I am very excited to reveal some new screenshots and info on a new demo I have been hard at work on.
House of Lies has undergone some major changes that I feel will represent the game much better.
I have created brand new environments that you'll explore in the upcoming demo. The AI has been completely re-written with a much better base to work with now that allows us to implement new features and different enemies.
Enjoy some new screenshots of the new areas and I will have another update soon with a date for the demo.
I've noticed some complaints regarding the performance and frame rate, and noticed that the lower quality settings did not disable anti-alising nor shadows. I've made changes to this, so you should notice better performance when switching to lower quality or medium quality in the Options menu.
There's also been a lot of improvements in two maps, Snowy Mountains and Snowy Ruins. I've added a bit more logic to the enemy placements, and improved these two maps overall.
There's also a new boss fight in Snowy Ruins, which was cut during Early Access, but I've now added it. Hopefully it makes the end-game more challenging!
Other bug fixes include: - Fixed Flower Lady lock on ref being too high - Improved dragon Frostynax damage hitbox, should be easier to hit him now - Fixed dialogue with Arun after frostynax boss fight
That's it for this week. Hope you have a great time playing. Thank you for your support! :)
We would like to announce additional measures and compensation details regarding the Weekly Tournament issues that occurred this past Saturday.
NA/SA/EU Servers
Due to the Team Battle Royale Weekly Tournament being canceled on Saturday, players on the NA/SA/EU servers will receive the following compensation.
Eligibility: All users who met the participation requirement (200 ranking points) by the start of the tournament on Saturday, July 6th.
Compensation: 75 Weekly Tournament Coins
Asia Server
There was a problem with the ranking and score calculations during the Team Battle Royale Weekly Tournament held on Saturday.
The dev team has re-calculated the rankings accurately and will provide compensation as follows:
- Top 100 before re-calculation: 150 Weekly Tournament Coins - Top 100 after re-calculation: 150 Weekly Tournament Coins - Compensation for all participating users: 75 Weekly Tournament Coins
* Players affected by the data error are included in the compensation recipients. * The compensation will not be given multiple times.
The re-calculated top 10 rankings are as follows.
Future Plans
The Weekly Tournament for this week (July 13th - July 14th) will not be held.
This decision is to allow the dev team to resolve the issues with the Team Battle Royale Weekly Tournament and to monitor and analyze the impact of the upcoming 25% stamina regeneration increase patch on game balance.
Detailed information about the re-opening of the Weekly Tournament will be provided in a separate notice. The aforementioned compensation will be distributed with this week's patch.
The Battle Crush team would like to offer our sincerest apologies again for the inconvenience caused by the canceled tournament. We’ll make sure that the tournament will return without problems once the problems are resolved.
Thank you all for your patience and understanding regarding these issues. Please rest assured that the team is working very hard to bring you the best gaming experience possible.
Welcome to another dev diary. Today, we're diving into a topic we introduced a few diaries ago: space stations. Please note that the images are works in progress.
Previously, we discussed space stations from an aesthetic perspective, highlighting their role in the environmental narrative of our dangerous galaxy, Neterun. As we mentioned, stations are built to reflect the identity of the raiders, and in the game, you'll encounter different station designs based on which raider group constructed them.
To reflect this in the game flow, we have adopted some solutions. First and foremost, a space station is a safe haven for raiders. We've strategically positioned them so that, even though there are areas of the galaxy where we want you to get lost among dangers and threats, players will always have at least one reference space station where they can refuel or restore their stability, as each space station is equipped with its own stabilizer. Additionally, space stations have a dispatcher, which is used to record requests from other raiders, providing a means to obtain missions.
Space stations also play a central role in controlling the different regions of Neterun. As we’ve mentioned, space stations were among the first structures created during the colonization of the galaxy, serving as markers to indicate safe areas. They are pivotal in our lore, and we've chosen to reflect this importance in the development and growth of a raider. Each station has a set of resources that, once unlocked, become available at other stations, feeding into what we've envisioned as a true "supply network." Some modules can only be unlocked at specific stations and after completing certain tasks. This system is designed to give players a sense of progression: the further you advance in the game, the more you'll discover stations with rare and powerful modules (which, yes, you'll have to fight hard to conquer, but nothing is easy in the ruthless raider exile).
Stations are so crucial that they are often under attack, threatened by other raiders or the biological beings inhabiting Neterun. Until a station is defended or liberated, it will be impossible to land there. We made this decision to emphasize the centrality of stations in different areas of the galaxy and reinforce the idea that they provide a safe haven where, theoretically, raiders should never have to fight. However, when a battle does occur, raiders must be prepared to fight to reclaim that small oasis of peace amidst the danger and violence of their exile.
This is why we've created stations that can be threatened, used as bait, or even attacked by raiders seeking to dominate others. Engaging in a battle to liberate a station, as seen in one of the side quests in the demo, allows a raider to grow not only in firepower but also in their story as an eternal exile.
We hope you enjoyed this in-depth look at space stations from a gameplay perspective, and we look forward to seeing you in the next dev diary!
Hey, work on VA is going very slowly. I've had to focus on my job among other things. But we'll get some updates coming soon.
Patch 224 Released Build Win_VectoredArmada_20240708_1309
- Fixed the first time Default ( Rebel Workbench ) ships not being on the correct team and as such not recolouring at all until saved and reloaded. ( What an annoying first impression for a new player ) - Adjusted the way ships handle threat avoidance to prevent them taking excessively long routes around targets.
A bug that caused the notifications about hits, critical hits and destruction of enemy vehicles to not display in Custom Battles and in Assault modes has been fixed. (Report).
A bug that caused objects with 4 levels of detail (LOD) to stop rendering earlier (at shorter distances) than objects with 2 and 3 LOD on graphics settings below the High preset has been fixed. Now, objects with 4 LOD also disappear at the same range on graphic settings below and including High. Objects here mostly include large objects such as rocks or carriages.
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.