the new public beta branch build 220603 has just been released!
changelog: -replaced model class70 -replaced model class70 tender -replaced model flatcar logs -replaced model flatcar cordwood -replaced model flatcar stakes -replaced model hopper -replaced model tank car -replaced model boxcar -replaced model caboose -Special Thanks to Kyle Gabba and Daniel Gollery for doing an amazing job on the new models! (Those models replace the current ones only and are not available for the new splines yet!) -adjusted support height for pile trestle -fixed performance drop for new splines -added save and load function for new splines
Warning: The new cars are slightly longer than the old ones so there can be some collisions when loading a savegame.
The new cars will also come with different paint schemes in the final spline update!
How can i access the Beta-Branch? Go to Steam->Library->Right Click on Railroads Online!->Settings->Choose "beta - Public beta branch" in the dropdown menu Please use the tag [BETA] when reporting issues from the beta branch.
This time the update took longer than expected, but the innovations introduced are many. This can be considered part 3 of the Anzio rework update, as most of the buildings, props and trees have now been fully reworked. It's possible that in future more changes in Anzio will happen, but for now we reached a good point and we will finally have more time to dedicate into Stalingrad campaign.
Here's the biggest news and changes for latest update:
New features: •Added turret explosion feature in most vehicles. •Added new Italian Hotel building. •Added new Italian Palace buildings. •New Maple tree, phoenix palm tree, Laurel bush, and others. •Added Static gun / vehicle gun reload sound. •New japan infantry hat. •Added translation in battle names, batalion names and more. •Added new field texture. •Added new Stalingrad Building (Stalingrad DLC testers only).
Fixes: •Updated game engine to a newer version. •Changes into rendering system. •Improved grass & added more terrain details. •Improved map making system for multiple collaborators. •Improved performance in some aspects. •Improvements in connection and MP. •New Blur effect for menus. •New injured effect. •Improved lens flares. •Fixed bug in mortar / static gun reload animation. •Better color correction. •Fixed bug where weapon spin was not working sometimes. •Improved german SS uniforms. •Changes in hitmarker. •Fixed flamethrower. •Fixed a bug where sometimes soldiers were not correctly placed in vehicle seats. •Improved Russian uniforms (Stalingrad DLC testers only). •Many other fixes and small changes from 📢feedbacks received on Discord and on Steam discussions.
Screenshot from Anzio rework:
Works in progress for Soviet destructible building.
The reworks we are doing are very expansive, so if you are interested on giving us a hand to make a better work, this is our Patreon channel. All the money raised from this will be spent to make a better game.
Also you can stay in touch with us through our Discord server. Thank you all, Marco
We’re delighted to see everyone’s reaction to Warstride Challenges! We made a little compilation of your best moments, we hope you’ll like it! Discover joy, excitement and maybe a bit of rage from our players in today’s Reaction Trailer, as well as the warm reception from press!
The Warstride journey continues
Following its recent Early Access launch on Steam, Warstride has already dropped a series of updates, introducing 24 new challenges by adding the Very Hard levels to Chapters 1 and 2, a deadly new power—Stomp, a more accessible Level Editor, and improved UI and functionality with a new main menu and bug fixes.
Even more lands today with 4 new ‘Big Fun Levels’ added to Chapters 1 and 2 in Very Hard, as well as new content for the level editor such as the Carabine! The community has a lot to still look forward to in Warstride Challenges! Read down below for the complete patch notes!
Race, aim, fire!
In intense trials, blast hordes of demons at lightning speed before the timer runs out. Die and retry to get to the finish line and achieve the highest score. Since its launch in Early Access, many players and influencers have battled through the game—their reactions were priceless!
Warstride Challenges is a community-driven game at heart where you can share your experience with others. Compete with anyone — be it friends, foes or streamers — in the Nemesis Mode, where you can race asynchronously in any challenge. The community has also already made incredible use of the game’s Level Editor, with some notorious trials already available to test your mettle.
Warstride Challenges is available on Steam in Early Access. Check out the Early Access Road Map to see all the planned upcoming content.
Patch Notes
GAME
Additions
4 new BFL (Very Hard Crypt & Ruins)
Ruins-16 Very Hard heavily modified (Scores and Ghosts for the level have been reset)
Improvements
Improved tunnel collisions in Ruins-21.
Bug Fixes
The slide animation has been fixed.
We can't create a profile after sending a name request offline
Quick scrolling through the leaderboards jumbles the text
Tab doesn't cycle correctly when using A & E in the level selection menu
Closing the community level window after leaving a level bring back to the chapter selection menu
Bunny Hop II: Main level medals are displayed on the scorescreen instead of "A,B,C" medals
When players have too many weapons the 5th one will not appear in the bottom right corner
Using "Return to menu" in the pause menu should bring back to the Main Menu
Accessibility
New button icon added for when a button is off.
Button icon changes with the color when activated.
The Lever Activation sound is now louder.
LEVEL EDITOR
Additions
Added the Carabine to Weapon Selection.
Added Stomp to Power Selection.
Added Logic to Trigger Boxes.
Activation Delay: Delays activation of all linked elements.
Reset: Removes all linked elements.
Added additional Logic to enemy spawns:
Activation Delay: Delays enemy spawn time in seconds.
Is Optional Spawner: The enemy does not need to be killed to finish the level.
