We’re still well in the middle of Swedish vacation time, but our regular schedule is not entirely interrupted: today’s diary covers a few of the smaller features being added in AAT.
Special Forces Doctrine
For a while now we’ve wanted to give countries a way of specializing their special forces. Numerous militaries relied heavily on these elite troops, and some branches of what HOI4 terms ‘special forces’ really found their identity during and around the second world war.
I believe we’ve reached a good saturation point for equipment designers, and I wanted to tackle special forces in a manner that better befits strategic capability over detailed stat modification. The prolonged global conflict our game portrays led to significant doctrinal development when it comes to how militaries employed elite forces, and this seemed like a good place to start.
In AAT, a fourth doctrine page has been added:
While any country can continue to make use of the Mountaineers, Marines and Paratroopers they are familiar with simply by researching the tech, doing so will unlock the ability to choose the corresponding special forces branch specialism.
These doctrines will also cost experience, however unlike the other military doctrines each branch here will use the corresponding experience type: Army XP for mountaineers, Naval XP for Marines, and Air XP for paratroopers.
The number of branch specialisms you can pick is limited however: initially to 1. Some nations earn the early ability to unlock a second (and final) branch specialism in their focus trees, but all nations that reach major status (this condition may be relaxed) will eventually earn the right to pick their second branch during the progress of the war.
Why not all 3? The [[i]Insert Country Here[/i]] military used all three of these!
Well, partly for balance reasons, and partly because these specialisms don’t represent the ability to use paras, mountaineers or marines, but the adoption of their capabilities as part of a military’s core doctrinal philosophy.
We also wanted these doctrine choices to do more than give you stat bonuses - although of course these will be present. We wanted the choices you make here to a) change how you consider designing your divisions, and b) potentially change how you actively use your special forces on a strategic level.
Mountaineers
Initially, elevating the mountaineers will grant you a mountaineer supply usage reduction (decimal bug noted!), and some general special forces combat bonuses. Importantly, you’ll also unlock the Rangers support company: a more combat oriented alternative to mounted recon, with higher organization, bonuses in adverse terrain types, and which can be further specialized by the mountaineers branch specialism in the following two doctrines:
Here you are making the choice to train your elite ranger companies in rough+hot or rough+winter terrain. I’ve added a Snow adjuster here (usable by mods, of course - although for performance reasons this does not extend to one adjuster per weather type I’m afraid) which means you can guarantee improved combat performance in your preferred terrain/weather type, and the support company now also exerts a division-wide buff to cold/hot acclimatization.
While I won’t go through each doctrine individually, we’re making use of the new battalion modifiers to adjust how you are incentivized to build divisions:
Mountain artillery gives you a good reason to use artillery support in your mountaineer divisions, at the cost of a mutually exclusive choice with the following option:
Balance subject to change, of course.
The final choice (and a choice which exists in each of the branch specialisms) is to decide between adopting your mountaineers as the core of your elite armed forces, or integrating them more widely:
The new modifier ‘[Type] Special Forces Cap Contribution’ is a dynamic modifier that reduces the cap consumption of that special forces type, when counted against your cap. So, you’ll be able to support significantly more mountaineers, but not more paratroopers or marines.
Here you’ll get bonuses that are more applicable to a wider array of circumstances. If you plan on unlocking and utilizing a second branch of special forces, this option might be more your cup of tea.
Marines
The initial investment for the Marines branch will net you some similar small bonuses to special forces efficacy, a slight increase in naval invasion capacity (which can be acquired quite early), and you’ll unlock the Pioneers support company.
Pioneers are used here to represent marine-trained sappers and combat engineers, and will be an alternative to standard military engineers. They have increased offensive capability in notably hostile environments, and can be further specialized as shore parties or jungle climate specialists:
The second mutually exclusive choice in the Marines tree is as below. If you want to go all-in on highly elite, more self-sufficient marines, you can go down the Marine Commando route. Marine commandos are a new line battalion that have the ability to perform quick hit & run naval invasions with an equally quick getaway plan - they no longer need to be at a port in order to exfiltrate. All battalions in a division must have this ability in order for it to function.
Further down the tree you can capitalize on the hit & run playstyle:
The alternative path will take you down a combined arms path, integrating more closely with other branches of your military:
Paratroopers
Elevating the paras will grant you tougher air transports, generally improved special forces, and the ability to field a small amount more paras.
The first choice you will have to make is which paradrop effect you want to adopt. Aimed at disruption, the recon and sabotage doctrine will damage enemy constructions after a successful landing.
Combat insertion is intended to augment well-planned general advances. If utilized carefully, this approach can put a hole in even the best fortified enemy frontline - however, the risk is high.\
It had to be done.
The mutually exclusive branches for paratroopers once again distinguish between a focus on paratrooper combat and support ability, or a wider combined-arms benefit:
Make use of signals companies to coordinate a hasty defense after a drop.
At the cost of increased training time, ensure that only the toughest recruits find their way to the paras.
