May 20, 2023
Arma Reforger - Nillers


Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!

Discover more here 👇
https://reforger.armaplatform.com/news/comrad-9

If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to:
Nillers on Twitter, Discord, or on our forums.
malViolence - Definitive Edition - madukamaguca
Yup - it's now here!

The Evidence Board puzzle now has a reset button. This (and the other parts of this update) were always intended to be in malViolence - but we had to prioritize certain things over others during the pre-release crunch.

So, as follows - here's what's new and fixed:
- The Evidence Board puzzle has a reset button.
- A certain bug with the bomb and misé-en-place puzzles have been fixed. Your progress won't be reset if you save mid-puzzle, change the difficulty, then load your old save again.
- A couple of spelling errors towards the end of the game.

Anyhoo, we apologize for the wait on this! We all hope this makes the puzzles feel more fun and fairer to the player.

Also - if you haven't seen it already, check out the Steam Guide version of our Official Walkthrough! If you're in a pinch with the puzzles, it may be of some help...

Next time on malViolence - achievement fixes!

-Mado
May 20, 2023
Hex of Steel - valentin56610
ADDED
  • Placeable Czech Hedgehogs. Static unit (type=building) that will prevent any armoured vehicle to move through the tile. Any other unit type can still move.
  • Placeable dragon's teeth. Static unit (type=building) that will prevent any armoured vehicle to move through the tile. Any other unit type can still move. Has more armour than hedgehogs.
    AI will buy and placed those defensive buildings, with some limitations. They will place them only on roads / plains tiles. They will buy them only if they are losing.
    Engineers have a 100% damage bonus against these obstacles.
  • Engineers and Partisans to Croatia.
  • 57mm M1 AT gun to USA.
  • Panzer IV F2 for Germany. Very long debate. On Discord. ITS COMPLICATED.
  • Anzio 44 as a standalone scenario.
  • Sounds of the battle are now scaled / proportionate to the distance from the battlefield of the camera.
  • Winter War 1939 standalone scenario.
  • 3 new Finnish commanders: Hugo Österman, Juho Heiskanen, Wiljo Tuompo.
  • 2 new Soviet commanders: Kirill Meretskov, Vladimir Grendal.
  • R-10 Soviet tactical bomber.
  • 75mm bofors AA gun for Finland.
  • Bulgaria Light infantry 43.

CHANGED
  • Bridges and buffs/debuffs associated to them. Bridge tiles now have a +15 defense modifier. Defending a bridge is actually not standing on the bridge but keeping an entire side of the river and shooting at anything that tries to cross it. So it makes sense to have a defensive bonus while being on the tile. Before, you had a debuff to be on the tile.
  • AT guns and AT units (SPGs) as well as AA units will now have the possibility to make enemy units retreat when making a successful attack. It was an oversight from my end, it should have been there since the beginning, it's now 'fixed'.
  • Brought Volkssturm HP on the same base as everyone else (from 50 HP to 100 HP). If conscripts have 100 HP, so should the Volkssturm. They still have very low stats, and lower stats than regular light infantry.
  • Updated Militia stats to be in line with Volkssturm unit.
  • Reduced pontoon bridge unit cost from 150 to 100.
  • Renamed the 'Custom scenarios' button in the main menu into -> Standalone scenarios.
  • I found a way to prevent unit stacking by checkin the entire path they are about to take before they move and figure out where they should stop in order to stop on an available hex and not on an ally.
  • Plane's pathfinding during bad weather has been reset to be what it used to be (allowing moving over allies) since I figured a way to prevent the stacking for units with no visibility.
  • Updated Tutorial scenario.
  • Changing the country of a player in the map editor will now refresh all flags/VPs belonging to that player.
  • Updated Continuation War 1941 and 1944 standalone scenarios.
  • Finnish StuG III G Sturmi, Panzer IV J and BT-42 graphics changed.
  • AI ground units will not (at least less) rush into enemy VPs that are in the FOW. Meaning less 'predictable' ambushes.
  • Bulgaria light infantry graphics.
  • The way units get their supply route. Now takes into account distance to source as well. Will make a balanced pick between best quantity and distance. I have set it up to have a threshold of 10% acceptance rate if 50% closer. Meaning that if a supply source is 30 tiles way and gives 50% supplies, but another supply source is 15 tiles away and gives 40% supplies, chances are the unit will pick a closer supply source to avoid being cut at the cost of losing a little supplies. This change was needed for maps where there were a lot of small villages and only one town in a big area (Hello Finland).

