War Thunder - Blitzkrieg Wulf


In this blog we’ll be talking about the most advanced variant of the Buccaneer that will soon be taking to the skies in War Thunder: meet the Buccaneer S.2B!

Buccaneer S.2B: A Strike Aircraft for Britain at Rank VII

Features:
  • AIM-9L missiles.
  • Laser-guided bombs.
  • Internal Countermeasures.
  • Large payload.

Vehicle History
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Initially intended for the Royal Navy, the RAF showed little interest in the Buccaneer until the cancellation of both TSR-2 and the RAF’s own version of the Aardvark, the F-111K, led to a decision to adopt the Buccaneer into service to fill a gap in capabilities. This coincided with the gradual retirement of Aircraft Carriers from the Royal Navy freeing up aircraft that could be provided to the RAF, as well as new build aircraft to the S.2B standard. This variant would initially see an enlarged “bulged” bomb bay and the capacity for Martel Anti-Ship missiles.

Operation Pulsator, supporting British forces in Lebanon in 1983, would see a further significant upgrade for the Buccaneer, introducing internal countermeasures to the aircraft for better self defence. AIM-9G and AIM-9L capability was also added, a notable improvement over earlier AIM-9Bs on earlier S.2s.

Despite its age, the Buccaneer would however still prove its worth as late as the 1991 Gulf War, acting as a laser designator aircraft for Tornado GR.1s to deliver their laser guided bombs before early TIALD pods became available for operations. Later in the conflict, Buccaneers would themselves take part in direct bombing attacks.

Initially not planned to take part in “Operation Granby”, a handful of Buccaneer S.2Bs from No.12, 208 and 237 OCU were rushed over to the Gulf, hastily repainted in “Desert Pink” and equipped now with AIM-9Ls and Pave Spike pods. The pilots that would operate them dubbed themselves the “Sky Pirates” and were famous for their skull and crossbones flag and colourful nose art adorning many of the aircraft that took part.

The Tornado would however fully replace the last Buccaneers in service shortly after the Gulf War, covering all roles that it had previously maintained. The last Buccaneers would bow out of service with the RAF in 1994, 36 years after the first Buccaneer took to the skies.

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Meet the Buccaneer S.2B!

In the next major update, the RAF’s Buccaneer S.2B variant will be joining the Strike aircraft line of the British tree, taking its place at Rank VII and filling a noticeable gap. This variant of the Buccaneer addresses many of the shortcomings of the previous variant, improving both defensive and offensive capabilities. Let’s take a look at what’s on offer!

Firstly, the S.2B has both internally mounted countermeasures and also more of them in total. Unlike the previous version, you won’t have to use valuable wing stations in order to have protection from missile threats. This means you can instead use those pylons for more strike weaponry, or the expanded Sidewinder arsenal this variant offers with both the AIM-9G and L available.




Interesting: Buccaneers in the Gulf War that were originally based in RAF Lossiemouth, flown by the “Sky Pirates”, were aptly named for their Scottish heritage after Malt Whiskeys adorned on the side of the aircraft.

The other key focus of this Buccaneer is its precision air-to-ground loadouts. Armed with a Pave Spike targeting pod, the S.2B can deploy Paveway II bombs as well as the regular conventional bomb types found on the previous variant. This gives a noticeable level of flexibility, allowing you some degree of standoff against more dangerous targets from a far, all while retaining the capacity to come in afterwards with conventional bombs and take full advantage of the CCIP system onboard. Lastly, the S.2B offers Martel anti-ship missiles for larger targets that really require a sizable strike!



In your matches by Scott, Community Manager: “The Buccaneer is a real personal favourite of mine thanks to its distinctive character. The S.2B rounds off the aircraft family nicely as a perfect CAS choice for many ground lineups surrounding the Challenger Is, and offers some significant improvements over the existing variant available in the tree. The internal countermeasures widen your strike options and mean you don't have to choose between Sidewinders and Flares/Chaff anymore. Whilst you still should not directly seek out combat with other aircraft, having that extra defence and the all-aspect offence really improves your chances in tricky situations. Use your Paveways to deal with SPAA/SAMs and keep out of harm’s way as much as possible, following up with your standard bombs. Armed with both guided bombs and AIM-9L missiles, it can strike hard, keep itself reasonably well defended and still make it home safely for tea!”



