Those arid cliffs are the canyons, the only part of the overworld you'll probably see. Once there, the sun will be your main concern. Shadows are scarce, and your only allies will be the birds. Using them to get to the other side of the canyon will be your main objective in this time limited race against the clock.
Getting outside is a challenge, but you'll probably need to get out during your journey. Not every cave gets you deeper, sometimes you need to think outside the box to go deeper!
About future content:
-We finally launched, and we are deploying bugfixes since then. -The main goal is reworking a little the signs and feedbacks of the possession mechanics. -Some asked about an English voice acted version, we will probably get a voice actor later, once we fixed most of the bugs reported during the feedback phase.
1. Fixed button size issue in the settings panel under the main interface
2. A reselection button has been added to the talent panel to facilitate players to reselect and prevent bugs that cannot be cancelled
3. A new UI has been added to the player's main panel to display the player's points exceeding the maximum limit
4. Added more sound effects to the store panel UI
5. The relics and player attribute panel will now be higher
6. Fixed an issue where the information panel would not be hidden if the grid could not be interactive
7. The upgrade speed of the talent panel is now accelerating
8. There is an additional counter in the skill information panel, which is used to record the current skill count, such as the current number of kills in a unique secret script
Zero Hour Update Part 4.5 introduces a brand new PvP game mode called "Deathmatch Free-For-All," along with visual enhancements to the game lobby and various improvements to the gameplay system. The update will also address various bugs and refine the overall gaming experience.
Main Features:
Death Match Free For All
This new PvP mode offers a unique style of play within Zero Hour's existing movement and gunplay system. It's designed to provide a more casual gaming experience, allowing players to kick back and enjoy the action after intense sessions of realistic modes. In this mode, you spawn with your preferred weapon and engage anyone within your line of sight. Classic Zero Hour features remain, such as weapon swapping when eliminating opponents, and the use of the breaker switch to control lights. However, this time, players will be prompted to equip Night Vision Goggles (NVGs) for the entire duration of the match when the lights go out.
New Lobby Screen
The lobby screen has been revamped to enhance the overall immersion of the experience. Players and their squad mates are now shown sitting inside a SWAT van, terrorist van, helicopter, or boat, depending on their team. This adds life to the lobby screen and makes waiting for players to join a less monotonous and more engaging experience. You can easily start conversations, chill with your mates, and create a more laid-back pre-game atmosphere. When the match starts, player characters exit the vehicle, signaling the beginning of the round.
In Co-op lobbies, we've strived for simplicity and coziness, without compromising on details. The inclusion of a table with files on top conveys a sense of tactical assignment, further enhancing the overall immersion. With this new lobby screen, we aim to provide players with a well-rounded and enjoyable gaming experience, from strategy planning to friendly banter.
New Deathscreen
Instead of a simple loud bass sound upon death, Zero Hour now features a more immersive death screen. After being eliminated, your character will fall while maintaining a squinted vision, and the camera will gradually rotate toward the direction you were killed from, giving you some insight into how you died.
Match Continuation
You can now finally continue playing consecutive matches with the same teams. Players can also vote on the next map they'd like to play. As we continue to fine-tune this feature, please note that there is currently no voting for game modes. However, we're actively working on implementing a voting system that will grant you the freedom to select the modes you desire, offering even more flexibility and control over your gaming sessions.
Play PvP without Denuvo
While playing PvP without an anti-cheat system has always been an option, this update will make it visible in the server browser. This ensures that everyone is able to find a game that suits their preferences.
Eye Adaption
In response to the challenges faced by newcomers to navigate the pitch-black darkness when the lights go out during a match, we've introduced an eye adaptation feature. This addition allows players to gradually regain visibility up to a certain range, providing security for those who might otherwise exit the match due to disorientation. This feature ensures that even without Night Vision Goggles (NVGs) or flashlights, players can carry on with the match and, when possible, restore the lights. This not only benefits newcomers but also those who may have overlooked equipping with NVGs and flashlights.
New Lighting for Rats Den
The lighting in Rats Den has been redone with the objective of enriching the atmosphere and aligning it more closely with our original vision. Warm, orange lighting now complements the dark spaces, creating a more eerie and unsettling environment. It's important to note that Rats Den is still awaiting the introduction of NPCs, which will further elevate the immersion.
Conclusion:
As Zero Hour continues to evolve and grow, we remain committed to refining and expanding the game to meet the expectations of both new and seasoned players. Stay tuned for further developments and enhancements as we work to provide you with the ultimate tactical gaming experience. We hope you enjoy the new game mode as much as we do. Thank you for your invaluable support and feedback, and for being part of this incredible journey.
