Users that have not yet validated their email address will get a prompt to do so and may be excluded from online racing unless this is completed
“Failed to allocate a section of memory” - Windows page file being too small can cause memory usage issue particularly for users with less RAM. Please see Common Fixes
Note: Le Mans Ultimate is only supported on Windows machines that meet the minimum requirements. Mac, Linux and Steamdeck are unsupported
UI
General
Users may experience poor performance in UI menus please see Common Fixes
Page transitions may experience a slow-down during animations for some users
Some imperial measurements are not equivalent to metric across the game
Some text clips on lower resolution settings
Online
Online is greyed out, this could be either:
You need to make an online account and/or accept the terms and competition rules - click on profile to change this
Your Steam authentication has expired - try restarting the Steam application (make sure you exit Steam in the system tray, not just close the window)
Race Monitor
Switching between tabs can cause a visual stutter
Setup
Degree symbol (°) displays as “??”
Save setup displays a list of tracks with incorrect naming conventions
Localisations
Translations may result in odd text placements or clipping in the UI
Some phrases when translated may need further review
Some words or phrases may be missing translations
On-track
General
Ultra settings are performance heavy and may result in less than desirable frame-rate
Low grip on track - check your “Real Road” is set to have some rubber (advanced session settings). There are no tyre warmers in WEC (expect Le Mans). It’s also worth checking the road temperatures as these are separate to ambient
AI
Hypercars can often spin out at Bahrain turn 6 in wet weather
Hypercars can often spin out at COTA turns 3 and 6 in wet weather
Vehicles
General
Both front and rear lights flash when user uses “headlight pulse”
BoP is not final and will be iterated on in future with further, per track, applications
The highest in-car traction control settings significantly affect top-speed
Adjusting the wing mirrors causes the rearview mirror to drop out of its frame - affects Ferarri 488, Porsche 911 RSR and most Hypercars
GTE
Corvette C8.R GTE - Centre mirror is non-adjustable
Input Devices
Controllers are not able to navigate through menus, including the pause screen
Controller users are likely to experience higher tyre degradation
To adjust controller vibration, you need to adjust “Force Feedback”
Some manufacturer SDKs may need to be updated by the development team to be compatible with displays or LEDs
Some controllers are not being picked up by the game, please report these. Users can, in the meantime, assign controls themselves
Fanatec GT DD Pro - Assigning "Brake migration Forward" and "Brake Bias Forward" to any button on the wheel will cause the setting to be repeatedly pressed
Logitech users who have their wheel stuck to one side should enable “constant steering force” in the settings
Pressing ctrl+alt+del whilst on track will cause a deadstate
Certain Thrustmaster devices can disconnect after multiple sessions (TMX, T818, T248, T150, T300RS)
Online
Profile
A user’s flag does not update immediately if they are already registered for the next race
Users cannot change their name more than once in a 3 month period but no warning is shown
If there is more than one user with the same name, the subsequent users are given a # with four random digits (e.g. Joe Bloggs#1234)
Race Results
Disqualified users display as DNF in race results
On-track
In practice and qualifying sessions, if a user joins after you they will be displayed in a temporary car. This is currently a Porsche 911 GTE regardless of category. Returning to the pitlane, then going into the setup menu should resolve this. Alternatively, a user may map a button to “load vehicles” to reload the skins. Important note: please do not do this whilst driving as it may cause a screen freeze
User flag shown as GB/UK despite being set to another country
Co-op
Average lap time statistic is not always working
Some of the AI drivers will run out of fuel one lap after a handover
Score updates are not being displayed after receiving a handover
During the Fuji event, AI will sometimes pit on the final lap
During a pitstop, the stint review menu displays your drive time as 0h 0m
Team creator can still reassign drivers through the drop-down menu after using the swap driver button
Handing a session back to the host after they have closed the session restores it
VR (not fully supported)
MFD inputs currently are doubled (press it once and the input will be made twice)
It is Oleksandr from Starni Games with the new Dev log entry.
Headquarters: World War II Demo has been publicly available on Steam for everyone to explore for the last two weeks, and was well received. Today, I want to look into the feedback we have collected regarding the Demo and give you an update on our future plans.
Our whole team was very excited to participate in the Steam NEXT Fest that ran from Feb 5 to Feb 12. It was the first time we presented the game to a wide audience. We did have two rounds of Beta, but that was the first time anyone interested could sit down and play it without any limitations, except for the limited content of the Demo. There would also come YouTube coverage, of course. So, any critical bug could ruin everyone’s impression.
While there were some issues with the Demo, a bit more on that later, the overall impression seems very positive. What is most important for us as game developers was that a lot of people were genuinely interested in the game and wanted to play it more. This means that all our efforts over the last 3 years have not been in vain. We gathered as much from the Beta players, but having a wider audience play the game and tell us they like the game is even more inspiring.
