Heyho, you funky sexy dungeon dweller! The dungeon is a place every adventurer visits to slay monsters, solve puzzles and loot chests. Lim-Lim, on the other hand, goes there to date ancient heroines stuck in magical paintings! Can you brave the dangers of the dungeon and find the hidden paintings?
New Stuff: New level "Dungeon A" Eight new endings!
Fixed: Number of hearts in Halloween level (thanks, FewKinks!)
It was quite an adventure for us at SpotPixle Studios it’s been 4 or 5 months since we discovered the bug that won’t let you click on certain parts of the game like any back buttons and pause buttons on all 100 levels apart from level 2
We have fixed it
Just to let you know we have fixed the bug now and the problem has gone, the game will be back better than ever on the Google Play store and on Steam
Why it took so long
The announcement made on steam was after months of work trying to fix the issue however the game broke more in some ways so we had to fix them as well and that original bug was still in the game witch is why it took so long, the bug was hidden deep in the code of the game.
However 2 days after the announcement on steam we discovered the bug and fixed it and so there will be and update coming in the coming hours
THANK YOU EVERYONE
Thanks for your patience and support with us and now you will be able to play the game again
Most crates in one level
ANY QUESTIONS JUST ASK AWAY AND WE WILL AWNSER YOU
One of the largest and oldest naval fleets in the world, nicknamed La Royale back in the 17th century, has arrived at War Thunder! Its research tree consists of destroyers and cruisers of the French Navy. You can receive access to the closed beta test of the French Navy by either completing a set of tasks or purchasing one of the French naval packs.
Complete the tasks or become the owners of French naval packs and instantly receive the Tester status.
The tasks are available from June 14th, 11:00 GMT until July 24th, 11:00 GMT.
Complete 12 daily tasks to receive the Tester status.
Become an owner of one of the French naval packs and be the first to receive the Tester status!
How to get the Tester Star
Earn 10,000 mission points in random sea battles on vehicles of Rank III or higher.
The task resets at 11:00 GMT every day.
CBT access packs
By purchasing one of these premium vehicle packs, you will instantly receive access to research for the French Navy. To purchase, click Shop > Online Store whilst in the in-game hangar.
Greetings Ballers, Auto Matchmaking function has been added to our game today! Now you can enjoy 1-2 person room matching and individual lobby matching. you can check the waiting time for matchmaking through the lobby screen
and access some features of the lobby.
Note: During auto matching, some features may not be available for use.
1. How to enter (You can enter via lobby)
2. or make a team
3. or closed the slot
- You can use the player count dropdown box to change the maximum room
capacity. - If the matchmaking player count is 1 or 2, The role groups for teammates are
automatically set based on your character's position. "During auto matching, team composition will be formed within the available role combinations." Combinations by Role Group for Auto Matchmaking
4.Combinations by Role Group for Auto Matchmaking "If the matchmaking waiting time exceeds [100] seconds, the exploration of secondary combinations will be conducted."
"The secondary role combinations cannot be changed."
"Automatic team composition is not possible for roles other than the
specified combinations."
5.Matchmaking Match Booster
If [5] seconds have passed since starting the auto matching, the 'Match Booster'
button will be generated.
- Activating the 'Match Booster' expands the matchmaking search range, allowing
for faster matching, but it may result in teaming up or matching with higher-ranked
users.
