A free demo of GameGuru MAX is now available on Steam so users can try it before they buy!
And also confirm their system spec meets the minimum requirements to enable them to run GameGuru MAX
The FREE TRIAL version includes:
Nine demo games for you to play and enjoy
Access to all game objects used in the demos
A preview of all game objects in full 3D so you get a sense of what you will get in the full version
Save standalone game, model importing, marketplace and saving custom characters have been disabled in the free trial version but are instantly available in the full version.
For those who have yet to experience GameGuru MAX, we hope you find the free trial a great insight into this briliant new Early Access game making tool.
Hey everyone, First of all, thank you all for buying the game. Just looking at the number of users put a huge smile on my face that I wasn't able to shake off for a while.
My original plan was to release a new episode WITH the launch but my trusty laptop wasn't so trusty anymore and so that took around 2 weeks to fix. Needless to say, I had to recuperate from a loss of data before starting to work on the next episode.
Things are back on track now and the new episode ETA is somewhere around this month. More towards the end if I'm being realistic since I have to go through a few rounds of bug testing and I also plan on making a few quality of life changes. These will not affect the plot in any way. If any of you have suggestions, please feel free to join my discord server and either pm me there or just post it in chat and I'll get back to you as soon as I can. Again, this update and any future updates for at least a year if not more are completely FREE.
Progress wise, I'd say I'm more than 60% done (script, renders, code, music). My pms on discord are always open if you have more detailed questions.
Welcome Heroes! Many magnificent contestants have signed up for the tournament but only a handful will be chosen to join the Tidal Blades, the elite guards of our island realm. To succeed in the Tournament and be chosen as a Tidal Blade, you must compete in Challenges held in the 3 Arenas, rise to the top of the Champion’s Board, and protect the realm from the ever-increasing threat of the Monsters from the mysterious Fold.
It has been fifteen years since the Great Battle; 15 years since the Arcanists from the Citadel of Time made their terrible choice and created the Fold; 15 years since the last assemblage of Tidal Blades. The Arcanists folded space and time to stop the onslaught of creatures from the depths, but now new Monsters have appeared, the hard-earned days of peace are coming to a close and the islands need protection. A tournament has been called, the Arenas are ready, the inhabitants of all the islands are gathering, and young heroes from across the realm are showing up to compete to be named a Tidal Blade: Hero of the Reef.
In Tidal Blades: Heroes of the Reef, each player takes the role of a young hero competing to be named a Tidal Blade. The tournament takes place over 5 Days and Nights. By gathering the needed resources, signing up to compete in Challenges and timing your arrival at different islands you can make the most of your Hero’s turns and rise in the ranks of the contestants.
Each day you will send your hero to take actions on the different Locations and to undertake Challenges. Each action will gain you the resource or effect listed on the action space as well as the Location bonus. At the Arenas you may then attempt a Challenge that matches your Location, and at the Fold you may battle a monster. Completing Challenges and fighting monsters will advance your character in the four traits of Focus, Spirit, Resilience and Synergy.
Each Tidal Blade will be judged at the end of the 5 rounds based on the Challenges they have completed, the level of each of their Traits, their standing on the Champions Board, and the monsters they have fought.
We hope you are enjoying exploring every nook and cranny of Exposure, and trying out Lis’s G-84 TGM to take out your opponents from every conceivable angle. Thank you for playing Season 1, and sharing your thoughts on gameplay with us. It means a lot to the team, and we had a ton of fun watching and playing alongside you.
That brings us to Update #1.1.0 which is the first Update for Season 1. It will become available for play on Wednesday, July 6.
What’s new?
In this Update you’ll find new fixes, Quality of Life improvements and balance changes. Here are some highlights of what to expect:
New XP events for Pilot Kills, Disarming Mines and Repairs
Multiple vehicle balance changes such as a reduction in power for the MV38-Condor’s and Mi-240 Super Hind's 50mm Cannon
DMR rebalancing to increase their long-range combat value
Battlefield Portal receives new playspaces, vehicles, and Modifier and Rules Editor options to further empower the creation of your own modes
You’ll find the full list of changes for #Update 1.1.0 in the Changelog below.
When is the next Update?
The next Update is currently scheduled for release in August, and brings further fixes and changes to the Battlefield. We’ll follow-up with full detail closer to its release.
Stay Updated
To stay informed on the roll out of Update 1.1.0, you can follow us on the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.
Changelog
General
A new widget has been added to the Main Menu which shows how many friends are currently online. You'll now also see the number of online friends directly in the Social tab.
