CNG: Removed the to-hit bonus for ballistic attacks (other than rockets) CNG: Spaces no longer allowed in crew given names, surnames, and nicknames
FIX: Crash when an AI unit that was off the visible map attempted to move FIX: Crash when a crewman with an obsolete skill name was brought into a new campaign FIX: Key inputs no longer displayed in game menu tabs if game controller is active FIX: AI units may skip the check to surrender or dig in (Vanagandr) FIX: KO hits being incorrectly re-rolled before resolution of effects on crew (Vanagandr) FIX: Crash when scrolling through portrait variants on the Unit Gallery using gamepad input (Vanagandr)
SuchArt has been in Early Access for a year and a few months, and this period has been indeed fruitful: the game has 97% positive reviews, over 200k wishlists, and almost 800k players taking Creative Space into account – a great amount of work has been put into SuchArt, and we see that you guys appreciate it.
As much as we’d like to keep the intrigue, the title already gave it away – yes, the big moment has arrived, and SuchArt finally leaves Early Access on October 13, 10 AM PT. Moreover, it also gets its biggest update to yet!
The full release update will introduce a whole bunch of new content: reworked studio and gallery, a new Hangar area with its own game mechanics, new tools, items, commissions, and much, much more. We’ll tell you everything about the new stuff upon the release – it’s super exciting, take our word for it.
To celebrate an event of such magnitude, everyone will be able to grab the game with a 20% launch discount. Besides, SuchArt can be purchased as a part of our bundle with House flipper with an additional 15% off.
We hope you’re as excited about the upcoming full release as we are! If you’ve been following and (hopefully) enjoying SuchArt for a while now, you can help us spread the word about the game and share it with your friends or, say, your favourite influencer – this would be the greatest help possible!
Set a reminder for October 13, make sure you’ve got enough space on your computer, and get ready to conquer new artistic horizons – your most fascinating creative journey is yet ahead!
Hi, Badlanders! Thank you for your active participation in this test of Badlanders and your valuable feedback. Base on the players' comment and existing battlefield data we collected so far, the dev team has fixed some bugs and update the game content to provide a better game experience. The following are the update details:
[Benefit]
[Dawn Supply] 1. Oct 12th - Nov 15th, The Dawn Supply event begins. Completing missions to get Silicium Coin which can be used in the season Redeem.
[New Function]
1. Ore processing completed push notification has been added, player need to open Badlanders notification permission in the device.
[Adjustment]
[Room System] 1. The Room Materials Drop function has returned, after the room is created, the Materials Drop/No drop setting can't not be changed. If it is necessary to change the materials drop setting, please close the room first then re-create one.
[Optimization] 1. Some interface dynamic performance has been optimized.
[Adjustment] 1. Some spawn points in the Desert of Remains and Desert of Remains -Zoning has been adjusted, avoid direct confrontation with birth point floating problems.
[Fixed]
1. The problem of getting stuck under the bed in the Red Beach Foundation has been fixed.
It is Oleksandr from Starni Games. I have been working on the Headquarters: World War II game design from the very first days of pre-production (almost 2 years ago) and today I am happy to finally reveal some of the key mechanics to you and discuss them in detail.
Normandy landings
Headquarters: World War II is a tactical level turn-based strategy game. So, you can expect a realistic scale, with many factors being considered during each attack, including a major impact of your troops’ positioning. The game is set during the Normandy landings and has 3 campaigns: the British, the Americans, and the German sides. It also has a robust multiplayer for up to 4 players in a match. Now, let’s talk about a few of its key features.
Hill fortifications
Directional armour
All armoured vehicles in the game have directional armour - that means usually front armour is most powerful, side armour is less powerful, while back and top armour are most vulnerable. This idea can be found in many tactical games.
StuG firing
However, in many games, it is often a very basic representation, where if your attack angle is somewhere between front and side, it would just choose whichever is closest. In Headquarters: World War II, we calculate the exact angle of attack and arrive at an adjusted armour value based on the front/side armour value and the attack angle.
Flanking the enemy tank
For example, if you attack an enemy tank at 60 degrees to the side, it will have 1/3*Front armour value + 2/3*Side armour value = Adjusted armour. There could also be a third side - top armour - taken into account if you are firing from an elevated position.
Flanking from elevation
Directional cover from walls, fences, and other obstacles
Following a similar idea, if the unit is hidden behind a wall, but attacked from a certain angle - it would only retain part of its cover. For example, in this case, it would only get half of the cover from the wall.
Tank vs Infantry
Attacking angle and its implications
Now, let’s discuss how these rules affect gameplay. As an attacking force you will have to try and attack from the best angle available, and every tile you move closer to the enemy unit’s flank or rear gives you an extra edge.
