Courtesy of our lead artist, August's post is a look into the design of an armored vehicle belonging to NOSPOL, which is one of the enemy factions you'll be facing off against in Brigador Killers. Without further ado...
Brigador Killers deals in part with the question of militarized police and police violence. How to approach this in the design and presentation of the world of Mar Nosso and its inhabitants? It is not enough to present to the player an MRAP [Editor's note: [b]M[/b]ine-Resistant Ambush Protected vehicle] with police badging. While obscene, absurd, it is also perfectly ordinary to Americans. We are inured to it.
So, the initial point of departure for the SWAT vehicle was to go back to the source: the Los Angeles Police Department and their SWAT Team. This department’s escalation of weapons, tactics, and equipment would I believe set the template for militarized police presence in America for years to come.
While iconic and fitting for the technical restrictions of our engine (wheeled vehicles can only have four wheels), we run into a similar problem as the MRAP: too many associations, many of them positive. The player can’t “see it with new eyes,” which to us is one of the crucial aspects of good science fiction.
So we’ll shift to an older, and much more loaded point of departure: German wartime armored cars.
British soldiers inspecting a captured Sd.Kfz. 222, North Africa, 1941 (Wikipedia)
While the associations vary, the baggage is unquestionable. WW2 German hardware should be unambiguous enough of a reference. Not so simple! German wartime hardware is the background radiation of popular cultural designs in film and videogames for decades, everything from Star Wars to Killzone. These design elements are powerful, but so much so they can easily overwhelm your own design intention and muddy your intended comment.
Another particular difficulty with referencing German wartime designs is that one can end up on footing to that of say, Jin Roh – where the loving depiction of German wartime arms and armor could be read as uncritical devotion. This is not what we mean to suggest with NOSPOL, the corrupt and gang-ridden police force you face in Brigador Killers.
Early on, I switched from the Cadillac Gauge basis to this idea of roughly approximating the Sd.Kfz 222. I wanted to echo the angular hull shapes, but the overall design shouldn’t map too closely to any original wartime design. Rather, I wanted to design my own vehicle to invoke, rather than recreate a wartime vehicle explicitly that might distract or muddy the player’s read for the vehicle.
Again, let’s have the player see it “with fresh eyes”. There are myriad other pitfalls with fascist police force design. Travel too far in a given direction and you retread others’ work, like Viktor Antonov’s brilliant Combine APC design for example was something I wanted to avoid.
The best way to do this was to design the vehicle in a way that made sense to how NOSPOL might commission the vehicle in the setting: a retrofit from an existing truck chassis.
I had this Russian tanker truck model on hand. Perfect!
“But it’s Russian, not German, how is that helping your association?” Good question. Just as with the Loyalist military gear was largely but not exclusively Russian in origin, we don’t want any one single source. When the viewer sees a design that is by turns subtly heterogenous in character it’s my theory that it aids in, to introduce a metaphor, slower digestion.
An obvious design is like a piece of candy–it can be very sweet, but it’s gone and eaten quickly without a second thought and without a lasting impression. We want this design to be somewhat… chewier. More complex flavor notes. We want the taster to think about what flavors strike the palate.
So we begin from a Russian truck chassis to execute a German influenced armored hull design to talk about American militarized police. Simple enough, right?
Let’s chop off the back wheels and introduce a magenta box to remind us of the package space required by the engine. Whatever else goes on in the design, we’re going to need ample clearance to house the engine.
While we’re at it, I quite like those big, high clearance front fenders. Let’s turn them around and put them over the rear wheels.
Now we’re getting somewhere. We haven’t really had to design anything yet, actually–but by using a real world truck, notice how confident and realistic the scale read is. Provided we keep it consistent with our chassis here, the scale read will be more or less an automatic bonus, and will keep our work from getting too outlandish.
[Side note: one such problem that science fiction designs from scratch will run into is that when designing a ground car the designer fails to take into account the legal width limits for road legal vehicles. While military machines can be bigger, they are also still expected to travel on the confines of established road infrastructure. Get those dimensions dialed in first and you’ll get a lot “for free”.]
All we need to do now is start fitting an angular hull on top of this chassis, while still keeping in mind our other core requirements. How many people can it hold? Where does the driver sit? Does the armored car actually have a front and back driver, as some armored cars did? What engine limitations for a sprite-based and isometric game do we need to cater to?
In the interest of time we’re not going to walk through the rest of the design in detail, but with the major hull shape established, much of the rest would be about adding the hull detailing consistent with armored vehicles, stowage, searchlights, etc. Once we’ve got our goal in mind for this design there’s not a lot of quibbling over different shapes and thumbnailing different looks–one of the great pleasures of independent game development is that we can dispense with a lot of tiresome Art Director behavior most of the time.
