Galactic Civilizations IV - [SD] redskittlesonly
Since v2.5 “Ares” and the Warlords expansion were released, we’ve put out a short series of developer journals describing the new features added to the war system in Galactic Civilization IV: Supernova.

Today we’ll look at the last component of the Doctrine system we’ve not covered yet, Targeting Priority.


I’m aware that I’ve already indirectly discussed this feature three or four times over since the updates landed, as it’s a core component of the new Ship Class and Doctrine mechanics and you can’t talk about any of that without the TP system being involved. So, rather than rehash all that information in laborious detail yet again, I’ll summarize it briefly in its context of creating a Doctrine for a Ship Class and then we can talk tactics!

For those of you that missed the previous journals, a Ship Class is a Ship Type plus a Doctrine, and a Doctrine is an Operational Ability plus a Targeting Priority.

A Targeting Priority is an ordered list of Ship Types that your Class is instructed to fire upon and destroy in a fleet combat action, sequentially one by one, until all Types in the Targeting Priority list are eliminated in their order of appearance. At this point your Class will be free to engage anything else in the battle.

Each Ship Type comes with its own default Targeting Priority but if you own the Warlords expansion, you’ll be able to change the Targeting Priority for the Ship Classes you create. Warlords also adds four new Targeting Priorities for a total of eight, giving you greater control over battles by instructing your various Ship Classes to target specific enemy Types in order.

This all sounds like a lot of GalCiv ship-design jargon without an example, so here’s one to better illustrate the point. We’ll take a look at a battle between two fairly even fleets and show the different combat results when we change the Targeting Priorities of a single Class.


Here we’ve got two fleets, Korath Clan and Baratak Grove, each with 10 fighters, 10 bombers, 6 frigates, 3 cruisers and one battleship. They’re loaded out with the third tier weaponry (Neutrino Emitters, Railguns, Avengers) and equivalent defenses, no special modules. They work out about the same Combat Rating with roughly equivalent values in attack and defense too.

I’ve made an effort to ensure the fleets were evenly balanced in terms of ship number, weapon loadout and other combat modifiers coming from Techs, Civ Policies and so on. There was a small HP difference but the other fleet got some defensive bonuses to compensate, and testing showed they got pretty even results.

Firstly, I’ve kept the Targeting Priorities as their Type-based default: remember, with the Warlords expansion you can change each Classes Targeting Priority to something new but each Type has a default setting. The Fighter defaults to Smallest Combatants (targeting Fighters first, then Bombers, then Frigates, then Corvettes and afterwards whatever else is left), the Bomber to Largest Combatants (Dreadnaught -> Battleship -> Destroyer -> Cruiser), the Frigate to Bombers (Bomber -> Corvette -> Destroyer -> Battleship), the Cruiser to Smallest Combatants and the Battleship to Largest Combatants.


The two opposing fleets prepare to engage, showing an estimate of the final result. Baratak look to come out on top this time…


The two fleets engage, with the combat Phase limit of 100 being reached.


Here we see that the Baratak Grove come out on top with their six frigates largely untouched. I can’t show the whole battle in picture format but the bombers spend most of the battle taking down the battleships, then go for the cruisers, but at that point have mostly been mopped up by the fighters, frigates and cruisers who’re all set to target those smaller craft.


Now we’re going to try changing the Targeting Priority of the Korath Clan’s Bombers to Frontline Combatants (Frigate → Corvette→ Fighter) to see if they have a better result trying to take out some of those anti-bomber ships first.


Off they go!


The Baratak lost all their frigates this time as they were targeted down by the bombers, but their badly damaged battleship did survive the encounter. I’ll let you decide if that’s a better result for the Korath Clan or not, but what’s important here is that by changing the Targeting Priority of just one Class, we’ve had a rather drastic change in the outcome of the battle. Bombers have a default Operational Ability of Giant Slayer, which was wasted in this battle targeting those Frigates and Fighters before the larger ships, so perhaps this wasn’t the best strategy for them.

Let’s try something else. This time, we’ll set our Bombers to Capital Ships (Cruisers → Destroyers → Battleships) and see how that works.


Turns out it doesn’t work very well! This was the worst result for the Korath Clan yet, with the bombers neatly defeated before they could kill a single Cruiser, again not utilizing Giant Slayer.


Let’s try setting the Korath’s battleship and cruisers to Gunships to target the Frigates and Cruisers first.