*** However, the booster feature CANNOT BE USED when proceeding with
matchmaking through the waiting room." - Freestyle 2 Team
English ############Content################ [Shade Corruption]Shade Corruption now reduces a character's max sanity value. (A character loses 1 max sanity for every 2 points of shade corruption unless the character is considered a shade creature.) [Sanity]Added a sanity check when calculating the max sanity. The max sanity cannot go below 1. [Wiki]Added a page about Shade Corruption: https://neolithia.fandom.com/wiki/Shade_Corruption [Lost in the Sand]The High Priest's Lab is now under construction. [The High Priest's Lab]Added new battle background to this location. [Item]New item: Liquified Shade (Add shade corruption on a character. Your story teammates will refuse to use this item. But, there will be other ways to corrupt them.) [Item]If you use an "Empty Glass Bottle" to collect water in The High Priest's Lab, you can get "Liquified Shade." [Fishing]Added fishing data for The High Priest's Lab. (It's not a good idea to fish here.) 简体中文 ############Content################ 【暗影侵蚀】暗影侵蚀效果现在会降低一个角色的最大San值。(每2点暗影侵蚀会降低一个角色的San值上限1点,除非该角色被认为是一个暗影生物。) 【San值】最大San值不会低于1. 【维基】加入了一个关于暗影侵蚀的页面:https://neolithia.fandom.com/wiki/Shade_Corruption 【迷失于沙粒中】大祭司的实验室开始施工。 【大祭司的实验室】加入了新的战斗背景画面。 【物品】新物品:液化暗影(会增加一个角色的暗影侵蚀度。你的故事队友均会拒绝使用这件物品。你需要用其它手段来侵蚀他们。) 【物品】在大祭司的实验室里使用【空玻璃瓶】来收集水会获得【液化暗影】 【钓鱼】在大祭司的实验室中加入了钓鱼数据。(在这里钓鱼并不是个好主意。)
Our whole team is in love with Noah, the lion cub, so we decided to create a skin for it so we can have more cubs. So we are introducing today, our newest character: Zephyr, the tiger cub. A majestic tiger avatar exuding wild energy with its silky striped fur. Known for lightning-fast movements and unmatched agility.
Note:
You can also change the skin of an avatar by changing the texture like so: Avatar texture FAQ
Zephyr has several animations that can be triggered by key press. For more information please check out our guide here: Avatar animations and special poses
As always, we love to hear your feedback on Animaze! Tell us what you think on our Discord server, email us at support[@]animaze[.]us, or message us on Twitter!
Thank you for being a part of our community, and we can't wait to see what you create with Animaze! The Holotech Team
2023 Season 3 Patch 1 Release Notes [2023.06.13.02]
This Patch includes a variety of updates and fixes for the 2023 Season 3 Release.
SIMULATION:-------------------------------------------------------------- Security In the Season 3 release on June 6th, 2023, changes were rolled out to improve the security of the iRacing update processing. We would like to thank Stephen Shkardoon (ss23) for the responsible disclosure of the reported issues. - - As a reminder, security issues can be reported at infosec@iracing.com.
Optimization For the newly added Enki loading optimizations for 2023 Season 3, we have reports of stuttering from users with 12th and 13th generation Intel CPUs as well as AMD 7900X3D and 7950X3D. This Patch limits the maximum number of allowable Enki worker threads for iRacing to use to 10. - - With our internal testing, this seemed to alleviate the stuttering issues, and no other negative impacts were found for any other users. - - This update also allows users to manually adjust the maximum number of allowable Enki worker threads for iRacing to use. To do this, create a new entry in the “core.ini” file, “[Task] max_num_default_worker_threads=10”. Adjusting this value will control the maximum number of Enki worker threads iRacing is allowed to use for the default thread pool. - - - - We would like to hear from you with regards to this issue! If you have a system that utilizes Enki worker threads, please let us know how these changes work for your system, and how changing your maximum allowable Enki worker threads changes your performance.
AI Racing AI Drivers have improved their braking techniques. Fixed an issue where the BMW M Hybrid V8 and Cadillac V-Series.R GTP AI Drivers would fail to load into Sessions.
Graphics The way in which we check for GPU memory has been updated. This impacts how the Graphics Auto-Config sets the memory slider for users. - - Now, the iRacing Auto-Config tool should set your memory sliders to about 80% of available memory. Fixed an issue where some car tires did not have ambient occlusion working correctly.
Replays Fixed an issue that could cause the Simulator to crash while watching Replays with AI Drivers. AI Drivers are less shy now.
