Hey guys, urb here. Hopefully, you have a decent start to the week time to kick back and check out what's new in your favourite chaos simulator. Something of mention, however, today is the 78th Dday anniversary. Pretty special date as far as I am concerned so the Mud and Blood tradition of dropping a decent-sized patch will continue. This update brings pretty cool new mechanics and additional tactical options to the player. Let's check out what's in there.
The first phase of this patch brought in some fixes that were required after the last influx of mechanics. Most of them were addressed in the last stability patch but a few minor details needed some work. The details are in the patch notes.
Secondly, the focus was to bring additional buildings to classic mode. I've added 6 new construction for the classic mode ranging from tank traps to defensive positions. Notably, we have the pillBox, a large very sturdy bunker which can resist (75%) a direct hit that would have destroyed a normal bunker.
A popular request was a line of sight blocker for the classic mode. So quite naturally the palisade made a comeback. For 1tp you can have an improvised tall wall that will block the line of sight. Be advised the Germans will actively try to take down that wall either with explosives or recoilless weapons.
We also have a few new obstacles that can immobilize a vehicle for some time unless an engineer of that faction is nearby and perform a fix. If a vehicles run over an obstacle it will spawn a bunch of cogs and gears and depending on the nature of the obstacle will be stuck in place for a min or less. The vehicle will still be able to engage targets.
Additionally, we have a new lootable, or should I say the shovel lootable has been modified now to be useable. If a soldier has a shovel right-click nearby he will be able to dig an improvised trench, also called shell scrape (or colloquially named ranger grave). This is a 40% saving throw small defensive construction and this shall be useful in a pinch either in classic or across the Western front in Campaign mode. Digging a shell scrape will consume the shovel. Soldiers who have a shovel will retain their passive ability to disarm Mines, Tnt and UXOs that are nearby. A soldier needs to be stationary in order to perform these actions. The shovel also gives a 3% saving throw to incoming fire (ping!).
We also have an antenna that cost 1 tp which boosts the chances of success (+20%) of any nearby signallers or soldiers in an HQ tent making a call. This should give a hand to 0xp signallers just showing up for their first day at work and having to vector a creeping barrage. Antena also spawns in classic and can improve any nearby soldiers (German or Allied) communications by 20%. This should be a quick cue for fast and decisive actions if we notice an antenna beside an HQ in a campaign game since they tend to get very busy on the radio on those occurrences.
We have a mortar soldier now and the accompanied Mud and Blood mortar pit has been added as well. A mortar pit is a good alternative to a trench since it is bigger and can accommodate a bigger squad. Mortarmen will fire 3 rounds (4 if they are in a mortar pit) of mortar per wave. Mortar men will not fire if inside of a bunker, under a cam net or under a tree. They will also use their rifle if the enemy is under 400 pixels from them. this makes the mortar crew able to defend themselves in a pickle or even act as an infantryman if required. If a mortar soldier doesn't fire his 3 shots during a wave he accumulates them, there is no maximum on how many rounds a mortar man can accumulate currently so a crafty commander can stash a fair amount of rounds in the prediction of harder times to come (post wave 50?)[/img]
[h2]Patch Notes[/h2]
There are many other additions to the game which I noted here in the patch notes.
- Bikes that bring flamers that are decrewed by fire will now spawn flamers correctly.
- Fixed a glitch with TPs in classic.
- Vehicles will accelerate and brake in a more natural way now.
- Commandos just like Gunners and Snipers, will not get a Garand with Ranger training anymore.
- Classic Survival Ribbon is not proc'ing if you had another ribbon awarded recently fixed.
- Fixed an occurrence where pausing the game and going to the options menu would reset the map kills in the campaign
- Soldier that fires Fausts/rifle grenades/bazooka will be unstealth.
- Added proper carnage when a 88 explodes.
- New campaign command ability: Dismiss, this will dismiss a soldier and bring a new one into the fight. The new soldier will have 50% of the dismissed soldier XP +5% per rarity tier of the skill used. This is useful when changing sectors and wanting to swap a guy or two.
- Classic mode only, snipers on both factions have chances to go stealth on each action cycle based on their experience. They will remain stealthed until they fire a shot.
- Snipers in classic have now +20 to combat skill.
- Soldiers in classic are now maxed out at 100 combat skill.
- Fixed promotion animation in classic.
- Soldiers that are burning will not be able to use equipment.
- QoL: [b]Screen scrolling speed[/b] is now adjustable in the options panel.
- New asset: ruined tower which will spawn in Outskirt of Brest.
- Classic and Campaign: New obstacle mechanics, Dragon Tooth and Tank traps. If it comes in contact with a vehicle it will be destroyed but will also immobilize the vehicle for 30 and 60 sec respectively.
