We've remade a bugreport system to make it more efficient. It's automatic now and activated by default (can be turned off in game menu). If you encounter any bugs, please click menu - report error, so we'll get your log and savegame to fix it real soon. You can also leave bugreports in our forum.
If you like the game and the new update, please support the developers by buying new interface skins one-by-one or in a bundle with a discount:
Today, we’d like to tell you more about another prize of the Rise of the Dragon Battle Path – the Chinese VN17 Premium Armored Fighting Vehicle.
As its name suggests, the VN17 Armored Fighting Vehicle is intended primarily for export and was first shown to the public during a NORINCO military exhibition that took place in the August of 2017 in Inner Mongolia in front of 230 guests from 50 different countries. Indeed, such shows are intended to pitch modern Chinese vehicles to foreign customers, mostly from Asia, South America and Africa. The star of the show was the VT-5 Light Tank to which the VN17 is related.
Simply put, the VN17 is based on a modified VT-5 hull. Instead of putting a flat engine to the back of the vehicle (as is the case in older Soviet and Russian IFVs), the developers have reversed the VT-5 hull and put the engine to its front with the driver sitting next to it. The rest of the vehicle is fairly conventional and it meets all modern battlefield standards. The vehicle weighs roughly 30 tons, has a crew of 3 men and carries 7 troops inside. Its basic hull is made of steel but the IFV is quite well-protected thanks to additional armor elements. Its frontal part can very likely withstand the fire from 30mm autocannons. The vehicle is also fitted with what is presumably ERA, and cage armor.
The turret is unmanned (the crew is sitting under it) and is armed with 30mm ZPZ02 autocannon (a copy of the Russian 2A72) as well as a pair of HJ-12 (Red Arrow 12) ATGM launchers (one on each side of the turret). The missiles are 127mm thick and weigh 17kg. They are fitted with a tandem warhead and can penetrate 1100mm of armor.
The FCS is also based on the one from the VT-5, as are other electronics – most of them cutting edge, giving the vehicle (for example) the hunter-killer ability. The commander has a panoramic sight at his disposal, the gunner station is equipped with a current generation thermal imager.
It is powered by the same engine as the VT-5, the FX0012 diesel producing 1000hp, allowing it to go as fast as 70 km/h. According to other sources, however, the vehicle is only powered by an 883hp copy of a MTU turbodiesel engine due to size restrictions (the MTU diesel is more compact). It’s unclear which version is true. It’s also worth noting the vehicle cannot swim.
Unfortunately, since its debut, the VN17 has been unable to find any customers. The reasons for it can be speculated about but they are likely connected to the high cost of the system compared to what an average third world country can afford. At this moment, it remains a prototype only, its status unknown.
In Armored Warfare, the VN17 will be a Tier 8 Premium Armored Fighting Vehicle.
As IFVs go, this one will be on the heavier side and will feature decent armor. The IFV will share the armor values with the VT-5 Light Tank so if you’re familiar with that one, you’ll feel right at home here. The same will go for the mobility – our version will be powered by an 883hp diesel, giving it decent agility (46 deg/s), acceleration (2.92s from 0 to 32 km/h) and the maximum speed of 85 km/h.
The weaponry will match its Tier, especially the missiles:
30mm autocannon firing APFSDS rounds (370mm penetration, 55 damage per shot and the damage per minute value around 15000)
Tandem HEAT ATGM (1100mm penetration, 750 damage per shot)
As for the utility values, this IFV will feature 30% camouflage factor, 460m view range on the move and 495m view range while standing. It will of course be able to deploy Mechanized Infantry or mark its targets with the Designate Target active ability.
In summation, the VN17 will be a reliable and tough IFV that will also be able to deal decent damage even to heavily armored targets thanks to its powerful missiles. Its toughness combined with the ease of use will make it a viable vehicle even for the players who are new to Armored Warfare. We hope you will enjoy it and, as always:
★ New voice language added! - Korean voice language has been added.
★ New achievement added. - A new achievement 'This is just beginning!' has been added. - When the '10th Comet' passes by the western sky of the 'starting point'....
★ Some bugs have been fixed. - The settings of Settings - Graphics tab have been changed to apply only when you press ESC to exit the settings screen or press Enter. - Fixed an issue where the Quick Scroll function was malfunctioned when the music select screen was in the score order state.
First off, I'd like to thank the players who have provided feedback and suggestions for this game. This is the first game I've ever developed and am always looking to improve things.
Speaking of suggestions, something I've noticed players requesting is additional content. Fortunately another game mode (or rather extension of the base game mode) is in the works! Improvements to the game engine have been made to allow bigger maps to be generated, towers and enemies to be more easily added, and improved efficiency which will make the new game mode possible.
In the new game mode, Harvest Reloaded, you'll have to manage and defend multiple mines from an endless onslaught of enemies as you clear the map, just like the base game mode. Also, as requested, new towers and enemies are in the works as well! The gif shows the current state of the new game mode as of this writing. The tentative date for rollout of the new game mode is August 15th.
I was fortunate enough this past week to find myself with a little more time to work on the game than usual. As a result I managed to nail 2 of the smaller scenes of the 5 that are remaining in Chapter 3 and also part of one of the larger scenes. The extra progress is a good thing as I suspect I'm going to get very little time this week to make any progress so it should even out over the 2 week period.
The first of the small scenes sees Jess after she has absconded from the hospital. This scene doesn't last long but we learn a little about her past and this scene sets the location etc for the final scene of the chapter.
The second small scene sees us returning from our date with Sophia. Depending on previous choices the dialogue changes a little here but we ultimately find ourselves outside of Sophia's apartment. If your Lust points are high enough and if you have NOT chosen the exploitation path then Sophia will invite you inside for a nightcap. We all know what THAT means!
This leads us to one of the long scenes. Obviously lewd scenes take much longer to render as they feature animations, sometimes various choices and angles etc and cloth animation yada yada.
To finish this dev diary I just wanted to mention the recent "favourite girl" poll which is now closed. I'm very glad I ran this poll because it has shown me just how much you all seem to love Sophia. In the end she fell just short of half the votes which is pretty impressive!
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"Pretty Girls Breakout! PLUS" Steam store page is open
We'll keep you posted on all things gaming from our community! Don't forget to add "Pretty Girls Breakout! PLUS" to your Wishlist and follow us so you don't miss out on the latest news. Please look forward to the release!
"Pretty Girls Breakout! PLUS" Steam store page is open
We'll keep you posted on all things gaming from our community! Don't forget to add "Pretty Girls Breakout! PLUS" to your Wishlist and follow us so you don't miss out on the latest news. Please look forward to the release!