Or choose to integrate the paras more traditionally into your armed forces:
And now, who doesn't like seeing some more of the 3D models?
That’s all I have to show this time - as always, feedback on the details is encouraged; constructive criticism welcomed.
After dealing with a sudden invasion of mobsters, it sure would be good to at least rest up a little between intense scuffles. You're just about ready to settle in to take care of your subordinates and their stressed, emotionally impacted selves, when suddenly... ...But maybe it's a bad idea to spoil everything, you know? Maybe it's better to observe first, get a better look at what is going on and witness things from a better vantage point... what you might have been missing...~
The next chapter of our story is finally here! We hope you're ready for some action, because we're turning our attention westwards, all the way to the coast! New territories, new people, new problems... new allies? Old enemies? One thing is certain: make sure to keep your ventillation shafts secure!
So, Overseer... are you ready? Because the Love Boat soon will be making another run!
We've got a bunch of community-requested QoL features and system improvements coming for you folks! Check them all out below!
If a creature is going to drown, they will instead return to your side
Creatures can no longer take damage from being submerged in water
Increased hotbar to 10 slots, from 8
Malik now has a quest that rewards players with the ability to move to and from the Forbidden Monuments without being attacked by the Eagle
A fix for firefly torch placements
Added new half-length railings
Hitting a friendly target and a hostile target in the same attack, no longer reduces the damage to the hostile
You no longer drop your loot when being killed by the Eagle, regardless of your world setting
Adjustments and animations have been added to water interactions, meaning you can more easily escape water before drowning
Possible fix for a crash when establishing or moving a large tree base (Thanks to Klein in the bug-report sub forum for providing us with a crash log, allowing us to investigate this issue!)
Additionally a new option for scaling your UI is in the settings menu
[Incoming transmission] ...Fissure in biodome ...Pressure dropping ...Repair drones deployed ...Repair complete. Pressure restored. [End of transmission]
Patch notes – 2.0.5.130036
Bug fixes:
The host of a game won’t stay stuck in the lobby if all players join the game before them
Players won’t stay stuck in the lobby when joining a public game
Players should no longer be spammed by “desync” popups
AI can’t softlock the game anymore
AI should now take their turns more quickly.
Softlocks should no longer occur when reloading a game from the Resume menu
Known bugs:
If someone invites a logged-out player, they will receive the invitation when they log back into the game. To access the game, the player needs to load the game from the "Resume" menu
About logs
When you encounter a bug, make sure to attach your log file to the ticket you send us. From the Main menu, go to Options > Access to logs/Share logs, and you should be able to download/access the log file directly.
We are happy you signed up for today's tour through Terastae! Your guide Anni will show you what's there to explore with some hints on how level generation for Aethermancer works.
Meowdy partners, I’m Anni and your guide for this exclusive tour showing off our exploration! Since you’ve been battling so many monsters, you might want to sit back for a while and enjoy this small walk through this absolutely-definitely-no-monster-danger zone. Though we’ve had people wander off during tours and they definitely just started a new life somewhere far away and didn’t get lost or anything!
Also if this isn’t your first time on this tour, please keep in mind that some of the paths might have changed since you came here last time. No tours will ever be the same, even if they give you a similar feeling. So you will need to stay close and not wander too much, even though it might seem tempting to branch off and go exploring. Who knows what you might find out there or what might find you. But now that we’ve established some ground rules, we can start our walk through **NAME REDACTED BY PR** in Terastae! Let’s start at the beginning!
Notably: One of the first things that might catch your eye about our surroundings here is that we do like to do a bit of landscaping to enhance nature’s true beauty. While we appreciate everything flourishing, we do want to keep things somewhat contained so that everything is nice and easily traversable. Otherwise you might sprint and break something, you know? On the other hand it’s always fun to see how well we can mix and match our handcrafted creations with nature’s wild beauty. Sometimes we even adjust the near environment to really make things stand out or better integrate them into the overall look and feel we are going for. Oh but that’s not the only reason!
Did you know, that not all plants can grow everywhere? Some can only grow on certain terrain, so we need to keep that in mind whenever we’re planting them, so we sometimes need to adjust the soil to match it to whatever we wanna put there. We really do care about the beautiful flora in **NAME REDACTED BY PR** but some plants are even more finicky than what I just told you. There are a number of plants ᵃⁿᵈ ᵐᵃʸᵇᵉ ᵒᵗʰᵉʳ ᵗʰᶦⁿᵍˢ that will require additional environmental factors to be juuust right for them to thrive in this fast-paced world. You could even go as far as to say they can only grow in their specific biome or area because they are so picky. But let’s move on, we don’t have all day to stand here and watch grass grow!
