We are happy to announce that we are making a Soulstone Survivors x Extremely Powerful Capybaras bundle on Steam! This is a result of our cooperation with the Studio Bravarda team, and we hope you will find a lot of fun playing both of the games!
This update introduces the Turkish Land Forces faction, a new set of emotes, and a new weapon skin system:
Turkish Land Forces (TLF)
The Turkish Land Forces join Squad as a capable, Independent faction that fields strong infantry, and good vehicles. They boast a mix of domestically produced, Soviet, and Western equipment and although some of their vehicles are older, they make up for it with highly capable infantry. The infantry has access to an extra grenadier role, including one equipped with the MGL, a powerful semi-automatic grenade launcher, a raider role equipped with a modern submachine gun, and can field more light anti-tank weapons than other factions but lack a dedicated heavy anti-tank role.
Weapons
SOR 109T Submachine Gun
MPT-76 Rifle
KNT-76 Marksman Rifle
AK40-GL Underslung Grenade Launcher
PMT-76 Medium Machine Gun
MG3 - Iron Sights Variant
MKE MGL Grenade Launcher
HAR-66 Light Anti-Tank Weapon
SOR-9 Pistol
Optics
o A940 1-4x Optic o KESKIN Marksman Optic o HNA Red Dot Optic
Vehicles
BMC 185-09B Truck
Cobra II MRAP
ACV-15 Tracked APC/IFV
PARS III Wheel APC/IFV
M60T MBT
UH1H Helicopter
Kit Roles
Squad Leader (3 variants)
Medic (2 variants)
Rifleman (3 variants)
Light Anti-Tank (3 variants)
Automatic Rifleman
Jandarma
Marksman
Machine Gunner
Crewman (+ Squad Leader Crewman)
Pilot (+ Squad Leader Pilot)
Engineer
TLF Gameplay Layers
Al Basrah • Invasion v9 - TLF vs INS
Anvil • RAAS v5 - TLF vs RGF
Black Coast • Invasion v6 - TLF vs RGF • RAAS v6 - TLF vs PLA • Seed v2 - TLF vs VDV
Chora • AAS v7 - TLF vs MEA
Fallujah • Invasion v7 - TLF vs INS • RAAS v8 - TLF vs INS • Seed v2 - TLF vs MEA
Gorodok • Invasion v4 - TLF vs IMF • RAAS v13 - TLF vs VDV
Kohat • Invasion v5 - TLF vs INS • RAAS v5 - TLF vs IMF • RAAS v11 - TLF vs RGF
Lashkar • Invasion v5 TLF vs PLA
Logar • AAS v4 - TLF vs IMF
Mutaha • Invasion v5 - TLF vs MEA • RAAS v8 - TLF vs USA
Sumari • RAAS v3 - TLF vs INS • Seed v4 - TLF vs USA
Tallil Outskirts • Invasion v6 - TLF vs MEA • RAAS v9 - TLF vs PLA
Yehorivka • Invasion v5 - TLF vs RGF • RAAS v15 TLF vs VDV
Weapon Skins
Weapon skins are cosmetic items grounded in reality that don’t impact gameplay. Skins can be equipped only by certain factions and are biome-restricted to keep gameplay authentic. These items can be equipped on the Customize screen, which can be accessed from the Main Menu.
