IL-2 Sturmovik: Battle of Stalingrad - -DED-Rapidus
Dear Friends,
We are preparing the next update 5.202. It will bring the second, long version of the IAR-80 and the official release of both variants. The fire control system of the IAR has been corrected to reflect its peculiarity - the bombs are released by a firing trigger when the bomb control system is switched on.
Another new aircraft we plan to release in this update is the Spitfire IXc, which will be a welcome addition to both the Normandy and Rhineland careers of the Western Front.
This version will also feature other improvements across the board - some of them were requested by the community for quite some time and we finally have had the time to do them. Here are some notable points.
AI pilots will be more aggressive in frontal attacks and will break off later. Bombers in the Western Front career mode will operate at higher altitudes than on the Eastern Front, 4-4.5 km. A new mission type will be added where you'll have to defend a friendly airfield from an enemy air raid. There are also a number of smaller fixes to various Career mode mission types.
Quite a bit of improvements are being added to the input subsystem: most importantly, it will be possible to search for a command assigned to a button by pressing it or moving a control axis or search for a command by its name. To make mapping a HOTAS controller easier, several command bindings were duplicated as separate on/off or open/close pairs: bomb fuses, bomb doors, air brakes, Ju-87 siren, canopy, prop feathering (all, 1st engine, 2nd engine).
As you may already know from our Q&A video, our engineers are working on updating the P-47 FM using the newly found data kindly shared by community members - we can't promise it will be ready for this update, but we're trying. The P-40 FM review is also in progress.
In other news - our Steam prices now are regional, the price in each region or currency is suggested by Valve (this means that they became lower in most parts of the world, however, due to the currency value changes there are countries where the modules which were released several years ago became a bit more costly or stayed the same).
The update 5.202 is planned to be released in the first half of February.
Today is a special day! Arise from Shadows is all patched up, and with full english voice acting! Look at the video to have a small sneak peek!
For this content patch, we will be on sale starting this Friday until 02/02/2024!
We are really proud of our work, because as indie developers, the challenge was hard. Since the start of our early access in October, and over the last months since November, we released bugfixes, reworks of existing mechanics, and pathfinding fixes. The last one was the english voice acting, and it's finally done!
We also want to thank everyone involved in this project, the team, relatives, and YOU! Our awesome community gave us the means to keep working and finish all of this! Digital Pourpre Studio will continue to release bugfixes from reports in the following months, don't worry. But Arise from Shadows is now content filled, and we are already working on another project!
We will give more info about it in the future, stay tuned!
Forge continues to evolve in Content Update 29 (“CU29”), which arrives on January 30.
Ever since Halo Infinite’s Forge arrived, we have been continually blown away by the creativity of the community-made maps, modes, and experiences that have been crafted. Our goal is to continue supporting Halo’s community cartographers as much as possible, and CU29 aims to deliver some of the most highly requested features—new toys and enhanced tools that will help to further unlock and unleash Forgers’ creative potential.
CU29 brings with it the addition of the Covenant object palette, the new Mode Creator feature, AI Toolkit enhancements, along with additional quality of life updates, and more!
Read on below to learn more about the latest update to Forge, and check out some of it in action from our stream last week.
Covenant Dance
“When we joined the Covenant, we took an oath…”
Since Forge’s arrival in Halo Infinite, we’ve continued to build on making the object palettes and aesthetics of the Halo universe available to the player—from the UNSC, to the Forerunners, to the Banished… and now, CU29 will update that list once more with some fashionable purple pieces.
The Covenant palette is coming to Halo Infinite!
Over 70 new structures pieces, primitives, accents, and decals will be available for Forgers to create exciting experiences that harken back to Halo’s roots. Let’s take a look at some pretty pictures of those objects…
Forge Mode Creator
The Forge Mode Creator is a new functionality that lets players script modes in the Node Graph, then save, share, and play those experiences—just like you’d share a mode created in the Custom Game menu.
Our goal with the Forge Mode Creator was threefold:
Make it easier for modes to be shared and played
Make it easier for modes to hook up to community maps (and vice-versa)
Free up map budget, as mode logic will no longer come with a map budget cost
We have created new assets in Forge to enable this: the Mode Brain and Mode Prefab.