FIXED
  • RADARs in map editor had a question mark instead of their graphics.
  • All issues of units not having max HP when starting a scenario (more often than not the elite ones).
  • Game could not load files that had an extension in CAPS (png -> PNG).
  • Potentially fixed all stacking issues. I implemented a new system that will check wether or not a unit can reach its destination before it starts moving. If it cannot, it will stop at the last tile it can move to. The tile obstructing the path will see its fog of war removed and a message will pop up to explain to the player that there is something obstructing the path of the unit.
  • AI didn't take into account fixed income when checking if they are winning or losing the war.
  • Modded tiles were not updated if you changed some stats AFTER you made a map.
  • Stacking issue with units having 0 visibility.
  • Fixed team / country / FOW swap bug happening when loading a save from within the game scene. Human player would not be updated and this would cause issues.
  • Swapping 2 units didn't check if one of the two units had the amount of movement points required by the other unit's tile.
  • German 12.8cm flak hard damage.
  • Rain didn't influence movement points of any country that wasn't the first country to play its turn...
Bug Bashers Playtest - Upside_Down
UI improvements, mouse aim adjustments, small bugfixes.
Deducto 2 - Red Fox Studios
🧑‍⚖️⚖️ Join Us for Our Final Playtest! ⚖️🧑‍⚖️
Deducto 2 launches on June 15th! Add it to your wishlist today!


Prepare for a new map, fresh tasks, and courthouse shenanigans!


New Courthouse features:
  • Run Blood Tests to gather evidence used in court
  • Send guilty players straight to jail
  • The judge sets witness, prosecutor, and defendant roles during meetings
  • Start meetings with a bang using the gavel item
We've added some exciting features to this map, and we're eager to see how you take advantage of them!


More customization options with new cosmetics!


📅 Get ready to jump in and have a blast on May 26th during our upcoming playtest! We look forward to seeing you there!
Secrets of the Witch House - The Warden
Update:
  • Fixed an issue where the camera would clip though secret doors and not collider properly.
  • Added enemies and adjusted placement in dungeon and caves.
  • Adjusted hedge mazes and added info statue.
  • Plugged up a few map holes.
  • Tweaks to dungeon start tile.
  • Fixed more fracture internal textures.
  • Cave end tile now has more fracture railings.
  • Updated Dinofracture logo.
  • Demon Prince nuke no longer lights the player on fire.
May 20, 2023
Travel Riddles: Mahjong - amovchan
In this update:
- Get ready to spin the Daily Wheel and get free rewards!
- Bugs fixed
- Visual improvements
SCP: EVENT CLASSIFIED Playtest - ballstoucher9394
  • 450-fix-office-biozone-connection-softlock by @Sont3k in #477
  • 485-fix-not-rendered-cargo-elevator-on-clients-it-exists-only-on-host by @Sont3k in #489
  • 486-when-someone-highlights-item-it-become-visible-on-all-clients-but-need-to-make-it-visible-only-on-local-player by @Sont3k in #490
  • 484-reduce-map-scale-due-to-number-of-player-to-025-instead-of-2 by @Sont3k in #491
  • 482-check-when-toolbar-is-get-updated-drag-and-drop-are-not-triggering-toolbar-update-but-have-to by @Sont3k in #492
  • 483-make-steps-sound-quieter-on-50 by @Sont3k in #493
  • 479-gas-mask-sound-equip-is-global-make-local-3d by @Sont3k in #494
  • 497-game-get-stuck-on-map-generation-sometimes by @Sont3k in #498
  • 478-display-name-is-not-disappear-above-other-clients-after-death by @bladuk in #505
  • 269-implement-additional-weapons-pistols-and-rifles by @Sont3k in #512
  • 507-fix-exceptions-from-backtrace by @Sont3k in #516
  • 22-add-volume-controls-in-settings by @bladuk in #510
  • 506-allow-players-to-join-game-after-it-started by @Sont3k in #518
  • 519-implement-values-of-starting-ammo-for-ammo-counters-in-armormanagercs by @Sont3k in #521
  • 517-fps-weapon-issues by @Sont3k in #522
  • 508-implement-hit-crosshair-appear-for-scp-280 by @Sont3k in #523
  • 513-make-or-restore-tps-animator-implement-new-tps-animations by @Sont3k in #527
  • 501-flashlight-is-not-glowing-on-another-clients by @Sont3k in #528
  • 500-after-session-finish-cursor-get-still-locked by @Sont3k in #529
  • 503-implement-blink-for-scp-280-instead-flying-over-walls by @Sont3k in #530
  • 515-ammo-clips-began-to-pickup-like-regular-items by @Sont3k in #531
  • 526-implement-ability-to-change-your-host-server-name-from-the-lobby by @Sont3k in #532
  • 533-rewrite-scp-280-particles-controller-to-sync-var by @Sont3k in #536
  • 534-check-all-item-spawners-some-of-them-have-bad-references-to-props by @Sont3k in #537
  • 535-fix-random-spawn-of-players-not-on-the-spawn-point by @Sont3k in #538
PlanetSide 2 - Mithril

🎉PlanetSide 20th Anniversary Celebration🎂

🎶Enjoy the music of PlanetSide and PlanetSide 2 streaming now on your favorite streaming service.
Lost Paws - Dungeoneering Studios
Hello fellow dog lovers!

The closed beta is nearly upon us! If you had signed up at one of our previous events for access to the beta the confirmation email should be well on it way by now. If you don't see it please check your spam folder to make sure it didn't end up over there. If you are still having issues and can't find the email, please feel free to email us at https://dungeoneeringstudios.com/pages/about-us and we'd be happy to get you your confirmation email! If you want to join the beta there is still time if you fill out the signup sheet on discord before 5/24/2023 (upcoming Wednesday). Thanks again for all the interest and looking forward to the beta!

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