Woodland Warfare Pack ($4.99 USD)
Contains three cosmetic items for use on Woodland maps
Rainforest - Factory camo for the QBZ95-1 Assault Rifle and the QBZ95B-1 Carbine (PLA and PLANMC)
Shade - Spray paint for the M4A1 and M4 Carbine (USA and USMC)
Tree Line - Trusty camo paint for the AK74M Assault Rifle (RGF)
Desert Warfare Pack ($4.99 USD)
Contains three cosmetic items for use on Desert maps
Gobi - Special camo order for the QBZ95-1 Assault Rifle and QBZ95B-1 Carbine (PLA and PLANMC)
Black & Tan - Classic color scheme for the M4A1 and M4 Carbine (USA and USMC)
Dust - Slightly worn camo paint for the AK-74M Assault Rifle (RGF)
Legacy Weapon Skins Updated existing founder and reward weapon skins to use the new skin system:
Moved legacy skins from the Steam Inventory section in Settings to the new Weapon Skins tab on the Customize screen
Legacy skins don’t have biome restrictions as they didn’t before
Added some of the existing skins to new factions that are thematically appropriat
eo RPG7 Veteran can now be used by VDV faction o RPG7v2 Veteran can now be used by VDV, MEA, and the new TLF faction
Emotes
Added a new emote pack:
Stand Off Pack ($3.99 USD)
Cut Throat (Gesture)
Fist Pump (Gesture)
Finger Guns (Emote)
Can’t See Me (Gesture)
Stop (Gesture)
System & Gameplay Updates
Integrated Epic Online Services
We have replaced all Steam backend calls with Epic Online Services backend calls. This will still use your Steam account to authenticate to the backend as was done previously.
Integrated the Nvidia DLSS plugin as an upscaling option in the settings menu
Players who press their VOIP key without an audio device connected will now see a "no input device" notification
Adjusted all LAT minimum arming distance to 15 meters
Adjusted all HAT minimum arming distance to 20 meters
Helicopter pilots will no longer be affected by suppression
Added a weapon punch animation when changing magnification on variable magnification optics. This will momentarily throw off the sights when adjusting the magnification
Increased the land speed of PLANMC ZBD05 chassis vehicles
Updated BMD wheels and BTR-D chassis to feel better with speed turning and reduce the nose dips at top speeds.
General Bug Fixes
Fixed a rare client crash related to taking damage
Fixed a rare client crash related to stamina debuffs on modded clients
Fixed an exploit related to server security
Fixed an issue that could allow non-admins to use announcement features
Fixed a bug that could cause players to get stuck on an infinite loading screen (“running man”) after joining a match on a modded server
Fixed a bug that could cause players to get stuck on an infinite loading screen (“running man”) after joining a server and selecting a team
Did an optimization pass of our textures to reduce VRAM usage. This should improve performance and reduce visual issues, especially on GPUs with less VRAM.
Fixed a bug that prevented players from using their mic after changing audio input devices or reconnecting a previously used audio input device
Fixed a bug that could cause the view through a picture-in-picture scope to render at a very low pixelated resolution
Corrected the zeroing on the QBZ95-1 scoped grenadier variant
Corrected the zeroing on the DZJ08
Corrected the zeroing on the F89 Minimi + Specter
Fixed a bug that could cause part of the BAF Elcan LDS scope to appear to detach when aiming down sights
Fixed several small issues that could prevent players from crouching after interacting with menus
Fixed a bug that caused the equipped weapon to sway while using freelook
The soldier sensitivity slider now correctly impacts both weapon and screen movement
Suppression now works as intended for players in vehicles and emplacements
Improved the muzzle flash effect for vehicles with infantry weapons on them
Fixed a bug that allowed anti-tank rifles to be fired before fully aiming down the sights
The Z-point reticle will no longer break after players change their FOV setting to 120
Fixed a bug that caused the AS-VAL to sound louder in single-fire mode than in auto-fire mode
The “falling” gun animation no longer plays when the player gets stuck between two objects
Fixed a bug that could cause the “falling” animation to continue playing after a player has landed
Fixed a bug that could cause the soldier to appear to “disappear” momentarily when climbing high walls
Fixed a bug that could cause the soldier’s hand to appear to clip into the FN FAL Rifle (grenade variant) on certain FOV settings
Fixed a bug that caused the eye cup of the M3 MAAWS to clip into the camera while aiming down sights
Fixed a bug that caused the US Army medical bag to appear brighter than the rest of the soldier’s uniform
Fixed a bug that could the camera to get stuck inside the soldier character model when exiting Admin Cam
Fixed an animation issue that could occur when exiting vehicles
Fixed a bug that could cause the camera to zoom out farther than players should be able to see if a player spammed their ADS input
Smoke from Commander Barrage Abilities no longer flickers
Made improvements to memory usage related to changing maps
Fixed a bug that could occasionally cause helicopter instrument panels to be blank when in the pilot’s seat
Fixed a bug that allowed players to zoom out and dramatically adjust their weapon’s orientation by spamming lean inputs
Fixed a bug that could prevent players from drowning if they had already drowned and been revived earlier in the match
Players will no longer get stuck after exiting the commander seat of the ZTZ99A MBT
Players will no longer get stuck after spamming the “swap seat” key in a vehicle
Fixed a bug that allowed players to reload and shoot the main turret of the Sprut, BMD1, BMD4, and ZTD05 while the ammo rack was cooking.
