B-17 Flying Fortress : The Mighty 8th Redux - patgarret77
We’re getting prepared to head out to the hard stand and start up the engines. Early Access is right around the corner.
Save the Date
We plan to release “B-17 Flying Fortress: The Mighty 8th Redux” into early access along with “Bomber 3” simultaneously at 09:00 GMT.
Check your nearby cities to get an idea for when you will be able to see these two games available on the store.
London: 9am Tuesday, 23rd of January 2024
New York: 4am Tuesday, 23rd of January 2024
Los Angeles: 1am Tuesday, 23rd of January 2024
Berlin: 10amTuesday, 23rd of January 2024
Sydney: 8pm Tuesday, 23rd of January 2024
Singapore: 5pm Tuesday, 23rd of January 2024
Doha: 12 noon Tuesday, 23rd of January 2024
Redux will be an Early Access from the Inside-Out.
As you have seen from our past dev blogs we have focused our early development on the interior of the B-17, as the majority of your decision-making within the game will happen from the interior of the Flying Fortress. So be prepared to see the exteriors of aircraft and terrain get visual updates as the early access progresses. We will also be monitoring the discord and forums for your feedback, and we can’t wait to see you in the skies. In the meantime, we wanted to share with you some work-in-progress images of the new crew members inside the B-17.
Tips for new Players: Sit back, relax, and enjoy the show.
For those of you who will be playing the Mighty 8th for the first time, you might feel overwhelmed at first. It’s a flight sim with a focus on crew management, so the developers needed to focus heavily on AI that can do a good enough job when you are focused on whatever you think needs attention at any given moment.
So if you are a player that likes to sit back and enjoy the ride and focus primarily on the emergencies as they come up you will thank me when I tell you, you can do precisely that.
First choose a Historical Mission, like Bremen. Sign off on the mission after reading the mission book on the table in front of you in the briefing room. Then exit through the door on the far right.
You will find yourself sitting on a hardstand. Motionless. Press “Ctrl +B”. This will signal all the B-17s to begin starting their engines. You can sit back relax and enjoy the show as they make their way from the hardstands to the runway.
There is time scaling available as well, whilst I would encourage you to take in the sights as you fly across a built-to-scale map of WW2 Europe which originally took 2-3 developers around 6 months to complete, you do have the ability to jump ahead.
Home: Increases game speed
End: Decreases game speed
Pause: Pauses the game
Enter: Jumps ahead 10 minutes if there are no current events that would stop this.
F1 : Brings you inside the Bomber, and you can move your mouse pointer around the edges of the screen to reveal an interface that can help you jump to different compartments, stations, or crew members.
F2: Brings you back outside
And heaven forbid, if you want to stop playing a mission at some point, you can press Ctrl+Shift+Q to display a quitting prompt.
Bomber 3
Bomber 3 was originally released on the Mac, and like Myst and other titles from the time it was developed using “Hypercard” (Read more about Hypercard here)
Like many of the engines we take for granted today, HyperCard empowered creators like never before and it has been a real pleasure to bring Rene Vidmer’s classic back to life and make it available for collectors on Steam. You can wishlist the game Here: https://store.steampowered.com/app/2142920/Bomber_3/
Keep your eyes open
In the coming weeks we will have videos, interviews, and playthroughs all related to these games, so stay tuned on our social media channels so you don’t miss out.
* Localization error in zone selection screen UI * localization blitch with Blood transmutation, Metal transmutation and Zealot in other language than english
Happy new year everyone! We hope everyone has had a happy and healthy holiday season!
Also welcome to all the new players who have joined us lately, thanks for your support and all the reviews!
We have been busy gathering player feedback and bringing improvements and refinements to Mad Games Tycoon 2 and we're here to highlight some of the most recent changes to the game, with the latest patch coming out today.
Overall, there have been about 40 changes implemented thanks directly to feedback from the community and we are continuing to update the game, so we're not done yet!
Highlights of recent changes
The random option for both game reviews and NPC platform popularity has been reworked to give players more options and variation in each new game they start.
For reviews you can now have a random factor of +/- 3%, 6%, 9% or 12% on all your game reviews. This can add a bit more variety to your game reviews, sometimes working in your advantage, sometimes not.