Controllers The shift light behavior for Thrustmaster T128 and T248 devices has been updated to better match that of other wheels. The amount of time we suppress data collection for the Force Feedback (FFB) Auto Button has been reduced when an incident is detected. This may help the Auto Button work more consistently at some tracks. The Force Feedback (FFB) Auto Button will now continue to collect data when driving under Caution or on the pace lap.
CARS:-------------------------------------------------------------- <Car Class> NASCAR Cup Series Next Gen Cars Fixed some inconsistencies with how the New Damage Model impacted aerodynamics. iRacing setups have been updated.
<Car Class> NASCAR Truck Series Trucks The cooling parameters for Race Tape have been updated. Fixed an issue where the engine was not allowed to be repaired to 100% durability. Fixed an art issue where duplicate spoiler rods could be seen from cockpit cameras.
<Car Class> NASCAR Xfinity Series Cars The cooling parameters for Race Tape have been updated. Fixed an issue where the engine was not allowed to be repaired to 100% durability.
<Car Class> Stock Car Pro Series Cars iRacing setups have been updated.
BMW M Hybrid V8 Fixed an issue where the Brake Bias knob for opponent cars rotated around the incorrect axis.
Cadillac V-Series.R GTP Improved the limiter sounds. Fixed an issue where the dashboard box RPM turns red too early and does not match the in-car shift lights. Fixed an issue where the shift lights in the Simulator do not match a user’s wheel shift lights. Fixed an issue with misalignment of the digital display. Fixed an issue where the Brake Bias knob for opponent cars rotated around the incorrect axis.
Dallara P217 Fixed an issue when scrape textures were mysteriously appearing on the sides and roof of the car.
Dirt Late Model (ALL) - Front tire tread pattern has been updated. (ALL) - For the New Damage Model, a tuning update has been completed which strengthens the front wheels.
Dirt Midget Fixed an issue where the rock screen selection option remained in the garage page for this car. - - As of the 2023 Season 3 Release, the display and hiding of this feature is controlled by a Graphics Option.
Dirt Sprint Car (410) - Gearing ratio has been updated. (410) - Driveline gearing and rev limit have been updated. (410) - Removed a very high pitched artifact from the in-car high RPM sounds. (ALL) - iRacing setups have been updated.
Dirt Sprint Car (Non-Winged) (410) - Driveline gearing and rev limit have been updated. (410) - Removed a very high pitched artifact from the in-car high RPM sounds. (ALL) - iRacing setups have been updated.
Late Model Stock Fixed a visual texture issue with tire treads when they were spinning near maximum speed.
Ligier JS P320 The Auto Fuel system has been enabled for this vehicle. Draft parameters have been updated. A new non-zero minimum fuel amount has been added to the garage. Radio now turns on when the master switch is on. Fixed an issue where the brake bias was not editable in the garage for a fixed setup race. Fixed an issue where the Brake Balance display on the Pit Limiter page was rounding up to the wrong decimal place. Fixed an issue where this car could not be fueled to 100% from the Black Box controls. Updated the in-car sounds for ignition cut backfires. Updated some speed digits on the digital display. IMSA Leaderboard is now present on the interface model for this car. Fixed an issue where the Brake Bias knob for opponent cars rotated around the incorrect axis.
Lucas Oil Off Road Pro 2 Lite Tire degradation parameters have been updated.
Lucas Oil Off Road Pro Trucks (ALL) - Tire degradation parameters have been updated.
NASCAR Classic Buick LeSabre - 1987 Fixed an issue where dashboard gauges were blank when the Old Damage Model was in use.
Porsche 911 GT3 R (992) Fixed an issue where the fuel port cover could disappear when these cars were viewed at certain camera distances. Fixed an issue where mirrors would disappear when the Old Damage Model was in use.
Radical SR10 Shift lamp lights have been adjusted. Windshield artwork has been updated to better match the real world car.
TRACKS:-------------------------------------------------------------- Chicago Street Course Some advertisements have been updated. Some fence textures have been updated.