This improved Buccaneer variant will shortly be joining the ranks of the British tree, bridging the gap between the earlier Buccaneer S.2 and Tornado GR.1. As always, stay tuned to the news to see what else we have lined up for the next major update in War Thunder. Until then, enjoy your battles!
Feb 28, 2024
Crystal Comet - @RewdanSprites
Crystal Comet 1.0:

FUN STUFF:
- Added new music for the wyvern / dragon level. Wink wink.
- Added new priorities to the allied AI for where they should move & when.
- Updated Challenger ship's special effect to now only affect enemies within a radius of the ship but now also does damage per second & causes knockback.
- Buffed hover ship's special ability. Boom.
- Buffed speed demon ship's special ability - Ride the wave.
- Added a rumble to the previous special abilities on activation (for both) and added rumble duration for Amber's.
- Added rumble on activation for alien's special ability (rumble can be turned off via the menu).

MAJOR BUG FIX:
- Fixed an issue where the allied AI can continue playing without you in true last boss mode if you died...
- Fixed a bug where eyeball boss steam achievement was not being unlocked.

MINOR BUG FIXES:
- Fixed level director not ambushing you when it is supposed to.. Again..
- Fixed an animation issue where small enemy books where not displaying their flying animation sometimes.
- Made some general minor optimisations.
- Fixed sound effect still playing from power up wand shot after bullet has hit a target or gone off-screen etc.
- Fixed bug where background was not scrolling during the "Bone boss".
- Fixed issue where music was cutting out too abruptly during TLB battle. It now fades between transitions.

MINOR CHANGES:
- Added animation to 'machines' level projectiles.
- Added animation to "orange" enemy projectiles during stealth level. Reference intended.
- Reduced the amount of invincibility frames a player/AI team mates receives when being hit in certain situations.
- Nerfed the allied AI's accuracy a little to make them more 'human'. Sounds minor but actually broke the entire game and took a while to fix. Dev life.
- Made some adjustments to how the allied AI move during dialogue scenes.
- Made some changes to the allied AI priority systems. Such as collecting things like health, powerups etc.
- Reduced a lot of particle effects that were causing some confusion.
- Changed the sprite for the shield power up before it is collected. Looked a bit too transformer like before.
- Updated a sprite for a certain enemy attack that shall remain nameless.. Reading this back now I don't even remember which one.
- Reduced some special FX for Amber's and XC69's special abilities as these were causing visibility issues.
- Reduced time to charge a 'charged shot' from 2 seconds to 1.5. Please refer to your instruction manual pilots.
- Changed an award on score screen from "Dead collector" to "Gem collector" - This was originally from when "Comet fragments" used to be "Kill tokens" - check previous patch notes for more on this.
- Reduced the speed demon's ship's special ability duration to compensate for the buff to the ability.
- Increased the speed of certain player bullets & power up bullets.
- Re-adjusted ship amount costs to unlock in random mode as players can get much more crystals or gems now.
- Alien ship's special ability now does poison burst damage at the end of the effect rather than damage over time now.
- Alien's slow time special ability now signals when the effect is over.

MAJOR CHANGE:
- Removed the following power ups from the true last boss mode: Decoy, freeze shot (or ray) & wand shot. They may be added back in at some point - Will see after testing & tweaking. They just don't feel 'fun' in that mode.

MINOR SCREW UPS:
- Fixed a missing quotation mark during the start of the dragon level during a dialogue.

NEXT WEEK ON I THINK IT'S KINDA DONE:
- Welp. I need to get to actually promoting this thing properly. I'll probably support the game after launch for ~1 month-ish. Unless it does really really well then I'd do a lot more with it: like localisation, console ports & additional enemies as well as bosses for random mode (which would mean a lot more other updates knowing me) - but we shall see what happens!

- I'm pretty happy with how the game has turned out, It has 3 modes separated by difficulty: story, random & the TLB (mode) without using difficulty sliders. It's almost like 3 games in one. Lots of characters to play as. Lots of replayability. Excellent music. Tense action & comedy. Voice acting. AI team mates. Branching paths. Multiple endings. etc. etc. etc.

- It's pretty much the game I wanted to exist that didn't until now. I think I've done enough to make a unique game for the players. It's sad it's coming to an end (for now) but it's been a long 3+ years: I have learned a lot more than I bargained for! Also, there's lots of other things I would love to make so stay tuned! - Plus a sequel one day would be nice.. ;).