Turret Mode: Enemies remain in place of their spawn.
Improvements
Right-side Panel has been reworked :
New UI (Not final design)
Separate sections for Game Rules, Loadout, and Logic.
Trigger boxes and enemies now fall under Logic in the Side Panel.
Enemies linked to a trigger box are now labeled
Bug Fixes
Load and Delete buttons disappear if the map name is too long
Help panel remains when opening the settings menu
Directional controls stop working after using the level editor guide link
You can overwrite your previous level if you quit to main menu and restart a new map
Can't go back with the cursor in the Submit level textbox
Added helpers are out of step with the preview
Camera and Shortcuts become locked after canceling a level submission.
Armageddon War:Old Era Wreckers / 大鏖战:旧时代的残党 - freeflyfish
Add manual archiving function
The damage that can be dealt when attacking does not count the health of a critical hit and parry Displays increased health when units merge
Mechanism adjustment: Removed sequential hand attack, attacks are executed in sequence, unit action level now has a chance to disable counterattack The enemy will no longer be able to counter a surprise attack Melee crit damage multiplier has been adjusted to the health difference with the target, with a minimum of 2 When a unit's ready turn >1, it takes double damage and turns -1
Fixed a bug where skills were not displayed Fixed a bug where skill fusion could go wrong Morale changes caused by cancelling attacks are shown
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hello tycooners!
I hope you've been enjoying the dark mod update I pushed back in March. I know you're eagger for more City Game Studio content, which is why today should be particular interest to you as I officially launch the v1.8.0.
Ultra wide monitor support
Since February 2019, when City Game Studio release in early access, you keep asking me for new features. One in particular frequently comes up, the support of ultra wide screens. City Game Studio uses Godot Engine, a very powerful Open Source game engine. This engine does not handle resolutions in the same way as Unity3D or Unreal Engine. Lacking experience with Godot Engine I thought that supporting ratios other than 16:9 would be impossible.
Nevertheless, I decided to implement this feature. One week later, I manage to create a functional version, yet very experimental. I will have to recreate most of the assets of the game, but also rework all the scenes of City Game Studio. Icing on the cake, by adding the support of ultra wide screens, the camera algorithm of City Game Studio has been simplified. Getting this feature in place helped me to better understand how to handle different screen ratios with Godot Engine. One thing I can say is that it really is well thought out, much better than some other game engines. Thanks Godot Engine!
Other changes
While I was working on the ultra-wide screen support, Diminatsis, a modder from City Game Studio, brought up a point. If you publish an online game, then that game stays on the market as long as you don't take it off the market. Unfortunately, when you sign an exclusivity contract with a console manufacturer, you lose the right to remove a game from the market. Therefore, you cannot remove an online game for which you have signed an exclusivity contract from the market. For now on, after one year, you can pull out of the market any title that is exclusive to a console manufacturer.
tht014, another player from City Game Studio also pointed out inconsistencies while launching an advanced game by shifting the start date to 2014 ( for instance). In such a configuration, when creating a new game, development costs indicated by the interface did not correspond to the real costs of City Game Studio. Therefore, I looked into this problem, and I noticed several inconsistencies regarding game development costs. I corrected the license costs of some consoles while fixing the bug. On top of that I tweaked the quality of the game reports. Game reports quality, i.e. number of tips they contain, is proportional to the difficulty of the game.
Changelog
Feature
Game exclusive: Can cancel a game exclusive after 1 year
Add Ultra-wide-support
UI
Improve main menu icons
Rework several icons to add colors
Bugfix
Game development: Show the right development costs
The Wizards - Dark Times: Brotherhood - CarbonStudio
Greetings, Wizards!
We have some really exciting news for you, brave defenders of Meliora! As you know, some time ago we announced a brand-new Multiplayer Mode, and now we can finally share our plans for this awesome free update with you all!
The Wizards - Brotherhood
The Multiplayer Mode has now its own unique name and logo - Brotherhood. 'Cos what other word than "Brotherhood" can convey the deep experience of fighting for the future of Meliora, side by side with your friends?
Soon we will face an enormous challenge that no single magician can overcome... In The Wizards - Brotherhood you'll be able to ally yourself with other mages and together defeat the evil that threatens the world of Meliora! But we are sure you already know that, don't you? 😃
The RoadMap
There are many fascinating challenges ahead - two betas, lots of interesting material about the game, gathering your feedback, revealing our plans for the future... and of course announcing The Wizards - Brotherhood release date. But let the RoadMap speak for itself!
If you've ever thought to yourself "Hmm... this game is cool! I'd like to play it with my friends!", now's your chance! Not to mention, that ➡️ The Wizards - Dark Times is now discounted by -50%! ⬅️ Don't let this opportunity pass you (or your friends) by!
We can't wait for you to take part in our beta tests and tell us all about your feelings! In order not to miss any important events or dates, be sure to follow our Social Media channels and join the Discord server (links below). As always - thank you for your support and stay tuned! 📢
We know you are all super curious about what we are currently working on, so to bridge the time until the next update we thought we would share some pictures of our progress!
The Theme of the next Update will be “Treasure Hunting”! Including Treasure Maps, Sunken Treasures and Underwater Riffs.
Those who follow our discord, also know that we are expanding the character creator!
We still need some time, until we are finished with everything we planned, but we are currently hoping to bring the update to you before august!