Added new employment policies. Now the priority of employment for laborers can be adjusted.
The Traveling Merchant can be dismissed now.
Improved the logic of selling items in Commercial Structures. Now you can set commodities to be sold as gifts only.
Improved the logic of setting the number of items in Trading Posts. It will now be invalid when putting in an incorrect number.
Improved the display of storage-type building panels. Items that have nowhere to store will now be shown at the top.
Improved the logic of the Boiler Room. Enabled fuel in the Boiler Room will be transported out of the building.
Improved the price, attributes and recipe for Hardwood Tools.
Display Improvements:
Improved the display of Premium Tourists' gift requests. Now the icon of the requested gifts will be shown in the tourist panel.
Improved the display of added job positions in the building panel. The newly added job position by reinforcing buildings will be shown immediately.
Improved the text for immigrants leaving due to a long absence of receiving.
Improved UI in the Antonio faction panel.
Improved the prompt text for Pastures.
Improved the animation of the Water Mill reinforced with Gears.
Added the Quick Save shortcut prompt.
Bug Fixes:
Fixed incorrect icon for the Wooden Statue.
Fixed the problem that Attraction Structures cannot be demolished under certain circumstances. Use the Demolish command in the bottom menu bar if the attraction structure cannot be demolished in your saves.
Fixed the problem that the time of disaster happening does not sync with the timeline under certain circumstances.
Fixed the problem that the number of items in the Dock and Delivery Center could not be modified.
Fixed the problem where Farmland Policy would affect field gathering.
Fixed the problem where the Administrator's reappointment prompt did not go away even after having selected reappointment.
Fixed the problem where the Town Hall could not receive later immigrants when normal immigrants and tourist immigrants arrived successively.
Fixed the abnormal display of the number of residents in the Apartment and Senior Housing.
Fixed the abnormal icon for tourist immigrants in the URP mod.
Fixed the problem where furniture would show the banned icon under certain circumstances.
Fixed the problem that when using Batch Remodeling, structures in demolition or a damaged state would also cost materials.
Fixed the incomplete display of mod paths.
Fixed the problem that when the Easter Island Map was selected, the Traveling Merchant did not stop by.
Fixed the problem where some effects of the Education Policy did not take effect.
Fixed the problem where citizens got stuck in the Marketplace when adopting the Cremation Policy.
Fixed the problem that the buff gained from Science Proficiency did not take effect.
Fixed the problem that resource points were effective for drag-and-drop structures that are outside the effect range of the resource point.
Fixed the problem that the fishing point might appear on the floor under certain circumstances (if the land has been modified, the problem may appear again).
Fixed sinking status icon of the Jade House.
Fixed the problem that the speed would go wrong after loading saves under certain circumstances.
Fixed the problem that the number of transferred animals cannot be adjusted in Pastures under certain circumstances.
Fixed the problem that the icon for removing items in the structure panel would disappear.
Fixed the problem where the item list in commercial structures was unable to scroll.
Fixed the problem that transport could not proceed properly in logistic-type and trade-type structures.
Guides of switching to Alpha version:
Switching Method Right-click Survival Settlement in the Steam LIBRARY, select 👉Properties - 👉BETAS, and choose the game version👉(alpha) you want to participate. No need to fill in any code and the game will switch to the version of your choice after closing the window. (In some cases the game may need update and Steam restart.)
Game Saves Compatibility In cases of major content changes or new contents, game save file in Alpha and stable version may not be compatible. We will try to avoid this situation as much as possible and will post a notice about save file usage in advance if necessary.
Warning In Alpha version, you may come across more bugs or crashes. No need to panic. Just contact us through the following ways.
This is one more step along the War Thunder roadmap and a lot of important steps across many locations of the game. Today, we are going to tell you about the improvements to locations within the game based on your feedback. Fixes of overshots, imbalanced positions, vulnerable respawn zones and other improvements which we promised in our big roadmap that we released in June. We are committed to continual refinement and always welcome your feedback to further improve our maps.
Positions
Let’s start with some good news for those who drive near the “A” point of the map. Vietnam has changed - but how? The swamp has dried up and the road to point “A” has become noticeably faster, with the location itself looking more contrasted to make your eyes feel more comfortable. We have also improved the minimap on this map.
Before:
After:
Eastern Europe now has a lot of new natural shelters and landscape changes, which means moving between capture points will be much more secure. These changes have mainly affected the suburbs — the city is still recognizable to those familiar with it.
El Alamein has been improved: effective positions on the tops of mountains as well as several zones have been corrected that were unavailable in the SB version of the map. And Jungle has been thinned down a bit so that battling on the map doesn’t turn into a tedious round of looking for a moving bush. We have also blocked some known passages outside the playable map zone.