Here’s the finished render of the armored car, in two flavors. First we see it as it will first appear to the player:
Beyond the police colors, something that always distinguishes overenthusiastic purchase of surplus military equipment by police departments in America and the former military service these vehicles saw is plainly their role. In the military, an armored vehicle is maintained but often subject to a lot of wear and tear. Once an MRAP is back home in America, emblazoned in SWAT livery, it seldom has to “work”. Its purpose is intimidation and peacocking for the department by and large. This is the initial guise I wanted to see the SWAT armored car deploy in BK as. A little “underdressed” compared to its military companions, seen elsewhere in the game.
Then, as the game progresses, and the player’s fight against the Concerns and their attendant police and mercenary forces intensify, updates and changes are made. Even a SWAT vehicle is forced to “work” under something more akin to active combat conditions. It needs to keep ammunition and fuel and spare tires with it.
It might even need to get semi-improvised slat armor for the wheels, a repeated weak point for ambush attacks from the player character (or other parties?). We highlight for the player that the slat armor is definitely newer by giving it fresh, dark paint compared to the more sunfaded exterior of the main hull.
Hopefully you’ll agree that at least some of the above is more than bluster and the design principles as established are borne out in the final design, and that the up-armored variant makes it clear to the player that the fight is escalating. See you, killer.
Stay appraised of news about Brigador Killers development by wishlisting and following the game.
1. Time: September 9 (Saturday) 1000-1800 2. Location: No. 132-7, Dali Street, Wanhua District, Taipei City 3. Note: The event on that day is free. As long as you come and play a game to give feedback to the production team, you will be given chicken steak and milk as a gift in return~ 4. Registration time: from now until the quota is filled
For the past month, we've been developing a customization interface for community servers, starting from scratch.
What does it mean to you? (as a player)
If you experienced cases where you wanted to play a specific gamemode, map or wanted the game to be slower/faster, maybe with a different ruleset, it's your time to use the server browser for it's intended purpose.
You can also find some community server posts in our Discord If you are interested in hosting your own server with your own rules, we will open applications soon once again, check community-hosting.
This is our first true rollout of community servers, and you can expect more addtions, improvements, changes in the future as we develop this feature further.
v2.1.1 Patch Notes
Prestige will no longer reset weapon/gadget/vehicle kills, no longer required to re-unlock attachments.
Leaning spam has been nerfed.
Bandages wouldn't sync when used in vehicle fixed.
To decide if players are in the safe zone or the dead zone, vehicle's center will be used as reference point. This prevents the driver from staying safe zone while other players are in the danger zone (outside boundaries).
Domination tickets increased.
Anti Grenade Trophy moved to light gadget section from heavy gadget section.
Anti Grenade Trophy will no longer destroy friendly grenades.
Anti Grenade Trophy will give XP when destroys a grenade.
Destroying Anti Grenade Trophy/MDX will give XP.
News/updates will no longer showup unless changed.
Player will get attack/defend bonus + squad point when they are in flag regarless the flag is marked as target by captain in casual gamemode.
Server browser searching fixed.
Server browser additional filters fixed.
Server browser, server that has progression will have proper indicators.
Players will be no longer allowed to change squad while alive.
Gun game, a bug where player's ammo would desync fixed.
Old District, Old Eduardovo, Old Namak, Old OilDunes will be available for community servers. (Depending on how we receive feedback on those maps, we are planning to return some of them to official map server's rotation as well)
WEAPON ADJUSTMENTS
Misc
All snipers will give off stronger muzzle flash.
ASVAL/SVD/Groza/PP19/PP2000/SV98/AK15 will have access to OKP7 - 1P78 - PKAS scopes
FAMAS
Damage increased from 24 to 26.
SG550
Muzzle scale changed from 0.85 to 0.6
L86
Default sight is now (Red Dot)
Ultimax
Increase reload speed by 10%.
Reduce first shot kick from 2.0 to 1.5.
Reduce vertical recoil from 1.5 to 1.1.
Increase ads speed from 0.35 to 0.3
Increase run-speed from 0.9 to 0.925
As Val
Horizontal recoil lowered, from 1.9 to 1.2.
Accuracy increased, from 68.75 to 75.
Sound spread lowered, from 600 to 200.
Control lowered, from 0.86 to 0.8.
Reload time increased, from 3 seconds to 3.33 seconds.
Damage fall-off starting distance increased, from 20m to 40m.
Honey Badger
Damage lowered, from 32 to 28.
Vertical recoil lowered, from 1.5 to 1.25.
Horizontal recoil lowered, from 1.9 to 1.1.
Velocity lowered, from 440 to 400.
Accuracy increased, from 68.75 to 72.25.
Firerate increased, from 800 to 880.
Sound spread lowered, from 600 to 200.
Reload time lowered, from 4.17s to 3.79s.
Base magazine capacity increased, from 24 to 25.
Damage fall-off starting distance increased, from 20m to 40m.
