A new update is available for Strategic Command: World War I.
Here is the full changelog:
GAME ENGINE - Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl). - Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult). - Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2). - Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter). - Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca). - Fixed a rare PBEM++ crash error (DethMorgaw). - Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand). - Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter). - Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos). - Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor). - Fixed an error where disabled resource upgrades were still able to upgrade (Lothos). - Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326). - Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby). - Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt). - Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos). - Fixed a rare pathfinding error that led to an in game freeze (Von Hugo). - Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter). - Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl). - Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman). - Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos). - Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench. - Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases. - Coastal Guns will now fire back at attacking naval units (archmache). - Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66). - AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos). - AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos). - AI subs will no longer try and target land based convoys (Chernobyl). - The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.
EDITOR - Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed. - Units set to a default of zero action points in the Editor can no longer transport. - Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.
1914 Call to Arms; 1914 Triple Alliance - The start date for the UK and Russian AI’s potentially using diplomacy aimed at Albania has been put back from August to November 1914 (mdsmall).
1914 Call to Arms; 1914 Triple Alliance; 1917 Fate of Nations - Pop Ups advising the Central Powers to keep 4 German units near Warsaw corrected so the text will now appear correctly (Tanaka). - Supply scripts corrected so that German vessels can also affect Italian shipping (Tanaka; Xwormwood). - Corrected the Ottoman, Serbian and Montenegrin unit facings (Hydra). - Corrected the UK’s Preparedness Movement Decisions, DE 140 & 141 so they will trigger either when Russia pulls out of the war, or when it surrenders (Hiryu). - If the AI develops level 2 in Armored Warfare then it will now be far more likely to purchase a Tank Corps (Mithrilotter).
1917 Fate of Nations - The impact of the French Army mutinies on French units has been increased (Mithrilotter). - France no longer starts with a chit invested in Gas/Shell Production (Mithrilotter). - The UK and France now start with level 1 in Armored Warfare (was 2) and 2 chits in Armored Warfare (was 1) (Mithrilotter). - Germany now starts with 1 chit in Trench Warfare (Mithrilotter).
It will be released worldwide on June 2nd, Steam. I'll introduce what kind of game I'm going to make.
Things to do before the release
First of all, I will fix the bugs we found during the test before the release date and update the missing features. Currently, I'm exchanging feedback in real time by looking at the play responses of various testing users.
The basic playtime is expected to be 2 hours +@, but it's expected to vary widely depending on the player's skills.
Things to do after the release
After the launch, I will update the balance of the stage and the new stage by looking at the wider response of the users.
Add Press Axe to your wishlist for news and updates!
Hello! Today we will tell you about a new type of weapon that will appear in the game in the next major War Thunder update!
With the further development of more effective air defense systems, the only safe window for delivering bombs became ultra-low altitude, where aircraft remained outside of the detection zone of anti-aircraft radars. However, tree-top bombing is risky due to the chances of hitting the carrier aircraft with fragments of its own bombs. This is how retarded bombs first appeared - the bombs are equipped with an aerodynamic brake, or chute, to provide a low-speed fall.
Retarded bombs will appear in our game as part of the upcoming major War Thunder update. As experienced pilots know, you may already set the fuse delay on conventional bombs, which allows pilots to get out of the danger zone of fragmentation spray and the blast wave while dive bombing or performing tree-top bomb attacks. However, conventional bombs have a flat fall trajectory, which makes it very difficult to hit targets on the city streets, behind cover, or on locations with large terrain elevations. In addition, conventional air bombs fall too quickly and you can’t drop bombs on a sudden enemy, they will fly too far ahead.
Retarded bombs are perfect for strafe bombing, which is one of the most frequent bombing scenarios in mixed battles. Thanks to the parachute, these bombs slow down when dropped and smoothly fall almost vertically down. Retarded bombs can be carefully dropped in between houses, in a ravine or behind a rock!
Aircraft retarded bombs will have the full range of physical qualities of regular bombs - for example, they can be shot down in flight, so do not drop retarded bombs from a high altitude, as they can become easy prey for well-aimed anti-aircraft gunners. For aircraft equipped with ballistic computers, the drop area of retarded bombs will also be adjusted according to their specific trajectory.