- Special thanks to all the beta testers: You "rock".
Feb 28, 2024
Escape from Bytesville - garyh100
IMPROVEMENTS

  • Made two columns wider in the Black Obelisk platformer (to help initiate a sprint before jumping and landing)
  • Agents in Bitsville and the oasis do not respawn after complete destruction (Bytesville ones still do after leaving the wider area or going to main menu)
  • Added a signpost to "The Black Door" outside Bitsville
  • Added additional spawn points in the Bytesville hills to help avoid spawn "spoilers"
  • Zero key now causes damage to the player so can respawn if stuck without having to go back to the main menu
  • Now hides buttons in main menu and shows a loading pop-up widget while the world is loading

BUG FIXES

  • Increased sound attenuation of NPC footsteps (less loud)
  • "Start New Game" button no longer gives a "Confirm delete game" prompt when playing for the first time (and "Continue" button is invisible)
  • Tweaked NPC animations to improve performance and help prevent an occasional shaking gliche
  • Removed a floating crate from Bitsville
Le Mans Ultimate - LewiEdmo
Build number: 13564021

Hotfix 4

General
  • Fixed a bug where selecting Restart Race would result in the player becoming DNF in Race Weekend
Online
  • Fixing the Event Results DR & SR bug where gain and losses would be doubled on the event causing the Event and Profile to be out of sync
  • Slowed down the number of requests to Steam for Avatars so the limit is not hit - this may mean a slower update
The Talos Principle 2 - IIIIDANNYIIII


Hi everyone!
Today, we are proud to announce that The Talos Principle 2 won the Community Choice Game of the Year at this year's Thinky Games Awards. Massive thanks to everyone who cast a vote, and congrats to the other winners bringing joy to the puzzle games community worldwide.

Check out all of the amazing games that participated in this year's Thinky Awards on the official event page on Steam by clicking the banner below.

Feb 28, 2024
Dreadhunter - Trickster Arts
Based on feedback from Early Access, we have entirely reworked character progression. Instead of simply spending skill points on stats, we are introducing a proper skill tree. This increases the variety in build options and brings about more interesting contextual progression.

Try it out in-game and let us know your thoughts!

BEFORE



AFTER






-------------------------
[VERSION 0.022] SKILL TREE

* Complete Skill Tree overhaul with new mechanics, more interesting choices for character specialization and interplay with existing Items and Abilities
* New mods - Ability Critical Chance, Ability Critical Damage
* Retreat Legs - Small Grenades damage reduced
* Fix - Projectile speed mods not properly boosting Grenade Launcher
MetaBall - Multiplayer Basketball - Bucketplay Inc.


Update content

Academy changes for new users:
  • Added a force that pushes characters away from space-constraining barriers.
  • Added wording to the ball generator to indicate that you need to take a ball from it.
  • Decided that 2v2 AI matches were too difficult and lowered the difficulty of the opposing AI.
  • Added a shaking effect and sound when the ball hits the ring, targets, etc.
  • Fixed text and UI bugs.

[url][/url]
Grim Realms - edym
This patch does the following:
- Fixes an issue where fleeing people kept climbing through terrain.
- When chosing an exit, fleeing units will now take into account where hostile units are positioned. Also made a few other improvements to fleeing mechanics.
- Fixes some scaling errors.
- Ensures that siege positions are linked to specific areas. (Will require players to set new siege positions in certain cases.)
- Resolves an issue of grass spawning on weird places when returning to prefabs.
- Fixes a weird issue of creating 'rope-breaking health bars' without any rope.
- Corrects AI defending behavior, preventing them from attacking their own drawbridges.
- The spell 'Searing beam' did not affect drawbridges, and the aim was very off. This has been fixed.
- A few more UI enhancements.
EDIT 1: Made a few improvements to moving-item-orders and the UI surrounding that. Also got rid of a crash related to work orders.
EDIT 2: Bear skin and wolf skin got converted wrong when processed at tanning stations, bear skin became wolf leather and vice versa. This has been fixed!
EDIT 3: Removed an exploit in which, when selecting multiple corpses, you could loot or move an altar-risen before waking them.

Best wishes and lots of love! <3
//Mattias
I Know This Place..? (chapter II) - Zap!
First, let me remind you that if you want to voice someone or become a co-author of a game event in Chapter II, or simply place your item in the game - our Boosty here, subscribe.
In our of public we publish updates every day.

Well, here I show how I voice several characters:
Feb 28, 2024
Third Crisis - Vils
  • Added Erokin-inspired outfits for Rida and Throb.
  • Fixed a bug causing Floria's Lust Mist to softlock combat on the next turn.
  • Fixed a bug where sound during the finale in Carceburg wasn't scaled with sfx volume.
  • Fixed a bug where the gate to the tower wouldn't be open after a save and load.
  • Fixed a bug with the Lovense Plugin causing iOS app users to have their toys not sync in intensity with the game correctly.
...