G36C
Vertical recoil from 1.40 to 1.45
Horizontal recoil from 1.00 to 0.84
UMP45
Damage increased, from 25 to 28
Vertical recoil increased, from 0.9 to 1
Horizontal recoil increased, from 0.5 to 0.65
Velocity lowered, from 500 to 475
Damage fall-off START reduced, from 50m to 30m
PP2000
Increased damage, from 23 to 24
Reduced vertical recoil, from 1.2 to 1.1
Increased firerate, from 900 to 1000
Reduced ADS time, from 0.2s to 0.15s
Reduced damage fall-off starting distance, from 50m to 30m
MAPS
District - Added Frontline 64v64 and 32v32
District - Rush gamemode adjusted one of attacker spawn on objective to avoid spawncamp.
FFA (FreeForAll) gamemode added to District and Namak in 16p and 32p players sizes.
Experimental old Elimination gamemode 32v32 was added on Frugis, District, Lonovo, OilDunes, Salhan, Sandy Sunset, Tensa Town, Wine Paradise
The game has been updated to version 2.1.1 August 31st, 2023
We are thrilled to unveil the upcoming changes to Polysseum this September, bringing more competitions, enticing prizes, and a more defined path to the top.
The Polysseum will operate across four seasons yearly - Fall, Winter, Spring, and Summer. Every season will culminate with the season finals. Now, how do you reach this pinnacle? Here's the scoop: we're rolling out eight weekly tournaments, a total of 24 monthly tournaments. Your seven best results throughout the month will contribute to your standing on the monthly leaderboard, granting you a shot at the top 16 positions and entering the monthly tournament (details can be found in the image below).
Weekly tournaments
8 tournaments a week - Monday, Wednesday, Saturday, and Sunday. 24 tournaments per month.
Up to 16 players per tournament.
1v1 Single elimination, finals Bo3.
Live games, Might, small map.
Tribe of the month.
Prize pool per tournament - €10.
Monthly Leaderboard Players will be automatically placed on the leaderboard once they participate in the tournament.
Monthly tournaments
Last Saturday of the month.
16 players.
Live games, Might, small map.
Prize pool - €200.
Bracket format TBA.
How to join a tournament?
Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click “Join”.
Follow our Tournaments Hub on Challengermode and find the tournaments you like.
Don’t forget to confirm your participation 15 minutes before the tournament start.
This is a short but fun and mystical Walking Simulator. Great North Shelter National Park is filled with unexpected Surprises, Humor, Horror and Mystery.
Patch #2 for Baldur’s Gate 3 is now live, bringing bug fixes, substantial performance improvements and much more! If you missed our latest Community Update, we highly recommend you give it a read here for a glimpse at the future of Baldur’s Gate 3, and the role your feedback is playing in that.
Still here? Great! Withers has heard tales of Tavs, having requested the presence of their friends for an afternoon of adventuring, wanting to return to the lifestyle of a solo adventurer without their friends in tow. Therefore, he has come up with a solution. Introducing Withers’ Wardrobe of Wayward Friends! With this woodworked wonder, you can now dismiss co-op party members and bring your companions back into the fold. Withers’ solution only extends to custom Tavs, however - so no throwing Gale into a cupboard (although we’re sure it’s comfy in there).
As well as plenty of performance improvements and UI tweaks, we've added a new epilogue scene for Karlach, and are working on additional endgame scenes featuring other characters. Additional Karlach moments have also been added in Acts 1 and 2, allowing her to better reflect on her infernal engine and the options available to her.
Introducing Withers' Wardrobe of Wayward Friends! You can now dismiss co-op party members from your campaign.
Performance optimisations across the board.
Reduced the size of savegames.
Karlach
This patch brings an additional scene to conclude the ending in which Karlach decides to travel to Avernus.
If Karlach is in your party at the end of the game and the Blade of Avernus offers to go to the Hells with her, you can now decide whether to go with them, go alone with Karlach, or let them go by themselves.
Added new moments for companion and avatar Karlach to reflect on the state of her engine between acts.
Added a new moment for avatar Karlach to reflect on the possibility of her engine burning out after getting her second upgrade.
Blockers
Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn.
Fixed an issue causing you to get stuck in dialogue with Angry Mar'hyah and Oyster Boy Dringo by the Sword Coast Couriers.
UI Improvements
Added a 'Delete all but latest' option for each campaign, so you can regain a little storage space wiggle room.
Added new icons for equipped items! It's easier to tell if they're equipped by the selected character, one of your characters, or another player's character. (Who's hoarding all the
interesting equipment?)
Added item rarity filters to the inventory.
Your Turn notification now lists which character’s turn it is.
The character summary on Level Up will now update to reflect changes in ability scores.
The Active Search list now persists after being opened and is more informative.
Action Radial now creates containers for spells created by other spells, making them easier to manage.
CRASHES AND BLOCKERS
Fixed an issue blocking saving.