Resolved some instances where Controllers would not provide input when launching the game
You will no longer get stuck at the "party leader selects game" screen in the lobby when the party leader has already entered the next game. Friends stick together!
You'll no longer see Unassigned or Not Set text in menus when using an alternate controller scheme
A Party Leader icon has been added to the Social menu
Camera settings for Vehicle 3rd person Field of View now apply immediately without having to cycle through camera options again
Changing Squads while in a party now automatically sets your VoIP setting to Party
The Kill Log sometimes didn't show all kills made when the "Show Kills Made" setting was to ALL. It now properly shows all kills.
Weapon Charms should now always be visible on weapons while scrolling through the menu
Bonus Missions now show the correct expiration time
End of Round visuals for Battle Pass rewards are no longer missing after playing a Portal match
The Zoom button now functions correctly when previewing Charms in the catalog
Zooming in/out has been made smoother while in preview menus
Fixed overlapping icons in Tags for players you've taken down
Completed Challenges that previously didn't give out their reward should now retroactively grant them
Further new XP events have been added:
New Pilot Kill Bonus Event - triggers alongside you snipe and kill the pilot of an air vehicle
New Disarming Mine Event - triggers when you disarm an enemy AT Mine using Interact
Repair Assist - triggers when someone in a vehicle you recently repaired kills an enemy with that vehicle
Reduced XP reward of Spot Assists to 10 XP
How Players of the Match are selected is now more consistent
Player Icons and Healthbars now update faster when their state changes
Made various changes to smooth out the overall camera experience
The Kill Card has received several improvements:
A list of nearby or incoming receivers is now visible on the Kill Card alongside information about the killer
If there are no assists involved in a kill then assist will not show on the Killcard
There is now an animation for when the Killcard is showing on screen or when hiding or skipping it
Battlefield Portal
New game presets Air Superiority and Ground Superiority have been added to the Web Builder
You are able to adjust vehicle count in Air Superiority and Ground Superiority game modes
AI Soldiers are now better at climbing ladders across Classic era maps
Underbarrel attachments can now be resupplied as expected by Ammo Crates
Added Ranger to Restrictions tab
Teleportation action block now works inside HQs
Audio
New and unique character voices have been added for:
Battlefield 1942 British Engineer
Battlefield 1942 American Anti-Tank
Battlefield 1942 German Engineer (aka Günter)
Additional voice over lines have been added for Bad Company 2 and Battlefield 3 non-squad soldiers
Maps
Added 4 extra-small layouts for existing maps (Battle of the Bulge, El Alamein, Kaleidoscope and Manifest). These are suitable for creating new Vehicle TDM experiences, but they'll also work with Team Deathmatch and Free-for-All modes
Several fixes have been made across Classic era maps to resolve terrain, prop and collision issues
Modifiers
Added Passenger Seat Modifier: disabling passenger seats allows for a higher maximum number of vehicles.
Added the option to toggle passenger seats availability
Added Set Max Health Multiplier modifier for vehicles
Added InfiniteWeaponMagazines modifier
Added Projectile speed multiplier modifier for throwable items
Rules Editor
Added CompareVehicleName value block and VehicleName selection list block
Added GetVehicleState GetPosition value block for vehicles
Added GetVehicleState GetFacingDirection value block for vehicles
Added AllPlayersInsideVehicle array value block
Added GetVehicleState LinearVelocity value block
Added the option to enable and disable capture points in Air Superiority and Ground Superiority experiences
Added GetCapturePoint value block
Allow error reports to send additional payloads in Error Logs
Add new action block for sending custom error reports in Logic Editor
Vehicles
Bad Company 2
Replaced the UH-60 on the Russian team with the Mi-24 Hind
Replaced the BMP-2 on the Russian team with the BMD-3
Battlefield 3
Added the A-10 Warthog and SU-25TM Frogfoot as new vehicles
Gadgets
Resolved several clipping animations for melee weapons while vaulting over obstacles
Resolved several gadgets clipping through hands while vaulting
The EMP effect from thrown EMP Grenades will no longer affect players outside the visual radius
C5
Shooting C5 with any weapon once will cause it to explode
FXM-33 AA Missile
FXM-33 AA Missile UI will no longer remain on screen while switching to another weapon
Fixed an issue where no 'In Stealth' state is displayed while locking on to Helicopters with the FXM-33 AA
Repair Tool
The "Repairing" voice over no longer plays when attempting to repair destroyed vehicles
Using the Repair Tool no longer sometimes causes the camera to shake
Smoke Grenade Launcher
The Smoke Grenade Launcher's name is now properly displayed in the Kill Log and Kill Card
SOFLAM
The overlay on vehicles for the SOFLAM now has the accurate colors; grey when in progress and yellow when fully locked on
Spawn Beacon
The Spawn Beacon now takes 1 to 2 bullets to destroy instead of 4 to 7
Hazard Zone
We’ve made several changes to reduce the reliance on the Data Drive Scanners within Hazard Zone. This should make it easier to understand the mode, and allows you more choice in which gadgets you want to deploy with.