Still no luck for the Korath but the result was different again, this time many more of the Baratak’s tiny hull size craft survived, but they lost their three cruisers and all their frigates.

I’d argue that these four different outcomes we’ve seen here would be best judged depending on what other fleets both the Korath and the Baratak have in the area. Taking down a wounded battleship and three cruisers with no fighter or bomber cover might be easier for a second fleet to achieve than trying to kill a single battleship with a swarm of fighters defending it.

These results changed quite significantly with just minimal changes to Targeting Priority, usually to just one or two Classes. Imagine how different it’d be if with both sides picking the targeting priorities for all their Classes in the battle? And then consider that each has its own Operational Ability too, and you’ll see that the Doctrine as a whole will make a huge difference.

Just for funsies, I tried to win the battle as the Korath Clan using a mix of Targeting Priorities and Operational Abilities. Here I threw everything I had into killing those Baratak bombers as fast as possible, tailoring the Doctrine of each Class I had in action for that purpose.


That’s a bit better I think! Not an overwhelming victory but better than the sad, crushing defeats that the Korath were subjected to before. My intuition that the enemy bombers were the big threat wasn’t too far off the mark: here the Korath Clan have traded well, with more ships left over at the end of the battle than their plant-based rivals. I expect that focusing on the Frigates and Cruisers could also yield better results too.

Operational Abilities make all the difference when it comes to fleet actions with very balanced sides.

In most battles, you’ll not be fighting with such even forces. A Class’s Doctrine, carefully selected to complement the roles of other Classes in your fleet, will determine whether you’ll emerge as the triumphant victor or face an ignominious defeat!
May 14, 2024
ROBOBEAT - Maddie @ Kwalee
It’s the song of the century, the anthem of a generation, the musical event of the year…

It’s Robobeat, which is officially OUT NOW.

Will you have what it takes to master the mansion and beat the bot? Or will you end up dancing till you’re dead?


https://store.steampowered.com/app/1456760/ROBOBEAT/


In Robobeat, you’ll be taking on the role of Ace - a famous bounty hunter in hot pursuit of the eccentric robot-showman Frazzer. To find your way through his twisted techno-playground, you’ll have to master the art of shooting, wall-running, sliding, and bunny hopping!

As if that wasn’t difficult enough, you’ll need to hone your musical ear and shoot in sync with the beat to maximise your damage.

So how exactly will you do that?

You can either choose to play using the electro-fuelled Robobeat soundtrack or you can shoot to your own beat with the custom music feature.

Simply upload and trim your track or leave it as it is in our in-game editor to auto generate beats that suit your play style. Change custom songs effortlessly in-game anytime anywhere or set up playlists so you move from beloved track to track without interrupting your robot-killing flow. The feature supports .wav, .mp3, and .ogg files.

We’ve also partnered with the developers of BPM: Bullets Per Minute, DUSK, and ULTRAKILL to bring you three super secret rooms that are hidden deep within Frazzer’s mansions. Within these rooms, you’ll find some extra special cassettes with songs from each game’s soundtrack that you can shoot along to!

Check out our launch trailer for a sneak peek at the fast-paced rhythmic action 👇



Still not sure that Robobeat is the game for you?

We’ve got a playable demo available that contains the Custom Music feature, so you can have a taste of the rhythmic action.

If you’ve fallen in love with the Robobeat soundtrack while playing the demo, then you can buy the soundtrack separately or pick up the Robobeat Deluxe bundle, which contains the main game and the downloadable soundtrack! Please note, the soundtrack only contains songs from Robobeat, not from the games we’ve collaborated with.

As part of Robobeat’s launch, we’re also running a giveaway where you’ll have the chance to win a pair of incredible AKG studio headphones and a few other goodies. All the better to hear your favourite robot-shooting tracks! Check it out here.

Don’t forget to head to our Discord to show off your coolest Robobeat clips and follow us at @RobobeatGame across social media for all of the juiciest updates 👀

