Travel to GolemPark - havegreatidea
A classic adventure quest, in the setting of an alternative future. Help the main character gather friends and go on a trip to the festival.
Killing Floor 2 - Molly
Backend Maintenance for Killing Floor 2 is scheduled at 15:00 MSK / 14:00 CEST / 12:00 UTC / 08:00 AM EST today. At that time the game will be offline for approximately 1 hour. We thank you for your patience.
Hammer of Virtue - Jahasajaju
Hammer of Virtue is a melee action game with fully destructible levels. Watch this Stream to see if it is something for you!
End of Despair - Trioskaz


We start gameplay stream of our demo End Of Despair! We hope you enjoy it!

Watch and add game to your wishlists!
Jun 16, 2022
PolyCore Defense - Tork
CHANGES
  • All turrets and effects have been optimized. You should notice big improvements in fps, especially in the later waves with lots of turrets active.
  • Replaced key binding button texts with images
  • Made Endless Mode a tiny bit easier at the start
  • centered some off-center cameras
  • Fixed an issue with the Gem Miner drill color
Stellaris - MrFreake_PDX

written by Eladrin

Hi! Let’s get straight to it!

The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included.

"Stellaris 3.4.4 ‘Cepheus’ Preliminary Patch Notes"
[expand type=details]

#################################################################
########################## VERSION 3.4.4 ###########################
#################################################################

Improvements
  • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
  • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
  • Imperial Fiefdom changes
  • The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
  • Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
  • The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
  • Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
  • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
  • Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
  • Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
  • Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
  • Quantum Catapult event art image added
  • Hyper Relay event art image added
  • New Overlord music track will now play in the main menu
  • Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later
  • Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
  • Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
  • The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
  • The Reemployment Center holding now shows when the next zombie will be created.
  • Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
  • Added subjugation agreement caps of +1,000 / -10,000
  • Refined the Teachers of the Shroud requirements tooltip.
  • Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
  • Players will now be notified when their Overlord has built Holdings on their planet
  • Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
  • The dividend event now specifies which enclave is paying its dues.
  • AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics
  • AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war etc
  • Clarified the tooltip for the Strip Mine decision.

Balance
  • Ships now gain 5 exp per day in battle instead of 1.
  • Doubled the base unity output of telepaths.
  • Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
  • The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
  • Bulwark Battlewright aura now provides 0.25% hull regen per day.
  • Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
  • Being an overlord now imparts a -1000 penalty to diplomatic requests to be subjugated.
  • The Ministry of Science and Vigil Command now have an empire limit of 1.
  • The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
  • Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
  • The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
  • Habitation Modules provide +0.5 building slots.
  • Orbital Shipyards gain +1 Shipyard capacity.
  • Orbital Anchorages provide +2 Naval Capacity.
  • Planetary Defense Guns and Batteries support +1 Defensive Platforms.
  • Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
  • Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
  • Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build them correctly right away.
  • Significantly reduced the amount of time it takes to build Ion Cannons. Reduced the base cost and upkeep of Ion Cannons, but they are now affected by components.
  • Reduced weighting for clerks as pops seemed to really want to work as them instead of miners
  • Merc dividends no longer give ships when the patron is near or above their naval cap.
  • Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
  • If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.

