Level-up your hero quicker than ever during the Time of Insight event! For a limited time only, defeat monsters to earn more experience points and turn your champion into one of Dracania’s most fearsome warriors!
Insight is written in the stars for the heroes of Duria - take advantage today!
Bit of a larger update, as the game has been ported to Unity 6. Which will bring more features and performance in the future.
Fixed Bugs:
- Turrets aren't built in the middle of hardpoints. - Closing the inventory while dragging an item, would break the inventory and make that inventory slot unusable. - Interaction with vehicle control buttons was unpredictable due to jitter. - It was snowing when inside the research facility. - You can no longer reload a full gun. - Vehicle can no longer reverse through walls. - Vehicle stops producing smoke when furnace is empty.
Changes:
- New snow for the terrain, with much improved deformation. This means that enemy vehicles will now also deform the snow. - Vehicle control panel UI has been replaced with physical indicators, solving the jitter. - When the vehicle gets blocked by a large rock, it will have to reaccelerate. - The vehicle can now use all upgrades, bringing 7 different upgrades that you can find in the world. - Begun refactoring resource system to bring more variety. At the moment this brings large blocking resources such as rock arches. - Tree no longer spawn on rocky terrain. - Vehicle will slow down if you jump off, to allow you to catch up to it again. - Started implementing LOD for the terrain, which will improve GPU performance. - Terrain generation performance has been improved a bunch. - Item tooltips are larger to fit item descriptions - Vehicle smoke has been changed a bit
As well as some other minor changes, and performance improvements.
Known bugs:
- Humanoid Raiders seem to have lost their AI. - The inventory updates too slowly, and shows a ghost resource for a frame. - There is a small pixel missmatch between the hotbar inventory slots and the normal inventory slots. - The hotbar ends up in the wrong position if you change resolution while playing. - Options menu in main menu doesn't work right - Options menu sometimes break after restarting game
With the highly anticipated launch of Men of War II drawing ever closer, we have more details and good news to share with you. Let's dive right in!
Extra Goodies and Offerings at Release
We truly value all our fans who have supported us throughout the development process, and we want to express our appreciation of all of you who are anticipating the launch and are ready to jump into action right away. Therefore, everyone who purchases Men of War II in the first week from release (until May 22) will receive the Frontline Hero Pack DLC completely for free, getting the following perks:
2 exclusive profile badges and 6 exclusive avatars to show off your Hero status
Immediately unlock 4 collectible tank units to intimidate your foes in multiplayer matches
10 wallpapers featuring beautiful art from the game, to spruce up your desktop
The Frontline Hero Pack instantly unlocks the following collectible units:
M4A3E8 “Sherman” - A US Army medium tank, the latest modification of the M4A3E8 with a 75mm gun. It is a beautiful but deadly war machine adorned with a unique camouflage design, pin-up art, and other decorative exterior elements.
Panther Ausf. A - A German medium tank, the latest modification of the Pz.Kpfw. V class with a 75mm gun. A formidable predator with excellent combat characteristics and unique camouflage pattern, capable of intimidating even the most experienced hunters on the battlefield.
T-34-85 - A Soviet medium tank, a modification of the T-34 class with an 85mm gun. It can hold its own and emerge victorious from any battle; it features a unique camouflage system that distinguishes it from its brothers on the battlefield. In the right hands, it can become a deadly threat to any enemy.
T-34-85M - A Soviet medium tank, the latest modification of the T-34 class armed with an 85mm gun. It features a modified camouflage design and spaced armor which reduces the destructive effect of enemy anti-tank rounds. This is an experienced fighter, ready for any surprises.
All four units remain unlockable by completing in-game actions as well; the DLC pack is meant as a reward for our most loyal fans, not a punishment for those entering the battlefield later.
The game will become available for everyone on May 15, at 19:00 CEST / 10:00 PT, and our most dedicated fans will also be able to purchase the Deluxe Edition, containing not just the game and the Frontline Hero Pack, but also the Digital Artbook and Official Soundtrack of Men of War II!
Being Always Online
We can confirm that Men of War II will require you to be always online only at launch - an offline mode is in development. The game was developed as always online to allow us to maintain live leaderboards, properly synchronize rewards players receive (including for actions in single-player and co-op content) and prevent cheating at the same time; thanks to this, it is near to impossible to cheat in Men of War II multiplayer. But we have heard your concerns and are working on a solution that will allow you to play the single-player part of Men of War II, as well as mods, without requiring an always-online internet connection; and this will be implemented after release.
Modding support
In regards to the always-online nature of Men of War II, some of you have expressed a worry that it will not be possible to mod the game because of it. Nothing is further from the truth - we have long ago given you a sneak peek into mods that are already in production, and we are happy to confirm that the Lost Eagles mod for Men of War II will launch at the same day as the game - May 15, 2024. In Lost Eagles, you will follow a story of the failure of Operation Overlord, from the perspective of Jason Baker of the 101st Airborne Division and his small squad of survivors deep behind enemy lines. Originally developed for Men of War: Assault Squad 2, this is not a mere port, but a complete remake with expanded plot, introducing new characters and with many technical issues of the original fixed, as the new version is built from scratch. If you'd like to learn more, check the mod's Discord server.