Fixed a crash when finishing Character Creation.
Fixed a crash when generating loot that can't be picked up.
Fixed a crash when switching between controller and keyboard while scrolling up and down the credits.
Fixed a crash when assigning an action to a slot in the radial menu.
Fixed a crash when loading a savegame.
Fixed a crash when selecting 'Pick Up and Add to Wares' on a multiselection that included a corpse.
Fixed potentially getting stuck in combat because a player character cannot be selected to end their turn.
Fixed an issue with picking up corpses within containers.
Putting a dead character in a container and then yeeting that container into a chasm will no longer permanently destroy the character - they will now float around as a resurrectable Soul Echo as expected.
You will no longer get stuck in dialogue if you disconnect during an active roll and then reconnect.
You'll no longer get stuck or die beneath the platform at the Adamantine Forge if you go to camp, use the platform, and then return from camp.
Fixed an issue causing you to get stuck in dialogue with Angry Mar'hyah and Oyster Boy Dringo by the Sword Coast Couriers.
Fixed a crash on venturing forth while the passives tab is selected.
PERFORMANCE AND OPTIMISATION
Improved performance and made optimisations across the game.
Improved CPU load.
Made performance improvements related to controller movement.
Made optimisations for when moving around the world on controller.
Moved surface texture and decal creation to worker threads.
Moved loading shroud textures to worker threads.
When AI can use a nearby AI hint, limit AI flooding.
Improved minimap performance.
Optimised the controller map by removing some duplicate items.
Reduced the size of savegames.
Made changes to make loading savegames made in older patch versions significantly faster. These changes will continue to make loading old savegames speedier in any patches and hotfixes to come.
Removed some unnecessary calls for the hotbar to update to improve on stuttering.
Slightly delayed when tooltips pop up when hovering over things like actions, items, and spells. This prevents the game from unnecessarily loading and unloading tooltips. The delay is now set to 200 milliseconds. Still reactive, more performant.
Made optimisations for selectable elements on controller.
Removed an irrelevant sound analytics event for optimisation.
Fixed a memory leak when opening the inventory with a controller connected.
Fixed a memory leak when streaming textures.
Wrote velocity vectors to help with overall visual quality (e.g. when using TAA, to reducing visual aliasing).
UI
Hotbar and HUD
Made the hotbar icons for the number of unlocked and available Spell Slots you have more intuitive.
Fixed hotbar sliders disappearing when changing the selected character while sliding them.
Fixed the portraits of summons not fitting in their frames in the Party Line.
Inventory
Improved the Light Source tooltip to clarify the purpose of the slot.
Removed duplicate 'close' prompts when the equipment slot pop-up is open. We got it the first time, thanks.
Tweaked the layout for equipment slots in the Character Sheet on splitscreen.
If you're carrying a character in your inventory and the weight of that character's inventory changes, that character's weight will now update too.
Combat
Fixed portraits in the Turn Order UI sometimes disappearing under certain conditions.
Fixed the Combat Log not always showing attack damage rolls after loading a savegame.
Fixed advantage and disadvantage indicators sometimes showing up in the Active Roll UI in dialogue even if you didn't have any available.
The Combat Log will now have entries for all items looted from corpses.
Fixed the health bar animation.
Fixed the Unbreakable Will of the Netherbrain missing its portrait and character model in its Examine panel.
Fixed the Saving Throw overhead icon appearing over very-much-dead characters.
Fixed Attack Roll bonuses sometimes being duplicated as penalties beneath the Turn Order UI in combat.
Added information to reaction tooltips about whether the reaction is enabled and whether it's set to ask you before triggering or not. Also made sure the resource type ('Reaction') appears at
the bottom of the tooltips.
The 'Ask' icon for reactions will now only be editable when a reaction is enabled.
Spells
Fixed the Learn More Spells button opening the window for the currently selected character instead of the character whose Character Sheet you clicked it on.
Fixed hardcoded text saying 'Manage powers' so that it can be translated.
Journal
If there were lots of speakers in a dialogue, the list of their names will no longer be cut off in the Dialogue History UI.
Quest categories and entries in the Journal will now remember whether you've expanded or collapsed them.
Trading
Added a mouse-over label to the Balance Offer button in the Barter UI for clarity.
Tooltips
Fixed conditions on nested tooltips not showing on pinned tooltips.
Added Agonising Blast's Charisma modifier bonus to the damage on the Eldritch Blast tooltip.
Saves
Added the difficulty setting to the savegame information.
Savegames will now save under your character's name even if you're polymorphed. No more savegames called 'Sheep'... unless, of course, that's your character's name.
Updated text to fit a button in the Load/Save window.
Options
Organised the Keybinds menu into categories to make it more user-friendly.
Reordered and reworked the Options menus to make them more intuitive.
The Options menu now closes when you enter a dialogue while it's open.
Fixed the Reset Tutorials button in the Options menu not working as expected.
