Hey everyone! This update mainly focuses on new translations and possibly bringing the game to Nintendo Switch. In addition to that, we fixed some annoying bugs and added a bunch of early level design ideas that never made it into the final game. Enjoy!
Big thanks to out friends for the game translations: vasilykislov - Japanese, Spanish Zero2028 - Belarusian Gaziz Fattah, Ravil Salakhetdinov - Tatar
Added:
New translations: Japanese, Spanish, Belarusian and Tatar
New character effect: Possessed
New character costumes: Crybaby and Tatar
--nobg command line option that turns off parallax backgrounds
--screenshot69 command line option that changes green colored rhythm blocks to yellow
A set of 29 unused levels from early stages of development (to access these, use "levels/unused/level_N.tscn" command line option, where N is a number between 0 and 28)
A level with all NPC dialogue (to access it, use "levels/_npcs.tscn" command line option)
A developer test level (to access it, use "levels/_dev_room.tscn" command line option)
Fixes:
Movable platforms and jet platforms no longer trigger before landing on them
The progress indicator on Steam achievements now works properly
Fixed the memory leak
"Speedrunner" achievement now properly counts time spent on 6-21
Fixed occasional camera shaking with turned off camera smoothing
Other changes:
The performance on levels 3-9, 5-2, 5-19, 6-3, 6-11, 7-10, 7-7, 7-12, 7-31 and 7-41 has been improved
The performance on the overworld map has been slightly improved
Teleport hitbox is now slightly bigger
A notification about an ability to skip the level now appears after 50 deaths
Yoof ghosts on Round 3 showing hit damage when passing through the gap in their circle Layer ordering fixes on Level Complete Round 2 multiplier didnt reset on collision with enemies Round 12 background parallax adjustment Door closing when invincible pushes you up through the scenery on rounds: 9,10,15,16,17 Custom character not saving properly on black label/red label Include Boss score in startup screen score and level selection global score Black label complete breaks saved details on occasion Multiplier graphic shows when ghosts destroyed by death/exit Black Label/Red Label saved character not showing properly if Original mode not played "tap to start" shown during name input on random occasions
Nordic Ashes: Survivors of Ragnarok - Noxfall Studios
Hello vikings! Some of you may already know, but we launched our own Gnöki plush a few days ago! ːNA_Gnokiː ːNA_Gnokiː ːNA_Gnokiː We partnered with Makeship to provide this high quality Gnöki companion. Get your own Gnöki here!
Thanks to all the people that have already purchased theirs, it means a lot to us! Gnöki is here, but in real life this time! ːNA_Gnokiː
ːNA_CrystalːSee you next week to celebrate Summer Festival with a cool themed update! ːNA_Crystalː
If you have any suggestions, issues or any kind of feedback, don't hesitate to contact us: 🔸 Discord. 🔸 Steam Community.
A bug that caused countermeasures used in Ground Battles to be missing or issued in single quantities has been fixed. (Report).
Mirage 2000C-S5, Mirage 2000-5F — a bug that caused only 2 chaff out of 48 to be available for release has been fixed.
F-105D, F-100F, A32A — a bug that caused the countermeasure pods to release chaff just once has been fixed.
JA37D, JAS39A — a bug that caused the amount of countermeasures present in battle to mismatch the selected amount has been fixed.
Mirage F1C-200 — a bug that caused the amount of countermeasures in the selection window to be higher than the actual amount has been fixed.
Incorrect behavior of the BAFG-230 / 460 bomb acting as a tail fin retarded bomb has been fixed.
Harrier GR.7 — a bug that caused the BOL pods to not carry any countermeasures has been fixed. (Report).
Harrier GR.7 — a bug that caused presets with the AIM-9L + BOL to be locked unless the AIM-9M modification had been researched has been fixed.
JAS39 (all variants) — the incorrect sequence of firing countermeasures and the lack of display in battle of the additonal 12 countermeasures built into the wing pylon for the JAS39C variant has been fixed.
A bug that caused the firing of countermeasures in series to not function has been fixed. (Report).
