fixed that resolution is limited to a max of 4096 px to prevent crashes due to unity incompatibility with higher render sizes.
fixed that the pirate captain that doesnt' transport people, dislikes the mancer rather than imperials.
fixed the mawspring to be non-destructive. Only destroys stuff inside itself if demolished
fixed that additional extractor and resource buff commanders can appear from the start (these can be tricky as they only spawn near the appropriate resource)
added extra health to the small trading vessels
the millwright commander that supplies a second wood extractor doesn't float in the air anymore when found
This is just the second of hopefully many patches and content updates.
Let me also note that the request for a bit more guidance on goals, the soultree progression and perhaps some clarity on extractors (you get them from conquest or random encounters) is well received and on my plate. But changes to the tutorial require localization and so forth, this will take a little time.
So for now some urgent fixes. Remember if you encounter serious technical issues the discord is the fastest way to get help and support https://discord.com/invite/falconeer
This is our primary space to chat with both our team and the wider Stampede community. As we really kick things into gear later this year, we'll be organising events, competitions, and more on the server.
If you prefer to just hang out on Steam Discussions, that's fine - we'll be keeping an eye on conversations there, too!
We'll be sharing our next Dev Log and Stampede Podcast very soon, discussing more about our Early Access launch, which remains on track for Steam. Look forward to sharing those with you, and chatting on Discord.
- Fixed issue with mouse not being entirely accurate when clicking. - Added a quit button to the main menu tutorial. - Lowered altitude threshold for the Altitude warning. - HUD colors now save on a per mission basis, resetting when you load into a different mission. - Added support for multiple different types of color blindness filters. - Modified how third person target indicators work for better accuracy. - Fixed an issue with the camera not resetting after an ejection.
The next update is expected to take another 2 months, because Zone1_Sec1 is quite detailed, involving both level optimization handling and gameplay level design. Additionally, I'm placing my first story quest point, which also requires careful planning and implementation. But, I'll keep updating you guys on the progress often.
Here's a task list I'm working on, sorted by priority:
Progress Update
Quest and Mission : two videos here showcasing two ways to receive tasks or quests. The first video presents a quest board, where you can check the available quests/tasks from the task manager in Carol's camp. The second video introduces a story quest/task that you can receive from NPCs.
NPC Interactions : you'll be able to interact and talk with all NPCs to gather information or fragments of the main story. This is highlighted in the second video (Story Quest), which includes Carol's background story that ties into the main storyline when receiving a quest from Rick in the restaurant.
Allies NPC Refactor : WIP
Map Updates : Zone1_Sec1 has been added to the current map. However, there's still some optimization needed for textures, sublevels, and streaming layers.
New Enemy And Model Rework :
a. Infected Gorilla. (WIP)
b. Berserker Model And Animations Rework. (WIP)
Vehicles and Caravan : i'm adding more vehicle parts and new large Caravan that can be found in Zone1_Sec1.
Skill System Overhaul : Both the system and UI for the skill system have been refactored.
Co-Op Devlog#9
Added more features and stuff
- Fire, Campfire mechanics. - Cooking. - Drying functions. - Water storage, distillation functions. - A Trash bin.
Beach Club Simulator 2024 version 0.2.6 update released.
Have a good time.
Update Notes -Jetski has been added for NPCs. Now, after purchasing the pool area, customers will want to ride the jetski for a fee. Of course, NPCs don't know how to use a jetski. You will have to use it
Strategic Command WWII: War in the Pacific - Death
Welcome to our first Developer Diary for Strategic Command WWII: War in the Pacific, and here we focus on one of the smaller campaigns that comes with the game!
1945 August Storm
40 years have passed since Japan’s imperial sunrise brought humiliation to Russia and revolution to the Tsar. Now, in the dying days of World War II, the time for revenge is at hand!
This map may look familiar, but much has changed over the last four decades…
The Red Army
Honouring his promise made at the Yalta Conference, in the summer of 1945, Stalin has transferred hundreds of thousands of the Red Army’s finest soldiers to the Far East. Organised into three fronts, they have been secretly deployed along the frontiers of Japanese-held Manchuria.
The forces sent to Manchuria represent the culmination of the Red Army’s wartime experience, perhaps the most powerful military force assembled to this point in history: most are veterans of Stalingrad, Kursk and the battles that drove the Wehrmacht all the way to Berlin, and they will be supported by the best equipment the USSR has available: T-34 tanks, Il-2 bombers and the famous Katyusha rocket-launchers. The Eastern Front was a harsh place to learn the arts of war, but its lessons have been well learned.
The Kwantung Army
By contrast, the Japanese garrison in Manchuria, the Kwantung Army, is woefully unprepared. Once Japan’s mightiest army, years of neglect have left it a shadow of its former self. Competing priorities saw the Kwantung Army’s best units diverted to China and the Pacific, while Japan’s leaders placed their faith in a non-aggression pact with Stalin to keep Manchuria safe from attack.
