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Additions ⭐ 🤩 Added an indication to buildings that aren't available in the demo 🤩 Added the ability to cancel road & connectable decor placement by using the esc key 🤩 Added a bunch more in game sound effects 🤩 Reworked the route window to be easier to understand
Bugfixes 🪲 🐛 Fixed a bug where the target FPS gets ignored due to V-sync. 🐛 Fixed a bug where rebinding the controls doesn't show the updated control upon rebooting the game. 🐛 Fixed a bug where you couldn't toggle gridlines off again with the quick action. 🐛 Added more translations & corrected some spelling errors. 🐛 Fixed some UI elements not being scaled correctly on ultrawide screens. 🐛 Fixed a bug where the audio settings were not applied properly upon restarting the game. 🐛 Fixed a bug where on certain screen resolutions, tooltips could fall of the screen 🐛 Fixed a bug where canceling building selection would permanently hide other UI elements
This chapter focuses on the Virginian American Branch of the Council. In previous chapters, there were mentions, so this one elaborates more on it (especially why the supernatural creatures dislike them). This is still Day 1, but it is a few weeks after Ben captured Emily.
Renpy Improvements
Tom had changed the distribution of Renpy Nightly. The channel I will focus on is Fixes, which can fix any bugs or errors from Renpy. So if you go to credits and see “Nightly,” this is still the released version of Renpy 8.1. 😊
JSON Support
I believe I had implemented a bit of this in previous minor updates. I transferred a few things to JSON files and now use them to manage things like the gallery, etc. It keeps the Screens clean, so I can troubleshoot that rather than scrolling through a long list. Furthermore, it updates the moment you launch. 😊 It is also a step to reduce errors on my end.
Version. rpyc
You don’t see this file, but I separated critical information, such as buildname, into a new file. This enables me to ensure the correct names are displayed (and I don’t see a visual novel called “Fire of Life: New Day Beta” in the main channel).
Bugs
As far as I know, there are either no bugs or less visible ones. If any crop up, let me know, and I will fix it as soon as possible. 😊
- Fixed junk stack (chips etc) count not being saved so all stacks restored with 1 making the chip minigame pretty confusing on load. - Fixed the modified disposition table not being cleared after each game session causing dispositions from previous sessions to bleed into new ones - Fixed being able to enter the bed while telling Rook 25 abou the traitor’s identity after leaving the VT - Disabled the "get out of bed" button on the cabin bed, it was unnecessary and caused issues. - Fix for light models in mission ops not changing skin (going dark) when the light state of mission ops is shut off. - Fixed Kiril in the brig having a weapon - Fixed the flashlight mode not being activated properly during the traitor fight
TWEAKS:
-Removed pointless source-less light in B8’s cabin
IMPROVEMENTS:
- The end of the traitor fight got some important polish to better communicate what happens. -Traitor fight A.I improvements - Hid the initial connection/dream sequence walls so players don't start in blackness. The path ahead is more obvious now, and players are now crouched to start with. -Various improvements to conversations and choreography in the last half of the narrative. -10 new Info Console articles, a bunch more existing articles polished up. -Polished up all in-person Rook 25 choreo for if player kills traitor in cold blood. She is fully present and very emotional now. - Improvements to the chipbank repair minigame presentation. Will always show the context even if the player has no chips to insert and a red hand. -New Ending work: -Briefing choreography got a complete pass. Everyone is fully present now. -Briefing now features the actual Churchill Tower.
I've updated the game to set some of the new UI things live. It's taken a while to get this far with it since it's essentially meant breaking parts of the UI completely and then piecing it all back together. But it should be good to go now! There's more UI work coming in the near future though, most notably when it comes to selecting buildings. Specifically the decoration tab has gotten too heavy with buttons and in some cases due to decorations sometimes having several variants. I'm working on a solution to condense heavier tabs to fewer items using expandable item selections.
0.862 -> 0.863 - Added palm tree variant of one of the side decorations.
- Added customizable resource display bar. - Added being able to hide UI elements individually. - Added additional UI scaling.
- Adjusted icon and text sizes in parts of the UI.
- Fixed bug where there would be a small amount of VAT income, even if policy was turned off. - Fixed missing night lighting for new commercial buildings. - Fixed part of the main menu being cut off in 21:9 aspect ratio resolutions. - Fixed scrollable windows not working with scroll wheel in main menu.
The customizable resource tab at the top of the screen has a known issue in that certain disaplayable items will light up green when increasing even if an increase is negative. An example of this is crime. This will be addressed in the next version. :)