KAISERPUNK - Builder_of_Worlds
Welcome back!

If you've read our first 20th century snapshot about the advent of tanks, you just might be even more surprised this time. In World War I , tanks definitely changed the landscape of battlefield, but airplanes invented an entirely new battlefield. Just imagine, in centuries of warfare before 20th century, soldiers rarely had to fear anything except from enemy in front of them. The appearance of airplanes changed all that. In just a couple of years, technology allowed strategists to see the entire battlefield at once, attack enemies from above and project power at incredible distances.



But let's backtrack a bit to where this story begins. It's early 20th century, Wright brothers conducted their maiden flight with nothing more then a prototype featuring paper wings and wooden fuselage. These few dozen meters flown was enough to prove the concept of flight is possible. Internal combustion engines already existed, so it was a matter of time before someone turns these things into an actual useable aircraft. And with Great conflict looming, no one spared any investment in making this work as soon as possible. That explains why various prototypes and airplane models appeared everywhere, right, left and center. In absence of modern computers and simulations, only way forward was to innovate quickly, bravely and try multiple ideas at the same time. This mindset spawned amazing machines, but also many horrendeous failures and plain ridiculous projects.



WHAT DID PLANNERS WANT?
In short, only initial use of airplanes that anyone anticipated was a scout role. Basically, strategists imagined an airplane will replace a horseman scout by being faster and by having better overview of the situation from the air. Therefore, early efforts were aimed at reliability of planes and ways to equip it with cameras. Unlike tank, in case of technical failure, you couldn't simply abandon the airplane and leave it be, especially if you were few kilometers high. Another thing to mention is that at the start of World War I, airplanes actually had competition – blimps. They existed before them and were used for observing the battlefield and occassional (usually unsuccessful) smaller bombings. Many expected blimps to be further evolved and take on more important role in combat. However, already initial prototypes of airplanes were better suited for aeriel surveillance – they were faster, harder to hit and required less maintenance. So they meant a pretty fast death of blimps. But, did anyone anticipated airplanes to become a real combat machine? Probably not…

WHAT HAPPENED TO INITIAL IDEA?
Well, pretty much expected chain of events – once first army started using planes for scouting with great success, others followed. Soon skies were buzzing with all sorts of surveillance aircraft with everybody trying to understand and see what their enemy is up to. This had an impact on military operations in many instances. So the race started to find a way to remove your enemy's eyes in the sky. First instance of aerial combat took place with one pilot ramming the enemy plane and destroying both in the process. That not being a very cost effective way to deal with enemy aircraft, airplanes were equipped with weapons. This was the first step to a modern fighter plane. Technical obstacles were still huge and engineers still had a mountain to climb, but the picture of what combat airplane could be was starting to be clear…



RAPID ITERATION MADNESS
Desperate to find any edge in static gruesome battlefields of World war I, airplane designers came up with the craziest of ideas. They really haven't left any stones unturned. Airplane engines were made bigger and stronger, they tried mounting it in the front (tractor airplanes), then at the back (pusher airplanes). They used two wings (biplanes), then three wings (triplanes), then a single wing concept. They made fuselage from wood and cloth, then tried metal once engines could support the extra weight. And armament… ideas here were all over the place. Initially they mounted a single machinegun at the rear of the aircraft. But that required a rear gunner adding extra weight. Next machineguns appeared on top of upper wing on biplanes allowing pilots to both shoot, reload and fly the plane. How successful this multitasking in the middle of aerial combat was is clear because this idea was soon abandoned.