F-4F KWS LV — AIM-9L/I missile icons have been fixed. A bug that caused the belt selection for the 20 mm cannon to not appear in the modifications window has been fixed. (Report).
MiG-29SMT — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
JAS39C, Sea Harrier FA 2 — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
Mirage 2000-5F — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
Tornado F.3 Late — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
Fokker G.IA (France) — moments of inertia have been corrected. The operation of control surfaces has been corrected (deflection angles have been changed).
A bug that caused knocked-out gunners to fire has been fixed.
Ground Vehicles
Strv 103 (all variants) — a bug that caused the tank to lose the ability to move when the driver was knocked out has been fixed. (Report).
Namer 30 — a bug that led to the fatal detonation of the external ammunition for the gun has been fixed. A bug where the gun did not jam when overheated has been fixed.
Challenger 3 TD — engine power has been reduced from 1500 HP to 1200 HP. (Report). (This was a missing point in the Seek & Destroy major changelog, the changelog has also been updated).
Naval Vessels
VLT-2 — a bug where the ability to perform survivability actions was disabled due to the lack of crew has been fixed. (Report).
In the controls settings, the description of the seeker lock control has been corrected. (Report).
A bug which caused the belt-fed of clip-fed guns of some ships (for example, MTB-422, R-301, Thunderbolt (PT-556)) to not reload after spending a single belt or clip has been fixed. (Report).
Interface
For vehicles available on the Marketplace, the “Find on Marketplace” button is now replaced with “Consume coupon” button in the tech tree, vehicle preview, and wishlist if the player has the coupon with this vehicle in their inventory.
A bug that caused aircraft with only chaff to have an indication of a number of flares to be displayed in the battle has been fixed.
A bug where selecting a weapon preset without countermeasures on some aircraft lead to the display of countermeasure “belts” in the modification window has been fixed.
Sound
The following sound changes have been reverted back to how they were before the Seek & Destroy major update due to feedback surrounding them, and some will be reworked:
The changes to ground vehicle crew voices, and the clarity and audability of commands, in particular due to the echo when viewed from the gunner.
All explosion sounds due to the updated nature of the sound.
The sounds of artillery shells falling due to the annoying nature of the sound.
All long-range shots from ground vehicle cannons due to their monotony and “dull” sound.
The M61 Vulcan and GAU12 mutli-barrel guns, we realise the updated sound was not seen as an improvement.
The volume levels of all sounds, there are no changes now compared to what they were before the update.
Other
A bug that caused Squadron Activity points to not be given has been fixed. (Report).
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Welcome to the second of our Dev Blog series for “The Mighty 8th VR”.
Today we are happy to share with you our further work in progress.
Test Flight
We have aimed to create a sandbox and training areas around the Thorpe Abbotts airbase so players can test their skills and get some familiarity with guns prior to taking to the sky.
You will notice in the video that the airfield is starting to come to life. There are many vehicles moving from place to place and beyond. The keen-eyed among you will also notice a G506 driving around with a very interesting gun mounted on the back, whilst we don’t show you how this works in today's video it will come in videos further down the track.
The video also shows work in progress of some of the various roles that we have been implementing and testing. You will notice multiple gunner roles, pilot and bombardier roles are starting to take shape. Whilst we have been working on the Norden Bomb Sight, we felt it was better for us to save that for a future video.
VR Notes:
The video has been captured on a Steam PCVR build on an Oculus Quest 2 connected via wifi using Virtual Desktop. The game will also work via the Steam app and Oculus Airlink, using motion controllers. We have also been testing with hand tracking on the Quest 2, and that is partially working already. We aim to support as many headsets as possible when the game launches.
Thanks for your support
Thanks again for your support so far. The team is making great strides now as we have overcome some real technical hurdles we faced early on. We look forward to sharing more with you soon.
Please feel free to reach out with comments and questions and we will see if we can cover them in future blogs.
We are also avid VR gamers here, so if you have played an amazing VR game recently that you think our team should check out feel free to name-drop it in the comments.
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