Yet even the cancellation of that pact in April 1945 has done little to rouse the Japanese defence: aside from a number of strongpoints across Manchuria and the formidable entrenchments at Mutanchiang, few defensive positions have been prepared and most Japanese troops have been positioned to maintain internal order. The rare Japanese commanders who believe an attack is coming at all have placed their faith in the difficult terrain of Manchuria to slow the Soviets down.
The Battlefield
Japanese confidence in the difficulty of traversing Manchuria is not entirely misplaced. The region covers an area the size of Western Europe, making the proposed invasion dwarf even the likes of Operation Bagration in scope.
In the west, the first obstacle the Soviet Trans-Baikal Front will face is the Gobi Desert: hundreds of kilometres of barren terrain. With few tracks and no proper roads, merely transporting supplies to the front will require a herculean effort by the Red Army’s quartermasters. Beyond the Gobi lays the Grand Khingan mountain range, whose peaks the Japanese consider to be impassable by a large army.
Further east, the valleys of the Ussuri River are covered with swamps, and much of eastern Manchuria is also heavily forested. While the terrain poses less of an obstacle here than in the west, the Japanese have also concentrated most of their best troops in this region, and thus the largest battles of the campaign are likely to be fought here.
But it may be across the Sea of Japan where the most difficult objective of all is located: the island of Hokkaido. As part of the Lend-Lease program, the United States has provided the USSR with limited numbers of transport ships, arguably too few to launch a major amphibious invasion at all. Such an operation would also be operating beyond the range of most Soviet aircraft, and while the Japanese air force has been greatly reduced in combat against the United States, all reserves will be made available if the Home Islands themselves are attacked. This makes an attack against Hokkaido an enormous gamble, but few could deny the prestige such a success would grant the Soviet Union.
The Campaign
Unlike most Strategic Command campaigns, in 1945 August Storm both sides will be limited to a fixed pool of MPPs provided at the beginning of the campaign, and careful management of these resources will be required to ensure that crucial reinforcements can be provided where they are most needed.
Japan will have the ability to rebuild units that have been destroyed, representing the regrouping of formations shattered by the Soviet advance, however it is unlikely that Japan will be able to afford to replace all of its losses, making it vital that the units that will be replaced are carefully chosen.
As the Trans-Siberian Railroad is operating at capacity just bringing supplies to the front, the Red Army will not be able to replace any units that are destroyed, although with such a powerful army available, the outright destruction of any Soviet units will be a significant setback to the Red Army’s advance, to say nothing of the humiliation to Soviet arms!
With the date of Japan’s surrender rapidly approaching, Stalin can ill afford even the slightest setback. The Red Army will have just 18 turns to secure its objectives, which include Mukden, Seoul and the site of the Tsar’s famous defeat itself – Port Arthur. Reaching these objectives will require a relentless pace of advance, one certain to stretch the Red Army’s supply line to breaking point.
Greetings, faithful worshippers of the ancient one! As you know we are marely performing our sacred mission, bestowed upon us directly by the incomprehensible entity himself, Cthulhu. Our forthcoming PC game, "Worshippers of Cthulhu," serves as a vessel through which we shall illuminate the path to awakening our revered deity.
In this announcement, we shall unveil the premise of our game, divided into three fundamental sections:
Motivation:
Prepare to delve into a realm where the boundaries between madness and enlightenment blur. As players immerse themselves in the twisted narrative of "Worshippers of Cthulhu," they shall be driven by an insatiable desire to awaken the great old one. For within the depths of Cthulhu's awakening lies the promise of untold power and cosmic revelation. Only by embracing the darkness can players hope to ascend to their rightful place in the annals of eternity.
The Island:
Embark upon a pilgrimage to an accursed island, shrouded in the mists of ancient time. Here, amidst the crumbling ruins of forgotten civilizations, players shall confront the echoes of past failures. Other cults, driven by their own misguided ambitions, have faltered in their attempts to awaken the slumbering god. Yet, amidst the desolation, a singular hope remains - the great hole that pierces the heart of the island, reaching down to the sunken city of R'lyeh.
The Hole:
Behold the gaping maw of the great abyss, nestled within the heart of the island. This enigmatic chasm serves as a conduit between worlds, bridging the gap between mortal realms and the cyclopean depths of R'lyeh. Through this rift, Cthulhu's minions and dreams seep into our world, offering guidance to those who would dare to awaken their master. Yet, beware, for the hole is not without its perils, as the remnants of past cults serve as grim reminders of the challenges that await.
Join us, dear disciples, as we embark upon this perilous journey into the abyss. Embrace the call of Cthulhu, and together, let us unravel the mysteries of the cosmos and awaken the slumbering god from his aeons-long repose.