Lock 'n Load Tactical Digital: Core Game - Metcalf
- fixed the Auto-Rally button improperly showing when a medic was in a hex with a non-healable shaken unit, such as a vehicle. - fixed a bug with LOS going between two hexes with a building on one side only causing it to be blocked if the building had protrusions into a third hex (Map 15: I6->H5). - fixed a bug with AI trying to collapse caves and having the attacking unit unselected, causing a loop. - fixed the scenario results info not being properly grabbed for Normandy Pack 2 scenarios on the module screen. - Blood-Stained Bocage: fixed PzVs to not have smoke shells. - Scenario Editor: added SSRs Rooftops Full Clear for Control and Crews Cannot Control. - Scenario Editor: added victory condition Trigger Events. - Scenario Editor: added event restriction Non-Vehicle Required. - Scenario Editor: added event effects Unit Group Ambush, Unit Group Fire & Melee, Explosion in Hex, Change # of Control Hexes Needed, and Create Vic Hex.
Hello, valued Demo Players! We hope you're all having an amazing time playing the Paleo Pines demo! We have pushed several patches out the demo since its release on June 19. We appreciate all the feedback and bug reports, and are working hard to make sure the demo is a good experience for everybody! Here's a summary of the fixes we've made:
Version 1.0.7
Reduced the brightness of the boot background.
Improved translations for dino colour names.
Fixed a memory leak when changing regions.
Fixed a couple of neck twist bugs.
Fixed some soft locks when befriending or feeding dinos.
The Wuerhosauruses in the valley are no longer all the same colour.
Possible fix for dinos getting stuck with their head tilted.
Fixed dinos sometimes not emoting when being given treats.
Added a setting to invert the X axis.
The roster now says whether a dino requires a large or small dreamstone.
Reduced the amount of head scratching in player customization and Pebble Plaza.
Fixed the camera getting stuck after the tutorial to smash a boulder for the first time.
Added a FOV slider to help those with motion sickness.
Version 1.0.11
Starting a new game now plays an intro movie!
Examining a sleeping wild dino with the journal will now show its colour and rarity.
The player can now sit on benches and chairs outside of the ranch.
A bug making the journal and map no longer open after completing the cooking tutorial was fixed.
Gates to different pens can now be placed at right angles immediately next to each other without causing issues.
The calendar will now always display weekday names in the same language as the game itself .
It should no longer be possible to sneak into the ranch area that contains a dreamstone and a chair (and then not being able to get out again).
A bug causing an occasional softlock when harvesting with a Wuerhosaurus was fixed.
Town board quests will now send their rewards to the player's ranch storage if the inventory is full.
Dinos should be better at following.
The confirmation dialogue shown when releasing a dino to the wilds for the first time no longer causes a grating noise.
Corlan now has more money to buy produce from the player, and some prices were adjusted for balancing.
A bug losing controller focus when pausing and unpausing during a dialogue choice was fixed.
The ranch storage filters have been updated and should be more useful now.
The models for vine obstacles and fiber were updated.
The head scratching SFX should sound less itchy.
Version 1.0.14
Town board quests will no longer be generated for unavailable characters. Note that any existing quests will remain until they expire.
Town board quests to study a dino can now be completed by interacting using the journal, which should make them a lot less confusing.
Pen biomes have been rebalanced and no longer depend on pen size.
Fixed the player annoyingly turning away from the desired direction when colliding with objects.
Fixed getting stuck in build mode when making adjacent pens with a shared gate.
Fixed overlapping text in the Help menu in some languages.
Fixed missing pine tree textures in the ranch.
Fixed being able to duplicate items by splitting a stack while dragging it.
Fixed the player being able to spin around while doing journal discovery animation.
Fixed the campfire audio being too loud.
You can now sit on the library sofa in Pebble Plaza.
