Named for the unpainted look of an early prototype, the Blacksteele-Class Frigate is a highly manoeuvrable, albeit small-statured vessel. Deployment of “Trident” Submarines by the Republic Coastal Legion saw the Caoivish Naval Command respond in kind with the Blacksteele.
Designed as a sub-hunter escort, the Blacksteele excels at thwarting submersible assaults against larger, ungainly ships. The head shipwright on the project was none other than Conor O’Brien’s top protégé, Rory Boyd, who, in his later years became known as a master shipwright, and largely recognised as the man behind the Caoivish Naval Command’s world-class reputation.
Primary armaments include two 120mm turrets and 68mm turrets. Secondary armaments include a Quad Depth Charge Launcher and two Heavy Machine Guns. The Blacksteele supports a large crew complement.
COLONIAL SUBMARINE - AC-B “TRIDENT”
The AC-b or “Trident”-class submersible brings much-needed versatility to the Republic Coastal Legion. Featuring a quick-loading ammo bay, the “Trident” is capable of quickly re-arming and returning to the hunt.
Combat Magister Curia commissioned the skilled engineers out of Dimiourg to develop a submersible to help counter the rapidly progressing naval technology deployed by the Wardens and Nevish Alliance. Much of the senate criticised Curia for this decision, as they believe it more prudent to invest resources into airborne warfare innovations. After witnessing the return and redeployment of several successful trial AC-b operations, it wasn’t hard to convince the Senate.
Primary armaments include two Torpedo Tubes and a 120mm Deck Turret that can be used against surface targets. The AC-b “Trident” features a unique Ammo Bay Hatch that allows for rearming without returning to Dry Dock. This vessel supports a medium crew complement.
NAVAL
OCEAN TRAVEL
The naval game has been expanded with many key updates. First, is the addition of Ocean Border Travel, which allows ships to travel from an East or West Ocean border to the other side of the world. This allows for many more opportunities for naval engagements in all wars, especially those with East-West oriented starting conditions.
TORPEDO REVAMP
Torpedo gameplay has been completely revamped to give Submarines a more unique hit-and-run role out at seas. Direct Torpedo hits to enemy vessels now causes the target to roll from the force of the impact, kills crew near to the impact, and creates a Large Leak, which requires a Dry Dock for repair.
DRY DOCK UPGRADES
The Dry Dock has also been upgraded both visually and gameplay wise. The model has been updated to include more details, new animations for ship building has been added, and water now visually drains and fills up when a ship is being constructed or repaired. In addition to cosmetic improvements, Material Pallet and Shipping Container contents can now be directly transferred from the Dry Dock Loading Area to a specific stockpile on a docked vessel.
FACILITIES OVERHAUL
PRODUCTION PARALLELIZATION
Facilities have been overhauled to make the more approachable to new players and to encourage collaboration in the spirit of Foxhole. Production Facilities can now produce items in parallel, allowing them to be shared with public players who can queue up their own private orders.
POWER SCALING
Power mechanics have been improved to make Facilities easier to manage. Power Plants and Power Stations consume fewer resources when less Power is being consumed on the grid than is being generated. Production Facilities no longer turn off when insufficient Power is being supplied. Finally, in low Power situations, production speed is scaled down proportional to demand.
IMPROVEMENTS
This update contains dozens of other improvements, including more voice chat settings, colour customization on more Container structures, interface improvements, and much more.
RELEASE NOTES
There many other features and bug fixes in this update. Read the full release notes for the details.
I SAW A BEAR UPDATE VIDEO
For a more comprehensive walkthrough of all the new features in Update 53, check out community veteran I Saw A Bear's video below.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
Join us for 15 months of reveals, retrospectives, rewards, and more as we celebrate 10 amazing years of The Elder Scrolls Online.
We are thrilled to announce that ESO’s 10th Anniversary Celebration has officially begun! This massive celebration puts a spotlight on you (our players), the game, and the development team over the next 15 months*.
Kicking off with the (still ongoing) event in Amsterdam, the fun will continue all the way from today until June 2025. Between now and then, however, we’re going to bring you a host of incredible 10th Anniversary-themed goodies, including new livestreams, special promotions, additional in-person events hosted all over the globe, and in-game activities and rewards. Want to ensure you don’t miss a beat? Visit our official 10th Anniversary page to stay on top of everything you need to know.
