* Infrastructure Migration I have moved away from a hosting provider that would become very expensive to scale and expand with the many client-server features I have planned for example leaderboards, redeemable codes, better bug tracking, discord integration, and much more. The new server is completely self-managed therefore it took quite some time to get installed and migrated to. This is now complete, and I can focus my efforts back on adding new features to the game including some that make use of this new added flexibility in the server infrastructure.
* With the infrastructure change I have now opened up for automatic PlayerLog sending. If you encounter an issue in the game you can simply click a "Send player log" button popup in-game. It makes it a lot easier and more efficient to collect bug reports so that I can fix them a lot faster * Migrated the microtransactions to the new server. Please let me know if you encounter any issues * The chest timer is now saved. If you leave the game, the timer will pick up from when you left when you enter the game again * Fixed the spawn timer for the second chest that spawns which was 3 minutes when it should be 30 minutes * ShopBot issue fixed. If you opened the game and a ShopBot instantly unlocked a new dust type that ShopBot would stop working until a restart. This has been fixed
Thank you so much for all of your support. It has been such an amazing experience thus far to release Vacuum Warrior to all of you! :heart:
Hello there! On behalf of the entire Galactic Games team, we would like to announce that the release date of our latest video game "Revenguard" will have to be moved to the second half of August 2023.
We are very sorry about this. The development of our video game "Revenguard" has been delayed quite a bit lately. At the same time, we don't think "Revenguard" is ready to go out into the world. Revenguard still has a lot of flaws that the whole Galactic Games team is trying to fix.
For content creators: At the same time we want to announce that we will be launching a test version for streamers, youtubers and all content creators sometime in early August. If you are a content creator and want to be one of the first to play "Revenguard" please contact us at this email address: galacticgames.business@gmail.com or contact the admins of our Discord server: https://discord.gg/bWdjXj9Udt
Hello there! On behalf of the entire Galactic Games team, we would like to announce that the release date of our latest video game "Revenguard" will have to be moved to the second half of August 2023.
We are very sorry about this. The development of our video game "Revenguard" has been delayed quite a bit lately. At the same time, we don't think "Revenguard" is ready to go out into the world. Revenguard still has a lot of flaws that the whole Galactic Games team is trying to fix.
For content creators: At the same time we want to announce that we will be launching a test version for streamers, youtubers and all content creators sometime in early August. If you are a content creator and want to be one of the first to play "Revenguard" please contact us at this email address: galacticgames.business@gmail.com or contact the admins of our Discord server: https://discord.gg/bWdjXj9Udt
Hello there! On behalf of the entire Galactic Games team, we would like to announce that the release date of our latest video game "Revenguard" will have to be moved to the second half of August 2023.
We are very sorry about this. The development of our video game "Revenguard" has been delayed quite a bit lately. At the same time, we don't think "Revenguard" is ready to go out into the world. Revenguard still has a lot of flaws that the whole Galactic Games team is trying to fix.
For content creators: At the same time we want to announce that we will be launching a test version for streamers, youtubers and all content creators sometime in early August. If you are a content creator and want to be one of the first to play "Revenguard" please contact us at this email address: galacticgames.business@gmail.com or contact the admins of our Discord server: https://discord.gg/bWdjXj9Udt
Hi everyone and thank you for the feedback on our latest update, Treasure Trove! I appreciate your suggestions and bug reports and will be doing my best to get you taken care over the next several days. For starters, here’s a few fixes in today’s patch.
Bug Fixes
Fixed were entering a battle while transformed into an animal and Summoner had been carrying an artifact (ex: Juggernaut Rubrix) before having been transformed resulted in an exception. (Thanks robin_hood_md)
Fixed bug where attempting to enter battle with Azmodius the Mad with the extra minions challenge activated would throw exception because there were no valid minion encounters found to add. (Thanks CoolStory)
Fixed bug where the Totem of Azurach artifact would heal units when retreating from a battle. This artifact should only heal upon winning the battle. (Thanks CoolStory)
Fixed translation of the Hero Doll artifact. This artifact finds and adds a previously unlocked guardian card to your deck. It does not summon or recruit the guardian. However, you can use the artifact to add a guardian to your deck, then, at camp, move the card out of your deck to become a guardian. (Thanks 嘉然很良)
Fixed bug where the More Minions challenge would spawn minions outside U'lag'u's Cave (Thanks mr.kitty)
How to Report Bugs
Remember that you can report feedback in game using Settings -> Share Feedback. This is the fastest way for me to reproduce and fix any bugs you many find. Additionally, if you trigger a bug, please include some notes about what you were trying to do (otherwise, I may have a harder time trying to figure out exactly what caused the bug and the fix will take longer).
We are pleased to announce that the page for the second episode of the game, titled Mechanic 8230: Mission Citytone, is now available on the Steam platform! Please add the game to your wishlist and stay with us to be informed of all the news!
Greetings! We have a routine experimental branch update today focused on refinements to the Crusader scenario, several historical improvements to the UK 1939/1940 OBs, implementing the new Polish and Czech national color schemes, and a new system to preview the exact impact of terrain on unit combat values.
This update is not save game compatible with saves from 1.0.5.2.