For platforms, options of +/- 25%, 50%, 75% and 100% (100% will be totally random, as it worked before not a +/- % increase) of the standard NPC platform sales have been added. This will alter the successful platforms you have to release your games on and compete against with your own consoles. Making some platforms more popular, and others less popular every new game.
(Update Jan 18th, 2024 - this has been changed in the latest patch to random platform popularity - low (+/-25%), medium (+/-50%), high (+/-75) and full (this will be the 100% totally random option). This was changed for better user clarity)
- New Sandbox options have been added, bringing the total sandbox choices for the player to nearly 50! With many of these options having further options so that players can fine tune their game to play exactly the way they want.
It is now possible to set the working speed of employees in sandbox mode. With this setting you can increase (or decrease) the work speed of employees making them complete task much faster. While this will change the balance of the game, it will also make it possible to have much smaller teams of employees accomplish similar task of large teams. Increase your indie studio feel!
You can also change the quality of NPC game releases. This will allow you to play on easy with the NPC releasing top tier games, or on legendary difficulty with competition releasing much worse games and a whole host of options in-between.
And the option to set the maximum number of staff applications was added as well.
These options continue to push forward the ‘freedom of choice’ to play your way we have intended to give players since adding the sandbox mode. We don’t want you to just have unlimited money and call that a sandbox mode. We want you to be able to experiment, play, and even break the balance of the game however you would like. Whether that is the super easy, or the near impossible!
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Subsidiaries have gotten some attention. We have added 3 additional IP focuses for them, and a few new sorting options to make it easier to tell which are your successful subsidiaries and which are your money pits!
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Throughout the game there have been numerous ‘quality of life’ additions, new filters, additional information added to tool tips, search functions, menu and change save states, and more.
One of the larger quality of life changes is the ability to specify automatic research across all categories, this was added a few patches ago but now lets the player have much more control over what research they want to automate.
20 additional save slots were added by request for players who like to have multiple games or multiple saves of the same game going with less limitation.
And numerous bug, balance fixes and more.
As always, you can find a full list of all the recent changes in the patch notes below or the latest up to date patch notes on the steam discussion forum.
Community Engagement
As stated above, we still have some upcoming updates and we have a list of feedback already gathered from players we continue to utilize to see what is possible but more feedback is always welcome!
Feel free to participate in our community and let us know what you think!
Perspectives, suggestions, general feedback and the overall support from the community has driven forward the game as it nears the 3rd year anniversary from Early Access in January 21, 2021, to it’s full release in May of last year.
So again, we would like to say thank you to everyone! And lets make 2024 another great year for Mad Games Tycoon 2!
- You can now sort the GameTabs (in the menu: Filter for GameTabs). - Game options: You can now set how strongly the "Random platform popularity" works. - Game options: You can now set how strongly the "Random Review Rating" works. - In sandbox mode, you can now set the quality of the NPC games. - When you develop a sequel, the gameplay features and languages are now automatically carried over from the predecessor. - Subsidiaries menu: You can now sort by total revenue share and revenue in the last 24 months, - Subsidiaries (tooltip): Your revenue share and monthly costs are now displayed. - In some menus, games can now be sorted by platform type (mobile, arcade, etc.) and game type (sequel, addon, etc.). - MOD: (NpcGames.txt & NpcIPs.txt) If you add the tag <NOSPIN>, no SpinOffs will be created from this game.
- The option "Subsidiaries keep their consoles" is now also available for the standard game and in multiplayer mode. - The guarantee amount of publishing offers is now linked to the difficulty level. - The working speed of employees can now be set in sandbox mode. - 20 more save game slots added. - Game reports (list): The genre is now displayed as an icon and the release date. - (Right games list) It is now saved in the save game whether a game is enlarged or reduced. - (Subsidiaries) Three more slots for IP focus added. - (Menu: My Games -> Reviews) The games can now be sorted by release date. - (Sell licenses menu) Search function added. - (Licenses menus) Licenses can now be sorted by suitable/unsuitable genre. - BALANCE: The topics "Aliens" and "Robots" are now suitable for role-playing games. - BUG: Closed game studios have bought IPs. - BUG: (Mod) Licenses for which no good and bad genre have been set, sometimes genres have been set completely randomly. - BUG: (Mod) No suitable genre could be set for sports licenses (except sports games). - BUG: (Sandbox) The setting "Normal employee salary" incorrectly increased the salary by 10%. - BUG: (Multiplayer) You could not give away the "Workshop" technology.