Right now, we are working on making traveling as easy as possible so we’re making sure to preserve these well-traveled paths wherever possible, so nobody needs to ask “Do you know the way?”. You know, that could get annoying after a while. We are currently also discussing plans of getting some printed flyers in case somebody doesn’t re-meme-ber where they are. We’re actively trying to avoid any Hänsel & Gretel situations, where people feel like throwing bread on the floor is anything other than a waste of food. But we also don’t want people to feel frustrated and smash the next best thing they find and have additional employees for cleaning up only.
Ah damn … I might have been mistaken and this isn’t the super-peaceful-relax-trip I thought it was going to be with those monsters hanging out over there. Hm, but it seems like they are guarding something, so they might not pay too much attention to us if we stay further away. Our best chance would probably be to slowly move away, so we don’t disturb them in whatever they are doing.
Good thing, that worked so well! We should have paid more attention to where we were walking. But it does really make you wonder what they are defending. Could be something useful or powerful but I didn’t get a good glimpse of it. But I might also just be making stuff up at this point. You know, doing a lot of tours really changed me for the better. There’s so much to learn and explore. For example if you turn around …
Over there, can you see those cliffs? I didn’t pay too much attention earlier but they look different than the ones we saw earlier, not as high for sure. Did you notice that those high cliffs also weren’t everywhere? Since all of this is its own ecosystem a lot of things are connected and influence each other. That’s probably why some patches seem to spread that far. But to be honest, that’s more of a wild guess, than an actual fact. You know, one should always make sure that they aren’t just making up wild speculations and interpretations about things somebody said. You also shouldn’t just jump into things, you’re usually better off starting at the beginning.
Right, we’re back in good old Pilgrim’s Rest. So sorry we had to cancel the tour and you didn’t get the full experience, but who knows, maybe somebody else can take you along next time they’re going. I gotta go now, somebody really tested the limits over there and got himself stuck. No idea why he keeps trying to break stuff but I should probably try and help him fix it!
All the best on your travels, Aethermancer!
Hope you guys enjoyed this little trip. If you want to directly ask Anni about level generation or overworld in Aethermancer, head on over to Reddit to a little live q&a:
To really immerse yourself in the world of Alone in the Dark don't miss out on the Alone in the Dark Collector's Editions! With only 5000 units available worldwide, make sure to get your hands on these eldritch items like the Dark Man statue, a glow-in-the-dark steelbook, the spooky doll doorhang, additional DLC content, and much more! Watch the Collector's Edition Trailer here:
The Alone in the Dark Collector's Edition (limited to 5,000 units worldwide) includes:
Alone in the Dark - THQ Nordic Digital Showcase For more info about Alone in the Dark make sure to check out the upcoming THQ Nordic Digital Showcase on August 11th, 2023, at 12 PM PDT / 3 PM EDT / 8 PM BST / 9 PM CEST / 10 PM EEST. Here: https://showcase.thqnordic.com/
Alone in the Dark is a love letter to the ground-breaking original that lets you experience a haunting story through the eyes of one of the two protagonists: play as either Edward Carnby or Emily Hartwood in this re-imagination of the classic survival horror game where Psychological Horror meets Southern Gothic. Explore your environments, fight monsters, solve puzzles, and uncover the uneasy truth of Derceto Manor...
Deep in the 1920's south, Emily Hartwood's uncle has gone missing. Together with private investigator Edward Carnby, she embarks on a journey to Derceto Manor, a home for the mentally ill where something is lurking. You'll encounter strange residents, nightmarish realms, dangerous monsters, and ultimately uncover the plot of rising evil. At the intersection of reality, mystery, and insanity, an adventure awaits that will change your core beliefs. Who can you trust, what will you believe, and what will you do next?
Alone in the Dark is developed by Pieces Interactive in Sweden and will be coming to PC, Xbox Series S/X and PlayStation®5.
- Fixed morphine - Adjusted door swing return - Fixed Passive Heli Extraction on Forever War - Fixed still able to use usable iron sights (Benelli, P320, AK Platform) - Can no longer get stuck when turning on power. - Added a more accessible offline mode (Lone Wolf) - Added Hold Aim (You can change it in the key bind settings) - You can now aim through scope mounts with iron sights (so cool) - Adjusted the background colour of the quick start guide menu (press / to use and read)
- (Not new) If you want to join your friends lobby and can't see his server just right click his/her name in your friends list and join game. You can also invite people to your game
That's right! It's our second year on the Cerebral Puzzle Showcase and we're proud to once again be featured among 200+ indie puzzle games. The Showcase starts TOMORROW! Come check out all the great games and grab Gem Setter for a great discount.
New Features - Added 2 new low level quests - You can now hold shift to assign 10 status points instead of 1 (old players may need to assign this manually or reset their key bindings) - Added God's Minor Blessing of Chances which can be obtained as a rare world drop and used on equipment up to level 30
Changes - Key binding icons in text are a bit bigger
Balance updates - Reduced spawn protection from 5s to 2.5s when respawning, and from 15s to 10s when initially loading in - Increased time for auto-respawn at start from 1min to 2min
Bugfixes - Fixed monster type quest highlight appearing on dead monsters when it's refreshed