Bugfixes
  • Fixed ETA not being displayed in the fleet view
  • Progenitor Hives can now lease fleets without them being debuffed
  • AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
  • Khan should no longer be hostile to mercenaries.
  • Admirals no longer abandon their post on leased fleets.
  • Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
  • Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
  • Newly colonized planets will now have their planet automation turned on if they are in an automated sector
  • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
  • When an orbital ring is destroyed, the planet owner gains ownership of the ruined ring immediately.
  • Fixed broken tooltip for destroyed orbital rings.
  • The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
  • Mercenary fleet contract can now be terminated after vassal has been integrated
  • Added localization for Imperial Fiefdom opinion modifiers.
  • Traditions will now be properly transferred to vassals created from sectors
  • Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive
  • Fixed template with an unnamed flag causing issues with game loading
  • Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
  • Fixed possibility to set gender specific ruler titles, for example King and Queen
  • Fix some issues with display of leader names
  • Corrected “Message in the Canopy” archaeology site outcome options
  • Vassal loyalty tooltip in subjugation view now includes full breakdown information
  • Fixed relay network modifiers being removed after specialist vassal levels up
  • Fixed missing localization in mercenary admiral tooltip
  • You can no longer declare wars of vassalisation against Inward Perfectionists.
  • You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
  • Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
  • Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp
  • The Manifesti faction now use their faction icon.
  • Pacifier colossus weapon can now target machine and hive worlds.
  • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
  • Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
  • Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
  • Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp
  • Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects)
  • Subjects are now informed that they have a -50% penalty to diplomatic weight.
  • Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
  • The Khan no longer counts as a Satrapy and thus can invade planets.
  • Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions
  • Fixed slave armies not being trainable.
  • Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets
  • Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
  • Mercenary Captains no longer display localisation keys.
  • Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
  • Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
  • Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
  • Fixed Terravores claiming that they could build Organic Sanctuary holdings.
  • The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
  • The job description of colonists now states that they can provide minerals instead of food.
  • Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
  • Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
  • Strongholds no longer benefit from Resistance is Frugal
  • Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
  • Fixed "Shroud Stench" planetary modifier lacking an icon
  • Updated tooltip for how to unlock branch office buildings.
  • Resized and moved the upgrade button for orbital rings.
  • Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
  • Fixed some issues with the setup of the starting Ring World in advanced AI empires
  • Fixed Gestalt Empire Governors Skill tooltips saying Crime instead of Deviancy
  • Fixed incorrect description string variable in the "Atmospheric Nanobot Dispersal"
  • Fixed Emergency Election button showing two Unity symbols
  • Admirals no longer abandon their post on leased fleets.
  • Mercenary armies now properly spawn at the client capital.
  • Pressing ESC during mercenary diplomacy should now bring you back to the main menu or close the diplomacy window.
  • Tactical advice against the gray tempest is only available when the gray tempest is triggered, not just when the L Cluster is opened.
  • Patrons can no longer recall fleets that they themselves are hiring.
  • Mercenary admirals now have suitable loc for their profession.
  • Fixed some cases where our tooltip system would unnecessarily generate "all of the following must be true" (when there was only one condition)
  • Fixed incomplete information about what Telepaths do when looking at buildings that provide them
  • Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
  • Fixed incorrect tooltip when scrapping robots during the alloy deficit situation
  • Fixed the message response icon on diplomatic notifications blocking click input on the lower half of the notification.
  • The No Holding text in the agreements tab is now yellow instead of placeholder pink.
  • If you don't use Consumer Goods and conquer a planet with factories on it, they will be removed
  • Fix missing prescripted empires' leaders' names
  • Fixed ship building buttons in Mega Shipyard view being cut off
  • You can no longer force ideology on gestalt empires by declaring on their subjects.
  • Fixed issue when some of the modifiers of modules didn't apply to the Starbase.
  • Fixed Insidious Ophidians event chain accidentally removing the "Poor Quality Minerals" permanent planetary modifier

Game Stability related fixes and changes:
  • Fixed multiplayer out of sync due to FLEET_ORDERS
  • Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
  • Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
  • Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
  • Fixed crash from having a subject with 0 empire size

Modding
  • Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
  • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
  • Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
  • Fixed load order issues with check_modifier_value
  • Fixed localize_with_value_key and min_mult in scripted modifiers
  • Added GetOriginName localisation command (to clarify an error log)
  • Added "has_subject = <country>" trigger to go with has_overlord
  • Greatly improved scope error logging for event targets and script values
[/expand]

Should the plans change I’ll let you know immediately.

With that, I’m having the team move on to future releases and some of the things discussed in last week’s dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 ‘Fornax’ update in the fall.

Dev diaries will resume sometime in August.

Happy summer!
LAST CLOUDIA - hirota

On June 16, 2022, post-maintenance, the Descent of Heroes Festival and Step-Up Descent of Heroes Festival will be released!

New Unit
Blademaster Beyland (Voice: Jouji Nakata)



New Ark
Dreadwyrm Galanova (SSR)



Ark Trait (Ark Lv 10):
No-attribute skill damage +25%.
When incapacitated, revive if three other allies are alive (once per wave).
Clothes Equipped: Critical rate +3%/ physical attack damage cap +1000.

100% Ark Ether Reward



Event The Silver-Gray Swordsman Released

In this event, you can play a heroic tale that spotlights Beyland.

During this event, you can get a total of 3 types of limited equipment and a Blademaster Beyland stamp!
Get these items by playing the event!



Thank you for your continued support of Last Cloudia.
The Last Cloudia Management Team
EVE Online - EVE Online
Proud Capsuleers!