If you haven't yet, wishlist and follow the game so that you don't miss any of our future announcements - and we will see you on the battlefield on May 15!
2 new river / bridge crossing (vertical river with bridge crossing going from left to right up / down). Comes for all biomes (Summer, Winter, Desert) with their destroyed versions.
1 new road crossing (4 directions) for all biomes (Summer, Winter, Desert).
Per player introduction - Victory - Defeat text in the map editor. A new dropdown has been added in the text windows to let you choose who will see what text. If no player is set, then it will be shown for everyone (default behaviour).
Color indicator to the two units indicator to know at a glance if the unit above/beneath is an ally, your own, or an enemy.
CHANGED
AI engagement rules when defending a VP.
Capping AI planes purchases to be 1:3 ratio with ground units (active, units in VPs don't count, units taken into account are: Infantry, Tanks, Artillery, Ships). It still has the 'air supremacy race' going on, so, if the AI is seeing more enemy planes than his, then the cap will be bypassed and he will try to match the enemy's airforce.
Morale will now be capped based on the unit's current health. Badly damaged units will not be able to have good morale.
Rebalanced Khalkin Gol for the Axis (Campaign).
Minor UI improvements to briefing + victory + defeat text edition elements.
Rebalanced Siege of Sevastopol for the Axis (Campaign).
Some british artillery guns had wrong damage stats.
Some british artillery guns graphics.
FIXED
Paratroopers could not longer blow up bridges.
Toggles in map editor did not have the same style.
Artillery price update did not impact 30+ damage arty.
Veteran star icon was shown in the reserve UI.
AI placing down many launch sites next to each other (too close).
Potential modding issues with units sound modding.
Two railroad bridge tiles graphics had railroads going over trees.
Soviet light bombers ammo stat.
Greek recon planes had only 1 visibility range.
Coastal battery took retaliation fire.
Camouflage policy gave +30% damage in all situations (broken).
Hey there, Slayers. It's time to raise the dead, Dead Island 2 style, as we hit Steam with a bang and a ton of PROS rewards!
Introducing the exclusive, pulse-pounding ‘Rise and Shine’ Crowbar, forged in the iconic hues of Half-Life! Available only through Twitch Drops, it's your ticket to kicking undead tail in style. Check out the image below and gear up for the fight of your life.
But wait, there's more! By linking your account to PROS, you'll unlock a treasure trove of rewards, including the ferocious Fenrir’s Howl and the elusive Trickster’s Smile.
And for the truly dedicated Slayer, we've lined up some killer challenges: from mastering the Maulibu Nights(tick) to donning the legendary Plaid Whacker, there's no shortage of ways to prove your mettle.
Check out the full list of rewards and challenges below:
Reward
Given for
Maulibu Nights(tick)
1,000 bisections
From Dusk Jacob
1,000 kills
FOMOrian Claws + From Dusk Dani
10 Mutator kills
From Dusk Ryan
10 Crushers kills
From Dusk Amy
10 Butchers kills
From Dusk Carla
10 Screamers kills
From Dusk Bruno
10 Screamers kills
Rise and Shine Crowbar
Twitch Drop + Automatic to all old players who signed up to PROS before April 21st
Plaid Whacker
10 Slobbers kills
Maulibu Panga
500 Bisections
Not sure what PROS is all about? Don't worry, we've got you covered. Check out our handy manual to get started:
[h5]If you aren’t already, be sure to follow us for updates and news about Dead Island 2 on:[/h5]
My name is Anton and I’ve been working as a sound designer at Fatshark and Vermintide 2 for the past two and a half years. I have been working as a sound designer for the past ten years and have been working with and around music and sound for as long as I can remember.
Trivia about me:
I have the best dog named Håkan
I can tie my shoes really fast (worked part-time in a shoe store for a couple of years)
I’ll turn off a movie or show if they have bad-sounding doors.
In this developer blog, I’d like to highlight what it takes to add to and administer an already great sound landscape (soundscape) present in Vermintide 2. Mostly, I want to highlight some details in the sound design of Vermintide 2.
On Vermintide 2 we currently have two sound designers: myself and David. I create and implement most of the sound effects while our audio lead, David, handles the VO. Both of us started working at Fatshark post-launch of Vermintide 2, so we’ve worked a lot with managing the already great soundscape while still evolving and exploring new ideas.
How do we do that? Well - I try to incorporate my voice in as many assets as I can, literally. As of now, I’ve been a rat in a hat, Sienna's skeletons, a giant pig in the Tower of Treachery, dying seagulls in Karak Azgaraz, Belakor’s flying skulls, poxwalker D (in Darktide), and now a lighthouse. Because I had a planned vacation, David got the honor of voicing our Nurglings - and I’m very jealous.