Mode Brain
Similar to a Script Brain, but this is specifically used for Forge Modes. This can be accessed in the Scripting section of the Object Browser
Mode Prefab
A Prefab dedicated to holding Mode Brains
Mode Brain
Here’s how the Forge Mode Creator works:
Create a Mode Prefab Out of Mode Brains: To create a Forge Mode, the first thing players should do is place two or more Mode Brains and then create their mode in Node Graph with them—players will need to create a Mode Prefab out of the Mode Brains that contain the scripting for your mode. With multiple Mode Brains selected, bring up the Action Menu and select “CREATE MODE PREFAB.”
Mode Prefabs function similarly to object prefabs, but these can only consist of Mode Brains. Conversely, regular object prefabs cannot use Mode Brains.
Mode Prefab Settings: You can cycle the parent Mode Brain in the Object Properties menu after selecting a Mode Prefab. Since the Node Graph loads the parent Mode Brain when going into it with a Mode Prefab selected, this will allow you to control which Mode Brain scripts you want to edit after you have created a Mode Prefab.
The Mode Variant value is important as it tells the game if you want to create a mode based on existing official mode logic or want to build all the logic from scratch by selecting Minigame.
How to Save Mode Prefab to My Files: After creating a Mode Prefab, there is one more step to actually create the Forge Mode. With the Mode Prefab selected, open the Action Menu and select “SAVE MODE PREFAB.”
Saving a Mode Prefab does two things:
Saves the Mode Prefab (the Mode Brains)
Saved Mode Prefabs can be found in the Object Browser – Modes category, where you can place them in a map and then edit in the Node Graph.
Saves a Forge Mode based on the logic in the Mode Prefab’s Mode Brains
Saved Forge Modes can be found in My Files and the Custom Game Editor Mode List. After saving a Forge Mode, you can then publish and/or play your Forge Mode.
NOTE: If you want to create a NEW Mode Prefab from an existing Mode Prefab, break apart the Mode Prefab FIRST and then create a new Mode Prefab from the ungrouped Mode Prefab. Ungrouping a Mode Prefab breaks its connection to the saved Forge Mode and Mode Prefab.
With this approach to mode creation, we can’t wait to see what the community is going to create with this new addition to Forge!
Material Swap
Another highly requested feature from the community is material swapping for foliage and decals, which is another improvement added to Forge in CU29.
Foliage
Players will be able to adjust up to three colors on select foliage objects to add a greater variety of visual flair for their creative vision.
Decals
Players will be able to mimic stains, foliage overgrowth, and other forms of discoloration to add more set dressing to their creations.
Halo Infinite Material Swaps
This opens up even more artistic options for Forgers when adding layers of detail to a map.
Forge AI Toolkit
The Forge AI Toolkit made its debut with Season 5, and in CU29 we are continuing to update and enhance this feature to help build the best experiences possible with Halo Infinite’s AI units.
New Squad Behavior – Wander When Idle
Wander When Idle is a new squad behavior available on the AI Spawner object. When set to ON, AI units in this spawned squad will wander around their assigned AI Move Zone when idle, which will make them seem a bit livelier.
I don’t know about you, but I could spend hours watching Grunts waddle around!
New AI Trait Nodes
Players will have the ability to give AI units certain traits which can help to spice up those campaign-style and PvE experiences you have been building.
AI Traits include:
Bonus Health
Bottomless Clip
Damage Resistance
Health Recharge
Movement Speed
Movement Speed With Turret
Prevent Weapon Firing
Vampirism
Weapon Damage
Quality of Life Improvements
Improvements to single axis selection on both the scale and transform widgets
It’s now easier to grab a selection axis of the movement and scaling widgets when using a mouse
Added "On Player Infected" node to Node Graph
This event node fires when a player is infected and returns both who got infected and who did the infecting
Added “On Repair Field Heal” node to Node Graph
This event node fires when a player or object is repaired. Returns the Repair Field Object, Healed Object, Healed Amount, and Full Regen Completed
Added Infected Energy Sword and Mythic Sandwich as weapons
Some weapons are just too powerful, too terrible, and indeed too delicious to even contemplate letting folks use them. The Mythic Sandwich in the wrong hands could spell doom for the entire galaxy, a weapon more devastating than the Halo Array itself… but do you know what these are? The wrong hands!
The Infected Energy Sword and Mythic Sandwich will be available in the power spawner, weapon pads, weapon trunks, and as individually placed weapon objects.