- BUG: Not all games counted for the console bonus. - BUG: In sandbox mode, staff salaries were sometimes calculated incorrectly. - BUG: When Russian language was enabled, there was no contract work for console development.
- Marketing: Games which are in the queue are now automatically selected. - Men can now have blond hair. - BUG: (Start Menu->Sandbox) Some settings were not saved. - BUG: (Console Menu->Consten Reduction and Durability) Sometimes it was incorrectly displayed that something was "In Progress". - BUG: The number of staff applications was too high. - BUG: You could not add copy protection and anti-cheat software "instantly" during development. - BUG: Closed companies offered contract work. - BUG: (Menu -> Publishing offers) Sorting by game rating did not work correctly. - BUG: (Menu -> Development Report) Estimated game rating could vary slightly if you opened the menu several times in a row. - BUG: (Multiplayer) Sometimes subsidiaries were identified incorrectly. - BUG: (Multiplayer) Crashes could occur in some menus after loading an old save game.
- (Game concept menu -> Buy licenses, Copy protection, Anti cheat) You can now activate a checkbox to add the objects to the game concept immediately. - (Sandbox) You can now set the maximum number of staff applications. (max. 30-150) - (Multiplayer) You can now set the suitability of genres to be random. - (Subsidiary menu) The management costs and genre are now displayed.
This update is the culmination of a number of updates from the Infantry Beta branch and includes important bug fixes, control updates, UI changes and many other additions....
***IMPORTANT***
Necessary changes to the control binding system means you will need to re-bind all controls even if they are showing up correctly and appear to be working in-game. This is to ensure no legacy bindings are still present causing hidden "double bound" controls.
There is also an option in the Game Settings menu to "Clear Data". This will reset ALL stored data such as control bindings and other preferences but will not effect your Sierra Hotel data.
I will keep these kind of changes to an absolute minimum but sometimes core changes will mean I'll have to ask you to reset things which is a pain, I know, sorry. ːsteamsadː
Weapons & Aircraft
1. Updated the Harrier's MFD to use the new MFD screens.
2. Brimstone missiles are now available on the Harrier (replacing the Hellfires), Combat Lynx, SA-349 Gazelle and both AH-64D platforms.
They are fitted in racks of 3 and work in a similar way to the Radar Hellfire except they do not require the Longbow radar system to work. Instead they take telemetry from the TSD display and then use their built in radar seeker to hit the target.
You target the missiles in the same way as the Radar Hellfire - e.g. select the target using the TSD rather than the targeting pod. Alternatively you can use "Next Target"/"Previous Target" buttons to rapidly cycle targets. Missiles are "fire and forget" so no need to maintain lock once the missile is away.
Maximum range is 12km which is currently the same as the Radar Hellfire. However, the Radar Hellfire's range will be reduced to 8km shortly as it is in real life.
3. Mi-24VP can now load cargo
4. Fixed a missing texture on the Gazelle's left co-pilot door.
5. Bullets now have a chance to ricochet! Ricochets are still counted as full hits so are purely cosmetic. Ricocheted bullets do no further damage.
6. TOW missile now "snakes" while flying to its target again.
7. Reaper drone now launches all of its missile correctly rather than getting stuck after firing its first missile.
8. MK-82 & MK-83 Iron bombs are available for the Harrier including a new CCIP HUD Display for iron bombs.
9. APKWS rocket pods are now available on the Harrier
Controls & Settings
1. Added an option in the Control Settings menu to disable the Collective from adjusting the target altitude of the Altitude Hold Autopilot. By default this is enabled for Joypads, but for HOTAS users with proper throttle control this option makes less sense as you have to centre the throttle which is hard to gauge.
Instead, users with throttle controls should disable this function and then bind buttons to the new options in the Control Bindings screen called "Altitude Hold Up" & "Altitude Hold Down" in the "Flight Controls" section. Pressing these buttons will increment the target altitude by 0.5m giving much better control.