Fixed a bug that caused the SFX and damage values of the BTR-D PKM APC to be the same as the BTR-D KORD APC instead of its unique values
Fixed a bug that caused the veteran weapon skin to appear incorrectly when using the IMF HAT role
Underbarrel grenade launchers no longer have a visible round in the chamber
Improved the appearance of the ZiS-3 Field Gun Emplacement
Filters no longer apply to the Favorites or Recents server browser pages
Players in seats four and five of the BRDM-2 Armored Car will no longer be able to see outside of the viewport while driving on uneven terrain
The RGF Kornet ATGM emplacement is no longer indestructible
Exiting the Customize menu via the escape key while not connected to a server no longer brings up the “quit game” prompt
Fixed a bug that prevented vehicles destroyed by IEDs from being removed from the map and respawning
Fixed a bug that could cause helicopter passengers to appear to float in the air after being damaged
Map Updates & Bug Fixes
Al Basrah • Invasion v8 - All RHIB boats are now reachable from the dock
Belaya • Fixed a bug that prevented IMF-specific fortifications from being placed on Belaya map layers
Black Coast • Invasion v4 - All RHIB boats are now reachable from the dock
Jensen’s Range • BAF-IMF - Fixed a bug that caused the pre-placed M2HB emplacement to appear with an identical M2HB stacked on top of it • CAF-INS - Fixed a bug that caused LUV-A1 vehicles to spawn upside-down
Tallil Outskirts • RAAS_v3 - The USA's M1A2 tank will now correctly spawn after the spawn timer finishes
Pacific Proving Grounds • USMC-PLA - Fixed a bug that caused the ammo crate at F7-3-9 to be unusable • USMC-RGF - Fixed a bug that caused the ammo crate at F7-3-2 to be unusable
Mod SDK Update
Updated the mod SDK to v7.0
Updated mod versioning to v7.0. This means that all mods will need to be re-cooked with the v7.0 SDK to be compatible with the updated version of the game.
Known Issues
We are aware of an issue that allows players to “aim down sights” while equipped with a melee weapon. While we work on a fix for the issue, please be aware of this and consider it if you run into any issues while holding a melee weapon. Some features like the emote and interaction wheels are not accessible when aimed down sights, so keep that in mind.
The “Find Match” feature is not currently working. We are working on a fix for this that we will provide in an update soon after the release of v7.0.
Occasionally, a server that is not live may appear in the server browser. This is specific to servers that are running in a Windows environment and have been restarted recently. It resolves itself in a couple of minutes. The issue is not present when a server is run in a Linux environment.
When using DLSS with Frame Generation Enabled, the stat fps command will not show the correct FPS. This is due to how stat fps works by relying on the amount of frames being requested by the CPU. The Nvidia Overlay will show actual FPS. We have a fix for this slated for a future release.
To play the current challenge between December 12 and January 9, go to the main menu in-game and click on "Seven Seas - Challenge of the Month." Note that if you don't own any of the DLC featured in the challenge, you will be granted free trial access to it for use in the challenge so you don't miss out.
The second of these challenges, Seven Seas, is now live, and—based on feedback from the first challenge—can be attempted at either Prince or Emperor difficulty. We'll update this page with details on upcoming challenges as they become available.
CURRENT EVENT
CHALLENGE 2: SEVEN SEAS The continents have been consumed by oceans. Civilizations persist, scattered across the mountainous islands that remain, but for some it will prove nigh impossible to thrive in this unfamiliar environment.