Increased cost of the Data Drive Scanner from 0 to 200
Now only shows players carrying Data Drives when scanning
Data Drives are now globally shown in the world
IBA Armor Plates are now free and the default gadget
A new mechanic has been added to Hazard Zone, called Second Chance. This should make it more forgiving while you are first getting to know and start interacting with new squad mates.
If your squad wipes before the first extraction, then the whole squad is redeployed one time after 15 seconds, at a different location from where you first inserted
Redeploy and Second Chance now spawns players at 500m instead of 100m. Until the player is 100m above the ground, the parachute cannot be used
Several further changes have been added to faster to get into a Hazard Zone match
Map Overview has been removed
Reduced the amount of players needed to start the timer for starting the round, even if the server isn't full yet
Reduced the start timer from 2 -> 1 minute
Tactical Items
Quickdraw Holster has been removed
Throwable Increase I - Increased to +2 extra throwable, up from +1
Faster Healing I - Increased healing with 50%, up from 20%
Insider Information - Increased location reveal from 30s -> 60s before impact
Insider Information - Reduced rarity to Rare, down from Epic
Insider Information - Reduced costs from 400 -> 200 Credits
Biometric Scanning - Now spots enemies for 100% longer, up from 50%
Biometric Scanning - Increased rarity to Rare, up from Common
Biometric Scanning - Increased costs from 100 -> 200 Credits
Table Deal - Increased cost from 400 -> 600 Credits
Ammo Increase II - Increased to +3 additional magazines, up from +2
Ammo Increase II - Increased rarity to Epic, up from Rare
Ammo Increase II - Increased cost from 400 -> 600 Credits
Faster Healing II - Increased healing with 100%, up from 50%
Faster Healing II - Increased cost from 400 -> 600 Credits
Maps & Modes
Fixed several visual, collision, lighting and interaction related bugs across Current era maps
Resolved an issue on Discarded that could cause defending players to become stuck when spawning
Resolved instances on Discarded where EMP Grenades exploded without delay after being thrown
It no longer happens that the wrong voice overs would sometimes play when a match was in overtime
Breakthrough
Distinctive icons have been added for both Attackers and Defenders
Directional retreat indicators have been added for defenders. This helps you understand in which direction you need to retreat
Objective icons now show a hold Hold, Defend, Attack or Retake description to make it easier to understand where you need to go
Audio has been tweaked to increase the feeling of tension during a match
The transition from the match into the End of Round screen has been smoothened
Soldier
Soldiers will no longer sometimes clip through terrain when running up steep slopes
Gadgets and weapons will no longer sometimes clip through walls while vaulting
Ping locations are no longer inaccurate when in a vehicle seat as a passenger
Jumping will no longer sometimes be interrupted after sliding
Soldier hip rotation animations have been improved
You are now able to vault over some angled walls that prevented this previously
You are now able to move while Aiming Down Sights and being prone
Strafing no longer causes the camera to slightly move
Several improvements have been added to soldier movements animations:
Separated aiming from turning so 3P animations can now look around slightly before triggering a turn animation
Added leaning to 3P animations
Added new and improved idle animations
Fixed an issue where your 3P animation wouldn't always show that you were in traversal sprint
The revive animation for enemy soldiers has been polished
Animations for a soldier jumping and descending from an upside down plane have been improved
Changing to your primary weapon in mid melee attack now shows the correct melee animation
Fall damage should no longer be inconsistent
Animations while looking down during traversal sprint have been improved
Pinging an enemy Hovercraft no longer plays a voice over indicating it's empty and ready for use
Players should no longer slide away after a takedown
Resolved a broken animation while throwing an Ammo Crate or Medical Crate while vaulting
The death animation when redeploying has been removed
The Parachute / Wingsuit hint no longer remains on screen after either are deployed
You will no longer automatically enter a vehicle if you revive a teammate who was under it
You'll no longer get a takedown prompt when a takedown is currently being performed on you
It's now possible to interrupt the Initial Deploy animation while ADS
Moving sometimes caused specific weapons to have their animations broken, this has been fixed
When reviving a player there was a chance that the weapon attachments would get all spooky and become misplaced. We've cured their fear of the dead
Specialists
Angel
A blocked loadout message no longer appears in error when interacting with the Loadout Crate
It's now possible to remain crouched while interacting with Angels' Supply Crate.