We plan to equip a lot of aircraft of all gaming nations with retarded bombs right when the update goes live. In the future, we will definitely add new retarded bombs of different calibers and different nations. Stay tuned to the news!
We're back with another update on our game's progress, where we've added new features and improvements.
One of the key improvements we've made is the implementation of a new navigation system designed specifically for joysticks, or gamepads. This is particularly beneficial in the mechanic mode, making it easier than ever to navigate through the UI. We believe this addition will provide a more intuitive and smooth experience.
In addition to the navigation system, we've introduced an advanced traffic system. This system is contributing to a more authentic city feel.
Speaking of the city, we've started on a rough blockout. This involves creating more life-like locations, such as a hangar and a bar, which will feature in the final game version.
We've also been focusing on the mechanic mode. We're in the process of designing new item panels and have integrated new part statistics into the game. To accommodate these changes, we've adjusted the inventory UI, making it more accessible and user-friendly.
And, to top it all off, we've added another car to the mix! We're looking forward to seeing how you tune it up and leave your mark in the city with it.
As always, we're striving to ensure that Underground Garage meets and exceeds your expectations. We appreciate your feedback, so feel free to share your thoughts on these updates.
Crimson Tactics: The Rise of The White Banner - Dragon
Even if cutscenes are complete in terms of animations and dialogue, a further coat of polish can be added using certain screen effects. This was also suggested by our beta testers which we have, now, finally been able to incorporate.
Screen Shakes
Screen Shakes help by adding weight and gravitas to characters or to the dramatic moments of the narrative.
Screen Flashes
Screen Flashes break up the visual monotony of a scene and serve as an indication of an important narrative beat.
As a demonstration of democracy, we believe that the West Hunt community should have the opportunity to actively participate in the development of this game. To achieve this, we invite you to unleash your imagination and share your creative art contributions. Your creations can range from 2D sprays, sound effects for the Sheriff and Outlaw characters, and icons, to loading cards. Among these submissions, we will select winners whose creations will be included in the game. This is an exciting chance for you to leave your mark and shape the game's aesthetics. You can share your creations at channel fan-art in our discord server
Fixes and changes:
-Profanity check on text chat. -Time before redirecting to Menu was increased to 60 seconds: giving more time to players to click replay when the game ends. -Number of smoke bombs value sync fixed. -Custom game setting, disable sherrif outline affects only the outlaws.
+The Twitch drops campaign is active again
We hope you like the update, our next update will include a completely new map stay tuned!
Hello, agents from around the world. We would like to inform you of the updates on May 19th(thu), 2023.
<The changes in Ranked Match>
<Ranked match Rewards have been added>
ㆍAn attachable Charm to the gun will be compensated as a reward for Solo Rank ㆍAn attachable patch (arm) to the outfit will be compensated as a reward for Squad Rank
<Enhancing tilt motion>
ㆍThe angle of Left/right side tiling motion has been modified. ㆍComparison for the exposing rate of the head Before / After when tilting
(Before)
(After)
(Before)
(After)
<The number of the basic ammunition for each gun has been changed>
ㆍThe number of the basic ammunition given to player, right after the start of rounds, is different in the ranked match and casual match. ㆍTeam death match and 3 vs 3 mod will be applied as same as in the casual match.
<Upgrade details>
ㆍAutomatically upgraded as 800 coins for the first round and 1000 coins for the second round in casual match
<Ammunition balance>
<The firearm prices>
<The firearm damage>
<Other firearm balance>
<Firearm parts>
<Firearm Loadout>
<Item balance>
ㆍAdd a new feature
ㆍPrice change
<Level>
ㆍALTA CITY: The designs and location of certain cover objects have been changed.
ㆍDERAILED : Cover objects near the tunnel in the center of the map have been added and relocated.