Playing as the Norwegian leader Harald Hardrada, you find yourself at an advantage. You've already explored most of the ocean, your Viking Longships are unrivaled in naval combat, and you have the unique ability to pillage your enemies' coastal tiles. During the Seven Seas challenge, played in Heroes & Legends mode, the victory condition you pursue is entirely up to you. That sea air sure smells like Domination, though!
[/url]Game Parameters Mode: Heroes & Legends Difficulty: Prince / Emperor Speed: Standard Player Leader: Hardrada (Konge) Map Type: Island Plate Map Size: Large RuleSet: Gathering Storm Start Era: Classical Resources: Standard World Age: New Start Position: Standard Temperature: Standard Rainfall: High Sea Level: High
NOTE: Civilization VI's ESRB interactive Elements have been changed and "in-game purchases” has been added.
Join the official Civilization Newsletter to stay up-to-date on Civ News!: https://2kgam.es/3ODNgLK
HELPFUL RESOURCES
Norway Overview For tips on how to complete the Seven Seas challenge, check out this short video detailing the unique abilities and units of the Norwegian civilization and its leader, Harald Hardrada.
Heroes & Legends Details If you're unfamiliar with the Heroes & Legends mode that the Seven Seas challenge is played in, this video introduces some of the mode's recruitable legendary figures along with their unique and powerful abilities.
We wanted to drop in with a quick developer update before the holidays. If you've been around the Steam forums over the last few months, you probably saw mention that we're hard at work on a big update for 1.2.
We are happy to report that most of the changes targeted for 1.2 are complete, and we’re now working on stabilizing and polishing the experience. We were originally hoping to have it ready before the year was out, but we'd like a little more time to cook, so instead we're aiming for a release window in January.
CONSIDER JOINING OUR DISCORD!
Before we jump into the details, I just want to say that we’ve been giving some regular updates on our progress over in the Brace Yourself Games Discord. If you haven’t joined yet, we would love to see you there!
SO WHAT’S IN 1.2?
Now onto the juicy stuff! We took your feedback to heart and prioritized addressing one of the most common notes: combat variety. We’ve worked hard to improve on that front, making new locations, scenarios, and systems allowing for greater variety. Now that we’re in the polish stage, here’s an overview of what you can expect:
New mission types attached to commonly encountered entities such as convoys, patrols, and military bases.
New combat maps attached to commonly encountered location types.
Streamlined contest mechanics preventing an indefinite raiding state and deprioritizing repetitive patrol encounters.
New special encounters you'll need to complete to finish province liberation.
By popular request, an ability to replay the last turn of combat encounters.
Projectile prediction system helping you foresee and evade individual shots before they happen.
A new way to upgrade your favorite equipment to a higher level.
And more!
Thank you all so much for your patience, and happy holidays! We look forward to sharing more soon!
AND NOW... SOME SCREENSHOTS!
Uh oh, looks like the mobile base is in danger! What is this large anomaly on the briefing map? Yikes, that’s a lot of things to dodge. Something looms in the distance. Is that water? I wonder if that can help you cool off… Take cover!
Just chiming in here with important information from the other side of Monster Couch :D We're eggstremaly happy to announce that Wingspan: Oceania Expansion is now available!
Today you can soar with the release of Wingspan: Oceania Expansion! Explore the beauty of another continent's birdlife in this vibrant new addition.
UI - intel projects UI will highlight projects you can sabotage - Combat: update command panel when maneuver completes
AI - AI will work harder to build armies when at war
Content - new illustrations
Performance - Performance improvements for waypoints in combat
Fixes A - Fix crash when negative weights are passed to SelectRandomWeightedItem. Responding to reported crash in AI tech selection. - Fix a .107 crash when a destroyed hab is checked by AI goals to see if it's an appropriate building location. It's possible this was prevented somewhere between .108 and .115 and this is an additional safety check.