Resolved a repeating animation when repeatedly selecting the Supply Bag
The 3P flash effect is now visible while being revived by Angel
Angel's Trait has been reworded to indicate he now only supplies ammo, instead of armor
Boris
Resolved several inconsistent placement areas for the SG-36 Sentry Gun on Exposure
The "Place Turret" hint no longer shows after the SG-36 Sentry Gun has already been deployed
The SG-36 Sentry Gun can no longer fire downwards at extreme angles
The SG-36 Sentry Gun can now fall through broken glass
Casper
It's no longer possible to deploy the OV-P Recon Drone in elevators which allows players to see through walls. This will now instead destroy the drone.
Increased the size of the OV-P Recon Drone by 1.75x
The OV-P Drone will now take two bullets to destroy to offset the size increase
The lights on the OV-P Recon Drone are now more visible over range and more intense
When inside of a vehicle the OV-P Recon Drone can now be heard more clearly as it approaches at distance - both in 1P & 3P view
The OV-P Recon Drone will traverse slower the more C5 that is attached to it.
1 C5 = 40% slower traversal speed
2 C5 = 55% slower traversal speed
3 C5 = 75% slower traversal speed
The max range the OV-P Recon Drone can fly has been reduced from 300m to 200m
The max speed that the OV-P Recon Drone can traverse forwards has been reduced from 9m/s to 8.2m/s
The OV-P Recon Drone explosion will no longer cause the detonation of C5
Dozer
The correct Kill Card is now displayed while Dozer dies from heavy fire while having the SOB-8 Ballistic Shield deployed
The SOB-8 Ballistic Shield can now block missiles from the G-84 TGM
Falck
Using ADS with the S21 Syrette Pistol now shows the correct visual instead of a red lined pattern
Shooting allies with the S21 Syrette Pistol no longer sometimes triggers the friendly fire voice over
Lis
Being hit by EMP Field Grenades now causes you to exit the G-84 TGM TV screen
Fixed an issue that caused Lis' G-84 TGM missile to bounce off of certain bushes
Fixed an issue that caused Sundance's Anti Armor grenade to lock onto and chase Lis' G-84 TGM missile
Increased the delay for exiting the G-84 TGM’s screen to 1 second
It's no longer possible to damage friendly air vehicles with the G-84 TGM’s missile
The G-84 TGM missile will no longer bounce off vehicles
Rao
The Hack indicator should no longer freeze in place after starting a hack
Sundance
The Anti-Armor Smart Explosive UI no longer gets stuck in lock on when the grenade has already been deployed
The Kill Feed now properly indicates players killed by the Scatter Grenade
Lowered the number of grenades Sundance can carry at once to one
Decreased the cooldown of Sundance's explosive belt from 20s to 15s
Paik
Scrolling through weapons with a mouse wheel will no longer activate Paik's EMG-X Scanner
UI/HUD
The Commorose now shows shortened objective names so the text doesn't clip or overlap
The Nearby Players list now accurately reflects nearby teammates
Players dying due to friendly fire no longer show up as an enemy in the Kill Feed
The Need Spotting Commorose command no longer displays empty text in the game feed
Player name tags no longer change position while occluded by cover
You'll no longer see a hit indicator when shooting a dead enemy
Vehicles
Anti-Air and Anti-Tank lock on missiles will now acquire new targets without a delay. This should make switching targets significantly smoother
Anti-Tank missiles now also lock on to empty vehicles to prevent you from losing your target if the target vehicle is abandoned
Overall target acquisition for lock on missiles has been improved
The YG-99 would sometimes look a little banged up in the collection screens. We've buffed it out
Fixed Stealth bombing coordinates so they no longer show negative values
We have taught our autocorrect how to spell Suppressed within the Stealth Helicopter weaponry descriptions
While flying an aircraft, the yawing input now stops when the mouse is not moving.