10th Anniversary Livestream & Amsterdam Event
Of course, the celebration began today with the opening of the ESO 10-Year Celebration Event in Amsterdam. Right now, attendees are mingling with their fellow #ESOFam members and the development team while also enjoying a host of unique panels, activities, and fun. 10-Year Celebration In-Person Event
Keep an eye out for recaps and highlights from this first massive in-person event soon, but until then, you can check out the opening acts of the celebration livestreamed via https://www.twitch.tv/bethesda.
More In-Person Events Coming
The fun in Amsterdam is just the beginning of the 10th Anniversary festivities. There’s going to be plenty of exciting events all over the globe between now and the celebration’s end, too!
Below, you can find some details on the next two upcoming in-person events. If you don’t see an in-person event for your local territory, don’t worry, we’ll share more details on additional upcoming events in the coming months—keep an eye out.
10th Anniversary Celebration at Elfia
Join us at the Elfia fantasy cosplay festival this April! Meet fellow members of the #ESOFam and development team (including Creative Director Rich Lambert), enjoy giveaways, fun community cosplay-themed activities, and play the upcoming Gold Road Chapter!
The ESO Tavern returns in 2024, with a 10th Anniversary twist! Tickets for the longstanding community event will go on sale soon. Keep an eye on the official website for details.
When: July 13-14
Where: Wasserburg Heldrungen, Germany
Signup and tickets: Coming soon!
Alienware Plays ESO!
In celebration of ESO’s 10th anniversary, the team at Alienware is running a Steam community event, inviting all of Tamriel’s adventurers to log in and unlock special community rewards.
If you play ESO on Steam, you can help unlock a bunch of goodies including XP scrolls and even the coveted Karthwolf Charger mount, simply by playing the game between now and April 9. Don’t own ESO? As it so happens, you can play free this week on Steam during the April 2024 Free Play Event—go grab it! Kathwolf Charger mount
Visit Alienware Arena for details on how you can sign up and participate in their Steam community event, and be sure to look out for additional 10th Anniversary Celebration fun from our friends at Alienware in the future.
A Sneaky April ESO Promotion
If you’re accustomed to living on the wrong side of the law, you’ll enjoy our upcoming 10th Anniversary April promotion. We’re staying mum and remaining silent on the key details for now, but if you enjoy picking pockets and deadlier endeavors, you’ll want to keep an eye out for more information later this month!
GeForce Now is Live!
In these last 10 years, ESO has found its way to many additional platforms beyond PC/Mac, and we are pleased to announce that this now includes NVIDIA GeForce NOW! ESO players** with access via Steam or the Epic Games Store can play the game streamed to their device of choice, including PC, Mac, under-powered laptop, mobile devices, and more, using GeForce NOW cloud gaming.
Those who sign up with an Ultimate membership can stream at up to 4K and 120 fps, or experience the game at ultrawide resolutions on supported devices.
We can’t wait to reveal more about what we have in store for you during the 10th Anniversary Celebration, but don’t worry, you won’t have to wait long. Keep an eye on https://www.elderscrollsonline.com/, the 10th Anniversary page, and our social channels for the latest 10th Anniversary-themed fun and promotions.
Are you excited to celebrate 10 years of The Elder Scrolls Online with us? Will you be joining us at any of our upcoming in-person events? Let us know via X (formerly Twitter), Instagram, and Facebook.
*Why 15 months? While ESO initially launched for PC/Mac on April 2014, console launch was on June 2015, and we want to celebrate both!
Here is version v0.03 codenamed "Posing" (it's live now!) No video this time again (next time I promise).
Features/Improvements: - There is a new "Pose" mode which allows you to manipulate certain parts of an object easily (see gif). - The selection has been improved, the old system did not allow you to be inside an object (eg: if you get behind the wheel of a vehicle) - The collision system has also been improved, in v0.02 if 2 objects touched each other (or were very close) the collision was canceled, there is now a tolerance which allows you to adjust an object stack while keeping collisions. - The gallery now has a "New assets" tab which will be renewed with each update. - New items also have a green dot in the gallery. - The number of objects for each tab is also indicated at the top right. - Finally the gallery is now explicitly deactivated when it is not possible to use it (eg: in duplicate or pose mode) - The window edges for moving them are now 2x larger, hoping it's better now ^^ - The grid snap now has a visual grid based on "points" that can be displayed. It's not yet perfect due to object pivots rarely being centered, so more improvements will come in the future. - Still for the grid snap, the 3 colored axes are displayed above the window to know where the X, Y and Z axes really are. It's not yet perfect either but at least the information now exists. - The object highlight is a little more subtle and discreet, but hey it will probably change again later ^^ - There are new assets, mainly vehicles, weapons, and other random items (don't ask me why)
Known Issues: - The "Pose" system works well as is but it does not yet have an interface for editing axis constraints, so if you group/ungroup parts of objects, there may be strange behavior. - Do not load a previously created level, it will not load (and there will be an error in the background) because of the "Pose" system which changed along the way. However, it is possible to save a new level. Sorry!