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May 14, 2024
Into The Void Playtest - bbq1314
Fixed a bug that caused some random event on a forest map to be inaccessible.
Fixed a bug that caused some locations on a forest map to be inaccessible.
a buff call "undefined" at player state. This is the one which checks player sanity. This is hide now.
Now "Fight to the death" buff no longer reset timer. To compensate its effect is lengthened to 5 actions
Fixed a bug causing any event to be interrupted by the pass day event. Now most of the long events stop the timer.
Fixed a problem causing the new sanity bar number get cut off a little.
An "save all" / "withdraw all" option has been added to the ATM.
ComplexToe - Josef bbc.
Bugs fixed:
  • The spell popup no longer remains open when a boss is active, preventing interruptions.
  • Fixed a bug where encountering The Unknown twice would cause gameplay to glitch, preventing continuation."
May 14, 2024
魔塔地牢 - 零殇_Fanzero
1.<乐子仙人>职业开放测试
2.无尽模式开放更多随机生成的地图!新地图全随机生成,永远也不会腻。
3.技能mp消耗改为科学计数法
4.自动模块追加改变游戏速度功能,最多可以到2倍速
5.修复文明的信仰对所有词条都会生效的bug
ROBOBEAT - Maddie @ Kwalee
Want to pump your shooting skills up an octave?

Then check out our launch livestream, where we’ll be playing through ROBOBEAT and providing some harmonious tips along the way.


https://store.steampowered.com/app/1456760/ROBOBEAT/


If you like what you see, you can download the ROBOBEAT demo now to try it out OR buy the full game today!

We’ve got a bunch of amazing collaborations and bundles for you to check out, including iconic tracks from BPM: Bullets Per Minute, ULTRAKILL, and DUSK. If you want to find out more, then read our launch announcement here.

We’re also running an epic launch giveaway for a pair of AKG K702 professional studio headphones. Follow the link here to find out more about how you can enter!

Don’t forget to join our Discord and follow us at @robobeatgame across social media for all of the juiciest updates 👀

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May 14, 2024
Beat The Machine: Rebooted - jtfrangiosa
This is a mini-patch to address some issues we found.

Fixed a bug where during a save-load error, Gauntlet Skins were unselectable and would cause your game to always default to the Red-Default skin.

Fixed a bug where the Dialogue Box in level 10 would bounce.

Fixed some hub ui text
Fixed some level ui text
Other bugs
Battle Cry of Freedom - Olafson


We are excited to announce that the second public alpha Playtest for Over The Top: WWI will be from the 25th till 26th May 2024!

We will have new and tweaked content for you, such as balance changes, new maps, weapons and vehicles, so even if you played in the previous test, come check it out to provide us useful feedback!

As previously announced we are looking to host a couple of public Playtests prior to release of Over The Top: WWI, so that we can find bugs, get feedback and tweak gameplay well ahead of the official release.

The second alpha Playtest for Over The Top: WWI will start on Saturday the 25th May at 16:00 CET and will end on the 26th May at 06:00 CET.
Please keep in mind that the game is still in alpha and a number of features have not yet been implemented. There will be bugs and performance issues as well unfinished gameplay. The Playtest will be multiplayer only. We will be hosting a small selection of different maps to evaluate performance and gameplay.

If you are interested in participating in the Playtest, you can register for it from our Steam Store Page. Once registered, you will be notified once the Playtest starts.

https://store.steampowered.com/app/2778610/Over_The_Top_WWI/

Thank you! We look forward to seeing you on the battlefield very soon!
/Flying Squirrel Entertainment


Over The Top: WWI - Olafson


We are excited to announce that the second public alpha Playtest for Over The Top: WWI will be from the 25th till 26th May 2024!

We will have new and tweaked content for you, such as balance changes, new maps, weapons and vehicles, so even if you played in the previous test, come check it out to provide us useful feedback!

As previously announced we are looking to host a couple of public Playtests prior to release of Over The Top: WWI, so that we can find bugs, get feedback and tweak gameplay well ahead of the official release.

The second alpha Playtest for Over The Top: WWI will start on Saturday the 25th May at 16:00 CET and will end on the 26th May at 06:00 CET.
Please keep in mind that the game is still in alpha and a number of features have not yet been implemented. There will be bugs and performance issues as well unfinished gameplay. The Playtest will be multiplayer only. We will be hosting a small selection of different maps to evaluate performance and gameplay.

If you are interested in participating in the Playtest, you can register for it from our Steam Store Page. Once registered, you will be notified once the Playtest starts.

https://store.steampowered.com/app/2778610/Over_The_Top_WWI/

Thank you! We look forward to seeing you on the battlefield very soon!
/Flying Squirrel Entertainment


Warhammer 40,000: Warpforge - CrisGV

"Adapt your strategy and claim the glory of the fray!"

The new update is now live! v1.11.4 brings not only the previously announced balance changes, but it also includes improvements to the readability of cards while in the hand on mobile devices and a number of bug fixes.



For a full list of balance changes, visit our latest web post.
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