Next idea was mounting two machineguns in front of the pilot making all these tasks easier, but then he'd be shooting right through the propeller. In that case this pilot was often biggest danger to himself, not to the enemy. Engineers tried to design an armored propeller blades to prevent damage, but deflected bullets often ended up in the plane engine causing fatal failures.
Final breakthrough came with synchronyzed machineguns that were able to shoot directly through propeller blades without damaging it. And these planes became first seriously useable combat machines. Stage was set for the appearance of first aerial legends good enough to make history using these new weapons…

AERIAL BATTLES
Once airplanes became serious machines, new battle arena appeared. First pilots were regarded in somewhat romantic way. Unlike foot soldiers in countless dirty trenches across Europe, pilots were seen as modern knights. They bravely charged at their enemies in the clean skies and above thousands of spectators looking at them from their cold, wet bunkers. Anyone who got more then 5 aerial wins became an ace, and every army was immensly proud of their aces. One of the biggest legends was Manfred von Richthofen, better known as Red Baron, with 80 aerial wins. Since planes of that era were relatively slow and loud, and anti aircraft weapons weren't big of a threat, there was no point in hiding airplanes. So they were often painted in bright cheerful colours. That made them even more „cool“ in the eyes of many people.



Interesting thing here is how advantage changed hands often during Great war. With airplanes being developed incredibly fast, it was easy to gain dramatic advantage with only a single aircraft having some technical novelty, be it in weapons, or greater agility or something else. Upper hand switched almost every year throughout the entire conflict.

HELL FROM ABOVE
As you can already guess, as soon as airplanes prove their worth, strategists in every existing army immediately started looking for new ways to exploit this incredible machines. Why just shooting down other planes? If they are literally unchallenged by ground troops, why not using them to inflict damage against helpless units on the ground? And just like that an idea of bomber was born. Granted, imaginative pilots already came to the same idea earlier, but their efforts were more a funny improvisation then a serious danger. In early years of the war, pilots (and gunners in some cases), armed themselves for a „bombing runs“. In these years it meant picking up some stones, bricks, sharp darts or possibly a few bombs. That was then simply thrown manually at enemy troops below. Inflicted damage was almost non existant, but the idea remained alive. Engineers got to work designing specific types of airplanes for bombing missions. Lots of bombs meant much heavier planes, that meant bigger engines and more fuel was needed. First bomber planes arrived at the battlefield, but without targeting equipment hitting anything from far above was mostly down to luck. In First world war it meant bombers won't have much of an impact, but as we all know, that was just a stepping stone to what will come couple of decades later when huge aerial bomber armadas layed waste to entire cities…



WELCOME TO AIRFORCE
After only a few years of World War I, airplanes shown what they can do, and even a blind man couldn't miss that lesson. Aerial units became so important that specialized planes were developed (surveilance, fighter and bomber planes), organized into squadrons and entire field of aerial combat tactics was created. In turn, this soon led to the creation of separate branch of military – the Airforce. In World war II this will prove its worth as air power was enough to break the back of the enemy and turn the entire war in another direction. In modern times, it became even more important because no successful battle can be won without gaining the air superiority first.

Until next time!



PHOTO SOURCES:

FOKKER_EI: https://en.wikipedia.org/wiki/Aviation_in_World_War_I

FOKKER DR1: https://warhawkairmuseum.org/explore/aviation-collection/the-blue-max/

SOPWITH CAMEL: https://www.baesystems.com/en/heritage/sopwith-camel

BREGUET BG5: https://en.wikipedia.org/wiki/Br%C3%A9guet_5

EARLY BOMBER: https://www.iwm.org.uk/learning/resources/what-impact-did-the-first-world-war-have-on-aircraft-and-aerial-warfare

EARLY BOMBING PHOTO: https://nzhistory.govt.nz/media/photo/aerial-bomb-aiming-1916

Zero Hour - M7™

This update of Zero Hour introduces thrilling new content and improvements including the second major mission, Storm Harbor, set in Monglaport. New attacker models bring new variations with added styling options. Bodycam Mode offers a fresh perspective, allowing players to experience immersive gameplay with its unique camera movement, audio filtering, and screen effects. Visual enhancements like completed muzzle flash VFX intensify firefights, and optimization efforts promise improved frame rates across maps. Squad AI has been optimized for better performance.