Getting to the enemy’s rear
As a defending side, you will have to consider your unit’s positioning - which way your armoured vehicles are facing - and the possible routes of the enemy’s attack. Always make sure the enemy cannot attack your units from the rear and try to avoid being flanked.
Attacking from the rear
During a recent playtest my AT Infantry squad managed to ambush my colleague’s fearsome Tiger II tank in the woods (tank on the forest road, infantry in the forest) and attacking its side made quick work of the powerful adversary.
AT Infantry ambushes the Tiger II
Burning Tiger II tank
AT Infantry celebrates its victory near burned down Tiger II wreck
Combat prediction feature
The game is quite simple to start playing - just move your tanks and fire at the enemy. However, there is a greater depth to it once you start really getting into it. To allow you fully enjoy the “easy to learn, hard to master” approach we have two modes for Combat prediction - the feature that shows all the combat details and modifiers that affect your next attack. One is a brief combat prediction - a simple summary, another is a detailed combat prediction where you can see all the parameters. You can switch between the two as you play by pressing a single hotkey.
Short Combat Prediction
Full Combat Prediction
This feature allows you to filter how much information to receive at each moment of the game. At first, you might want to just play and enjoy the tank battles without going too much into details and feeling overwhelmed. Later on, as you’ve grasped the basics, you might want more info to better understand the intricate game mechanics. Once you have fully explored the game, you would probably once again disable the extra info as you already know what to expect and would only occasionally turn it back on to clear up some confusing situations.
Short Combat Prediction
More to come Fortified positions on the cliff
I cannot cover all the juicy stuff in one Dev blog and this is just the tip of the iceberg. In the next Dev log, I will tell you more about: - Randomness implementation in the game - 4 possible attack outcomes - How morale works - Buildings and their destruction - Cover and profile
*Please, note that some UI elements are not final and are subject to further change.
New cloaks have been added to the loot, several errors with construction have been fixed, and minor improvements. We are working on adding Achievements.
Editions have been added - now you can profitably purchase Game + Rewards bundles at a special price. 25% discount only until the release of the game!
Thank you very much for your support. Thanks to you, the game gets better with every update!
Update 2.1.321. Changelog
Improvements and fixes: - Two new cloaks with pockets have been added to the loot (+5 slots). One cloak can be found in the Mysterious hideout, the other in the Secret Thicket on Hard and Nightmare levels (differ in drop rate). Both cloaks can also be found in the Harpy Nest. - Work has been done to eliminate vulnerabilities in the server code. - If you cancel the ability yourself, it no longer goes on cooldown. - Fixed a bug due to which it was impossible to demolish the flat roof of a log house. - Disabled a check on the ceiling that could erroneously prevent it from being demolished. - Fixed long recipe names in the craft window. - Now the chat is protected from too frequent and repetitive messages. - Now the cursor stays in the chat after sending a message. - Improved auto-completion of quests. - Now the empty northeast zones of Iteria are also included in the Plain of Winds. - Added a quest on Elion to make it easier to build an anvil. - The Wolf cub pet is now given as a reward for the quest to kill the wolf. - All helmet variations from previous Supporter Packs are now decorative. - Fixed rarity of cloaks from packs. - Fixed the spawn point in the Old Pirate's Cellar. - Fixed the attack animation of the Elder. - Fixed a bug due to which sometimes the buttons for accepting the license agreement were off-screen.
Hello, everyone! Team Asym here. We’re excited to announce that the Alpha Playtest is starting from
October 18th 20:00 PDT!
Anyone can join the Alpha Test by requesting playtest access from its Steam page.
This playtest will only be held between October 18th 20:00 to October 23rd 23:59 (PDT) so don’t miss this opportunity!
*Since this Alpha Test is conducted with the servers in the US, users might experience slight delay in the gameplay depending on the region **Match making may take time depending on the time of day and the number of participants in the test.
Ahead of its Alpha Test, we’ve also debuted a new Alpha Test Trailer showing off the tense strategy mechanics and high-octane action to be had. Watch Asym Altered Axis Gameplay trailer:
We’re thrilled to have you all experience the new cross-genre battle, the core gameplay of Asym for the first time. We’ll have more exciting news as we get closer to the playtest so stay tuned!
All done with a huge week down in Melbourne for PAX Aus, forcing our hand in getting a new patch out and into the world! This patch update adds a number of QoL features and a bunch of great bugs:
Improvements
Added save reset button to options menu We needed this one BADLY for running the PAX demo.