For V0.04 I plan even more "quality of life" (surprise...) and also a lot more assets, I'm a little late on this part. And I hope I can start getting the characters for v0.05, who knows...
Can't get enough of Vehicular violence and Manic Combat? Well, these bundles are perfect for you! With "Unalive Em All" and "Guns vs. Artifacts" you will be able to enjoy Maniac how you want to.
1. New Infantry BETA mission which revolves around finding one or more IED factories in a civilian village. This mission is running in a testing mode so the village will be placed in allied territory and will be undefended. This is just to allow for more rapid testing - it will become much more difficult in the future :)
For now though, it showcases picking up and dropping off infantry units as well as having units outside your control performing their own mini missions - in this case the infantry will search a number of houses and you'll be able to watch them move around.
This mission also showcases the more in-depth radio communications that can occur during the missions.
To load infantry make sure your helicopter is equiped with seats for the troops. This means you need to use either the Lynx or Hind series of helicopters. Gazelles don't have enough seats and you can't split infantry units across multiple helicopters. Then simply land near the marked waypoint and open your doors and the infantry will "snap" into the seats.
To unload infantry it is the same proceedure. Land at the designated waypoint, open your doors and the infantry will disembark.
2. Updated the Alt Hold system so it automatically switches to finer control when your altitude is below 10m and speed less than 5ms (about 10kts). This allows you to perform much smoother landings while utilising the Alt Hold/Hover Hold system.
Once on the ground you can continue to reduce the target altitude to -1m. This will ensure the autopilot maintains 0% collective while you're landed.
3. Added a new "Nose Cam" position which places the camera on the nose of the aircraft (or there abouts) in much the same way a bonnet or bumper cam does in car games. The camera position is classed as an interior view so maintains the same Field of View as the other cockpit positions. It is also fully TrackIR compatible!
4. Added a new option in the "Game Settings" menu to turn off the rotor blades of your helicopter when in any interior view and is compatible with the "Nose Cam" position detailed above. The blades will remain fully visible in 3rd person view.
And here we go for version 0.9.7, with a batch of new features, improvements, and bug fixes! The list of changes is long, very long, but that's what it takes to approach version 1.0 💪
🏃 Faster than ever! Many optimizations have been made, whether it's on graphics effects, sound, physical effects or AIs, without degrading the final rendering (PS: It's even globally improved AND with bugs fixed!). Expect an average performance gain of at least 15 to 20% (just like that!) and between 30 and 40% improvement on the lowest 1% and 0.1% compared to the last version of the game.
🌐 New map! A new map has been added, it's an island with an active volcano (guess which one?!). This new map is filled with points of interest: A lighthouse where you can camp, ancient mystical ruins, or even... a radioactive dump. I hope you will like this brand new environment, completely different from the other maps currently present!
⚖️ Better physics: The physics of player movement has been reworked; it will now be more logical depending on the speed bonuses or penalties according to the classes, but also depending on the boosts used. For example, from now on, inertia will be preserved during a jump, which was not the case before. At the same time, the Doppler effect will now be correctly affected according to the respective speed of each player!
And, to improve immersion and the gameplay of weapons, various animations have been implemented for the camera (during movement, jumps or landings, etc...), as well as a vertical recoil effect for weapons. Expect a game with significantly more pep!
Finally, the rendering of bullet impacts and shots has been improved, with enhanced physics of smoke or spark effects that will be projected more realistically.
💾 Save system improvement: The save system has been completely reworked to be more flexible and will allow adding new content (like capes, graves, emoticons, and much more) in the future! Your old save will be automatically converted while playing the game. Be careful: The conversion system will be removed in version 1.0, so think about launching the game at least once by then to keep your stats and customizations!
🤖 AIs will be able to aim or not! Blind firing and aiming have been added for AIs! Previously, they continuously aimed, which gave them too significant an advantage with very (too) high shooting accuracy, especially in close combat. AIs will now have a more natural aiming behavior.
I think that's quite something for this 0.9.7, which looks great and beats all the old versions hands down, so happy gaming everyone!
Full changelog:
Additions / New Features:
Added the map "Island"
Added an end-of-game screen with various statistics and XP and Cisla Coins bonuses.
Possibility to disable classes in solo play
Added an animation (can be disabled) after death that allows seeing which player killed us in action.