- Engineers and sappers can "de"-immobilize vehicles
- Mortarpit saves are now 60%
- Classic special operations deployment will set you at -10 tp instead of -20
- Tommy's gun range increased from 200 to 250
- Range of m1919 reduced from 450 to 400
- Cover from tank traps reduced from 50 to 40
- New asset: Antena will cost 1 tp and give nearby siggies or HQ tents +20% to calls being accepted faster.
- Commando will not panic as stated and will gain 25 morale once they reach 0
- New mechanics for the shovel, a soldier equipped with a shovel can disarm mines and UXO and TNT. Also, on a right-click, it will dig a shell scrape (improvised trench) which will consume the shovel.
- Allies and Axis Engineers/sappers can disarm TNT placed by the enemy.
- Classic new construction: Palisades. Cost 1 tp and build a small improvised wood wall that blocks line of sight.
- Reduced the combat skill for German halftracks by 1%
- Added a dynamic tip for the Iron cross soldiers
- Classic new class: Mortarman, this soldier can fire up to 3 rounds of mortar (4 if he stands in a mortar pit) per wave. Mortar men can't fire if they stand under a tree, under a camnet or inside buildings. The mortar can fire at any enemies that are being spotted. Even those who aren't within his line of sight. Also since you are reading the patch note, here a lil layer of depth. Mortar soldiers can actually stack rounds let's say you put your mortar man inside of a building for 4 waves, he will have accumulated 12 rounds of mortar.
- Classic Mortar pit: Understructible defence (60%) that increases the mortar ammo to 4 per wave.
- Fixed a slight misalignment on the mortar pit in Campaign mode
- Campaign: Dragon tooths will spawn in Aure valley providing a lil extra cover for your squad.
- Added up to 5 seconds delay to enemy air bursts calls (blue smoke)
- Changed the sound algo for explosions so they all follow the same fade pattern
- [b]Firing a recoilless weapon inside [/b]of a building will stun nearby soldiers for a short period of time.
- Recoiless weapons (Bazooka and fausts) will create a back blast which can damage friends and foes.
- Shotgun added to classic (2tp)
- Increased vulnerability of crewed vehicles to airburst to 30% per blast (was at 20%)
- Classic sniper blitzwave gives 10tp and spawns 12 snipers in your AO.
- Classic Panzer Grenadier blitz wave will spawn only 2 half-tracks and will give 10 tp
- Classic you can now equip a soldier with a flamer for 60 seconds (in the equipment menu) for 60 sec, cost 3tp.
- New Asset Pillbox: This is a reinforced bunker that is 75% resistant to explosions. It has the same protection as a bunker. In classic, it costs 12 tp. In campaign, it spawns sporadically across the battlefield.
- Fixed an instance where decrewed vehicles would still spot enemies.
- Incoming fire from 222s and Flak30 will now decrease morale .
- Panzerfaust will appear on top of Bazookas on backpacks.
- Enemy will not spawn behind vehicles in classic if there is no infantry behind them.
- Uncrewed vehicles will not prevent game over screen in classic.
[img]{STEAM_CLAN_IMAGE}/39837552/72493e7c25fd5dde33921069ad0898037a128213.png[/img]
Welp that is a wrap for this patch I hope you dig the new mechanics and see you all in the fight. If you got any input reach out on our [url=https://discord.gg/zzQw5kgjPw]discord[/url].
[h2]Community highlight[/h2]
[url=https://www.youtube.com/watch?v=hGAM_U3YO3E&t=1s&ab_channel=Zeterman]Check out[/url] this particularly hard classic finish by Zeterman
And from the same guy [url=https://www.youtube.com/watch?v=yn6xEuUoLu4&ab_channel=Zeterman]a rough push for the end last 10 yards[/url] in the campaign. Fortune favours the bold!
Very cool montage by Puguasu [url=https://www.youtube.com/watch?v=t_jpco052nY&ab_channel=Puguasu]here[/url]
Check out obeydj2's MNB2 debut on [url=https://www.twitch.tv/videos/1313590205]twitch[/url]
Also have a look at [url=https://www.twitch.tv/videos/1494428477]Wirywings5[/url] Classic fights.
For some campaign tactics and rough times in check out :[url=https://www.twitch.tv/videos/1494954573]AbunchofGoat[/url] a guy I particularly enjoy watching slugging through Brest.
[img]{STEAM_CLAN_IMAGE}/39
Patch Notes
There are many other additions to the game which I noted here in the patch notes.