Character Creation, Level Up
You can skip the Level Up animation.
Fixed the class icon overlapping the Level Up banner.
Fixed the Level Up UI sometimes disappearing when levelling up.
Miscellaneous
Fixed an issue causing the UI to disappear after speaking to Blurg.
Made sure some non-player-facing conditions and passives don't rear their heads.
Made the context menu animation snappier and tweaked the background for a brighter, neater appearance.
Brightened up the tutorial pop-ups and improved the alignment.
Fixed the Change Difficulty screen fading a little too late and appearing briefly on the Main Menu.
Fixed overlapping text for bonus names in the Active Roll UI.
Fixed some text being cut off in the Alchemy UI for translated languages.
Fixed the ping action prompt saying 'empty' when targeting containers.
CONTROLLER
Radials
The shortcut menu and character selection are now accessible from the Action Radial menu.
Added Fast Travel to the character radial menu.
Added shortcut prompts to the Jump and Hide actions on the Action Radial menu.
Added a short delay to stick input after selecting an Action in the radial menus to avoid accidentally selecting something immediately after that or moving the camera.
Limited the maximum number of radial menus.
Fixed ritual spells not being marked as such on the Action Radial menu. We promise, they don't cost a spell slot!
Fixed tooltips showing up in the Action Radial menu even if you have nothing selected.
Added additional error messages for the radial menus.
Added more detailed warning messages on controller to indicate why you can't perform a certain spell or action.
Spell variants will now be placed at the top of the Action Radial menu instead of in the next available free slot, making it more consistent and user-friendly.
Added a missing icon for Heal in the radial menu.
Character Sheet
Made several improvements to the Character Sheet, for example by adding zoom capability; updating the style of lists, the XP bar, and equipment slots; and adding an indicator for the
character's main Ability.
Fixed the Light Source menu not filtering light sources properly.
Added a brief description of what reactions are.
Fixed the abbreviations for Abilities not fitting properly in Russian.
Fixed some clipping and overlapping in the Character Sheet.
Moved the Consume action to the context menu and restored the Equip action as the default in the inventory panel.
Fixed the prompt to toggle tooltips showing in the Character Sheet filters, and fixed the background of the slots increasing if the text on them is long.
Fixed Character Sheet navigation issues when using filters.
Equipping an item via the equipment slot pop-up in the Character Sheet will no longer close the pop-up immediately.
Repositioned tooltips slightly when checking equipment slots.
Fixed some missing tooltips in the Character Sheet.
World Interaction
Added information about the state of containers (e.g. if they're empty) to the Active Search menu.
Fixed a small issue in cursor error messages.
Fixed the ping action not exiting the ping state on Left Stick Press.
Fixed the Examine panel on objects or characters with multiple resistances not scrolling properly.
Made it possible to select and inspect more items in the Examine panel, like item descriptions and conditions.
Fixed some portraits missing in the Examine panel and polished the selector.
Fixed the context menu not being navigable using the D-pad.
HUD
Fixed issues with overlapping text and UI fading in the Party Line and the Resource Bar.
Fixed an issue preventing you from grouping or splitting summons when you only have one party member available.
Removed arrow icons from D-pad button prompts.
Updated button prompts and made them look consistent.
Added a background image for Luck Points to match the other resources.
Fixed the Long Rest button prompts falling off the edge of the screen or overlapping other button prompts, particularly in translated languages.
Fixed the button prompts overlapping the Resource Bar in Turn-Based Mode.
Cleaned up button prompts at the bottom of the screen to make them more consistent.
Made improvements to the action resource bar, such as position and colour changes. Also reworked the movement indicator to account for larger numbers, and increased icon width to avoid stretching.
Spells
Fixed not being able to cast a spell with variants from a spell scroll.
Fixed some overflowing text in the Spellbook for translated languages.
Tweaked the appearance of default spells in the Prepared Spells section of the Spellbook so they don't look inaccessible.
Added more information to the Spellbook about when you can and cannot change your spells, even if you're not a spellcasting class.
Combat
Made it more obvious if you're low on health at the start of your turn in combat.
Fixed not being able to attack stalactites with ranged spells.
Tweaked the Reactions UI.
Added surface information to the cursor on controller, rearranged some of the cursor target details, added a new overlay for surfaces when D-pad is pressed down, and added the Actions prompt
in combat.
Improved readability in the Combat Log by reducing empty space and tightening up the list.
Made reactions that are turned off still readable and gave them a greyed out icon.
Tooltips
Adjusted some margins and sizes in tooltips to avoid issues like damage text getting cut off.
Improved the tooltips: added new icons; tidied them up with new font sizes and placement; fixed the Inspect prompt; added the right colour and icon for the Equipped line; and added a new
frame, footer, and header style.
Tooltip prompts now show if they're enabled or not.
Tweaked the placement of tooltips for open containers.