Future Forge Updates
As we have said, we are committed to the continued improvement of Forge and we’ve got more to come on that front this year. Of course, we can’t just tease you like that and stay quiet—how uncivilized that would be!
Coming in future Halo Infinite updates will be a Flood-themed palette and an alien-themed palette for you to play around with. Let’s take a look!
That brings us to the end of this Forge Overview for CU29, which is just days away from launch on January 30!
We can’t wait to see what you make this year. We’re coming up on almost thirty issues of Forge Features, which has showcased and spotlighted what is ultimately just a tiny fraction of what you’ve been building—so don’t forget to share your maps by tagging them with “343ask” in-game.
Happy Forging, we’ll see you next week!
For more on CU29 of Halo Infinite, check out our other blogs:
LIVESTREAM RECAP – Catch up on our livestream about all things Halo Infinite in 2024
MAP OVERVIEW – Take a guided tour of Illusion, the new Arena map coming in CU29
CUSTOMIZATION OVERVIEW – Get a closer look at the Mark IV Armor Core, customization improvements, and upcoming Operations
Inventory panel will display a header displaying which filter is active, if any. This is for both recipe filters and the increasing/decreasing state filters
When Inventory is filtered to show increasing or decreasing items, it will automatically refresh every second to keep up to date with production changes
World Panel buttons now include Land, Workers, Research, Upgrades, and Construction buttons. Right-clicking on Research or Upgrades buttons will automatically claim all research or upgrades that are available to claim
Can right-click on a building header’s production capacity display to show an option to “Remove All”, which clears all production capacity assigned to that building. It will also disable production Auto-Assign if it’s enabled for that building.
Can hover over the XP icon on the Town Status Panel (top-left, where the town name is shown) to get a tooltip showing XP earnings from all sources. Clicking on this icon will pin the tooltip and allow you to scroll the menu. The ‘Potential’ XP in this menu indicates the XP you would earn if you had enough inputs to meet the recipe’s demand. (For Markets, the recipe demand is always its maximum supply value.)
When Auto-Trade switches mode between Import and Export, and Auto-Assign is active on the recipe, the recipe will have all production capacity removed. This is to prevent wild swings in trade volumes
Notifications panel tracks notifications per-town, and switching towns will display that town’s notifications. Previously unviewed notifications will have a slight tint animation
Claiming All upgrades will now show a list of which upgrades were claimed
Removed behavior that production assignment increment automatically increases magnitude based on size of current production assignment value
When a Perk has no levels, its description will simply state the effect of the next level of the perk. It will no longer show the current effect, i.e., 0% boost
Added new Background Music track
Balance Changes
New Town Perk: Storage Boost. Each level adds a multiplier onto all item storage (including natural resources) within the town
Got rid of all Omni Storage boosts. Was too easy to unintentionally increase storage in an irreversible way using Claim All for upgrades. Functionality is replaced with the Storage Boost town perk
New Global Perk: Construction Efficiency. Each level reduces the amount of physical items required for construction, all the way down to zero. Currency requirements are unaffected. This perk requires that at least one town has reached level 40.
New Global Perk: Research Speed. Each level reduces research speed in all towns by a set amount. This addition is meant to help deal with exponentially growing durations of infinite research, and also help speed up development of towns in new biomes.
New Global Perk: Global Trading Capacity. Each level increases the globally-shared limit for trading post inventory
All Cultivation and Prospecting recipes are now available immediately as soon as the parent building & natural resource are unlocked. The related research (that was previously responsible for unlocking the recipe) still exists but now applies a 5x prospecting speed multiplier. The baseline speed has been reduced by 5x. This way there is less confusion about why a certain recipe is missing, and avoids the situation where a prospecting building might be empty of recipes. But it also maintains the importance of the related research.
Increased baseline cost for all Omni-upgrades by 100x. ('Upgrade Efficiency' upgrade was causing early levels of these upgrades to be extremely cheap)
All buildings have at least some coin cost, so there is still a cost when Construction Efficiency is at max level and all physical costs removed
Rail Depots now add 50% of an item’s peak per-second import demand to its trading post storage. This value is multiplied by the number of Rail Depots built globally. This allows trading post storage to scale dynamically with item demand.