- Bikes that bring flamers that are decrewed by fire will now spawn flamers correctly. - Fixed a glitch with TPs in classic. - Vehicles will accelerate and brake in a more natural way now. - Commandos just like Gunners and Snipers, will not get a Garand with Ranger training anymore. - Classic Survival Ribbon is not proc'ing if you had another ribbon awarded recently fixed. - Fixed an occurrence where pausing the game and going to the options menu would reset the map kills in the campaign - Soldier that fires Fausts/rifle grenades/bazooka will be unstealth. - Added proper carnage when a 88 explodes. - New campaign command ability: Dismiss, this will dismiss a soldier and bring a new one into the fight. The new soldier will have 50% of the dismissed soldier XP +5% per rarity tier of the skill used. This is useful when changing sectors and wanting to swap a guy or two. - Classic mode only, snipers on both factions have chances to go stealth on each action cycle based on their experience. They will remain stealthed until they fire a shot. - Snipers in classic have now +20 to combat skill. - Soldiers in classic are now maxed out at 100 combat skill. - Fixed promotion animation in classic. - Soldiers that are burning will not be able to use equipment. - QoL: Screen scrolling speed is now adjustable in the options panel. - New asset: ruined tower which will spawn in Outskirt of Brest. - Classic and Campaign: New obstacle mechanics, Dragon Tooth and Tank traps. If it comes in contact with a vehicle it will be destroyed but will also immobilize the vehicle for 30 and 60 sec respectively. - Engineers and sappers can "de"-immobilize vehicles - Mortarpit saves are now 60% - Classic special operations deployment will set you at -10 tp instead of -20 - Tommy's gun range increased from 200 to 250 - Range of m1919 reduced from 450 to 400 - Cover from tank traps reduced from 50 to 40 - New asset: Antena will cost 1 tp and give nearby siggies or HQ tents +20% to calls being accepted faster. - Commando will not panic as stated and will gain 25 morale once they reach 0 - New mechanics for the shovel, a soldier equipped with a shovel can disarm mines and UXO and TNT. Also, on a right-click, it will dig a shell scrape (improvised trench) which will consume the shovel. - Allies and Axis Engineers/sappers can disarm TNT placed by the enemy. - Classic new construction: Palisades. Cost 1 tp and build a small improvised wood wall that blocks line of sight. - Reduced the combat skill for German halftracks by 1% - Added a dynamic tip for the Iron cross soldiers - Classic new class: Mortarman, this soldier can fire up to 3 rounds of mortar (4 if he stands in a mortar pit) per wave. Mortar men can't fire if they stand under a tree, under a camnet or inside buildings. The mortar can fire at any enemies that are being spotted. Even those who aren't within his line of sight. Also since you are reading the patch note, here a lil layer of depth. Mortar soldiers can actually stack rounds let's say you put your mortar man inside of a building for 4 waves, he will have accumulated 12 rounds of mortar. - Classic Mortar pit: Understructible defence (60%) that increases the mortar ammo to 4 per wave. - Fixed a slight misalignment on the mortar pit in Campaign mode - Campaign: Dragon tooths will spawn in Aure valley providing a lil extra cover for your squad. - Added up to 5 seconds delay to enemy air bursts calls (blue smoke) - Changed the sound algo for explosions so they all follow the same fade pattern - Firing a recoilless weapon inside of a building will stun nearby soldiers for a short period of time. - Recoiless weapons (Bazooka and fausts) will create a back blast which can damage friends and foes. - Shotgun added to classic (2tp) - Increased vulnerability of crewed vehicles to airburst to 30% per blast (was at 20%) - Classic sniper blitzwave gives 10tp and spawns 12 snipers in your AO. - Classic Panzer Grenadier blitz wave will spawn only 2 half-tracks and will give 10 tp - Classic you can now equip a soldier with a flamer for 60 seconds (in the equipment menu) for 60 sec, cost 3tp. - New Asset Pillbox: This is a reinforced bunker that is 75% resistant to explosions. It has the same protection as a bunker. In classic, it costs 12 tp. In campaign, it spawns sporadically across the battlefield. - Fixed an instance where decrewed vehicles would still spot enemies. - Incoming fire from 222s and Flak30 will now decrease morale . - Panzerfaust will appear on top of Bazookas on backpacks. - Enemy will not spawn behind vehicles in classic if there is no infantry behind them. - Uncrewed vehicles will not prevent game over screen in classic.
Welp that is a wrap for this patch I hope you dig the new mechanics and see you all in the fight. If you got any input reach out on our discord.
Community highlight
Check out this particularly hard classic finish by Zeterman
We are happy… Scrap that. We are excited to announce… That sounds wrong. We are fishy to proclaim the death of demoless times of Anglerfish. That sounds more like us. We have a demo now for Anglerfish, and you should definitely try it!