Storm Harbor



Dive into the action with Zero Hour's second major mission, "Storm Harbor," which unfolds in Monglaport. Intelligence reports reveal an illegal arms consignment which requires immediate action. The strategic layout includes shutters that can be manipulated, providing additional entry points into the warehouse.



Engage in a covert mission, investigating, identifying, and detaining any threats linked to the illicit arms trade. Be wary, as the arms dealers may be tied to organized crime, with unsettling connections to organ trafficking from deceased bodies. So brace yourself for the intense mission, available for both co-op and as a DM FFA experience in PvP.

New Attacker Models




In this update, we've introduced new attacker models for players, including new SWAT variations with additional styling options such as colors and camo. These models come with enhanced details, featuring more lifelike characteristics such as moving and blinking eyes. Notably, the character's articles of clothing now update in the first-person view.


#Discussions_QuoteBlock_Author
⚠️Character Customization did not make it in this update
While this release doesn't include character customization due to time constraints, it lays the groundwork for future customization options. Stay tuned for upcoming patches in the near future where new terrorist models, along with customization features, will be introduced.

Bodycam Mode



To enhance the gameplay experience and help bring a new perspective for players, we have added the bodycam feature. This mode is more than just a post-process effect; we've developed it with its own camera movement, audio filtering, and screen effects. Whether you're exploring the cooperative missions or engaging in PvP, you can activate Bodycam Mode easily. In co-op, simply toggle it from the menu, and in PvP, use the command "/m_bodycam" in the chat. We're eager to hear your feedback as we continue refining and enhancing this feature based on your input.

#Discussions_QuoteBlock_Author
What is Bodycam
A body cam, short for body camera, is a compact, wearable camera typically attached to the clothing or equipment of an individual. These cameras are commonly used by law enforcement officers, security personnel, and other professionals who may benefit from recording audio and video footage during their duties.

New VFX



We've completed the muzzle flash visual effects, and that's not all. We're also working on enhancing other critical visual elements, including bullet impacts, explosions, gore, and various smaller details to elevate your gaming experience. The revamped muzzle flash VFX is designed to add more intensity into every firefight, featuring a larger flare and improved visual representation.

#Discussions_QuoteBlock_Author
💡 The new muzzle VFX can be seen intensive when using auto firing mode. Using the barrel attachments will help minimize the flare/flow along with different attributes.

Optimization and Fixes



#Discussions_QuoteBlock_Author
💡 The performance was checked with the following specs and all options maxed out
CPU ryzen 5 3500x, RAM 32 GB DDR4, GPU Rtx 2060 6gb
In preparation for the upcoming 1.0 release, we are focused on optimizing every map. You can expect a significant improvement of 15-25 frames per second in each map, coupled with various bug fixes. To enhance the error-detection process, we've introduced an error prompt that allows you to report issues directly, allowing us to address bugs more efficiently and pinpoint their causes faster.

Squad AI Improvements



We've optimized the Squad AI, making it less demanding on your system. Even with a full squad of nine AI members, the game will now run more smoothly than ever. In addressing the previous issue where they didn't move away effectively while in the way of the player, we've optimized the update rate from 3 seconds to 1 second. This not only enables a faster response but also introduces separate viewpoints, enhancing the AI's understanding to move away when you approach or aim in their direction.

Further Features as Patches




#Discussions_QuoteBlock_Author
⚠️These features and their UI visuals are still work in progress. We plan to bring further improvements as it gets implemented into the game.
While we had an extensive plan for the update, many features didn't make it in time. Here's a glimpse of what we'll be introducing in the upcoming patches over the next few weeks: the P90 and Enfield Rifle, new variations for Defender model, character customization, additional map optimization, and bug fixes. We're also committed to improving the Caster mode and overall UI, bringing in new voice actors, and exploring the possibility of localization for an even broader audience.