Fixed tooltips showing up in dialogue while the dialogue options are still hidden.
Fixed the width of pinned tooltips changing when selected.
Trading
Pressing your cancel button will now close the filter pop-up in the Trade UI.
Fixed the trade button prompts overlapping the split item button prompts.
Fixed the trader attitude not showing up in the Trade window.
Character Creation, Level Up
You can now rotate and zoom in and out on your character in Character Creation when you're choosing a name.
You can now access multiplayer settings during Character Creation as well.
Fixed scrolling with controller in the Prepare Spells section of Level Up.
Fixed characters in Character Creation sometimes getting obscured by tooltips on controller.
Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller.
On splitscreen, if one player is watching an Origin character's introduction and another is zooming in and out and spinning their character around in Character Creation, that second person's
button prompts will no longer affect the Origin character's introduction.
Spell tooltips in Character Creation will now always show up in the same horizontal alignment.
Fixed the alignment of chevrons in the Character Creator.
Miscellaneous
Fixed the Enter Invite Code textbox for Direct Connect getting cleared when you deselect it.
Made general visual improvements to the controller UI.
Fixed scrolling and cropped text in the Journal.
Added information about how long you need to press-and-hold.
Fixed some issues with navigating the Dialogue History UI.
Updated the layout of the Save/Load window, added in-game locations for quicksaves and autosaves, and made it possible to see longer savegame names.
Adjusted line heights in the multiplayer lobby and Options menus to save space and reduce the need to scroll.
MULTIPLAYER UI
Fixed secondary local players not having quest, location, and secret map markers unlocked until saving or loading.
Fixed some host error messages appearing on client screens.
Dialogue interface settings (such as font size) will now be applied to both players in splitscreen.
Enabled the Combat Feed on splitscreen.
Fixed some of the UI getting cut off on splitscreen when a player is in the multiplayer settings.
Fixed tooltips overlapping the party line on splitscreen.
Fixed button prompts being mirrored when connecting a secondary local player.
Fixed an empty notification when another player starts their turn in splitscreen.
Fixed multiselection for containers in splitscreen.
Fixed splitscreen not hiding when a fullscreen UI (like the Save window) is opened, causing you to see things like tooltips in the fullscreen UI.
Fixed the alignment of the Turn Order UI in split screen, when two players are in different combats at the same time.
GAMEPLAY
If you dismiss your companion to camp and shove them into a chasm, Withers will now be able to resurrect them... so you can shove them into a chasm again, probably.
Clicking a party member's portrait on the map or minimap will now select that character and focus on them.
Fixed client–server inconsistencies for Attack of Opportunity, causing the client to incorrectly indicate that an entity will react to you even if it can't (e.g. if it's Prone or Unconscious).
Fixed characters' Soul Echoes sometimes teleporting away from where the character died.
Fixed projectiles not waiting for items to leave inventories.
Fixed the 'Hide during dialogues' option for helmets sometimes causing your character to lose their hair after a dialogue.
The portal to the House of Hope will no longer decide to become invisible.
Fixed complex idle animations sometimes not starting.
Falling items will now leave Turn-Based Mode and then re-enter after falling to fix them remaining suspended in the air.
Removed the examine option from some objects that shouldn't be examinable.
Fixed knocked-down entities always playing their knocked-down animation when loaded into frame.
Fixed the Falling damage number preview when preparing to Jump not always matching how much damage will actually be dealt.
Fixed edge panning not working correctly when the camera is locked on a party member.
Fixed reactions not always triggering if you Sneak and then cast Silence, or when using Astarion's Vampire Bite action.
Active Search: the starting search radius is increased, the camera moves to the selected item, and you now get a button hint for Active Search after every combat until Level 3.
The tutorial pop-up for trapped items won't trigger anymore when coming near certain destroyed traps.
Fixed the option to pickpocket your companions sometimes disappearing in single player.
Prevented you from being able to multiselect and then drop other players' items.
Fixed not being able to split item stacks outside of your turn.
Fixed not being able to enter Turn-Based Mode with a Downed character.
Fixed items briefly appearing beneath your feet when you pick them up.
Fixed being able to see characters turn towards you briefly before a dialogue starts.
Fixed the lava VFX disappearing if you load a game that was saved during the combat with Grym.
COMBAT AND BALANCE
Fixed an issue with auras causing NPCs to make inefficient choices like running towards you to Shove you, then running away again to make a ranged attack.
Fixed Ansur's Stormheart Nova blasting right through the ice shields you can hide behind.
Aggressive beasts now enter combat instead of fleeing when attacked from afar. Additionally, when you attack an NPC from afar out of combat, they're now more likely to sprint up to you (instead of getting stuck).
Fixed your resources not getting restored on your next turn if you join a combat late.
Viconia is no longer too stubborn to die. She will now go down at 0 HP or when knocked out.