Removed upgrades for Rail Depot capacity, as this could cause upgrades in one town to drastically affect other towns
Greatly reduced market demand for OmniPipes, as it is a very pricey item and was causing an imbalance
Changed calculations for XP earnings from recipes. Previous method was not taking into account recipes that produced more than 1 item (like advanced harvesting recipes), or productivity upgrades that increased the amounts produced by recipes.
Increased XP value of all crafting / harvesting / cultivation / prospecting recipes
Lowered power of “Town XP Multiplier: Yellow Coin” and similar upgrades since baseline XP values are now higher
World Perk “Specialization” now requires a Market to unlock
OmniTemple requires 10 Land instead of 1
Bug Fixes
Mana Power was not tradeable
Fixed bug failing to load large numeric values in save files which would cause the main launch menu ‘Play’ button to become unresponsive.
Claiming a research recipe that was also selected would preserve the selected recipe filter on the inventory panel with no obvious way to remove it
Notification Log would always show completed research as ‘level 1’
Fixed transparent background on Inventory popup panel
Construction Details panel would sometimes show non-localized text in header
Changing perks with right-click would not update perk description to match new value of perk
Description of “Town XP Boost” World Perk was stating that it 'increased XP for selling items' was incorrect, now it states that it increases XP from all sources
Happiness XP Bonus was not immediately recalculating its effect on non-Market recipes
We want to invite you to our Q&A that will happen on the 9th of February at 5 PM GMT! You can start asking questions at this very moment! You only need to join our Discord channel and go to the #soulstone-ama channel!
During the Q&A we will also officially announce the new character coming to Soulstone Survivors, so make sure to tune in!
We are also running a Speedrun Event, you can come and participate by joining our Discord Server!
We can’t wait to answer all of your questions and share more exciting news about the next update!
For Car Progression, today we began collecting feedback from various sources on changes that will give players freedom to equip the parts they need regardless of car level. We have additional changes to the system in various states of design and testing with plans to implement these changes as soon as possible. For Forza Race Regulations, we have enabled Race Marshals and some content creators the ability to flag in-game incidents for review to help feed changes to the adjudication model that will improve the system. Lastly, we’re testing out fixes to the Drivatar AI to alleviate competitors bunching up around Turn 1 and causing the first few AI opponents to reach insurmountable leads. Beyond those key changes, we’re investigating other priority fixes for the AI that improve their overall driving behavior and reduce how aggressively they stick to the racing line. These are just a few examples of where we are prioritizing work in these areas, and we will be sharing more on each soon.
While we have 3 distinct teams here at Turn 10 working on these key improvements, we’re also actively developing fixes and improvements to other areas of the game. These will begin rolling out alongside Update 5 in February and will include a Skip Practice option to the Career mode pre-race menu to make it more discoverable, and a save point after finishing a Practice session so you can complete the Featured Race later. We’re also developing fixes and quality-of-life improvements to the Livery Editor based on the reports you’ve shared with us, including custom advanced zoom for applying decals, the ability to paint upgraded brake calipers, and a prompt to save your design when exiting the Livery Editor.
While this update is in active development, we wanted to share an earlier-than-usual look at some of the changes we’re targeting for this release.
Before we jump into the list of fixes, a note about the next Forza Monthly on Friday, January 26: while Forza Motorsport will have only a short segment due to the recent release of Update 4, we will use the opportunity to reveal the track coming in Update 5. Then in February’s livestream, we will show a more in-depth look at the track, alongside the accompanying career tour, cars and multiplayer events.
Here are the fixes we are targeting for Update 5 scheduled for release in February. Fixes are for all platforms unless otherwise specified. The bug number at the end of each bullet can be used to locate the issue in the Troubleshooting Hub.