Daytona International Speedway Fixed an issue where airplanes would come in for a landing on the airstrip at supersonic speeds.
Federated Auto Parts Raceway at I-55 Fixed an issue with a monster-green fence.
Indianapolis Motor Speedway (Open Wheel Oval - 2009) - Fixed a loading error at this track configuration.
MotorLand Aragón Fixed an issue where some large terrain specular maps were misaligned. Adjusted some visual popping that could be seen on objects in the distance as a camera changed distances from them. A variety of curb textures have been improved.
That is of course not English, but rather Swedish which will be today's dev diary. This DD will talk about the branches for the military and industrial branches, as well as democratic branches.
This tree has been a collaboration between me and AveeBee. We have had a longstanding rule in the HoI team that no Swede is allowed to touch a Swedish focus tree, but apparently that rule flew out of the window as long as the Swede in question was supervised by an adult.
Normal caveats apply, there’s work in progress stuff in here, and things might change before release.
Historical Context
As most of you already know, Sweden was the only Nordic country that was not invaded during WW2, but in a similar way to Switzerland was pressed by both the allies and the axis which led to some dubious concessions, but Sweden remained neutral through it all.
While Sweden arguably had the superior military capabilities compared to its Nordic neighbors, it was woefully unprepared for war and was caught with its proverbial pants down on the eve of WW2 with its government preferring to focus on the welfare state rather than its military, something that would change as the war progressed. This will be a major theme for the focus tree in large.
As you might have noticed I keep saying Democratic, not Historical. That is of course because historically Sweden did not join any wars. Me and Amy decided early on that we assume that players _will_ want to get into a war sooner or later, (which is after all a key tenet of the game), which is why even under the Democratic paths you will eventually join the war. (of course the AI will have guardrails against this on historical)
While there are a lot of historical references to things that actually happened, we are assuming that the player wants to engage in the warfare part sooner or later.
Start
At the start of the focus tree you will have the choice to pick from a total of 4 leaders. Historically this was Axel Pehrsson-Bramstorp which only ruled for a few months until Per-Albin Hansson came back in the 1936 election, called the Summer Government.
You can try to keep Per-Albin which will result in a Vote of No Confidence, or you can pick Gösta Bagge which is the right leaning option
Don’t worry about losing out on Per-Albin Hansson though! After the summer is over another election will happen, and you can return him to power. If you went through the hassle of having a Fallen Riksdag you get an additional option of appointing Ernst Wigforss as a Per-Albins successor, or if you want you can continue with the leader you have.
Hungershield and Folkhemmet
Before I continue I need to bring up the issue of stability, or rather Hungersköld (Hungershield). During the first world war Sweden was embargoed by the entente due to iron ore trade with Germany, leading to domestic protests, riots and eventually the ousting of the current Swedish government.
The Swedish PM at the time, Hjalmar Hammarskjöld was nicknamed “Hungerskjöld”, hence the wordplay. At the onset of WW2 the fear of food shortages again loomed large for Sweden, and drove both domestic policies and was a great fear for the populace.
In the game this is represented with stability acting as a shield against such hunger strikes. Being above a % of stability protects the player against those adverse effects, and being below that threshold opens you up to the risk of getting strikes.
Riots can happen if you are at a very low stability. . While they are temporary you will not want to get stuck in an endless cycle of these. There are a few safeguards that we have put in place to make sure that players that temporarily dip under these thresholds will not immediately get these strikes instantly due to a bad RNG roll, but you do not want to stay under the limit for very long.
That leads us to another concept, Folkhemmet (The People's Home). While you might know it as the name of communist Sweden, it was actually a set of social-democratic policies that paved the way for the welfare state that Sweden has today.
The focus on this welfare state was partially why the government at the time was hesitant to spend a lot of the budget on the military, as these programs were very popular. In game this is represented with the Folkhemmet spirit.
As long as the welfare state is intact it acts as a buffer against the risk of getting strikes, but as you can see it also drastically reduces the military capabilities of Sweden.