The timer in the Chamber of Courage will now reflect the correct number of turns remaining.
Fixed certain spells not taking into account inherited conditions.
Updated the grace period for joining a combat late to be at the end of world items' turn in the 1st round.
FLOW AND SCRIPTING
Fixed Silenced characters sometimes not being able to start story-critical dialogues, like with other party members or bosses at the end of a combat.
Fixed an issue causing party members to be Silenced after every dialogue.
If you break your oath as a paladin, the Oathbreaker Knight will now come back to your camp in later acts, despite how much you may have scandalised him.
Fixed companions sometimes not saying anything during dialogues where they are supposed to make comments.
Fixed an issue where only the character who accepted the quest from Lucretious to find Dribbles could talk to her after doing so.
Fixed Gale not reacting to you having The Annals of Karsus.
Fixed Gale's dialogue force-closing when offering him The Annals of Karsus.
Fixed Gale's romance scene not triggering in Act I.
Fixed Gale commenting on a deal with Raphael before it's made.
If Orin's abductee gets killed on the altar before they're rescued in gameplay, they will now remain dead.
Kerri will no longer get stuck in the Atelier if the dialogue didn't trigger after the portrait was destroyed.
Fixed enemies sometimes spawning outside of the Atelier at the Jannath Estate when hitting the portrait.
Prisoners rescued from Moonrise Towers that take the boat with you will no longer attempt to arrest you for trespassing upon arriving at Last Light.
Fixed a bug causing Astarion to be permanently knocked out by the vampire spawn during a camp night and disappearing after a Long Rest.
Fixed a bug where Gortash had a dialogue bubble over him after being knocked out, but clicking on him wouldn't result in a dialogue - the bubble is no longer present and you can now loot him after knocking him out.
Fixed a bug where Ravengard would disappear from the camp after Mizora resurrected him.
Dark Urge players turning into the Slayer during dialogue will now have the appropriate level of the Slayer form during the duel with Orin.
CHARACTER CREATION AND LEVEL UP
You can skip the Level Up animation.
Fixed characters in Character Creation sometimes getting obscured by tooltips on controller.
Spell tooltips in Character Creation will now always show up in the same horizontal alignment.
Fixed the class icon overlapping the Level Up banner.
Added a grid icon and button prompt on Character Creation options that open up a grid for selection (like when choosing colours) on controller.
On splitscreen, if one player is watching an Origin character's introduction and another is zooming in and out and spinning their character around in Character Creation, that second person's button prompts will no longer affect the Origin character's introduction.
The character summary on Level Up will now update to reflect changes in ability scores.
Fixed the alignment of chevrons in the Character Creator.
LEVEL DESIGN AND MAP
Fixed some artefacts appearing at the bottom right of the screen due to fog of war.
Fixed the map shroud not working correctly in one area of the Goblin Camp.
Fixed a bug preventing you from walking on certain items, like the fireplace in the Teahouse.
STEAM DECK
Reworked our system for default video options so that values are defined per platform. For example, the Steam Deck will now default to 16:9.
Settings now default to auto-rotate camera with speed set to max. This works better for a snappy handheld experience.
CINEMATICS
Cleaned up some mocap in dialogues across the game.
Fixed healing numbers appearing in the cinematic dialogue when you press the button in the Dank Crypt.
When taking the final Netherstone from Orin, dead Gortash is no longer floating in the air.
Fixed your head clipping into Wyll's as you kiss on the ground.
Hey all, first of all, we just want to say THANK YOU for an incredible launch. The team of 9 over here at Flippfly couldn't be more excited to be working on this game!
We've been reading all of your reviews, your feedback surveys (hundreds of them!) discussion forum comments, Discord chats, and watching your videos and livestreams.
We are seeing a few clear patterns in feedback: 1. You like what's here and you're looking forward to more content and variety in the game. 2. We've got some balance issues with weapons and items to work on. 3. We've got quite a few bugs and quality-of-life issues to work on too.
Here's What's Next We are planning to release new builds every two weeks for now.
This upcoming first patch (Dropping around Sep 13) will primarily deal with quality-of-life issues, bugs, and item balance. We're making the Pulse Laser pack more punch, balancing out the Gatling gun a bit, fixing all the achievement and Mod bugs, and making mods give more VP. We're also fixing about two dozen bugs, and making the color scheme in Nexus City a bit more readable and easy on the eyes.
For the second update, our artist Jin and programmer/designer Dayne are in the home stretch on a new world. We're also working on "twitch plays" integration so Twitch viewers can pick upgrades, and even more quality-of-life updates.
Beyond that, we're looking into ways to add more variety and surprise to the core game loop - exciting new items and choices that can change your run in fundamental ways.
And of course, there will be more ships, pilots, and weapons! We're also looking into the possibility of mod support, and even investigating VO for characters. No promises, though!
Keep the feedback coming, and thanks again for your support! What are the "dream features" you'd love to see in this game?