Added new adventurers display in the newspaper each turn
Added stat bump animation each turn
Fixed up UI and tooltips to keep better track of adventurers
Bugfixes
Adventurers actually come back from quests now So this pretty massive issue may have been present since the game was released, but here we are quietly patching it now (don't worry, PAX gave the fix a pretty good workout last week).
Fixed up building descriptions
Green dots on upgrades tree set correctly
Fixed tooltip info for base stat upgrades (i.e. food/housing/spending say +5 instead of +1) A special thank you to Illdiaze for noticing that one!
Cursor doesnt remain invisible when switching to mouse from controller
NEW ADVENTURERS
RESET SAVES
Getting to meet a whole lot of old and new players face-to-face was incredibly energising and we're keen to get a lot more changes out over the coming months, starting with actioning the feedback we got from PAX. Stay tuned because we'll be doing another hot content injection soon along with some more features to match!
As we always say, thank you so much for your patience and support! Please let us know if you encounter any issues and we'll get to fixing it as soon as we can, so join us on Discord where you can chat with us directly! Keen to hear any of your feedback!
Thank you to all the players who put our game on the "Wishlist".
"You Are The Dinner" was an "in-team game" that we developed as a team to play amongst ourselves, while also developing our other games, and to "test out" our new inventions at the same time.
It is inevitable that this game, which has evolved and improved over time, will evolve to new dimensions and gain new abilities while we are developing new games. Therefore, we as players will always enjoy playing "You Are The Dinner" and as its developers, we will grow it by constantly updating it, we will try our new inventions on it for the first time.
The Dead Walk the Earth - Through the new Undead option, your prison can become festered by an undead scourge. These hostile little biters can appear via the Ornamental Gravestones within the new Graveyard room or from a new infection event.
Who you gonna call? Bounty Hunters! - When things go south, call the Bounty Hunter Emergency Service: trained bounty hunters will join your fight against the undead.
Dead Meat - To help deal with the undead in a less violent way to get those sweet sweet payments you can use new items to both lure and stop the undead whilst you secure them, using either the Undead Chum or Distraction Contraption items.
Undead
New Units
The Undead are always looking for new friends to bring into their little group. Sadly most people don't like the color green and will run screaming when seeing them.
Difficulty Settings - The new Undead option will come with 3 difficulty settings, from low to high, as the difficulty rises the Undead will become stronger, faster, and will appear more often.
Undead Rising - These new units can appear within your walls in 1 of 2 ways, through an infection event with small numbers gaining a status that turns them or via the new Graveyard room.
The Graveyard - A new room for you to commemorate the dead, your prisoners can use it as a place to relax during freetime. Though it does have the slight downside of having other occupants that sometimes like to come up to say hi.
Undead Tiers - Based on the original unit that has been infected the Undead will have 3 tiers, from low to high, with higher tiered undead being faster, stronger and a little bit smarter.
Dealing with the Dead
Though they can be a little bitey, if you have them sectioned off securely they are polite enough to pay you rent for their stay via new Undead Payments.
New Items - To help secure them we've added 2 new items, a lure item (totally not made from brains) and a fancy new contraption which will keep any undead in the area occupied in the most practical way possible.
New Emergency Service - For those opposed to bitey tenants. The new Bounty Hunter emergency service will come and clear out any unwanted squatters - just give them a call and they'll roam your grounds to get rid of these undead heads.
Undead Visuals
Besides the Undead themselves having their own sprites, we've add a few more aesthetic options to promote the "spooky" vibe.
Bloodied Clock Face - A new clock face is available via the options menu, though it is analogue only.
New Overlay - Through the options menu you can add a darkened overlay to add to the tone of your new undead filled prison, the overlay also comes with an optional distortion effect that will occur when major events happen.
Staff Uniforms - The first pack of new uniforms has arrived, aptly named as undead uniforms, giving all your base staff a bloodied survivalist look to them.
New Items - We've added some graveyard inspired items that your past just-going-through-a-dark-phase self would love.
New Weapons - With the bounty hunters come some new weapons to use to take on the undead horde, a couple new guns and a crowbar. Oh and also a Chainsaw because let's be honest, we had to right?
The Kickstand
New Dogs - We always love new dogs so of course we needed to give you some more in the form of a sweet little corgi and a ball of love in the form of a Siberian husky, who is the best girl. No bias.
New Quickrooms - 3 more quickrooms have been added to help ease your prison creations, with a new Security, Kenell, and Parole quick room.
Camera Improvements - cameras can now be locked in place and have their monitors given a priority for guards through a new policy, which will also prioritize other security items.
Empty Room - Following a lot of feedback and suggestions we've added a new empty room which can be used to help you in sectioning your prisons into different sectors without needing to wall everything off.