Gallente Federation Day returns running until 28 June, offering you the chance to grab log-in rewards, take part in new challenges, and pick up some special offers!

Federation Day Parades

The glorious Federation Day parades return for 2022, offering pilots the chance to show off their firework-flinging skills at parades in the Luminaire, Villore, Dodixie, Lirsautton, Alentene, Orvolle, and Octanneve systems.

Also returning from last year’s celebrations are the special mining blitz events, and stunning monuments where you can pay tribute.

A new Gallente Grand Prix

This year’s celebrations also go hand-in-hand with a special Grand Prix event. While you raise a glass to the glorious Gallente Federation, why not take part in a race around New Eden to further show your support?



Cloudy with a chance of carnage

No event would be complete without a fresh new Proving Grounds challenge to tackle. Taking place between 24-27 June, this Proving Grounds event focuses on turret damage, and includes an intriguing new twist.

A huge Tachyon Cloud at the center of the arena provides a 300% boost to velocity, and a 50% reduction in ship inertia. As well as finessing your ship fits, you’ll also need to play carefully with this environmental effect if you’re to emerge victorious.

Celebrate with the EVE community

On 25 June you can also enjoy a player hosted event taking place in Luminaire from 18:00 UTC! Throw your fireworks around, light up your ships, and wow the crowd to earn cash prizes and a selection of SKINs.

There’ll also be a bonus trivia quiz, poster design competition, and plenty more besides. Head over to the thread on the official forums for all the details.

Free gifts and new challenges

Log in for at least eight days during the event and you’ll earn a selection of SKINs, and boosters! Fresh seasonal challenges will also be available, giving you even more opportunities to earn rewards.

Special sales & the return of Federation Police SKINs

The Federation Police SKINs will make a very welcome return to the New Eden Store for the duration of the event, along with an expanded collection of Luminaire Rising SKINs.

A selection of Federation-themed bundles will also be available on the EVE Store, packed with Skill Points, boosters & SKINs. Dress up in style as you race around New Eden!



See you at the celebrations!
[Neolithic]To the End - orochi2k
English
##########Content##################
Expanded the Medical Room of the Safehouse.
Added a set of laboratory equipment that you can use to brew potion through alchemy in the Medicial Room.
Added a chest of some alchemy materials nearby.
Added a fire extinguisher nearby.
Reduced the XP gain from successfully brewing a potion. (Previously, it makes leveling up too fast.)
All beds in the Medical Room are now usable furniture.
Vampire Dust is now alchemy material.
简体中文
##########Content##################
扩展了安全屋的医疗室地图。
在安全屋的医疗室中加入了一组实验器材可供炼金
在这组设备附近加入了一个有一些基本的炼金原料的箱子。
在附近加入了一个灭火器。
降低了制作每瓶药剂获得的经验值。(此前的经验值导致升级过快。)
所有的医疗室里的床现在都是可以使用的家具。
吸血鬼粉末现在可以作为炼金原料。
Squad 44 - SnazzyDuckling
Greetings!

We are excited to finally announce the release of our Engine Upgrade Update which brings Post Scriptum up to the latest version of Unreal Engine, to go along with it are many bug fixes, improvements and optimization acros the board.


4.27 Unreal Engine Update
With the release of this update Post Scriptum now runs on the latest version of Unreal Engine, this is something that was important to us and for the longevity of the game as many of the new tools and improvements made to the engine are now available to us, we will be using these to great effect in making Post Scriptum a better experience for all of our players.

One big issue we had with a previous version was an issue for certain CPUs namely Intel CPU's of Generation 10, 11 & 12 crashing when starting the game due to a bug within the engine itself, resulting in us needing to make some bandaid fixes. This issue is now resolved entirely and shouldn't impact users of those brands of CPU anymore.

You can find all the devblogs covering the changes below:
https://store.steampowered.com/news/app/736220/view/4689941763322221341
https://store.steampowered.com/news/app/736220/view/3193626400498877718
https://store.steampowered.com/news/app/736220/view/3327609752679252140

NVIDIA DLSS & NIS Support

During the upgrade we spent some time looking into some of the new tech that has become more readily available to us as developers, while we have many options for implementation we sat down and eventually settled with our options. And so we ended up choosing the solution that NVIDIA provided.

Starting with this update Post Scriptum now supports both DLSS and NIS, both are tech from the same company, but they achieve different results. DLSS is designed as an AI upscaler that performs what we can only describe as black magic to give users of Tensor core compatible GPUs a boost in performance for little to no visual loss. The downside is that this tech requires the use of Nvidias RTX lineup of cards.