Fixed an issue where a second TOW missile could be fired from vehicles while still controlling the first one
Fixed an issue where the minimap view cone would not follow the camera in driver/pilot freelook, gunner and passenger seats
Damage markers distance to center updated in vehicles to solve overlapping HUD
Driving over a street lamp no longer makes the camera go inside the vehicle. Vehicle love lamp
You should no longer see the landing gear on the SU-57 while it’s in flight
Dying while driving the Polaris Sportsman will no longer cause the camera to violently shake
Fixed an issue where Stealth Helicopter bombs would sometimes jitter as they fell
Bullet tracers would sometimes go in the wrong direction while firing from vehicle weapons. We've reset their internal compass and they now point in the right direction
Vehicle grenade crosshairs no longer display the wrong ammo
Fixed an issue where the critical health recovery audio cue triggers everytime you exit vehicle
Crashing an air vehicle into a friendly vehicle will no longer mark them as an enemy in the kill cam
Autocannon has been adjusted to make it a close range anti-vehicle weapon with diminished power over longer distances:
Speed decreased from 980 -> 300
Rate of fire increased from 120 -> 140
Damage increased from 40 -> 65
Added damage fall off start distance at 25m
Added damage fall off end distance 150m
Added blast damage fall off curve
Blast damage increased from 10 -> 25
Blast radius from 1 ->3m
MV38-Condor and Mi-240 Super Hind - 50mm Cannon Pod
Now fires single shots
Rate of Fire reduced from 110 -> 40
Longer replenish delay to fit the new slower rate of fire
Weapons
AK24 no longer incorrectly shows it has a single rate of fire
Fixed an issue where AK-24 attachments would not lower the recoil of the weapon as intended
Fixed an issue where AC-42 magazines were displaying an incorrect rate of fire
Fixed MCS-880 Flechettes doing unintended high damage at longer ranges
Fixed an issue where some weapons wouldn't play reload sounds while using an underbarrel attachments
Fixed an issue where the SWS-10 Extended mag has a negative rate of fire within the collection screen
Updated DDM4 magazines so bullets are not shown through scopes
Fixed an issue where the time to live on the Incendiary grenade underbarrel was too short
Fixed an issue where attachments were not available when opening the Plus Menu
Fixed an issue which would cause the bipod to deploy itself changing scopes
Laser sights would stop working while in 1P when a player would switch equipment or enter in a vehicle. This no longer happens
Exiting a vehicle with the DXR-1 triggers no longer triggers the bipod deploy animation
M44 Revolver damage increased up to 75m
Fixed an issue that caused aim assist to not work for vehicle passengers in open seats
Fixed an issue where swapping attachments caused some underbarrel attachments to become activated incorrectly
Fixed an issue that made it possible to fire faster than intended with some bolt action rifles by swapping attachments
We've updated DMR's to make them more valuable in long-range combat as we currently felt they were underperforming. The first improvement we made here is to increase Bullet Speed, which means less lead time when firing at your target.
BSV-M: 700 -> 790
SVK: 860 -> 960
VCAR: 600 -> 700
DM7: 740 -> 800
We also noticed that headshots weren’t rewarding enough for extended combat engagements. To address this we've tweaked their Headshot Damage Multiplier at long-range:
BSV-M / DM7: 1.9x -> 2.2x
SVK 1.5x -> 1.6 x
VCAR: 1.8x -> 2x
No changes have been made to DMR performance in short to medium range combat, and they’ll feel as you are used to when fighting against Assault Rifles and SMG's. We're looking forward to your feedback on these changes once you've been able to test them.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
A new patch for Axis & Allies 1942 Online is on the way. 🎲🎲🎲
⚠️OUTAGE NOTICE:⚠️ The game will be unavailable from July 6th 11:00am-1:00pm MDT while the team rolls out the patch.
PATCH DETAILS
FEATURES
New Defense Profiles | You can now pick from new options of Defense Profiles for Submarines and Destroyers! Differentiate between lone Subs and Subs with a fleet when automatically submerging, or select the last defending Destroyer to be preserved in an encounter with attacking Subs
Black Screen Prevention on iOS | Axis & Allies 1942 Online on iOS will now use Minimal High Quality Sprites by default: only unit icon sprites will be used on the game & combat boards. The setting (which players can find & tweak to their liking in Graphics -> Image Content And Resolution) will hopefully mitigate black screens and constant reloading. The Use Minimal Resources setting will also cause no animations and unit icon sprites only, but at a lower resolution than default
FIXES
Game History now shows players who forfeited in Custom games
Purchase Panel and Map Notes should be more accessible on mobile devices with unusual screen resolutions
Fixed an incorrect error message when attempting to move a transport to a non-hostile seazone in the Combat Move phase
Fixed The Victory Cities text in the Help More Victory City list section