Update Logs
Added
Added New PvP game mode Free For All Deathmatch
Added New lobby screen with lobby animations ( Iteration 1 )
Fixed Lights turning back on when new players join an ongoing continued match
Fixed C2 Door explosion SFX playing together on double doors
Fixed Prison Break map spawn peek entry point
Fixed desynced bullet hitting a grenade can make it move away from trajectory
Fixed Pressing Rappel button while using chat causes player to rappel
Fixed chat when in streamer mode glitches the chat system
Fixed Having planning table on during the end of last round causes MVP screen to not play
Fixed C2 damage players from different floors
Fixed Lights turned off on all maps were not pitch black
Fixed Co-op NPCs not reacting to flash bang
Fixed Co-op NPC taking too long to be compliant
Fixed Ceiling fan audio not having distance limit
Fixed Khan Manzil light pop up issue inside the building
Fixed Several service side load issues
Fixed Several low resolution UI elements on low settings
Fixed switch button showing up for caster in custom match
Fixed Co-op bots not showing up in lobby player cards
Changes
Reworked Rat's Den overall lighting
Improved Grenade bounce physics
Improved Server browser to show if a match is protected via Denuvo
Improved Server browser to show match game mode
Improved Suspect AI reaction when alone
Improved Suspect AI sync
Improved Door kick SFXs
Improved Optimization overall
Improved Military Airport lighting distances
Improved Bullet metal impact VFX
Thank you for your patience, please make sure to report toxicity, feedback & suggestions in our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
It's time again for a super-spooky 🎃 Halloween Event 🎃 in nanos world! Let's play together scary community created game-modes in the Steam's Halloween Event!
We will make available a Playtest version for everyone which wants to play for free! Register to the Playtest in our Store page!
👻 Stay tuned! Follow our Page and play for free with us! See during Steam Scream Fest! Also join us on Discord to get prepared!
IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear friends,
Update 5.107 has been released! It brings something for everyone - from two additional aircraft of the Great War to a Soviet fighter of 1943 and a historical campaign set in Normandy in 1944.
Let's briefly go through the other important changes first - there are improvements in many parts of the sim. The number of German fighters has been reduced to be more historically accurate in Normandy and Rheinland scenarios and the night bombing and transport missions have been updated in all theaters of war: this includes searchlight beacons, friend-or-foe identification, night fighters, and pathfinder aircraft which fly ahead of the bomber formation and carry out the initial strike to mark the target. In multiplayer dogfight mode, the coalition selection (and therefore the penalty in case of a coalition change) applies immediately when selecting a spawn point, not after the first flight to make spying on the other team's actions harder. The commander menu for player-controllable tanks has a new option for selecting ammunition depending on the target type. Force Feedback users: Flight stick movement affected by control surface weight has been fixed on the Nieuport 11, Nieuport 17, Albatros D.2, Sopwith Triplane, and Halberstadt aircraft. You can view the full change list below.
Now, onto the new content!
Your role in the Overlord campaign (also available on Steam) begins as a replacement pilot arriving with the 354th Fighter Group on D-Day and assigned to the 356th “Red Ass” Squadron under the command of Major Richard Turner. In mid-June 1944 the Pioneer Mustangs flew strike missions across the English Channel from ALG Lashenden during the first V-1 rocket attacks on London and were directly in the path of the “Doodlebugs” as they headed towards their intended targets. They moved to ALG-2 at Criqueville in late June where they flew ground attack, search and rescue, fighter-bomber escort, and fighter sweep missions during all the major battles of Operation Overlord. After the Allied breakout at Saint-Lô, the 354th FG was reassigned to the new XIX Tactical Air Command and moved east with Patton’s 3rd US Army through Paris and eventually into Germany. Due to the hectic flight schedule and squadron reorganization, you will move up from wingman to element leader and finish the campaign as a flight leader.
In terms of tactical characteristics, the La-5F (also available on Steam) was an evolutionary improvement of the La-5 on the way to the La-5FN. There weren't enough FN engines to power all the fighters produced until 1944, so mass production of the La-5F was inevitable through 1943 with continued improvements here and there. As working conditions and resources improved, production standards gradually rose, resulting in, among other things, better aircraft: La-5s produced in summer-autumn 1943 were about 150 kg lighter.
The biggest improvement from the pilot's point of view was the new bubble top canopy with emergency jettison (even our La-5FN series didn't yet have emergency jettison). This eliminated one of their biggest fears, not being able to bail out of a burning aircraft, which caused many to fly with open cockpits, which severely limited the speed of their aircraft. Now they could put that fear to rest and enjoy the improved field of vision - the main reason why bubble top variants became the norm in all air forces later in the war, despite the increased drag they had compared to older canopy designs.
To sum up, the La-5F in the sim is a bit more agile than the older La-5, turns a bit better than even the FN, offers a better field of view, and is slower than the FN in level flight and climb because of the more powerful engine of the latter. With a cockpit modeled for today's standards, it is a nice addition for the second half of the 1943 timeframe.