The other tech is NIS which is more like a traditional upscaler that works on all brands of graphics cards similar to AMD FSR and is essentially their answer to AMD FSR, we've gotten many questions as to why we opted for NIS over AMD FSR and the simple answer is that the implementation was far easier and doesn't have compatibility issues with NVIDIAs other tech.

While we have chosen this option for now, if demand is high enough we may consider AMD FSR in the future.

Steam Summer Sale 2022
June 23rd - July 7th

Flowers are blooming, the heat waves are here and its time to bring out your sunscreen, because summer is here and you know what that means. The Steam Summer Sale is almost upon us and as with every year Steam has their seasonal sale on the same period as it usually does every year.

You can expect Post Scriptum to be 50% off for the Steam Summer Sale 2022.

Engine Upgrade Release Changelog v3.0.550.2211
Gameplay Improvements
General Changes
  • Fixed an issue where you could not enter and exit ADS while cycling the bolt.
  • Possible fix for shells exploding when leaving the gun due to latency.
  • Tactical map now shows X,Y,Z coordinates. Only relevant to developers for bug fixing.
  • Fixed rendering of US Marksman rifle in D-Day higgins boat.
  • Adjusted 88mm APHE Parent Shell Value: Soldier Internal Damage Multiplier from 0.11 -> 0.15
  • Adjusted 88mm APHE Parent Shell Value: Explosive Inner Damage Radius from 100 -> 200
  • Adjusted 75mm APHE Parent Shell Value: Soldier Internal Damage Multiplier from 0.11 -> 0.15
  • Adjusted 75mm APHE Parent Shell Value: Explosive Outer Damage Radius from 1250 -> 1000
  • Adjusted 40mm APHE Parent Shell Value: Explosive Base Damage from 400 -> 100
  • Adjusted 40mm APHE Parent Shell Value: Explosive Damage Inner Radius from 100 -> 50
  • Adjusted 40mm APHE Parent Shell Value: Explosive Damage Outer Radius from 800 -> 500
  • Fixed missing impact FX for APHE on materials when pentrating but not exploding
  • Fixed M4A3E8 spare track external component not having physmat.
  • Created a hole in the Panther turret and turret interior col pieces behind the cannon so that shells can penetrate the turret and armor value isnt doubled.
  • APHE now detonates on impact with soldiers instead of phasing through.
  • Moved M4A3E8 HVAP up so that it is below APCBC
  • Fixed Cromwell Shot Mk9 APCBC-T being incorrectly labeled as APBC-T
  • Added missing impact fx to some APHE shells.
  • Added missing impact and ricochet decal to some APHE shells.
  • Resized all impact decals to be more reasonable according to shell caliber.
  • Added HEAT impact decal to make it easier to decipher if you bounce or ricochet.
  • Fixed M8 greyhound ammo amount 125 -> 80
  • Fixed Sherman M4A3 Default Wreck Right track not correct position.
  • Added M10 Wolverine
  • Added M8 Greyhound
  • Added Stug III A
  • Stug III G handling adjustment.
  • Sherman Firefly handling adjustment.
  • Rebalanced all APCR shells with more realistic bouncing angles.
  • CreateRallyPoint is now called AdminCreateRallyPoint. requires "cheat" permission level
  • Fixed an issue where commander icons were offset on map.
  • It is now possible to rearm Anti Tank guns using supplies from construction truck
  • Implementation of Replication Graph to give better server performance. (Ongoing)
  • New lighting across all layers
  • Added new foliage to all maps.

Graphical Changes
  • Moved advanced graphics into a separate tab
  • Added Nvidia DLSS & NIS settings & sharpness
  • Added an option to toggle Volumetric Fog
  • Added an option to toggle & set Depth of Field quality
  • Added a slider to change Motion Blur amount
  • Max ingame FPS can now be set from 0 999. 0 Disables FPS cap.

New Spawn Menu
  • All pages are combined into one page.
  • Removed spawn location list.
  • Hovering over the map now enlarges the map. (Can be toggled off in Game Settings)
  • Chat can now be collapsed.
  • You can now Respawn from the spawn menu.
  • Staging phase timer is now visible on the spawn menu.