Operation Crusader Scenario Updated:
Experience revealed our 1.0 Operation Crusader scenario biased too heavily in favor of the Axis because we provided them unrealistic flexibility. Due to incomplete intelligence, heavy rains grounding recon aircraft, and the pressing matter of planning the upcoming assault on Tobruk, Axis commanders did not appreciate the full scope of the Allied offensive when it first launched. Considering this fact, we have introduced several temporary movement restrictions to prevent the Axis player from conducting a historically nonsensical, perfect defensive plan, while still preserving player freedom. We have introduced similar limitations for Allied units inside Tobruk reflecting the fact that the garrison was not prepared for offensive operations on November 19. Additionally, we have made a few minor morale tweaks for both sides and limited the mobility of rear-area anti-aircraft units. The result is a better balanced, more fun, and more historically accurate scenario that captures the chaotic bloodbath that was Operation Crusader.
Crusader Changes:
All Allied units inside the Tobruk fortress are immobilized until turn 3 (November 21) as they reorganize due to heavy rains and preparations for their counterattack.
Removed erroneous 4th rifle company from South African infantry battalions.
Increased morale of all attachments of 7th Armoured Brigade by 1 level. This takes the units up to Veteran/Experienced, depending on battalion.
Increased morale of 4th Royal Horse Artillery regiment from experienced to veteran.
Reduced morale of most 15th Panzer Division units from Crack to Veteran.
Elements of 132. Armored Division (Italian) inside Bir el Gobi immobilized until turn 2 (November 20).
104. Schutzen Regiment and 39 Panzerjager Abteilung are immobile until turn 2 (November 20) due to fuel shortages.
Most defenses of Bardia are immobile until turn 3 (November 21)
Units in the Sollum line defenses are immobile until turn 5 (November 23). Units in immediate reserve behind the line are only immobile until turn 2 or 3.
Various harbor defense artillery units on both sides set to static. Some rear area AA immobilized for upwards of 10 turns.
UK 1939/1940 Improvements:
UK 1940:
1st Armoured Division updated to its late April order of battle, including the 30th Infantry Brigade (motorized).
Added 2nd RTR as an independent unit. 2RTR is a cruiser tank battalion technically attached to 1st Armoured Division, but not deployed to France.
Added 27th and 98th Field Regiments (18/25pdr Mk. Is), as independent artillery units.
2nd (27/28th) battery of the 7th Medium Regiment re-armed with 6" Howitzer Mk. Is, to reflect its March upgrade.
Field regiments of the 15th Scottish Division reduced to their Spring 1940 strengths according to the "Julius Caesar" national defense plan.
UK 1939:
Added the 60th Field Regiment (18pdr Mk. IVs), as an independent artillery unit.
Replaced 59th Medium Regiment with the 67th Medium Regiment (iron-tyred 6" Howitzer Mk. Is), deployed to France in October.
Replaced 12th Field Regiment (in Scotland) with the 97th Field Regiment (18pdr Mk. IVs), a territorial unit deployed to France in October.
Replaced 38th (Welsh) Division with the 5th Infantry division in its December 29, 1939 order of battle.
Replaced 2nd Heavy Regiment with the 1st Heavy Regiment in its September OB, including 6" Mk. IXs guns, 6" Mk. I howitzers, and a single battery of 9.2" siege howitzers.
2nd Medium Regiment re-armed with 60pdr howitzers to reflect its September OB.
2nd Royal Horse Artillery re-armed with 3.7" Mk. I howitzers to reflect its September OB.
Both 1939 and 1940:
De-motorized some artillery regiments that still had wood or iron tyred guns. These regiments still had mechanized transport assigned, but wood/iron tyred guns limited their speed. We will likely compromise and assign these units the intermediate 12 point movement speed before full update release.
Added proper battery numbers to artillery and anti-tank regiments instead of generic 1/X Regiment format.
14th Anti-Tank regiment 2pdrs replaced with 25mm Hotchkiss Mk. Is.
Removed 61st Anti-Tank and 64th Anti-Tank Regiments from UK 1939 and 1940 OBs due to the regiments possessing less than 1 battery of guns.
General Improvements:
Polish and Czech exile units in Commonwealth orders of battle now use their own national color schemes.
All commando squads gain level 1 combat engineering. This makes commandos very powerful tools against fortifications.
Points screen in intel clip board now displays estimated requisition, replacement, and landing point income throughout the entire game. (The current text alignment is a placeholder, it will be more aesthetically aligned for full update release).
Added divisional AT and artillery batteries historically used during Fall Gelb to 7. Fleiger-Division.
Fixed a crash that could occur when both sides had identically named HQs.
Various stability improvements related to battlegrouping.
Checking combat modifiers from afar:
No more guesswork needed to predict the precise impact of terrain modifiers on your units’ combat values, you can see exact values at the push of a button now. The modified Anti-Tank value is also listed, although it only displays modified AT from the attacker's perspective currently, due to UI constraints.
How it Works: Hold Ctrl with a unit or stack selected to view its combat value as modified by terrain. Click and drag between hexes to view the impact of hex-side terrain like rivers. This preview works with any hex, hear or far.
Modifier Preview in Action: Let’s see some examples, here’s the mighty 130. Panzer Lehr and a standard grenadier regiment from summer, 1944. Baseline at the top, modified in a forest in the center, and in a marsh, across a river, at the bottom.
Moving Forward:
There are still a few outstanding issues we're working on before update 1.0.5.5 is ready for full release. We still have interface polish left to complete on the new points intel screen, AT listed in the terrain modifier preview sometimes displays inaccurately, and the build is still undergoing stability testing, although no outstanding crash bugs have been detected.