B - fixed how math works in yearly-to-monthly calculation for economy hit from global warming - SingleFleetOperation() : do not undock bombardment fleets from station unless fleet is actually at target location. This change prevents fleets from undocking (necessary for bombarding if you are already in an interface orbit) from their station simply because they have an bombardment goal - they must also be at the target space body, be in an interface orbit, and be ready to bombard. - AI fix one army lying to another that it's going to join it on an invasion when it's actually gonna sit tight defending the capital - work on AI code for duplicating missions, especially mult stabilizes for low-unrest nations, applies also to automated councilors - fix some pursuit DV costs not being charged - AI fix some conflicting logic in determining whether to bombard - fix ally of breakway able to end rivalry, added UI text to explain - The event Infiltrated Exposure now only exposes a single agent instead of the entire faction - fix for full deck achievement not unlocking when recruiting 6th councilor after acquiring 2 turned councilors - Removed part of the structure test node check that could have been turning off the AI if a ship was sufficientially damaged. This meant it could never withdraw. - FactionGoal_Fleet.SavingForTarget() : do not select obsolete ship designs. Had one instance of this issue preventing aliens from building assault carriers. - fix region damage not causing atrocities
C - Minor adjustments to Pretenders narrative event - fix secede terminal command - adjust caliphate flag so it has a slight gradient and doesn't look like a hole in the UI - fix for resolution dropdown always having first option selected instead of the current resolution - fix cost report on repeatables when research scaling is in effect - antimatter drives will no longer be considered "nuclear" drives for the purposes of spiker compatibility - fix statement in escape objective - fix bad textures on alien drives in skirmish when they are added to a human faction fleet - fix some untrue "we'll only alert you once" messages in notifications - update text about how to trigger near-peer rivalry cohesion gain - fix for goto button on notification after merging ship into another docked fleet - QOL change for match velocity targeting - ToCommaSeparatedString() : commas not appearing sometimes bugfix - fix Iberian Male 2 voice being too loud
All text files have JSON structure, please don't remove double quotes and other formatting symbols. I'll add your corrections to the next update. If you want to translate the game to any other language supported by Steam, please, let me know. I can add more languages if anyone is willing to help with translation.
This update to prerelease has some balance changes taking into account all the great feedback we've gotten from the Playtest. As always, keep sending your F8's and we'll keep on working to improve the game.
Difficulty and Fog Changes - Relentless Difficulty: Fog moves faster each night. - Relaxed Difficulty: Conviction boost for all Mages all the time. - Added Superior Repel Fog Ritual that pushes much further. - Both Repel Fog rituals now show what resources may be found after they are completed. - All Difficulties: Increased penalties when the fog is nearby. - All Difficulties: Hunger, Sleep, Recreation, Learning Needs all have higher Conviction impact. - Strigoi, Scythe, Hellmaw, and Lighting Keeper all have much reduced Speed - Stone drops slightly more above ground and somewhat less from all battles.
Planter Changes - All planters now require Seeds of the plant that they grow in order to build the planter. For example - Honeydrop Planter requires Honeydrop Seed. - Seeds are gained by Harvesting wild plants. - Some cleanup to make sure that wild plants all have Planters (which can go inside) rather than Plots (that have to be outside). - Added Fractal Mold Planter
Graduation Changes - Must be Fully Trained to Graduate - Gain Scrolls for Medallions Earned upon Graduation - Graduation With Honors requires completing all Trials - Graduate Ritual no longer requires a specific Room - New Expel Ritual for getting rid of a Student without Graduating
Learning Changes - 6 students (up from 4) allowed to learn at once at the Learning Stone - Any student can learn at an advanced learning station, not just Skill 4+. - Any student can learn at the Learning Stone, not just up to Skill 4. - Gifted Students can now be summoned at any time with the Summon Gifted Student ritual - Chance of gaining a Gifted Student randomly has been removed.
Healing Changes - Cure Insomnia, Terror, and Melancholy Rituals are now much cheaper. - There are now much cheaper versions of Cure Insomnia, Terror, and Melancholy Rituals available that cure the problems… with consequences. - Trauma is no longer permanent, but lasts a long time. - When Trauma goes away, it leaves a Scar, which usually provides some benefit. - Cure Trauma Ritual has been removed.
Fixes and Improvements - Fix for Repel Fog rituals occasionally not being able to begin. - Lots of word cleanup. - A few crash fixes.