Scout and strike drones will be added to the game with the release of the upcoming War Thunder major update. Learn more from our Developers Blog now!
The use of remotely controlled unmanned aerial vehicles for reconnaissance and even strikes against enemy targets was thoroughly studied in the second half of the 20th century. The heyday of drones came in the early 2000s, and today they are a must-have tactical unit in any modern army in the world.
The next major game update will bring combat drones to War Thunder - scout and attack UAVs will be hovering over the battlefields of high-rank tank battles. Scout drones will become available for all rank VI-VII "light tank" class vehicles as a researchable modification. The commander will be able to launch the scout drone into the sky during the battle, and switching to it to view the battlefield and scout enemy vehicles. A small scout UAV has a battery large enough to patrol over the battlefield until the end of the battle, or until it is shot down, or the vehicle from which the drone is controlled is destroyed. You can “reload” a drone destroyed in battle at captured points.
The strike combat drones at the time of adding to the game will only be available in the Realistic Battles mode. It can be taken into battle for a certain number of Respawn Points, which the player receives for active actions in battle. Three attack drone models are introduced into the game: Orion for the USSR/Russia, Wing Loong 1 for China, and MQ-1 for the USA and other game nations. The strike UAV carries anti-tank guided missiles that come in handy against entrenched or camping opponents.
UAVs will have full physic parameters, damage models and flight models. They can be shot down with both guns and missiles. SPAAG will be able to lock on drones with their radars. UAVs fly and maneuver according to real-life models, incoming damage affects the flight model as well. Both scout and strike drones have an targeting camera, which will allow you to view the area of interest from a long distance. The targeting station is activated by the camera view toggle button (default “V”). Some drones available for rank VII vehicles are also equipped with thermal imaging equipment, which will allow you to identify hard-to-see targets by thermal signatures.
The drone age is coming! Wait for the next major War Thunder update to test the drones in battles!
Monster Girls and the Mysterious Adventure 2 - Nekotokage
The following items have been updated. (Machine translation)
Increased base hit rate for normal attacks.
Increased the basic hit rate of bows and arrows.
Increased the level-corrected experience gained from monsters of Lv.2 or higher.
Eliminated timed and turned-based treasure chests generated in monster houses.
Decreased the level of enemy monster in the Monster Arena.
Changed so that stone statues do not appear in the Monster Arena.
Changed the rewards in key rooms, whose contents change when certain conditions are met, so that they can be obtained even if the conditions are not met.
BUGS: [🔨] XP allocated percentages aren't cleared after store sale until you gain a level. [🔨] Trainers accidentally getting reset on store sale. [🔨] Inventory screen isn't refreshing while idling until an action is made. [🔨] extremely large lvl gift desserts levels do not fit in bar text. [🔨] When adding a new level to a gift recipe, the max level isn't shown until next update.
Bug Fixes + Fixed an issue with the speed particules not showing while the characters are running in some specific cases. + Fixed an issue with the biologist action still being available after the quest ending. + Fixed an issue with Biggy not being displayed properly in Group UI.
Hello and welcome to another Development Diary for Crusader Kings 3. Today I will talk a bit about the free 1.7 “Bastion” update and what new things it will bring to the game. Today we will not be talking about [REDACTED] which will be released together with the update.
The changes to Factions and AI have previously been covered in posts by @Servancour and @rageair and I will therefore not mention them again, but I recommend checking out their diaries if you missed them before: https://pdxint.at/3PJSwhA and Let's Talk Populist Factions
While the characters often get up to quite memorable things in our games there has up to now not been a way to keep track of exactly what, when and with whom each character has had a particular experience. What we have done in the new update in order to show more clearly how alive the game world is, is to introduce memories to characters. Characters will remember things that happened to them, from important things like the births of their children, important battles, deaths of close ones, and succession, to more mundane things like the event interactions with other characters during their childhood.
At any time you can view the memories of your character as well as non-private memories of other characters. This lets you quickly get an idea of not only what a character is like, but also how they got there. One can think of it as a feature somewhat similar to the character history that we had in EU:Rome many years ago.
One important difference to a character history though is that over time some memories will fade away, while others will remain. For player characters and characters likely to become player characters we err on the side of keeping memories longer, mostly because you are more likely to have a need of them as the game progresses.
Memories can be viewed at any time by opening the Memory Viewer from the character window, via a button in the same place as the Kill List, Inventory, and Lifestyle.
Memories are not only there as a log for the player to enjoy, however. The new system allows us to make use of memories that a character has both to trigger content and to make use of in events. This means that you may now find memories used in content that previously had to be vague, an assassin might now actually cite a specific slight you committed against their employer, for instance.
What this also means is that we are now able to create new content that is based entirely on your character having a certain type of memory or sharing a memory with another character. Last of all I should mention that it is possible to export the memories of a character to clipboard in order to share it outside of the game for those that want others to know of their character’s exploits.
Relationship Reasons
Another addition coming with this update to further open up how things are connected in the game’s world is that we have wanted to make it clearer which characters are your friends, enemies, nemeses, etc, as well as clearer why a character has a special relationship with that particular character. This is accomplished by a new set of icons in the interface to highlight relationships.