Added a visual effect visible on players who have taken mushrooms.
Added a bleeding particle effect when health is below 15
Added an effect of losing assisted armor pieces when assisted armor is below 75
Added a graphical effect when a bouncing object (debris, rocks, shells) plunges into the water.
Added various sound effects for bouncing objects (debris, rocks, shells)
Removed invisible walls to delimit maps
Implemented a 10-second delay to return to the game field if leaving a map.
Improved refresh rate display with the display of the average rate and milliseconds
Improvements:
Improved player physics management, movements, and player velocity in the air are now more logical.
The physics of bouncing objects (debris, rocks, shells) has been improved.
Increased the contrast between allies (yellow) and enemies (red).
Improved rendering of the health or mana bar displayed above players.
Improved the graphical effect of bullet impacts.
The sounds players make (sorting, footsteps, etc.) will now follow the player, instead of being played where the player was located.
The pitch of sounds for gunfire will be proportionally higher in case of abilities or boosts that speed up the firing rate
The GAU-8 will go brrrrrt!
AIs are now capable of firing at judgment or aim.
AIs will be less likely to jump all the time like idiots.
AIs will now be more tempted to steal the enemy flag than before.
AIs will be less likely to shoot half their ammo into walls.
Bullet impacts in water will no longer have an illogical effect of sparks or smoke.
Improved the graphical effect of bullets for the Mossberg-500 and Hydra.
Significant damage to a player wearing assisted armor will result in the effect of losing assisted armor pieces.
Possibility to automatically equip the weapon (A key by default) that a base regenerates in the base capture-regeneration game mode.
Aiming speed is now correlated with game speed.
Aiming is now smoother; the aiming scope also appears more smoothly.
AI waypoints have been optimized on all maps, and slowdowns are now reduced when there are many AIs in the game.
Added a distant sound for players using EPO.
Possibility to adjust weather effects rather than dealing with prefabricated ones.
Bug Fixes:
Fixed a bug where the damage values given to enemies continued to rise when the game was paused.
Fixed sounds of different spells of the Shoshone class that were not correct.
Fixed game crash during an attempt to screenshot on the main menu.
Fixed a bad text identifier for an error message of unowned customization.
Fixed particle effects of different spells of the Shoshone ability that were no longer the right size.
Fixed a bug where some sound effects could remain in a loop if a player or bot was disconnected
Fixed weather effect lightning passing through the ground.
Fixed a bug where automatic weapons no longer worked unless re-clicked after the explosion of assisted armor.
Fixed poor synchronization of the weapon carried when another player (non-AI) picked up a weapon in multiplayer.
Fixed a slowdown of the game when a first-person player equipped assisted armor.
Fixed duration and effects of boosts for the junkie class which were (again) not calculated correctly.
Fixed bullet shells that appeared to float above the ground.
Fixed certain sound effects played in a loop when the game was paused (again!).
Fixed the density of particle effects (projectile trails, map decorations, weather) that were influenced by the refresh rate.
Fixed SMAW and Mini-rockets explosion debris that got stuck in walls.
Fixed the player's tomb that was half in the ground if the player died crouched.
Fixed the rendering of grass at a distance that could be buggy when the 3D rendering graphic settings were set to maximum.
Fixed the display of volumetric lighting when water or lava was displayed behind.
Fixed a bug where the death screen's color filter was disabled when another player finished using mushrooms.
Fixed a rounding bug of health or armor that could be displayed on the HUD with the value 0.
Fixed the death screen camera that was no longer centered on the player when the first-person view was enabled.
Fixed the LOD of a plant model that was not displayed at the same size as the original 3D model.
Fixed a weapon change message with the "Identical" mutator that was displayed unnecessarily at the end of a game.
Fixed particle effects of abilities that were continuously renewed when the game was paused.
Fixed sound effects of some weapons whose position was no longer updated when a player with the spy class was disguised.
Fixed the texture of 3D models of beached boats that were not correctly loaded.
Fixed the scoreboard that was displayed over other information when the number of players was high.
Fixed map sounds that continued to be played when the sound entity was deleted in the map editor.
Fixed the height of map ambiance sounds that were not updated when changing game speed.
Fixed the "Power of the Atom" achievement that had become impossible to unlock.
Fixed a bug where debris or particles were played at the edge of the map when its origin was not visible.
Buffs and Nerfs:
Damage and its radius have been increased for the SMAW.
The damage radius for the grenade has been slightly increased.
The class 'American' will now have the right to launch two atomic bombs when picking up a superweapon.