We want to give you an idea of what we are working on, and at the same time try to hide what Anglerfish is going to be, so you can still have a fresh beginning when you buy and play the full game. Yes. We are 100 % sure you will buy the game after playing the demo… Or we hope so… Please, will you wishlist our game at least?! We can’t even afford to buy new pixels that we can use to make new graphics for the game! The point was, before we start crying and begging, that we have a few surprises just for the demo. Like, we have 4 real Danish bands as guest stars ONLY for this demo! These are 4 really nice bands that are quite talented. Please let us know which is your favorite band of them. You also have the option to have some fake bands playing in the game instead of the real bands, which is meant as a service for those of you who make let’s plays. We don’t want you to get in any trouble with YouTube.
While you are playing the demo, we will keep on creating more… deadly surprises for you.
Thank you for spending some eye-time reading our rambles. - John & Maria
As mentioned in the previous developer log, the upcoming Choices update will include a complete rework of the new game interface. This means a whole lot of new options when starting a new game. The new game interface will be broken down into sections that I’ll go over below.
Scenarios
While the previous system offered difficulty options, this new system will provide scenarios. Scenarios will affect various starting settings and crew configurations. The “Custom” scenario option will enable the ability to edit the settings and crew data in the following sections. Modders will also be able to created scenarios that will appear in the scenarios list.
Settings
This section contains the map data you may be currently familiar with, but also has a list of new settings. When in custom scenario mode these settings can be directly modified and events can even be toggled off by settings the trigger percentage to zero percent.
The starting supplies can also be directly changed in edit mode.
Crew
When in a selected scenario, colonists can be randomized to try to get more favorable values. When in custom scenario mode, however, colonists can be added, removed and have their attributes and job role levels directly modified.
Experimental Branch
This is still a work in progress, but an initial version of the new system will be coming to the experimental branch later this week or early next week.
Survey
If you haven’t seen it already there is a new feedback survey available for the Phone Home update. If you haven’t checked it out already and have a few minutes, then be sure to check it out.
Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality.
The update should be compatible with all saves and mods.
If the update cause problems and you have a bug to report, or you want to help us test, please join the Official RimWorld Development Discord! Thank you to all of our testers for your feedback.
Have a great week!
- Tia
Steam Deck Improvements
- Fixed multiple cases where on Steam Deck some keyboard shortcuts were mentioned - Commands now show "button A" glyph instead of "A" label on Steam Deck. - When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible. - Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.
Ideology Improvements
- Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard! - Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on. - Colonists no longer get upset for delaying a ritual. - Colorized some ideoligion-related text in ritual trigger letter. - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower. - "No slaves in colony" thought does not apply at "Very low" expectations or below. - Ritual opportunity letters are skipped for most rituals for the first 10 days of play. - Adjusted reliquary description. - Adjusted inspect pane and stat readout for relics in classic mode.
Misc
- Updated player creative content. - Changed the nutrients needed for lavish vegetarian and lavish carnivore meals to 1.25 (previously 2.5).
Fixes
- Fix: Dismissing on-screen keyboard on SteamDeck doesn't unfocus the text field. - Fix: Not all precepts are added to memes during fluid ideoligion development. - Fix: Malformed letters are sent to the player regarding ritual obligations that should not send letters. - Fix: Multiple funerals generating for ideoligions. - Fix: Word of serenity does not work on catatonic breakdown. - Some minor fixes to how ideoligions are generated.
Happy Monday ~ We've been reviewing all the feedback from over the weekend and are happy to provide a hotfix today regarding the following changes:
Fixed the help commands on the remote console to better represent commands available
Upgraded anti-cheat infrastructure and enabled server auto-kicks for non-compliance
Added a workaround for players that are constantly getting the "failed to connect to leap online services" message
Reduced the size of the riot shield so that players have an easier time making headshots
Hid unowned contractor bonuses from the perk's menu
Fixed an issue where players would hear more footsteps than expected in first person
Fixed a crash related to skin loading
Fixed an issue with the matchmaker which caused it to prefer matches with a lower max player count
And the rest have been balancing, performance improvements, and some crash fixes as well.
Just a reminder, players must run with anti cheat in order to not get kicked from our official servers. If you are experiencing any issues, you should run the game from your library and select "uininstall anticheat" and then repeat and choose "install anticheat"
Thank you all for your support, we're committed to making this game the best! If you have any issues at all, please feel free to let us know by LEAPing into our Official Discord: https://discord.com/invite/leap
Visit Shining Orb Prequel Wiki to get access to the new wiki. Stuck on a quest? Missing an item? Well no need to feel lost anymore, all quests and achievements are detailed here with solution. Warning : Spoilers in the solutions.
We have just added to Arise A Simple Story Deluxe Edition 110 pages artbook. To celebrate this beautiful piece of art we have discounted Arise A Simple Story Deluxe Edition by 50%. Join us in this incredible love story with a time-limited offer.
After talking to an experienced publisher, I decided to listen to advices. Soo, I must say that at this time it was decided to abandon the cooperative.
Maybe I will return to the cooperative in the future. But now it has been decided to focus on the singleplayer experience.