Staging Zone Standardization
Offensive:
  • Staging time has been made consistent across all Offensive layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
  • Added staging and forward staging zones to all Offensive layers
  • Fixed any Offensive layers where both teams were either marked as Attackers or Defenders
  • Fixed any staging zones in Offensive layers that had an incorrect team assignment
  • Removed any extra, unneeded staging zones

RAAS:
  • Staging time has been made consistent across all RAAS layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
  • Added staging zones to all RAAS layers
  • Removed any extra, unneeded staging zones

Supremacy:
  • Staging time has been made consistent across all Supremacy layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time

Armoured:
  • Staging time has been made consistent across all Armoured layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time and time for players to get into their assigned vehicles before the match begins.
  • Added staging zones to all Armoured layers

Invasion:
  • Invasion Layers with staging zones have been set to 210 seconds

Map Fixes
General
  • Lowered the placement collision box for the Flak 36 to allow for placement inside of flak emplacement bunkers
  • Improved readability of explanations in shooting range and fixed some typos
  • Added box collision to TownResidence2Floor12Length_B so players can't clip inside

Carentan
  • Carentan church is no longer floating off the ground
  • Fixed wall that wasn't capped off in bush
  • Enabled collision on large foliage rocks
  • Fixed fence clipping inside of building
  • Fixed LOD material on building
  • Moved Axis temp spawns closer to first objective on Offensive 01
  • HQ/Mains for both sides have been moved further from their closest cap point on Offensive, Invasion, RAAS, and Supremacy layers

Veghel
  • Fixed separated trench spline
  • Fixed floating radio in German Main on all layers
  • Fixed floating road spline near bridge

Dinant
  • Fixed an issue where you could hop into an alleyway, but you'd be stuck there
  • Fixed issue where you could fall through ground into trench tunnel
  • Fixed floating radio in German Main on all layers
  • Fixed issue where you'd run into invisible collision when going up staircase to the castle
  • Fixed pinch point where you could get stuck between a tree and cliff
  • Fixed some cliff pieces clipping out of the ground
  • Fixed floating debris pile in trench
  • Fixed alley in factory you could jump in, but couldn't get out easily
  • Fixed issue where player could hide inside some large oak trees
  • Removed floating debris from road
  • Fixed floating wall by raising landscape near it
  • Fixed floating barn
  • Fixed floating train car
  • Fixed spot where you could see into a building's interior by looking underneath
  • Fixed various floating spline edges
  • Fixed pinch-point between landscape and wall
  • Fixed various floating sidewalks
  • Fixed building with bumpy attic floor
  • Fixed stairs in manor that were difficult to climb
  • Replaced citadel lights with off variant if no point lights were attached
  • Covered citadel window in Offensive 01 to prevent players from entering

Arnhem
  • Fixed floating sidewalk
  • Removed invisible building that was blocking players from running through alleyway
  • Fixed issue where some brick fences weren't capped off with pillars, thus allowing players to see through them
  • Fixed floating radio in German Main on all layers
  • Fixed tile in alleyway you could clip through
  • Fixed some floating trees
  • Fixed several buildings that had lights with a brick material
  • Fixed several buildings with weird, stretched red material
  • Removed scaffolding clipping into building stairs
  • Removed floating/oddly placed bushes around pond
  • Fixed floating spline edge
  • Fixed ad on wall disappearing when you get close to it
  • Fixed alleyway that player could get stuck in

St Mere Eglise
Fixed tree blocking trench tunnel
  • Fixed pinch point where you could get stuck between a shed and hedge
  • Fixed floating radio in German Main on all layers
  • Fixed hole in trench
  • Moved tree clipping into trench
  • Moved tree clipping into building
  • Sunk spline under ground that had weird collision
  • Removed unnecessary pain causing volume inside of destroyed house
  • Removed tall, unfinished landscape spline
  • Fixed pinch-point between wall and steep landscape where you could get stuck permanently
  • St Mere Eglise Offensive 01 Allied HQ/Main has been moved further from the closest cap point.
  • Offensive 01's first cap point,"Chemin de Fauville" has been moved further east and has also been renamed to "Ferme de Fauville".
  • Invasion 02 HQ's have been adjusted further away from closest cap/objective points
  • Adjusted St Mere US main on RAAS layer

Maginot
  • Fixed floating terrain spline
  • Removed invisible headstones that were blocking players
  • Removed misplaced splash FX
  • Moved spawners and other gameplay related items from Spawner Levels to Gameplay Layer levels.
  • Removed snow piles from map
  • Fixed floating stone wall
  • Fixed floating river spline