Conclusion:

We deeply apologize for not being able to include all the promised features in this update. However, rest assured, these exciting additions are just around the corner and will be arriving very soon. Your feedback has been invaluable in shaping the game and enhancing the overall experience. The development of these new features have been a tedious but exciting journey, and we can't wait to hear your thoughts on them. We appreciate your unwavering support, which allows us to create the game we've always envisioned. Thank you for being part of this incredible journey.





Update Logs

Change Logs
  • Added New Map Storm Harbor [iteration 1]
  • Added Bodycam mode option [iteration 1]
  • Added New Attacker model
  • Added New Attacker first person view model
  • Added Error Prompt for detecting error in game for easier bug fixing
  • Added Loading additional data progress UI
  • Added Player character eye lid animations ( SWAT for now)
  • Added New AR Muzzle VFX
  • Added New SMG Muzzle VFX
  • Added New Deagle Muzzle VFX
  • Added New Pistol Muzzle VFX
  • Added Co-op lobby camera mode choice option
  • Fixed Stuck in additional loading due to format issue
  • Fixed Player leaving during round end causing match to be stuck
  • Fixed Training UI scaling for various resolutions
  • Fixed Suspect AI turning to player weirdly
  • Fixed Suspect AI not facing spawn direction properly
  • Fixed Squad AI looking up and moving
  • Fixed Squad AI moving away to the wrong direction
  • Fixed Hostage giving out error in the background
  • Fixed Prison Break co-op not being able to return to menu
  • Fixed Rappel audio called twice
  • Fixed Paradise City TDM Quick match bug
  • Fixed Missing Embassy vaulting
  • Fixed Missing Rats den vaulting
  • Fixed AKU running with foregrip animation loop issue
  • Optimized Separate occlusion culling for each map
  • Optimized All maps
  • Optimized Squad AI
  • Increased Fire rate P10C
  • Increased Fire rate Mock17
  • Increased Fire rate FN57
  • Increased Weapon damage for BIZON
  • Increased Weapon upward kick for FAL
  • Reduced Weapon recoil for FAL
  • Improved Suspect AI with new flashbang reaction animations
  • Improved Suspect AI with new Alert animations
  • Improved Suspect AI with new blinded by flashlight animation
  • Improved Squad AI behavior update tick rate
  • Improved Squad AI to fall in auto after 10 secs
  • Improved smoother sprint to walk transition in first person view
  • Improved City scape view model
  • Improved Suspect AI cancel alert animation if player is shooting
  • Improved Deathmatch FFA to save last used loadout as well




Thank you for your patience, please make sure to report toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France
Feb 25, 2024
Rogue Night - Grey November
Rogue Night development roadmap

Phase 1: Bug Fixes & More - Phase complete! 1/1/2024
  • Bug fixes and QoL improvements
  • Update attack animations
  • Modify save system for future upgrades
  • Updated text box system
  • Upgrade & build cost balancing

Phase 2: Player Direction - Phase complete! 3/16/2024
  • Implement quest system
  • Add tutorial using quest system
  • Implement new upgrades
  • Make zombies smarter

Phase 3: Quality of Life Update
  • Alternate movement/control system
  • Map system
  • Add options
  • Controller support
  • Steam achievements

Phase 4: Content Update
  • New areas
  • New enemies
  • Fast travel
  • New structures/NPCs

Phase 5: Options and Audio Controller
  • Upgrade and build cost balancing
  • Add music variety
  • Fine tune audio controller
  • Polish weapon animations/weapon combos

Phase 6: Endgame Content
  • Add Quests
  • Final encounter
  • Final polish
  • Cloud saving



Feb 25, 2024
Rebels - Under the Spell of Magic (Chapter 3) - meta.baron
Good day to you, Rebels!

Let me share with you the progress I have made, and what's to come for Chapter 4.

Although I still think I'm behind schedule, I'm beginning to see the end of the tunnel.