ㆍBRIDGE : - Seed plant area B has been added in 5:5 Bomb Mission mod - The composition of cover objects and moving line near the new area B, has been remodeled - BRIDGE environment (Sea fog) > Before: Created with 8 sec gradation after 1min of the round start and stayed for 40 sec duration. > After: Created with 8 sec gradation after 45 sec of the round start and stayed for 60 sec duration. Only happens in the rounds in even number (2/4/6/8/10)
ㆍKOREA TOWN : - The brightness tone of map has been increased a little. - KOREA TOWN environment (helicopter crash) > Before: A random event between 10 sec ~ 150 sec right after the start of the each round. > After: A fixed event after 45 sec of the each round start. Only happens in the round of even number (2/4/6/8/10)
ㆍWINDFARM : - Item box > The location and item amount has been modified in general.
ㆍSHIPYARD : - Item box > The location and item amount has been modified in general. - The rooftop of the strage building #2 > Cover object is changed to destructible box > Explosive gas tank has been removed - Dry dock > The effect of cement dust covered the dry dock is applied to every rounds. (Before: rounds in even number) > Multiple climbing points to the ground level from dry docks have been added . - Etc. > A trailler truck has been added in the section D (near the parking lot area)
<Calling card customization>
• Customizing calling card system has been added. • Customizable banners, badges are achievable after completing challenges in the game. • Banner, badges are customizable based on each event.
<Weapon System>
The M24 has been changed to take up two weapon slots
<New: Ammunition>
<Setting Improvements>
# HUD Preset Support ㆍAdded new selectable categories for 2 HUD presets that change minimap position. ㆍDefault settings: Top Left
# Shoulder Swap Key ㆍAdded a new shoulder swap key to help deal with enemies from both right/left angles. ㆍDefault Settings : L Alt ㆍFree Camera’s default key settings has been modified as well. ㆍDefault Settings : Y
# FOV Settings ㆍAdded modifiable FOV settings (viewing angles). ㆍPlayer FOV can now be modified between 60 to 75 degrees. ㆍLocated on the Display-Video-Display Settings Tab ㆍDefault Settings : 68.8
# Throwables Settings ㆍAdded equip options for throwables. ㆍFirst slot : Equip the first throwable in the inventory. ㆍMost recently used : Equip the most recently used throwable.
# Universal Sensitivity Settings ㆍAdded a universal sensitivity option. ㆍAll different scope sensitivities can be controlled through one slider.
# Blood and gore FX Improvements ㆍThe Soft option now also reduces the blood and gore of CQC animations.
<QoL Improvements>
# Level Location Names
ㆍPress the M key from the status board to view a bigger map. ㆍThe map features all level location names. ㆍCommon Location Tips ㆍMid : the mid-section part of the map ㆍShelter : an area where the Attackers can easily rotate to another site ㆍMain : the main site pathway for Attackers ㆍSub : the sub site pathway for Attackers ㆍBunker : the back area where the Defenders can protect a site ㆍTrap : an adjacent hiding area close to a site ㆍAlley : an area with an outer passage to a site ㆍCamp : a wide open and clear sniping area ㆍRamp : a sloped area or pathway ㆍGround : an area with ruins, wreckage, or under construction compounds
# View Enlarged Map
ㆍPress the N key to view an enlarged version of the map.
# Pre-matchmaking informational cues
ㆍAdded Attacker/Defender side info with the already available match type, mode, and map info when matchmaking is completed.
<Lepton : System>
ㆍ Lepton's maximum equip cost has changed from 5 to 7. ㆍ The maximum number of Leptons that can be equipped remains unchanged at 3. ㆍ The preset composition of the default equipped Lepton has been changed.
<Lepton : Balance>
ㆍExclusive Lepton
ㆍEquipped Lepton ㆍ New Leptons have been added, offering further classification within the existing Lepton lineup. ㆍ Damage reduction effects Leptons do not reduce the damage inflicted on Armor Plate. ㆍ The damage reduction effect is applied only to health, but it has been increased overall. ㆍ New Lepton and previously deactivated Lepton have been re-added. ㆍ Ace Pilot ㆍ Shot put ㆍ The maximum equip cost of Lepton has increased, and the overall Lepton costs have been reset.