Protecting respawn points
One death isn’t a problem in most of the game modes within the game. Although, this can’t be said about death instantly upon respawn. Of course, if the enemy team honestly pushed through your defense and reached your respawn point - this situation is a bit different. We are correcting obvious positions which can get on the nerves of the enemy, even at the very beginning of the battle.
On Normandy, we have blocked the ability to shoot from respawn to respawn from the edges of the play area. This has been one of the maps where the problem was particularly obvious.
A similar problem affected Stalingrad, but on this map it was less obvious. On this map we have also blocked such shots.
On Alaska, you used to have to drive up a wooded mountain to reach a similar position. Not anymore - the drive up has been blocked.
Maginot has also been criticized by you. We made reliable protection for respawn zones on this location as well! Thank you for the feedback!
Landscape design
We are regularly making small tweaks to locations — the most attentive of you may have noticed that your favourite positions after the next update may have changed, such as a moved bush or a tree may have “grown” in a new place. Here are a few more of them, where we’ll show them with screenshots.
There was a house close to the spawn point on Iberian Fortress that, according to our analysis, made for an exceptionally effective position for one team within the match. We've removed the house, so that there is now one less point on the map from which a shell can fly towards you unexpectedly.
Before:
After:
Much more complex changes have taken place on the map Seversk-13 — we have towed away police cars that posed a problem: even after being destroyed, they left behind an invisible collision model which shells hit. And on Jungle, which we told you about in the beginning of this blog, has had some small changes: we also worked on the shade of vegetation and some other visuals.
The most noticeable changes have taken place on Sun City. The architecture of the whole city has changed very noticeably — objects, buildings and the environment as a whole have become more diverse and modern. We have improved some textures and didn’t touch the sun — it continues to shine.
We continue to refine
While we've worked diligently to refine and improve the maps based on your feedback, we recognize that in the process, some new bugs or issues may inadvertently arise. We genuinely value and appreciate your continued feedback in identifying these challenges, as it aids in our ongoing commitment to enhance your experience in War Thunder. Feel free to let us know about any balance issues and bugs you may find on War Thunder maps - we will continue similar work to improve map balance in the future.
Hello everyone. Based on player feedback, we bring you version 1.0.7, which brings various bug fixes and other tweaks. Following things have been fixed or adjusted:
Note: Due to how language selection was adjusted for this patch, the game will ask to select your language again upon launch. This is one-time operation, however, so hopefully this won't be too bothersome!
Game issues:
Fixed an issue where in rare situations, ledge grabbing onto an object that has despawned may crash the game
Added extra code to account for strange behavior in the pause menu, that could under very specific circumstances lead to a game crash
Fix an issue where Hardware Barrier may not activate properly; in that the shield effect appears, but it doesn't actually shield you from damage
Fix a visual issue where Hardware Barrier remains if you complete a stage, and the technique is active
Fix a visual issue where Hardware Barrier being active may lead to some weird visuals during cutscenes
Fixed an issue where, due to a coding oversight, a jump activated through the game's jump buffer may unwittingly cancel a burst technique activation
Changed Kai's control code a bit, in that it checks for burst technique activation first before any other button input. This helps with any unintentional "double jump cancelled burst technique" bugs.
Fixed a visual offset issue with Junk Fly Hive enemies, when they are grabbed with Heavenly Piledriver
Fixed an issue where a certain boss, under certain circumstances, can get stuck mid-air in a way that requires you to restart the fight by reloading the checkpoint
Fixed an issue where if you pressed crouching jab just before doing some special NPC interactions in the HQ, Kai's controls might get locked up after trying to leave that interaction
Fixed an issue where Kai's controls may get locked up when Kai gets frozen or gooped up in Mountains or Junkyard while doing a crouching jab
Fixed an issue relating to using Gravity Freeze against a specific attack one of the game's bosses can do
Fixed an issue where Chain Dasher may fail to grab the target object if the hookshot button is held down at the end of the dash, and the target is eligible for a grab
Fixed a game crash that may happen when using Support Platform
Fixed a softlock that may happen if Kai gets crushed during Screen Interrupt, like by the toggleblocks in Cyberspace
Fixed an issue where Chain Dasher can cause grabbed enemies warp around rather randomly if they're thrown while Kai is standing on ground
Fix a visual issue with Virus Bruiser enemies if they're grabbed with Heavenly Piledrive while their chain is extended
Fixed a visual issue when grabbing an enemy object with hookshot, where the enemy may be displaced for some few frames while Kai is doing the pull-in action. This tended to happen the most when grabbing an enemy after Heavenly Piledrive
Due to a small oversight, Data Chip count may go up to 82 out of 80, due to the game interpreting wrong data as picked up data chips. This error has been fixed, and additional code has been added that corrects any affected save files when game boots up. This bug did not affect achievements, it just displayed the wrong visual on GAME COMPLETE screen, as well as file select.