At first, the Hanriot HD.1 was meant to replace the older Nieuport 11 and 17 planes, but the new Spad 7s were already in use on the front lines and had accumulated positive feedback from pilots for their inline engines. Meanwhile, Nieuport squadrons still used Le Rhone rotary engines. As a result, the French Air Force (Aviation Militaire) decided not to switch to HDs as it wasn't cost-effective, and the acquisition was canceled.
However, the Entente allies found this plane attractive - it was stronger, maneuverable, and slightly better than the Nieuport in general. The Italian Air Force (Aviazione Militaire) had received 831 Hanriots by the end of the war while Aeronautique Militaire Belge bought 125 and used them effectively, especially the Belgian aces like Coppens, de Meulemeester, and Olieslagers.
When the Nieuport 17 arrived on the battlefield in March 1916, it swiftly replaced the Nieuport 11. By the end of 1916, every scout squadron in the French Aviation Militaire had Nieuport 17s. Its superiority over any British plane led to its adoption by the Royal Flying Corps and Royal Naval Air Service. The Nieuport 17 GBR was customized for British service with an overwing Lewis MG replacing the Vickers in the nose and Imperial system instruments instead of metric. Many top Allied pilots flew Nieuport fighters, like Albert Ball and Canadian ace W.A. Bishop. Captain William Avery Bishop, of 60 Squadron RFC, scored 28 of his 72 kills in a Nieuport 17, B1566 between April 20th and July 20th, 1917. He also conducted an air raid on a German airfield on June 2nd in this aircraft, earning him the Victoria Cross.
Both airplanes are available right now via the Flying Circus Vol.III Early Access program.
We hope you'll enjoy the new update! See you in the skies!
5.107 Changelist
Hanriot HD.1 airplane is available in Early Access for all owners of "Flying Circus Vol. III";
Nieuport 17 GBR (British) airplane is available in Early Access for all owners of "Flying Circus Vol. III";
Soviet Collector Plane La-5F series 38 has been released;
A new historical campaign "Overlord" has been released (American fighter pilot of the 354th Group flying a P-51B Mustang in June-August 1944);
Normandy and Rheinland Career Mode: the number of German fighters has been reduced to be more historically accurate;
Career Mode: updated templates for night bombing and transport missions, added searchlight beacons, friend-or-foe identification, night fighters, and pathfinder aircraft;
Normandy Career Mode: in phases 1 to 3 Allied escort fighters will appear over the airfield when starting a mission on the ground and a kilometer behind the player when starting the mission in the air;
Tank Crew: the commander menu of the player-controllable tanks has a new option for selecting the ammo depending on the target type;
AQMB: British C-47 missions added;
Force Feedback: the effect of flight stick movement by the weight of the control surfaces has been added to Nieuport 11, Nieuport 17, Albatros D.2, Sopwith Triplane, and Halberstadt;
Dogfight: to make spying on the other team's actions harder, the coalition selection (and therefore the penalty in case of a coalition change) applies immediately when selecting a spawn point, not after the first flight;
Multiplayer: fixed a problem with the incorrect color of selected tactical code symbols;
Rheinland: fixed incorrect water reflections of trees growing on steep slopes;
Nieuport 11 and Nieuport 17: fixed a problem with the engine overcooling too fast;
La-5 ser.8 FM updated based on La-5FN and La-5F research;
La-5 ser.8 and LaGG-3: bomb release is set to two at a time (previously it was one at a time), bomb release safety lever corrected (it is set to "ПО" position with no bombs and "ПЗ" position when carrying bombs), bomb release button sound added;
Li-2: compass and autopilot direction indicator have been corrected to eliminate a small deviation in readings;
Li-2: fluorescent instrument illumination has been adjusted;
Li-2: pilot's death and capture after bailing out over enemy territory are counted correctly;
Li-2: RPK radio compass shows relative radio station bearing correctly;
Albatros D.2: the look of the bolts on the machine gun sights improved;
Spitfire Mk.IXe: Mid-1944 skin rondels reflect the light correctly;
Stalingrad Career Mode: armored gunboats now move in the artillery spotting missions;
Career Mode: fixed taxiing at Mozhaisk airfield in Moscow region and Winkton airfield in Normandy;
A memory leak bug that might have caused the mission editor to crash randomly when using high-
resolution monitors (2K-4K) has been found and fixed.
By closely monitoring all feedback, we are working on fixing the most important issues. Please share your impressions and suggestions in Steam Discussions or on our official Discord server where you can also tell us about any technical issues you encountered or discuss the game with other survivors.
The newest information and media from the London Fan Festival keynote is now live on the Dawntrail teaser site. Get a first look at the upcoming viper job, glimpse the vast landscapes that await you in Tural, and view the artwork for Echoes of Vana'diel, a new alliance raid series created in partnership with FINAL FANTASY XI!
Furthermore, in collaboration with Yoshitaka Amano, we're proud to present a stunning new illustration for Dawntrail, featuring the Warrior of Light as the new viper job!