-massively reduced overload when booting up the game. It's still not perfect but it should be much better. If it still loads in more than a few seconds/1 minute at most for lower end PCs, please let us know in our Discord when that happens, while you see the message "The game is preparing" or later, after that message dissapears, or while the map is loading (the OM emblem gets filled to white). Thanks!
Summer has just started and while it's hot outside, you can keep yourself cool next to your digital garage in Revhead! Luckily, your Revhead garage is always perfectly tempered!
A new update had just been released few days ago significantly improving the game audio effects, especially the engine's noises. It brings much more fun and vibes into the game!
Grab your copy of the game for a great discount price and check out how Revhead continuously evolves!
First month of the summer is about to end, so it’s time for us to show what we’ve been working on this time! We had to skip the May Developer Log due to many events in our lives. We thank you for understanding and supporting us throughout this time!
Keep in mind that everything within the post is subject to change!
SCP-173 Code Rewrite
The main villain of both SCP – Containment Breach and SCP: Nine-Tailed Fox finally gets a bit of treatment! To put it simply: SCP-173’s code was really outdated and has barely been changed since the early days of SCP CB. It was a bit confusing, as a result working with this SCP was complicated. Until now! The code was cleared up to be more optimized and allow future modifications to be added easily.
Major Bug Fixes
For the past month we’ve been ironing out many bugs that have been reported by players. Recently we’ve found a solution for a bug that bothered many of you since the release of SCP: Nine-Tailed Fox – the game freezing when starting a new game. This was caused by the map generation algorithm failing to place some rooms in the Entrance Zone (because the map size of the this zone is smaller than the others).
Previous Changes.. Now in Action!
Since most of our work this month was about bug fixes, we’ve decided to show a few things that we’ve mentioned in the previous developer logs in motion!
SCP-096 getting electrocuted by Tesla gate.
D-Class backing off and running away when the player is too close.
Frequently Asked Questions (FAQ)
Over the past few months we’ve received many (and we mean it! MANY!) questions about v0.3.0. Here we're going to answer some common questions.
Q: When is v0.3.0 going to come out?
A: In short, we still aim to release v0.3.0 this year. The long answer is that SCP: Nine-Tailed Fox is a hobby project of ours. We work on this game in our free time because we like to do it! As fans of SCP CB, we like to work on something for other fans! Unfortunately, many people treat us like a huge studio (some even compared us to EA or Ubisoft which is quite questionable but also overwhelming). We aren’t a huge team, and we are not working on this project as a full-time job. We have many events happening currently in our personal lives.
Because of this, it’s hard to determine the release date. We can’t tell which features will take what amount of time. The following plan is this: We finish what we’ve already shown, we make new rooms and a multiplayer map as well as also adding a few extra voice lines. This is definitely possible to do within this year (or even within the next few months if things go well).
And speaking of… We are planning to make more developer livestreams on our YouTube channel! We will be showing our work progress, as well as answering your questions live. Stay tuned if you are interested!
Q: Will there be an intro/ending in v0.3.0?
A: There won’t be an intro or an ending in v0.3.0. This requires more time for us to work on. But what we have as an idea for the intro is to make it an in-game, non-playable cinematic.
Q: Will there be a cooperative mode in v0.3.0?
A: As we mentioned in the previous Developer Log, cooperative mode was delayed for a future version due to some complexity in adding the multiplayer component for the classic or even campaign mode. This is due to the fact that the current multiplayer was specifically designed to work the way it is right now and not taking anything else into account as of now.
Q: Will the Chaos Insurgency be added into the game?
A: Yes, the Chaos Insurgency is planned to be in the game as a stronger enemy for classic and campaign mode. However, it won’t be in v0.3.0.
Q: Will there be SCP-XXX and SCP-YYYY?
A: The current plan for us is to improve what is already in the game. There are many interesting SCPs in the game currently that are not shown well. Our plan is to fix that and make them shine more.
Community Artwork
As a tradition for the Developer Logs, we want to share some artwork that was made for the game!