2. Disabling Altitude Hold Autopilot while using relative collective controls will automatically set the collective to the same value being used by the autopilot rather than setting it to 50%.
3. Slow Motion! You can now reduce the speed of the game to 1/16th speed! Camera rotation controls remain constant. However, button presses sometimes won't be seen correctly.
4. Missile Cam! There is now a basic missile cam in game bounce to "F4" by default. Press the "Prime Missile Camera" to prime the camera then next missile, rocket or bomb that you launch will be tracked by your camera. You can rotate the view around the missile while it flies.
The HUD currently stays on screen so you can also watch the missile on your Targeting Pod and also maintain some kind of control of your aircraft.
Pressing "Prime Missile Camera" when the camera is primed will un-prime it. Pressing "Prime Missile Camera" while tracking the missile will return you back to your previous view.
5. Fire Weapon / Wheel Brake in Nav Mode - This allows you to bind a control which will fire your weapons when you have a weapon selected but, when in NAV | SAFE mode, it will control your wheel brakes. This is now the default control for the right trigger on joypads freeing up the left trigger.
6. Toggle HUD - turns the HUD overlay on or off. Now you can take nice screenshots!
7. Hold for Cyclic Look - Allows you to bind a control which, when held, switches your cyclic control (usually right stick) into view control mode allowing you to look around. This is now the default control for left trigger on joypads.
8. Hold for Collective Look - Allows you to bind a control which, when held, switches your collective & tail rotor control (usually left stick) to view control mode allowing you to look around. Some people may prefer this arrangement over using the cyclic as it allows you to switch on Alt Hold and still remain in complete control of the cyclic while looking around.
By default the Cyclic / Collective Look will be in smooth, unrestricted mode allowing you to rotate your view to any angle and it will remain there even when releasing the look controls.
However, there is a 2nd mode activated by ticking the "Enable "Snap" Cyclic / Collective Look" option in the Control Settings menu. This will map the view angle directly to the input of your control allowing you to quickly look left, right, up & down. When you release the control your view will snap back to looking directly forward.
Maximum rotational angles in this mode are limited depending on your current view position. In cockpit it is 110 degrees left/right & 45 degrees up/down. While 3rd person is 180 degrees left/right and 85 degrees up/down.
9. Hover hold autopilot now has a "creep" facility where pushing the cyclic will move the helicopter in the direction at upto 5kts allowing you to adjust your position when hovering without having to drop out of hover hold.
10. Added "Motion Blur" option to "Video Settings". Mainly effects the rotor blades and smoothes them out a little.
11. You can now reset your helicopter by pressing "r". This will instantly return your helicopter to its initial take off pad and re-orientate it correctly. This is useful if you are learning to fly and flip your helicopter.
12. Changed throttle axis range so hopefully you should find throttles now go from 0 - 100% on the collective correctly.
You may need to adjust the calibration of your throttle axis so it looks like this....
The important part is the "Zero" setting. This should be centred as shown. You should find that moving your throttle moves the blue arrow & white arrow fully left & right.
BTW the blue arrow shows the input from your device while the white arrow shows what is being sent to the game just in case you ever wondered. ːsteamhappyː
UI & MFDs
1. Radar sweep now sweeps when the Radar is on!
2. Wingman TSD icons should always be visible and at the correct position.
4. All TSD icons have been updated to vector icons which makes them a little easier to read when there are a number of units grouped together. Icon symbology is unchanged and remains as follows...
H symbol - Tracked Vehicle Circle symbol - Wheeled Vehicle Square symbol - Building Vehicle Hourglass symbol - Helicopter
5. Icons now only show know unit locations. It doesn't show Line of Sight at the moment as it wasn't working correctly. I'll re-instate that shortly once it is working properly!
6. Altitude Hold display will now reflect the chosen units of height instead of always showing the target altitude in meters.
7. Your missile warning system should now pick up missiles launched within 1km of you and deploy flares/chaff as necessary.
8. Various settings have been moved onto their own menu pages so there is now Video Settings, Audio Settings, Game Settings, Control Settings and Control Bindings. This grouping is much more logical now!