As you progress through the focus tree key focuses will start to orient the Swedish industry towards war, but the Folkhemmet shield that is protecting you from strikes will be chipped away.
To demonstrate this is what a fully degraded Folkhemmet looks like at the moment.
To counter this there's a mix of things the player can do, such as employing advisors, picking focuses that add stability, picking decisions that add stability and so forth. We don’t specifically dictate how you handle this system, but rather hope that players will handle it differently depending on playstyle and how aggressive they want to be.
In a nutshell it is a question of “when do I rearm” and “how do I avoid the adverse consequences of those decisions”, and make sure you also do not get caught with your pants down. With those main themes explained, let's look at the actual tree
Industrial Branch
This is the entrypoint for the focus tree. The Defense Act is where you pick your leader, and just below it is the industrial branch. As you can see there's a clear divide between the focuses, and that you can mix and match some of them.
These are two examples, and as you might glean the left side is more aligned with social-democratic policies, while the right one is more aligned with right leaning policies. The right side generally leans more towards ratcheting up the defense industry, while the left one focuses more on the internal stability of the state.
Putting this into context, if you amass a larger pool of stability from these focuses, you might be able to offset the dip in stability from Folkhemmet, but on the other hand it might take longer to do so.
If you really do not want to deal with this at all you can lean heavily into the right and remove it completely.
You can also leverage your ball-bearing trade (the things that make other things spin). Something that Sweden smuggled to both the axis and allies.
Flashpoints
As the events of history unfolds events will happen that put Sweden into contact with the great powers of the war. These are events that we nicknamed Flashpoints, which are historical contextual events that happened to Sweden during the war.
Here Sweden gets accidentally bombed by the USSR
The USSR can apologize or deny this. In this case they deny it, allowing Sweden to respond
Sending military aid to Finland as a response will escalate tensions with the USSR
If the chain of tensions reaches a boiling point it will boil over, dragging Sweden into the war as well, or not depending on how Stalin responds
This is one example of one of these events where tensions might lead to war.
Military Branch
Scrolling right we find the 3 military branches of the focus tree which will be shared between all the paths of the focus tree
What is a bit special though is that part of the tree is locked behind war support (or military factories if you get that far). Instead of providing stuff like military factories these focuses augment the military directly, think of them as a miniature doctrine tree.
The focus behind this “war support gate” is intended to put some additional pressure on the player to want to get war support up, tying back to the interplay of the Folkhemmet and Hungershield.
These are generally divided into a defensive and offensive play style with the left one being more oriented towards defensive oriented players, and the right one being more oriented towards offensive offensive players. (pictured above is the panic button focus) As you progress through the focuses these spirits grow in strength as you invest more resources into them
While these cornerstone focuses are strong, they require investment in both time, and being gated behind war support. How quick you get to them is decided by how fast you rearm.
You might recognize Bofors in this example which made the popular 40 mm Anti Air gun. In this case Bofors gets a unique trait and funds for the MIO The military branch of the focus tree is where a lot of Folkhemmet is going to be changed via focuses. It also provides some much needed funds for the Swedish MIOs
Navy Branch
Sweden's navy tree is mainly divided into whether you want to contest the Baltic directly via capital ships or if you prefer to go the German route and focus on submarines and light surface fleet for harassment.
The top shared part deals mainly in expanding the output of the domestic industry, as well as the option to buy older ships from other countries.
As happened historically, the Italian destroyers might take a roundtrip through the world and end up in Iceland, so be aware :D
Of course we couldn’t resist making a Vasa focus, however we hope that it is slightly more successful than its predecessor.
While its a powerful battleship it deploys at 60% complete, so you’ll need to finish the other 40%.
Winter War
When Finland was invaded by the USSR it reverberated through Sweden. Finland was seen as a first line of defense against the Russian threat, which has been a historic adversary of Sweden.