Crouching will now increase accuracy by 30% against 50% previously.
Crouching will no longer reduce the spread of the flamethrower, Mossberg 500, and Hydra.
Medics now only regenerate 5 health points per second to themselves instead of 10 (they continue to regenerate 10 health points per second to other allies)
The grilled pig will no longer be improved for the medic class, but will now be for the junkie class.
EPO boost will now double the player's speed during the entire boost.
Engine:
Some optimizations have been made in managing dynamic 3D models in the game (players, customizations, shields, debris, ...) with a performance gain of 5 to 10% on parts with many players or AIs.
Significant optimizations have been made in the management of sound effects, with an additional performance gain of 20 to 30%
Possibility to display the game in a higher screen resolution than the desktop.
The save system has been completely reworked, allowing adding new customizations and statistics.
Improvement in managing the database of sound effects, music, and ambiance sounds of maps.
The occlusion effect of sound effects is now progressive, avoiding abrupt and unpleasant changes.
The occlusion effect of sound effects is now dynamic, preventing the occlusion effect from persisting if the sound is no longer occluded.
The velocity of players, projectiles, and other sounds is now calculated dynamically, allowing a more realistic Doppler effect.
Added reverberation effects according to map areas (up to 5).
Improved performance for shooting graphical effects without degrading quality.
As the game has its 8th birthday this week, we are very proud to present to you the 2.0 remake of Ram Boe!
The game went into multiple modifications from the original, while keeping the core of the game intact. Hope you will enjoy it as much as we loved working on it!
PS. The game currently is available for windows, linux and steamOS(steamdeck). The Mac version will be uploaded by the end of the week.
We are updating the game with a fourth hotfix. If you want to support the endeavor please report your issues in our Discord forum here. We read all your feedback.
Hotfix Patch 3.0.5
(05/04/2024)
The hotfix is deployed to the default branch. The database changes only apply to new games, and code fixes apply to on-going games.
Kingdom of Rizia DLC
Content Updates
Added Epilogue images
Expanded Death and Continued Reign epilogues to reflect player choice more
Added more arms export decrees
Implemented player country details government field updates
Edited Alvarez' wording about selling the field to match with the budget cost
Added missing changes to government type in country overview panel
Small edits to Elena's dialogue in turn 8 to be more clear about workers rights
Added varying budget modifiers to territorial returns and allegiance of returns based on tax levels
Improved some ending checks and conditions
Design and Balancing
Corrected budget/energy numbers in Morella and Wehlen trade deals
Reduced starting budget to 5
Increased cost of army focus and added additional mountaineer to it
Rebalance pass on revolts and added some public opinion buffs and debuffs
Reworked the revolution triggers and decisions
Reduced starting support vehicles slightly
Adjusted the availability of some resource sale decrees
Added some public opinion damages to having no authority and no gain modifier
Added public opinion damages for consistent energy crisis
Added public opinion damages for nationalist, religious, reformist unrest
Reduced the new industry decision condition to increase trigger likelihood
Controls
HUD stats are now viewed with controller
Fixed controller not selecting the decision panel after character customization
Fixed naval initial deployment point in operation 2
Fixed center position of enemy naval units in operation 2
Bug Fixes and Polish
Fixed check for setting Equipment Reliance situations
Added missing triggers for Separation of Powers situations
Removed Pales trade deal modifier when war is declared
Fixed typos in Lucita Azaro's codex entry
Stopped Axel from showing up at jubilee after death
Fixed incorrect MITZ final agreement dialogue
Changed inconsistent feedback on Rizia-Sordland relations
Addressed inconsistency between abolishment of monarchy intention and reform outcome
Stopped Zille return article from triggering incorrectly
Stopped Zille return speech from triggering when independent republic declared
Factored funded militias into Zille referendum interference results
Fixed issues with enable/disable token notifications
Fixed issue with text variables not working in choices
Fixed collections item text
Fixed issue with text concatenation
Fixed checks for superpower trade war event
Fixed checks for blockade of Heljiland event
Added missing welfare expenditure cost text to decree
Fixed wrong authority condition on coal mine decree
Fixed duplicate military conscription policy
Added missing disabling of provincial unrests
Simplified some revolts and grouped them
Fixed some wrong triggering narrative support articles
Many spelling and grammar corrections
Missing Content List
Achievements beyond prologue and chapters (We are working on them!)
Transition images for turns (We are working on this too!)
Suzerain Base
Changes
Fixed missing option to not allow the Aschraf Anniversary when gatherings are suspended during emergency