9.Control Bindings screen now groups controls into their own sections. This should make finding and binding controls much easier.
10. Added default Keyboard, Generic Gamepad and Generic HOTAS bindings.
11. Mouse Flight Control has now been added and can be enabled from the Control Settings menu. You do not need to bind the mouse to cyclic control - it will automatically be picked up.
I would recommend binding "Fire" to Left Mouse Button and "Cycle Weapon" to Right Mouse button. If you have extra buttons then "Next Target" and "Previous Target" works well.
You can also adjust the Speed of Mouse X/Y in the Control Settings menu. I would start at 25% and work from there - the actual value required will depend greatly on your mouse's DPI settings.
You can also enable relative mouse controls but they don't really agree with me but your mileage may vary! Enabling the "Show Cyclic Position on HUD" option will help you visualise your cyclic's position.
12. Various UI tweaks including getting rid of most of the boring grey buttons, resizing and unifying menu titles, new screen surround.
Infantry Beta
1. All BTR and BMP vehicles now carry an 8 unit infantry team. Be default infantry will remain inside their transports and will only disembark when in combat or when their transport vehicle detects and engages a target.
Infantry are currently shown as place holder "boxes". They will get proper infantry models shortly :)
Infantry will currently not shoot at you, but you can shoot and kill them. You do not get any points for killing infantry units currently but it is still fun to watch them get thrown around by rocket blasts!
Bug Fixes
1. Harrier's autopilot now works correctly.
2. Fixed incorrect rocket pods being used on the Harrier.
3. Harrier can now retract its landing gear correctly.
4. Clamped the target altitude for the autopilot so it won't go any lower than -1m and has a maximum value of 200m
5. Adjusted the warning text when overspending Deployment Points so it makes more sense
6. Updated the Start Button so it is more obvious when you cannont start the mission due to too many deployment points.
7. Improved the Autopilot in both hover hold and alt hold modes to be more responsive.
8. Rotor blades now generate thrust depending on their rotational speed so you won't be able to take off until they reach a suitable RPM.
9. Fixed a crash if you went to start the mission but then went back and changed your helicopter.
10. Rebalanced rockets. S-5 are now a little more powerful.
11. "Control Bindings" screen now displays correctly for all aspect ratios.
12. Fixed Norway's terrain maps so that they show up in the Mission Debriefing correctly.
13. Updated drop downs so it is obvious which ones are active and which are not.
14. All helicopters have received a flight model adjustment.
15. MTOW for all helicopters has been recalculated and normalised so that when MTOW is reached your helicopter will only just be able to hover outside ground effect. Skilled players will be able to overload their helicopters further but doing so will most likely prevent the helicopter from being able to hover outside of ground effect until it has burnt or used a suitable amount of fuel/ordnance.
16. Fixed some player.log spam that would occur when pausing the game.
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Once again, thank you all for your support ːsteamhappyː
Greetings all you Tesla City Martians out there, you’re listening to Radio Nostalgia from Mars. Today we have a special song for you - "Don’t be Fake"
Close your eyes, press play, and enjoy your musical journey through the remains of humanity.
Don’t be Fake is a track written by Igor Simic, the writer and director of The Cub, and composed and performed by Ana Curcin, with whom Simic has collaborated on the previous soundtrack for Golf Club: Nostalgia. The producer of the track is Shane Berry, Simic’s main music collaborator.
Spread the word, toss a wishlist, follow our way and see you on January 19!
Welcome back to our weekly development news! We are pleased to introduce you to the next fish species that will be featured in our upcoming title Ships At Sea.
We have carefully listened to your enthusiastic feedback and we are delighted to announce that we will be featuring Salmon as the next fish species. Get ready to explore the pristine waters and experience the thrill of catching Salmon with different fishing methods as we enhance the excitement and engagement of our immersive gaming experience.
Salmon
We have more to offer! The redfish is also featured, and we would like to highlight the evolution from our previous games. With improved graphics and more attention to detail, we are confident that this new version will impress you!
Redfish
Thanks for your support, and are eagerly looking forward to hearing your thoughts and feedback on this news update. Join our community by visiting Discord