You are given a choice of whether to go the historic route and send volunteers, try and claim the Åland islands when Finland is weak, or get actively involved in the war. Getting involved in the war will give you a mission of taking Leningrad, and if you or Finland manages to take it the Soviet Union will either be forced to sign a white peace, or face massive unrest. Both Sweden and Finland also get the avatars of their nation to help out, for a while.
If Leningrad is lost the USSR will either be forced to revoke their claim, or face embarrassment.
Democratic Branch
As you probably know Sweden did not enter the war. But in HoI all the preparation and buildup, and later on the war itself is a key component of the core game loop. Aveebee and I decided to take an early design decision to work under the key assumption that players who play Sweden will want to get into the war.
Meaning that we have had to modify the historical path to work with the plan that Sweden will enter the war at some point. Of course the historical Swedish AI will not enter the war unless provoked.
In practice that means that the historical branch will have focuses related to events that did happen in real life, but they work under the thesis of Sweden eventually getting involved as well.
A lot of refugees from other Nordic countries fled to Sweden and were secretly trained as “police forces”. Some of these would later help liberate Norway. In game this focus puts these police forces in a separate pool that grows as more Nordic countries capitulate.
On the onset of war this banked manpower will be unlocked and transferred into the normal manpower pool. You can also expand the facilities to raise the training cap for
Beep Beep
Most important of all is the Per Albin Bus (pictured above). This is a mobile headquarters that the Swedish government planned to run away into the forest with in case of invasion. In game the bus is a state modifier that can be moved to adjacent states, reducing the surrender limit. If the bus gets captured the country leader dies. (We actually got to see this bus when we visited the Army Museum last summer)
You can move the bus as long as you control an adjacent state,which means that you can take Per Albin all the way to Moscow if you really want to for some reason.
Sweden also has access to Rangers, which are special forces that send out undercover troops to sabotage vital infrastructure behind enemy lines. Use it wisely as the casualties of these can be quite high. Very useful to blow up enemy ports in Norway.
As you eventually enter the war by trying to either Save Denmark or Norway Sweden gets a goal to liberate every occupied Nordic country. The more occupied countries the stronger this bonus becomes, with an additional bonus once those countries are liberated.
Nordic Defense Council
If the more careful path of building up your defensive capabilities is a bit too conservative for you there's always the option of forming the Nordic Defense Council. This involves more aggressively tackling the threats around you with the other Nordic countries' help.
It invites every Nordic to become a member state of the council, and you get to pick whether to centralize its command at the cost of its member states not being able to defend themselves as well,
Or decentralize its command into its member states
Here is an example of a centralized command, with Mannerheim and Helge Ljung working side by side
In the end you can opt out of picking either Death or Dishonor, growing stronger the more member states you have.
Late Game Focuses
We also put in some late game focuses, mainly for those that want to continue the campaign after WW2 has concluded. These tie into late game technologies, the new special forces rework and finally dealing with the threat of the iron curtain.
This Lion looks a bit more majestic than the Gripsholm Lion. A frequent on r/badtaxidermy
Advisors, Military and States
As always we have new awesome advisors. Here are the ones available to Sweden.
My favorite one in Sweden is Ebba Margareta, which does not cost anything to hire but can get traits depending on how the player chooses to invest.
We also have the couple Myrdal which feeds off of each other if they are both in the Cabinet.
As for the new generals here they are. Most of their experience came as a result of being in the Finnish civil war.
And the Admirals! Charles de Champs is definitively winning the style competition here.
And these are the new Swedish states! My pet peeve of having Norrbotten and Lappland on the map as two separate entities has finally been solved! (sorry for the weird slicing of the image Sweden has a…weird shape). Åland now also starts demilitarizing at the start of the game (which it still is to this day).
And finally, some nice 3D models!
I call this one the Sardine deathtrap (The engine is in the front....)
The Resource redistribution
Finally there’s the question of resources. During WW2 Germany was partially reliant on Swedish iron ore, especially before the fall of France. Arguably the reason why the Narvik campaign happened at all was Germany's desire to secure the Gällivare mines, and the allies desire to blow it up (under the pretense of helping Finland).