Welcome to our Development Update #2. In this edition, we will focus on the airports where you can take on the role of a ground handler in AirportSim. Primarily, we will be discussing the visual enhancements rather than the gameplay mechanics. Let’s take a closer look at the modifications made since the February demo and explore the new features.
Refinements and enhancements to terminal buildings across all airports.
Significant upgrades have been made to the airport buildings to align them more closely with their real-world counterparts, coupled with substantial visual enhancements.
Presenting Key West Airport!
Following the release of the demo version, we nearly completed three airports: Vagar, Keflavik, and Warsaw. As per the AirportSim plan, upon launch, you will be able to engage in gameplay at four airports. It's time to unveil the missing fourth one - Key West Airport! It might have already appeared in some articles and screenshots, but for those who haven't encountered it yet - welcome!
We began, of course, by gathering materials in the form of videos, photos, and building plans. Next, we transitioned to modeling all the buildings and surroundings. After extensive work on accurately reflecting the airport, we shifted our focus to the gameplay. We incorporated aircraft paths, vehicles, and distinctive minor elements of the airport, which help to capture the "essence" of the location.
The airport is now complete, as you can frequently observe during our weekly community streams. We hope that you will appreciate the American airport and dispatch many planes from sunny Florida.
For more information about the airport itself, please refer to the article we prepared for you some time ago LINK.
New Terminal Interior at Vagar & Key West
Our goal, as always with simulators, is to achieve the most realistic effect possible. Therefore, we have redesigned the interior of the Vagar & Key West terminal to make it as comparable as possible to the original. We have also made minor modifications to the gameplay at Vagar, details of which can be found in the next section.
Repair of Luggage Collection and Drop-off Points at Vagar
The luggage collection and drop-off points in our game were previously placed in reverse order compared to reality. We have corrected this mistake, so you will be able to play the correct way at the premiere. It's a small change, but a satisfying one!
New Jetway Model at the Warsaw Chopin Airport
Warsaw Airport is a place that demanded a significant amount of our effort and attention. As you may be aware from our previous updates, we regularly visit this place, so accurately recreating it is a point of pride for us. While you have already seen the jetways at Keflavik in our materials, and can now examine them in the new demo, they differ from those in Warsaw.
We decided that each airport should have jetways that mirror their real-life counterparts. This necessitated a meticulous examination of every detail. During one of our visits, the staff demonstrated the precise functioning of the jetways, and based on the photos and videos we captured, we were able to adapt our existing models to fully replicate the appearance of the ones in Warsaw.
New Support Vehicles: Firetrucks and Ambulances for Every Airport
Airports are, in many ways, like organisms where every component has a vital role to play in the overall function. You will take on the role of apron staff, but it's important to remember that there are also people dedicated to ensuring health and safety. We are committed to accurately replicating real airports in the game, which is why it is essential to include crucial vehicles like ambulances and firetrucks. Although you won't be able to assume the roles of a paramedic or firefighter, their presence will undoubtedly enhance the game's immersion. You will have the opportunity to observe this vehicles closely during gameplay.
Luggage Sorting Area at Warsaw Airport
What we, as non-ground handlers, see at the airport is only part of the picture. There are restricted areas inaccessible to those without proper authorization, one of which is the luggage sorting area.
Thanks to our collaboration with Warsaw Chopin Airport (Yes, we mentioned it today a lot of times, but we are just really thankful for them.), we were granted access to this area, enabling us to accurately replicate it, both visually and functionally.
Airports facilitate the travel of hundreds of thousands of people, and along with them, their luggage, which must be sorted and dispatched on the correct flights. Playing AirportSim allows you to see what this space truly looks like, as it has been recreated based on photos, recordings, and our own visits. Additionally, the sounds you hear during gameplay were recorded by us, adding to the realism and immersion of the experience.
Added General Aviation Aircraft at Key West Airport - Light Aircraft
We are committed to enhancing the immersion of our game in various ways. Although Key West is a smaller airport compared to Warsaw or Keflavik, it has its own unique characteristics. The airport is predominantly used by small aircraft, a detail we have chosen to emphasize in our game.
While navigating the airport apron or during your work, you will notice the light aircraft that we have incorporated, located in a specially designated area behind the fence. We believe this addition enriches the charm of this beautiful airport, and for those of you who are aviation enthusiasts, it will provide an opportunity to closely observe these aircraft and, of course, heighten the sense of realism and authenticity of being at an actual airport.
And... that concludes today's development update. We sincerely hope you appreciate the changes and the effort we are investing in the development of AirportSim for its full game release. For those who missed the initial series of Development Updates, you can find them here: Link. Now, we encourage you to try our new demo and stay tuned for more exciting updates!
Additionally, we invite you to join our Discord channel, where you can engage in discussions about the game, aviation, and provide us with your valuable feedback on the new demo.