Stability
Fixed an issue where the game enters an unresponsive state when returning to Open Practice in Featured Multiplayer from a suspended state. [1612807]
Fixed a crash that could occur after selecting “Skip Practice,” exiting the race and re-entering the event. [1657219]
Fixed a crash that could occur when entering Forzavista. [1671290]
Fixed a game crash that could occur when opening a race replay. [1672588]
Photo Mode and Replays
Fixed an issue in Photo Mode on PC where non-16:9 resolutions include letterboxing in saved photos. [1671404]
Fixed an issue when searching Replays or Photo Galleries by Track or Track Layout would return no results. [1604588]
Gameplay
Skipping Completed Practice: Players are now presented with the option to Skip Practice in the Career mode pre-race menu. Furthermore, if the player previously completed Practice, the game creates a save point and gives the player additional options when returning to a series for replaying or skipping complete practice. [1635662]
Fixed an issue in Private Multiplayer where someone driving the wrong way wasn’t correctly ghosted and could collide with other players. [1613125]
Fixed an issue in Free Play where car model names are missing from the drivers list. [1660255]
Additional information has been added for projected finishes in the Challenge the Grid screen. [1673345]
Fixed an issue in Builders Cup where the series standing list is missing the names of AI drivers. [1668229]
Fixed an issue in Featured Multiplayer where players could encounter an infinite loading screen when attempting to change their Fuel and Tire setup at Grid Preview. [1611726]
Fixed an issue where Featured Multiplayer events at Hockenheim had only 3 laps instead of the intended lap count. [1691754]
Fixed an issue in Builders Cup where the Skip Practice option loads the incorrect time-of-day for the track intro cinematic. [1674381]
Fixed an issue in Free Play Quick Events where the "Number of Laps" returns to the track layout default when going to Event Setup in the pre-race menu. [1629341]
Introduced a first-time pop up to the Buy Cars menu that explains the Featured Tab. [1635604]
Fixed an issue in the Showroom where cars have a checkmark despite not being properly selected. [1602611]
Fixed an issue where the "Do You Like This Design?" and "Do You Like This Tune?" post-race prompts are not appearing. [1604582]
In the Fuel and Tires setup menu, added descriptions for non-race tires that explain their all-weather capability. [1607316]
Fixed an issue in Featured Multiplayer Forza GT Spec Series where multiple classes are displayed when filtering by class. [1607337]
Fixed an issue where Load/Save Event Setup options appear in Free Play Advanced while offline. [1446888]
Time of Day and Weather will no longer always be randomized for the "Next Event" after a Free Play race. Your settings will be remembered. [1598884]
Fixed an issue where audio sounds were played twice when pressing and releasing the “A” button on controller in the post-race podium finish sequence. [1555390]
Fixed an issue in Free Play where the post-race information on the next race screen is inaccurate when weather is set to Variable. [1569880]
Fixed an issue where the “Seeing Stars” blue and teal Driver Suits are mixed up in the Driver Customization menu. [1603140]
Added an explanation to the Fuel and Tires menu that clarifies why tires cannot be changed while using a rental car. [1612374]
Fixed an issue in Forzavista where the car model remains “exploded” after accepting a Multiplayer invite. [1646951]
Adjusted the post-race rewards flow to ensure credits earned are displayed before a new Driver Suit unlock. [1651459]
Fixed an issue in Builders Cup where players cannot use Rewind after AI Drivatars have completed the race. [1269413]
Fixed an issue where Rewind is disabled for the first 30 seconds of a Free Play Solo race and in Builders Cup during Open Practice and the Featured Race. [1577801]
Livery Editor
Players are now prompted to save their livery if they attempt to exit the Livery Editor without saving. [1437864]
Fixed an issue where the "Color Fine Tune" button hint doesn't appear until player moves off then back on to a color option. [1441863]
Fixed an issue when exiting a search in “Find Designs” exits the design section of the Livery Editor. [1490136]
Fixed an issue where upgraded calipers are unable to be painted. [1555302]
2004 Maserati MC12: Fixed an issue where the manufacturer livery partially disappears when paint and decals are applied to the vehicle. [1557639]
Fixed an issue where Vinyl Group sizes can become negative, leaving it difficult or even impossible to get them back to positive values. [1603790]
Fixed an issue where shared Vinyls created and used by the same author on a Car Livery will lock sharing on the livery. [1608207]
Fixed an issue on PC where zooming in with the mouse wheel scrolls the decal layers as well. [1612231]
Added custom advanced zoom to the Livery Editor when applying decals to a car. [1621135]
Fixed an issue where the Paint Wing option would be still accessible when the wing is removed from the car. [1556604]