There were certain issues of course, so I would name a few most common. In some cases, an incorrect resolution was applied at first launch (could be changed in the game options to correct one) The visual issues with lighting and certain video settings when a camera moves were quite annoying. The Gamepad support did not work in the Campaign selection screen, because we were changing that screen right before the Demo was out. (We addressed that with a 0.38.05 update in a few days)
Despite these issues we are now looking to resolve, the game runs quite well for most players with no common crashes or other critical bugs. So, we are very happy that most players could enjoy the Demo without critical problems or other disturbances.
We have received lots of valuable feedback over the course of the festival. Here are some things we are already implementing:
Adding the Terrain info
Balancing the AP attack of Machine guns to make sure they cannot damage the 30 mm armor at all. (It was common feedback that MGs having the possibility of dealing even 1 damage to a 30 mm armor is incorrect, so that is addressed)
Adding arrow keys for camera movement alongside the WASD
Fixing lighting issues
Working on adding the option to disable Motion blur in the game options
And a long list of other good suggestions…
If you want to add your feedback to the pool - it is not too late for that. Join us on Steam Community hub, or talk to the dev team on the Headquarters Discord channel.
We will try to iron out all the key issues you have reported to us, as well, as add all viable suggestions you have provided aplenty. Time before the Q2 release is very limited, so we will have to focus on the selected number of fixes and improvements, but the process of improving the game further does not stop on the day of release. Quite to the contrary, for us, the release is only a new beginning - meaning that we have a good and enjoyable game to begin with and we can focus on making it just perfect in the long run.
Added: - Displaying up to 5 last search results - Improved passthrough functionality Fixed: - Duplication added SMB devices - Managing local files on android devices - Some issues with text scrolling - Some minor fixes and improvements
Added: You can respawn directly after death (you can respawn in the first 4 poison circles, but you can only watch the battle in the last 4 poison circles)
Optimization: The situation of hitting the people who can't be hit Server lag (ongoing optimization, not completely solved) Bandage duration increased to 3 seconds. Poison circle shrinkage slowed down Spray damage optimization Item weight optimization Temporarily canceled the carrier (in the process of troubleshooting the problem, and will release the carrier later) Poison ring color Footsteps, carriers, and other sounds (there should be no problem with this, you need to wear headphones to hear it, but you can't hear it clearly without headphones)
Fix bugs: Poison ring location Airdrop location Skin equipment Bullet UI does not show up Bugs related to mid-additions Poison ring not displayed on battle watch map
Greetings to all our valiant Chiefs and steadfast Warriors of "This Land Is My Land"!
We've heard the whispers and concerns among you, suggesting we might have set sail from the shores of this beloved game in favor of our newer venture, "A Twisted Path to Renown." Let us set the record straight: while we are indeed pouring our hearts into developing our new game, our dedication to "This Land Is My Land" remains unwavering. This game holds a special place in our hearts, and we continuously strive to carve out time for its support and enhancement.
Today marks a significant step in that ongoing journey, as we roll out a Patch aimed at addressing a multitude of existing issues within the game. While this update may not solve every problem just yet, rest assured, our work continues diligently behind the scenes. For a detailed list of what's been fixed, please refer to the Patch Notes provided below.
Patch Notes: - A quest to defeat Tycoon. Several issues have been fixed (also, be aware that forcing Tycoon to leave and 'accepting the warning message' will end the resistance. So in order to play it afterwards - decline the warning) - ‘Social Access’ limitation rules adjustment (now there’s a ‘5 sec’ time gap allowed for not getting banned from ‘Socials’) - Social Invaders issues have been fixed (incl. new players) - Railway system - a few algorithms have been adjusted. - Other minor bug fixes
But wait… there’s an Event coming after this Patch)
Here is a quick hotfix to address 2 bugs that stemmed from this morning's update!
Bug 1
It happens if you have 2 page modules connected with a belt:
Stash the left one
Place back a corner or a page module on the left side and reconnect
Now move the page module on the right to another floor, causing the link to break
What happens is that the "stash" is passed on to objects that are connected. If they then get removed, they will "stash" instead of a regular remove.
Fix 1
The fix now is that this flag gets cleared after a build action (which is what must happen!).
Bug 2
The 'invalid build object save game' issue had to with the printer belt's collider that became larger with the earlier update we implemented. Consequently, air vents positioned partially behind it were now registering collisions with the printer belt. This adjustment affected many of you who constructed their towers this way.
Fix 2
A quick fix has been implemented: collision checking is now disabled when loading a game. This adjustment poses no issue as the objects were initially placed without conflict, ensuring that they remain valid unless moved.
Greetings one and all! I hope this finds all you fellow RPG nerds well! I think it’s about time for me to emerge from my developer’s cave and write a little bit of a project update!
