be much more complex than the prologue map, which was designed for simplicity so players can focus on understanding the combat mechanics first. I want chapter 1 to be challenging, with the player needing to utilize terrain to their advantage. The brush that you can see in the photo will give a boost to the units dodge chance, and I'm also going to implement "rocky" terrain that will give a dodge penalty.
There are also bridges that act as natural choke-points, some that the player will have to take advantage of, and some where you'll have to break through the enemy defenses.
I've also started trying out some writers for the game, so hopefully you notice an improvement in that department one I release chapter 1 into the beta. I have the characters created, and once the map is complete I'll start scripting the dialogue and events. I'm pushing for a July 17th deadline so we can submit a meatier demo to the Tiny Teams event that is put on by Yogcast games, so stay tuned!
Not related to chapter 1, but wanted to share regardless. What would a game in a medieval setting be without a barkeep?
As always, any feedback is welcomed and appreciated! Hope you're all having a fantastic weekend.
HI! Now, you can buy Drumsel Clicker in in-game store and play it! Page in Play Store(Android) !!Temporary Drumsel Clicker only on Russian.!! Common changes: Updated Unity version from 2018(lol) to 2020