Here are the things I still must do:
- Complete the writing of the last couple of scenes
- Order the last couple of artworks
- Decide if I should include additional scenes (there are a couple of characters that don't appear at all so far in Chapter 4, maybe it would be good to have an extra scene to show them, even if it's just short)
- Decide if I should add japanese voice acting (I always wanted to do this. But there are concerns that come with it)
- Check if soundeffects are well placed
- Order missing face expressions
- Order animated assets of characters that haven't been animated yet
- Test the game
- Add achievements
- Create a Trailer

Here are the assets that I currently have:
- BG: 9 (I need 1 more)
- CG: 40 (I need 1 or 2 more as of now)
- Chara: 15 (I need 1 more)
- Creature: 3
- Items: 23
- Maps: 2
- Music: 8 (6 more in the making)

And that's about it.
In general, I'm happy with the progress I was able to make lately. Time will tell, if it's going to be enough for a release in April. But I'm always optimistic.

Thank you for the read, and leave a comment if you like.
Take care everyone!
meta.baron
Feb 25, 2024
General War Memories - jtggame
This event is extremely suitable for anyone spending gold coins. By spending gold coins, you can get into the gold rating and at the end of the event you will receive an excellent package of rewards.



Good luck!

Best regards, JTGGame Team!
Feb 25, 2024
General War Memories - jtggame

It's time to increase your deposits, a great event that will allow you to increase your real gold coins supply.
There are 5 investment packages, choose one of them, make a deposit and get the first return immediately, the next return of real gold coins -
on the 2nd day
on the 4th day
on the 8th day

For example: after investing 1000 coins, the total profit after 8 days will be 1100.
* During the event, every player can only take part in Invest and Return once.
* Return rewards will be sent via mail in corresponding days
*The invested amount must be fully invested before 00:00 of the current day.
For example: If you make a recharge of 500 gold coins today, make another 500 gold coins after 00:00, and try to invest 1000 gold coins, it will not work.
*Within one day, you need to recharge 1000 coins and invest until 00:00 on the server day.
*Cannot invest from current balance; all invested gold coins must be recharge.

Best regards, JTGGame Team!
Feb 25, 2024
Plant Gallery: A Short Botanic Experience - Buitenwerk Media
Added option to change mouse sensitivity
Feb 25, 2024
Spellbound Survivors - toastedsquadstudios
🔧 Hot Fix Deployed 🔧


- Boss Fight Crash Fix: We’ve tackled the crash issue occurring during the boss fight at the 20:00 mark

- Bug fix: We’ve also taken care of several smaller bugs to improve overall stability.


New addition :
Key Rebinding: You can now customize your movement keys to your liking.


Thank you for your patience and understanding as we work to improve your gaming experience. Happy gaming!
Midnight Survivors: Prologue - Mongsiri
Hello,

First of all, I apologize to users who are still having problems running the game. I checked the logs sent by several users, but since I was unable to reproduce them on my PC, I still can't find the exact cause. I wish this update will solve that problem.

There are some other modifications.

I have lowered the prices of several items that can be purchased in the skill shop. In particular, I have significantly lowered the prices of Dash and Resurrection.

We also fixed an issue where Normal difficulty was displayed as Easy in the results window at the end of the game.

Below are the upcoming update plans:

It seems that the game's description was insufficient.
I'm currently working on creating a guide window that displays tips and skill unlock conditions. I plan to provide guidance on how to obtain skill cards, what skills synergize with others, and more.

A second cat will be added.
Even for a demo, it seems inadequate to have only one cat. I will add a cat that has swallowed shotgun bullets.

Please leave improvement requests on the forum, and I will refer to them regularly to incorporate them into updates.

Thank you.
LurkBait Twitch Fishing - cambamthanksman
A huge thank you to everybody who has purchased, reviewed, tweeted, and shared LurkBait, this launch has been so amazing so far thanks entirely to all of YOU!

Thanks everyone who alerted me to an issue crashing the game when users fish during the leaderboard screen. This should be fixed now! I've also added a different (!) icons for epic and legendary catches.

There's a few exciting new features coming soon based off of your suggestions so keep an eye out!
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