Art by Gustav Samuelson / @MechaBarbarian
In case you’re reading this and don’t know what we’re talking about, you can start out by checking out the SKALD demo on Steam (and don’t forget to wishlist):
Skald has been making the news! We’ve gotten a round of some fantastic, organic coverage in the last few weeks and truly there is no better feeling for a solo-developer than to have people talk about your project in such glowing terms! A few of the bigger ones are PC-Gamer, Eurogamer and CRPG YouTuber Mortismal Gaming.
And best of all: These are just the biggest ones! There’s been a score of other content creators and gaming-sites talking about the game lately and I truly couldn’t be happier.
In a world where discoverability is likely the largest hurdle to indie success, word of mouth has once again become tremendously important.
Feature Highlight
There are so many things I could (and probably should) be talking about that it’s hard to choose. True to form I picked some of the things that are at the top of my head and those are some of the secondary systems in the game. For today I chose camp mechanics, crafting and magic items.
CAMPING
The idea of your party sitting around a warm campfire with a belly full of stew and a pipe stuffed with fine pipe-weed sharing stories of battles past is just so appealing to me.
Beyond that, camping also serves as a way of reinforcing the game-loop that is essential to RPGs: You occasionally need to take a break from adventuring to rest, recover and restock!
Camping in Skald serves as a way to recover lost resources and clear the injury conditions that accumulate during combat: You can recover lost vitality easily enough (by using spells) but if you get hit hard enough you may end up with injuries. These make adventuring harder and eventually you’ll need to make camp to recover!
You can either pay to sleep at an inn or, more commonly, you’ll be resting in the wild! Most surface areas are usable for resting (no sleeping in dungeons).
During rest, you need to feed the party. If you have less than the required food available, the party will not recover fully (providing only 50% of the food will only restore 50% lost Vitality etc). This means that gathering and crafting food is a good idea (more on that later).
In addition to eating, your party can also be put to work with camp activities! Activities like foraging for supplies, fletching arrows and training or entertaining other party members makes different classes and skills shine.
Camp logistics not your jam? Well, the game comes with a powerful set of difficulty settings allowing you to disable the food requirement so you can get the exact RPG experience YOU want!
CRAFTING
As it’s already been featured in the demo, the crafting system is not really “new”. However this system has been recontextualized a bit with the introduction of camping because it influences the use of food in the game.
A character needs to eat 10 “points” of food per night. Eating a raw potato might give 1 point of food. Eating a bowl of vegetable stew might offer 10 points. So in other words, even though you can chomp down on raw ingredients, your characters’ lives become A LOT easier if you cook for them. Also, I’m making no promises here but I would just LOVE to give party members favorite foods. I’m trying to decide what Roland would like. Perhaps something sweet? Or sausage?
Oh and I also added alchemy to the game! Gather ingredients like flowers, monster parts and fungi and use them to create potions!
So how does it work?
Gather ingredients and examine them to learn which go together to craft new items! You can experiment with combining ingredients and you don’t lose them if you fail so there’s no reason to not play around. It’s a bit of a mini game and I find it to be a lot of fun. You can also find scrolls with recipes on them that automatically unlocks the recipe.
As it currently works, you always succeed at crafting if you attempt a valid recipe. However depending on your crafting skill and the item’s complexity there is also a chance that you get a superior result (more than one new item for instance ).
All in all, I’m happy with the system. It doesn’t take up much space and if you don’t want to deal with it you don’t have to. But if you do chose to interact with it, it adds a layer of logistics that I personally enjoy a lot in games like this. Actually having to plan out the expedition to the nearby dungeon adding in stops for resting and making sure you’re carrying enough raw materials to craft the consumables you need as you delve into the darkness is my jam.
MAGIC ITEMS
I’ve also been giving a lot of love to magic items lately. This one might be a bit divisive: There will be a lot of procedurally created and semi-randomly placed magic items in the game.
I know a lot of you don’t like this and I can certainly sympathize. In an ideal world, every item would be lovingly hand-crafted and placed in the world. The problem with this is that it takes a lot of time. As in A LOT a lot.
The result would be much fewer items to be found and after testing this game for hours on end my conclusion is that the game works better with more items even if that means they are procedurally created and placed.
Just to be clear: The fact that most items are procedural in the game does not mean there isn’t also the occasional hand crafted item to be found. Also, magic items are not dropped from random encounters. Once the game starts a set number of items are placed in the world and these remain static. The game does NOT feature Diablo-style grinding for loot-drops and there is no way to save-scum the system.
I’m going to make every effort to keep a close eye on the system here to make for a balanced and interesting distribution of magic items and I feel pretty certain that it will work out for the best in the end.
And there we go! A summary of three fairly nerdy subjects that I’m sure will be of interest to at least three of you!