How I created the sounds for The Lighthouse
The lighthouse would be the centerpiece of the level, and it is possessed by Nurgle. Then and there I knew it needed some cool sounds. Obviously. When I started working on the first sound concepts, the gameplay implications were wild. I wanted to muffle all other sounds when you’re hit by the light beam emitting from the lighthouse. When you're hit by the beam, voices would start whispering to you. All of these ideas were fun but from a gameplay standpoint, they were not feasible. However, the ideas were not in vain.
While working on this, our writer Matt Ward recorded some voice lines that we could use for testing and prototyping. Matt did a great job, but I wanted to test with a more guttural approach to the Grandfather of Sickness. And how did I achieve that? You guessed it - I recorded myself.
Sidenote - I tend to record myself because it's very easy to iterate, press record, press export, start the game, listen, and do it again until you get the feeling right. I’m very easy to direct when I’m the director.
To make my voice sound like an ancient God of Chaos I used a lot of effects. I recorded myself at a very high sample rate, that’s a trick used when you want to change the pitch of the voice more freely without quality loss. Then I added my usual effects, compression, eq, delays, and reverbs. But something was still missing. It sounded a bit generic. Then I remembered an effect that could modify and blend multiple sounds in a very interesting way. I found this recording of stirring macaroni that sounded perfectly mushy, gross, wet, and sticky. That worked out great to get an even more guttural sound to my voice.
However, I was still not happy, it still sounded a bit human. Then I remembered Matt’s recordings. What would happen if I blended his voice lines with mine and added the macaroni? Success! It sounds so strange, so big, so gross in a cool way.
And this was only one layer. We still thought it would be too intrusive to have this played for the entire duration of the level. We also wanted to save the big guns for the big end event. I designed some drones with some synthesizers and rumbles, whispers, and gore. This would become what you hear when you're far away. In the level, I added some zones where it’s not as audible, so you get natural dynamics in the soundscape.
I would love to talk even more about the process, but hopefully, this gives a small insight into the sound design workflow. It was a lot of trial and error, implementations, attenuation curves, balancing, playtesting, playtesting, and playtesting. In the end when we added the wonderful music from our composer Two Feathers it all came together.
With all this said, was this the most fun sound design task? No, I like designing rain the most, but that could be an entire blog post by itself.
Thank you for your time, and the next time you hear a random whuaaaargh remember - it’s probably me.
As we are moving further with other platforms, a wider audience playing with our game and runs into problems, hidden for years.
We take all bugs seriously and to ease the process of hunting them down and help our players to report these issues, we have developed a Bug Reporter.
Players can send their problems including their game save file without leaving the game. Just open the main menu, click on Options, and find the bug reporter in the development section.
Apart from reporting a bug by the player, we have also implemented an automatic error logger and bug reporting system, including analytics data collections. All these are for helping future development and ease the process of hunting down hidden bugs.
As we must comply with GDPR, users will be notified about these data collections and can opt in or out via the options development section.
As part of this change, we have already caught some nasty bugs thanks to our beta testers. This small update includes bug fixes for such problems.
Changes:
Added Bug Reporter into Options
Added Error logger via network
Added analytics data logging via network
Fixed a bug, where UTF8 characters in profile names could end up with lost items or lost car setups. (aka car reset)
Fixed loud engine sound issues
Change some unlock requirements to make it easier to unlock new tracks (don't need to be 1st)
Join Cassandra, a captivating young woman, and spend intimate moments together as you embark on a sensual butterfly-hunting escapade.
Help Cassandra find her lost butterflies hidden in the décor in five colorful levels, including her welcoming office, lush forest, secluded beach, steamy bathroom, and seductive bedroom.
Features
🗺️ Embark on a sensual butterfly-hunting adventure with the captivating Cassandra. 🎮 Explore five seductive levels, including Cassandra's intimate office, lush forest, secluded beach, steamy bathroom, and cozy bedroom. 🦋 Look for hidden butterflies in each scene to further reveal Cassandra's seductive charm. 🔞 Enjoy an erotic gaming experience suitable for adult audiences.
Join Cassandra, a captivating young woman, and spend intimate moments together as you embark on a sensual butterfly-hunting escapade.
Help Cassandra find her lost butterflies hidden in the décor in five colorful levels, including her welcoming office, lush forest, secluded beach, steamy bathroom, and seductive bedroom.
Features
🗺️ Embark on a sensual butterfly-hunting adventure with the captivating Cassandra. 🎮 Explore five seductive levels, including Cassandra's intimate office, lush forest, secluded beach, steamy bathroom, and cozy bedroom. 🦋 Look for hidden butterflies in each scene to further reveal Cassandra's seductive charm. 🔞 Enjoy an erotic gaming experience suitable for adult audiences.