We have tried several ways to model this in game but it has been hard for several reasons. The trade algorithm runs the shortest route capital to capital, while the actual resources are located in the north of Sweden. The algorithm also really prefers land routes, which would go across Denmark, or if by sea through the Baltics and not through Narvik as was historically. Changing this is outside the scope of this expansion and while we tried other adding content driven systems on top of this nothing worked satisfactorily up to this point.
I don't rule out some abstraction for Germany controlling Narvik gaining them some IC boost, but currently we decided to sidestep it in another direction, by making Germany a bit more reliant on imports.
Germany has in game had more domestic resources than it actually had in game, leading to a problem of it never really having issues with resources, especially steel. Whatever steel it needed was either in Germany proper, or soon to be taken from France, leading to the “Free Trade Meta” we often see these days.
Part of the issue is the abstraction of coke, ore grade, steel mills into the single encompassing iron which makes this hard to properly represent. All in all Sweden provided around 43%, German domestic production 28.2% and France 12.9% to the German war effort between 1933-1943. Having buildings such as steel mills was also outside the scope of this expansion.
This resulted in an overall reduction in iron for specific countries, main targets were Germany which overall had poor iron ore quality, and France which Germany will gobble up. Germany starts with 2 civilian factories more than before to use for import as needed. Portugal also got some tungsten shifted to Sweden. Below are the main changes, with no changes in trade law from 1936 starting dates, accounting for starting infrastructure and no equipment lines active.
Germany AAT
PRE-AAT
France AAT
PRE-AAT
Portugal AAT
PRE-AAT
SWE AAT
PRE-AAT
These numbers are not final and might change depending on balance and how the AI performs.
Whole Focus Tree Above
I don't have any good ways to end this, so I'll just stop by saying-
Delves deeper into the history of Kriegsfront Tactics with the third episode in the Kriegsfront devlog series. Whether you're just joining in or have been supporting us from the start of the development, let's take a look at how it all started.
This Devlog is a behind-the-scenes series about the game development process of Kriegsfront Tactics. In this episode, we showed our development journey reviving the mecha TRPG genre, from when we started to our current progress. We describe briefly how all of the processes of how Kriegsfront Tactics become from its initial prototype, design update, diorama editor, and the recent combat demo. We are committed to bringing you the best of turn-based, mecha tactics RPG as how we envisioned it 5 years ago. We hope you enjoy our series and stay tuned for more updates that will come this year.
In this third episode, Kris Antoni, the Game Director of Kriegsfront Tactics, will briefly unfold the history behind Kriegsfront Tactics until its current development. As an Indonesian game developer studio, we put much of our vision of how we see mecha tactics games from our perspective and how we explore the gameplay we want by combining designs and foundations we are deeply passionate about. The backing from our community around the world that had been garnered from the different types of games we released also enabled us to explore new genres that we never made before, leading us to the creation and continuous development of Kriegsfront Tactics.
Watch the first episode here to find out more!
In this yet short, yet packed information about the history of Kriegsfront Tactics, Kris also will share the newest progression of our development with procedural world exploration. Look forward to how we implemented this feature later this year. These are six topics to be covered in the third episode:
1. How it started VS how it's going 2. Reactions to our Combat Demo 3. Enemy AI Improvements 4. Procedural world exploration 5. Environmental destruction 6. Skill activation and cinematic camera
If you're curious to see more about Kriegsfront Tactics, be sure to follow us! Kriegsfront Tactics Devlog is planned to be updated monthly, so be sure to check the playlist when a new video drops in. Do you have anything in mind about other relevant topics you might be interested in? Please feel free to comment down below or join our discord community to directly get in touch with us.
Feel the urge to discuss about Kriegsfront Tactics with other enthusiastic fans in the genre? Come and join our discord community! Toge Productions Discord
See you soon, and godspeed, Pilots. The Kriegsfront Team.