2018 Acura #36 NSX GT3: Fixed an issue where the car’s shadow would “pop-in” at certain camera angles in the Paint Car menu. [1452096]
Fixed an issue in Apply Decals > Vinyl Group where Curated Groups do not populate if selected too quickly. [1631003]
Fixed an issue in Apply Decals > Vinyl Group where layers display incorrectly. [1536758]
Fixed an issue in the decal selector where letters and symbols are incorrectly rearranged in the tab Lower Letters 5. [1570323]
PC
Numerous under-the-hood improvements to reduce CPU spikes and better utilize the GPU, helping to improve framerate consistency while driving. [1536749, 1651623]
Fixed numerous crash scenarios caused by multi-threaded rendering. [1624448, 1659051]
Fixed being unable to use full screen mode when using a PC with an integrated GPU. [1603057]
Fixed erratic framerate after reverting a video settings change. [1577163]
Improved Mouse navigation by allowing RMB to behave like esc + B to navigate back through menus. [1486418]
Fixed an issue on PC where players would see no performance boost when switching from a high-quality mode to low quality. [1648332]
Fixed an issue where objects were missing from car reflections in Photo Mode and Forzavista [1670932]
Added a check for GPU support of D3D12 Enhanced Barrier feature to application startup. Error code AP205 corresponds to detected lack of support. Client will attempt to find a device which has required features and will report a "failed to create graphics device" modal if none are found. [1684419]
Wheels
Fixed an issue causing custom wheel input layouts to reset to their default settings after relaunching the game with both a controller and steering wheel connected. [1593360]
Fixed an issue that caused the first shift LED light on the Logitech G923 to be illuminated when the car is idling. [1653804]
Fixed an issue where the shift lights don’t blink on Logitech steering wheels when the car exceeds redline. [1653801]
Graphics
Improved screen space reflections to handle quick dynamic resolution changes. [1670567]
AI
Fixed issue where “Skip Lap” forces player off-track at Suzuka Full Circuit if they have adjusted their fuel levels on certain X class cars. [1681253]
Fixed issue where AI controller takes player car off the track at VIR North when using “Skip Lap” or the start of a Test Drive session. [1682343]
Cars
2010 Lexus LFA: Updated inaccurate car audio. [1653741]
2017 Mercedes-AMG GT R: Fixed an issue where the Rear Tire Width options are displayed in the wrong order after applying a widebody kit. [1664831]
2009 Ford Focus RS: Fixed an issue where the car’s audio sounds metallic and distorted. [1661365]
Tracks
Hockenheim: Fixed an issue where race-day objects clip into the post-race cinematic when the player does not earn a podium finish. [1663889]
Daytona: Fixed an issue where crew members can appear floating during the walk-the-grid cinematic in Featured Multiplayer. [1671191]
Spa-Francorchamps: Fixed the typo on the “Welcome to Circuit de Spa” track sign. [1675335]
Accessibility
Blind Driving Assists: Fixed an issue where the AI Takeover Cue pitch-volume setting is not honored during pit entry if the player enters with Pit Assist enabled. [1639525]
Blind Driving Assists: Fixed an issue where the Deceleration Cue Pitch preview does not function properly in the Accessibility settings menu. [1639445]
Fixed an issue where the UI Contrast setting text does not accurately describe the setting function. [1593309]
Fixed an issue at Laguna Seca where certain P and X Class cars do not follow the driving line with throttle assist turned on. [1662584]
Fixed an issue at Daytona where certain P and X Class cars do not follow the driving line with throttle assist turned on. [1662599]
Fixed an issue where the Screen Narrator reads the acceleration or braking stat changes in kilometers per hour when miles per hour is displayed. [1613130]
Fixed an issue where the Screen Narrator reads "no results for this leaderboard are available at this time" when entering the leaderboard in Rivals. [1657145]
Blind Driving Assists: Fixed an issue where the Turn Navigation preview does not function properly in the Accessibility settings menu while on track. [1657217]
Blind Driving Assists: Fixed an issue where audio cues are present during and after the Benchmark mode on PC where the player is unable to control the vehicle. [1607324]
Added hyphenation for common compound word, front-wheel drive, to the subtitle when inspecting the 2018 Honda Civic Type R during the Builders Cup Intro Series. [1576107]
Fixed an issue in the Quick Upgrade menu where the "Confirm" button on this screen always narrates the incorrect status initially. [1603873]
Fixed an issue where the Screen Narrator does not readily read all the VIP event information in Rivals. [1625474]
Fixed an issue where the Screen Narrator does not inform players that they are highlighting a new Series they have not viewed before in Career mode. [1581960]
Fixed an issue in the Showroom where the "Owned" text appears much larger than its UI box while Menu Text size is set to largest. [1660344]