Fix a game crash in Highway caused by preserved momentum from Float Rider platforms when entering miniboss cutscene triggers
Fix an issue where divekick can be cancelled with a burst technique, leaving a lingering attack overlay effect and lingering hitbox attached to Kai
Fixed a case where some enemies may continue their normal behavior if they are Heavenly Piledrived into a pit of spikes or lava, or Kai getting crushed. Made the said enemies destruct in these circumstances.
Fixed one unintentional interaction with a moving platform and one enemy type in one of the latter stages.
Fixed a game crash that may occur if the game takes longer than expected to load Research Compendium assets, and the game attempts to update which object sprite to show.
Added precaution to one of the cutscene triggers in one of the final stages, so to ensure that Kai doesn't fly past the cutscene trigger too hard due to any momentum shenanigans
Gameplay adjustments:
Gave Emergency Heal and Hardware Barrier the "invincible" status for their activation durations (ie. the time between activation and player regaining control), to better ensure that the techniques do their designated effects without some weird interactions preventing them
Made it possible to crouch and get the crouch jab out on the same frame, since previously these had to be handled in two consuctive frames, which could lead to dropped inputs (crouching but not getting the jab out)
Made it possible to crouch from sprint, so long you only hold the downwards direction. Previously you had to slow down enough for crouch to register.
Heavenly Piledrive unintentionally grabs overkilled enemies. However, instead of removing this, additional code was added that ensures that an overkilled enemy destructs after the Heavenly Piledrive finishes.
Can gain sprint speed if Kai falls off a ledge after a slide if run button is held
Can gain sprint speed after letting go of a wall-slide if run button is held
Added a few more "safe zones" for Kai to respawn on, if he falls into a pit near the miniboss in Junkyard
Misc:
Adjusted language handling, and how it is saved in player's user configuration files
Slight modifications to Japanese localization (eq. one achievement erronously using the wrong name for a certain character)
Working on improving text rendering performance. This was done for console ports, but may help with running the game on older PCs.
GAME COMPLETE screen now shows clear time down to centisecond accuracy, as opposed to just seconds.
GAME COMPLETE screen now also shows your research completion rate for compendium (in ###%), not just your data chip collection rate (in ##/80)
Play the HAWKED Open Beta and claim exclusive in-game rewards with the free Renegade Pass #0, available in-game from August 3–17. Play to progress and flex your passion for fashion by unlocking 20 tiers of stylish weapon patterns, gear, and full-on Outfits!
Whether you’re new to the party or a seasoned reveler, there’s a style for everyone with up to 20 rewards up for grabs!
Hit the dance floor with:
Party Disco (Hoverboard): Ride out on the LED tile floor style ‘70s dreams were made of.
Party Pack (Backpack): Take the party where the loot is with this backpack appearance (complete with portable disco ball).
Queen Maxine (Color Scheme): The color scheme that works with everything. It’s iconic. It’s timeless. It’s pink.
If that’s you in the corner, we’ve got you covered:
Shadow (Renegade Outfit): Bring alternative techno beat to the island.
Schematic (Weapon Pattern): Dark and dazzling, the party planner’s weapon pattern of choice.
Ninja Classic (Renegade Outfit): Roll up late or roll up early, they’ll never see you coming!
Chess Night (Color Scheme): Paints it black. Seriously, this color scheme paints it all black.
For those who would rather take to the skies:
Airwoman (Renegade Outfit): When the party’s up in the air, you’ll find the Airwoman there.
Constellations (Backpack): Take the night sky with you wherever you go with this star-dazzled backpack.
Party Star (Hoverboard): Light up the sky as you zoom by with this snazzy design.
Motherboard (Weapon Pattern): Eclipse the arena with this dark night wash weapon paint.
If you’re just here for the loot, cut right to the chase:
John Akos (Color Scheme): Stand out from the crowd with a flash of green and a dash of contrast.
Tinkerer (Traverser): Give your gear that extra edge.
Dirty Graffiti (Weapon Pattern): A weapon pattern that says what it does on the tin. Cornered by a Disciple? Boom! Found whoever stole the loot? Boom! Teammate needs covering? … Boom!
The Renegade Pass #0 is available in-game from August 3 all throughout the Open Beta until August 17, and once the rewards are yours, they’re yours to keep!
Stay tuned for new exclusive customizations with every seasonal update. New Issue = New Looks!
How's the construction of your schools shaping up?
Don't forget to keep the fun going by joining our Design Contest on Discord.
We're absolutely bubbling with excitement to witness your creations! Hop right in and who knows, you might just scoop up the gift packages as the ultimate winner! Our hearts are all aflutter, just waiting to feast our eyes on your amazing works.
Also, we are now trying our best to fix bugs and optimize the game for a better gaming experience.
Here's what to expect:
-Fixed the issue of repeatedly hold up an umbrella on custom blocks. -Fixed the problem of helipad not being able to open.
A heartfelt thank you for your support and feedback.