Additionally whenever a relationship is formed the game notification will now not only say that it happened but also why it happened. The reasons for relationships will then always be visible in its tooltip: clearly telling you how they became friends, lovers, best friends, nemeses, etc. In cases where a more advanced relation (such as best friend or nemesis) exists we will show the reason for both the basic relationship and the more advanced one, so a best friend will keep track of both how you originally became friends and when you actually became best friends.
Together with character memories this should now make it more clear what has led you to the current point in your game, a small change that brings a surprising amount of context, highlighting parts of the interpersonal simulation that can right now be a bit hidden away.
Revamped Childhood Events
Another thing that we wanted to revisit in order to improve on how we deal with characters in the game world is the revamping of all existing childhood personality events as well as the addition of 12 new ones. This will significantly alter what personality trait combinations are likely to appear and will open up some combinations that were previously impossible simply due to how the old events for growing up worked.
The ambition apart from adding more content to the childhood period is to have the choices you make as a guardian be more interesting, avoiding any easy best choices in any single childhood event.
The new trait combinations that will be pitted against each other are:
diligent, gregarious, temperate
zealous, ambitious, sadistic
shy, paranoid, craven
lazy, gluttonous, compassionate
lustful, chaste
just, greedy, callous
humble, cynical, content
vengeful, deceitful, calm
generous, fickle, arrogant
forgiving, trusting, patient
honest, arbitrary, impatient
brave, stubborn, wrathful
The Loyal and Disloyal Traits
Last but not least for today is the addition of two new traits with the upcoming update. Through their actions (or indeed as they are subjected to the actions of others) characters can now gain traits for having loyal or disloyal personalities, which among other things will impact how likely they are to cheat on their spouse, join factions or plot against their liege. The traits are also integrated as sins/virtues and can be more valued or common depending on cultural traditions.
That was all for today. The new update will also bring new bug fixes, event pictures, and things that I have not brought up today but this was a sneak peak of what is to come. Next week @PDS_Noodle will be talking some more about what the future will bring.
Hello everyone, this month because of a lot of personal affairs, it can be said that from the second week of August until last week, I was in a hectic state, moving to another city, looking for a new job, so that the game development time in August plummeted, the development work can be said to be "find idle in a busy state" time , here and pay attention to and look forward to the 《THE ROMANTIC OF RIGHTEOUSNESS: SANGUO》 friends can not say sorry.
However, although it is "find idle in a busy state" development, but the development quality is has not been reduced ~
Performance
1. Fewer colliders and fewer collision detections. Some logical enemies have been rebuilt, duplicate colliders have been reduced, especially the more complex boss characters have been optimized a lot, and now the phenomenon of the game crashing due to too much collision detection should be reduced. Refuse the game crash!
Arts
1. Four enemy characters, two boss characters Castlevania-like type game, there are too few enemies, and naturally, there will be a boring game, so the original enemy character is still one of the focus of the whole game, at present I have updated 4 enemies that have been installed, and 2 have been prepared material, and continue to make boss characters. Gui-Che Bat King Draft After the installation of the BOSS – Gui-Che Bat King Four enemy characters have been implemented
I believe that some friends have long been interested in the monsters I have designed, considering this problem, and then if I have enough time, I will send some news about the enemy separately, by the way, most of them come from our Chinese "Classic of Mountains and Seas"! Also, they were all hand-drawn [/b] by me with my father!
Well, I haven't actually developed much this month, so I'm sorry to you guys.
If you are interested in 《THE ROMANTIC OF RIGHTEOUSNESS: SANGUO》, you can click [Apply for Test] on the store page to download the demo I made earlier! If you think it's fun, I hope you can add the game to the wish list and be busy promoting it to your friends, thanks!
Autumn is a harvest season, I hope to harvest more people's support, I will also work harder to make games, thank you!
Autumn is a harvest season, I hope to harvest more people's support, I will also work harder to make games, thank you!
In celebration of this fine Union Day, a very special 2v2 frigate frenzy is coming to the Abyssal Proving Grounds. This event will run from 2-5 September and will allow use of the following ships: Merlin, Kestrel, and Condor.
Getting into the spirit of the festivities, these dramatic duels will feature team-based frigate combat, and the gauntlet is thrown to Caldari frigate enthusiasts of all abilities, bringing together grizzled veterans and young hot shots.
What would a Union Day celebration be without a universally accessible event? In a bid to entice budding new Capsuleers , module choices for the event are limited to Meta 0 base modules only.
This special frigate frenzy is a true test of skill, meaning that you will be required to battle without the aid of the following: weapon disruptors, sensor dampeners, shield rechargers, shield power relays, shield flux coils, shield boost amplifiers, and core defence field purgers.
In order to make these team-based battles a true test of skill, ships fitted with modules or rigs that provide bonuses to single specific damage resistances will not be permitted. For example: EM armor hardener modules and medium kinetic shield reinforcer rigs are NOT allowed because they provide bonuses to a single specific resistance type. However, multispectrum energized membrane and Damage Control modules ARE allowed because they provide bonuses to multiple resistance types.
In the interest of sportsmanship, ships entering this Proving Ground may have a maximum of one local repair module fitted (shield or armor).
The following arena effects are in place for the event: +25% Hybrid turret damage and optimal range +10% Kinetic missile damage
Prepare your fittings as well as your Proving Ground filaments, available in Abyssal Deadspace or on the in-game market, and brace yourself for team-based combat as you strive for glory - making your mark on the leaderboard and earning special rewards!