Heelsum
  • Fixed issue where you could clip your head out of a barn's roof
  • Fixed floating radios in both mains on all layers
  • Fixed floating light/medium armor spawns in axis main on all layers
  • All hotel cap points on Heelsum are now the same size.
  • Offensive 07 Renamed "Iscra" control point to "Rimzicht"

Grave
  • Added wooden covering to castle tower windows and entrance
  • Fixed floating tree
  • Fixed floating radio in German Main on all layers
  • Fixed water clipping through landscape
  • Fixed wrongly assigned material to door/window frames on building
  • Blocked access to Hampoort building roof
  • Sunlight no longer casts shadows in sewer, also increased dirt roughness to reduce shininess
  • Fixed section near river inlet where you could clip through floor and shoot to the other side
  • Fixed various floating tree clusters

Stonne
  • Removed out of bounds box in the center of the skirmish layer
  • Added collision to stream bank
  • Fixed floating radio in German Main on all layers
  • Fixed small point in pond that would cause you to take damage when crouched
  • Fixed furniture in building that was culling in view of player
  • Fixed various floating foliage

Utah
  • Added some platforms to reach previously unreachable bunker windows
  • Moved foliage clipping into some bunkers
  • Raised some bunker's ceiling collision since they were too low
  • Fixed issue where you'd get stuck next to bunker window forever
  • Replaced blocky sand splines mesh with natural trench mesh
  • Tents Supremacy cap point no longer appears in offensive layers
  • Added bottom step to stairs so players don't need to vault
  • Fixed issue where you could fall through ground when crawling near bunker wall
  • Capped off spline wall you could crawl underneath
  • Moved fallen tree that was blocking players from running through trench
  • Fixed hedge spline that wasn't capped off
  • Fixed some areas where swamp water edge was clipping through ground
  • Capped off trench wall that could be seen through
  • Fixed gap underneath trench
  • Removed floating bush above swamp
  • Fixed wacky dirt road intersection
  • Offensive 02 HQ/Main for Axis has been moved further from the closest cap point.
  • Fixed sharp landscape drop-offs underwater near destroyed house
  • Fixed spot in bunker where if you'd crouch, you'd be stuck
  • Fixed invisible barriers in La Selleraie trenches
  • Offensive 02 has been reduced from 9 cap points to 4 in order to give more breathing room between caps
  • Invasion 01 + 02 have had their German HQs moved further away from their closest cap point

Doorwerth
  • Fixed floating radio in German Main on all layers
  • Added missing collision to wall players could clip through
  • Fixed house you could clip inside by jumping into wall
  • Fixed landscape clipping through floor
  • Fixed mesh gap in upper floor of Doorwerth Castle
  • Replaced blue fence material with default mat
  • Doorwerth Skirmish now has staging zones
  • Doorwerth Supremacy loading screen no longer labels the gamemode as "Armoured"

Velmolen
  • Raised landscape around Ammo Dump so players can't clip inside trench walls
  • Adjusted AA bunker to not clip inside trench
  • Fixed floating radio in German Main on all layers
  • Fixed floating house
  • Fixed floating tree clusters
  • Fixed gap in landscape near spline
  • Fixed barn that had wrong material applied to support beams
  • Fixed wrong material assigned to wooden door
  • Fixed floating tree clusters
  • Fixed bright green artifacts on church interior material
  • Fixed pond that was slightly too deep
  • Fixed forest foliage clipping through part of street

Best
  • Fixed terrain spline that was blocking players from running through drainage pipe
  • Fixed floating radio in German Main on all layers
  • Added collision to stream bank
  • Removed tree clipping inside AA bunker
  • Removed floating flowers near flower pots

Driel
  • Fixed floating radio in German Main on all layers
  • Fixed pond not doing damage when going prone
  • Fixed factory decal getting casted onto player
  • Fixed crates floating off table
  • Fixed crate clipping into stone wall
  • Fixed z-fighting coal pile
  • Removed floating crates inside factory buildings
  • Fixed LOD on large factory building
  • Fixed floor material used in large factory building
  • Fixed house wall that let you clip behind a staircase
  • Added Offensive 09
  • Added Offensive 10

Oosterbeek
  • Removed film grain on offensive 03 layer
  • Fixed floating radio in German Main on all layers
  • Fixed grass clipping into long stretch of road


Sincerely,
Periscope Games



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