Enlisted - [CM] Ungorisz


Greetings, commanders!

You have seen our plans. You have asked questions about those plans, and, we have been keenly observing what you have to say.

Among these, we saw a great many questions and concerns from you how we will tackle ”gray-zone” players, in what manner we’ll be improving customization, about our planned changes to punish desertion from battles, what the ”Veteran’s Box” actually is, and what quality of life improvements we were actually referring to in the plan.

Many of the queries mentioned above, or specific questions about other topics, that will be answered anyway in approaching developer blogs, so if you don’t see your question addressed directly in the Q&A – don’t worry! We’ll answer it another time.

Keep an eye on the news – the Q&A is coming in the near future.
World of Warships - Unrug_WG
This is a short overview of the content in Update 13.6. For more information, visit the dedicated article on our website.

EU NA ASIA

French Destroyers


An all-new branch is springing out of the French Navy Tech Tree! Newcomer French destroyers L'Adroit, Duchaffault, Le Hardi, L'Aventurier, Orage, and Cassard take on the role of close-range torpedo boats.

Starting from Tier VII, the ships will have access to powerful torpedoes that can travel fast and far, but inflict variable damage based on the distance they travel. In other words, they are most effective at close range and lose destructive power the longer they travel.




Early Access: How to Unlock


  • The Tier V and VII ships can be unlocked in the first and second progression lines of the French Destroyers Event Pass, respectively.
  • The Tier VI, VIII, IX, and X ships can be found in consecutive bundles from a dedicated section of the Armory.




For more information about the Early Access event, see the dedicated article:
EU NA ASIA

Mode Shuffle


Update 13.6 brings a new temporary battle type—Mode Shuffle—that will randomly place you in one of three familiar game modes focused on close-quarters encounters: Airship Escort, Convoy, or Arms Race!


Format:

  • 12v12
  • Tier VIII–X ships; Up to 6 battleships, 7 cruisers, 4 destroyers, 2 submarines, and 1 aircraft carrier
  • Divisions of up to 3 players

Brawls With Support Consumables


Three Brawls await you in Update 13.6. This time, you'll have access to different support consumables, similar to those from the Piñata Hunt event and Clan Battles Season 25.

Brawl 1:
  • Starts July 15
  • 5v5
  • Tier V destroyers
  • Divisions of up to five players

Ranked Battles Season 18


A new season of Ranked Battles kicks off July 10!

Bronze League:
  • 7v7; Tier VI and Tier VII ships
  • No more than 1 aircraft carrier, 1 submarine, 4 battleships, 4 destroyers, and 6 cruisers

Silver League:
  • 7v7; Tier X ships and superships
  • No more than 1 aircraft carrier, 1 submarine, 4 battleships, 4 destroyers, and 6 cruisers

Gold League:
  • 5v5; Tier VIII and Tier IX ships
  • No more than 1 aircraft carrier, 1 submarine, 3 battleships, 3 destroyers, and 5 cruisers

Armory


The World of Warships Armory will be brimming with new collaboration content:

  • STAR TREK
  • Arpeggio of Blue Steel -Ars Nova-
  • Transformers
Tako no Himitsu: Ocean of Secrets - DeneosGames
Hello from Deneos!

We’re super excited to show the brand new trailer for Tako no Himitsu, and to announce that the Kickstarter is live today!

Tako no Himitsu is an action JRPG made as a tribute to GBA classics - you can expect puzzles, party systems and a narrative that explores each character’s story and the world around them.



Alongside the launching of our Kickstarter campaign today, we’re excited to share an early demo of Tako no Himitsu - there’s over an hour of gameplay for you to enjoy, giving you plenty of time to explore some of the world and meet some of the characters!

As this is an early demo, there may be some bug and fixes that we’ll roll out (boss improvements are already on the list). If you encounter any bugs, or would just like to give feedback, you can join our Discord here.

And of course, wishlist Tako no Himitsu now! It helps us out more than you know, and as a small team every bit of support means the world to us.
Dust Raiders - Robson


The world of Dust Raiders is filled with roaring engines, ruthless gangs, and desolation spanning deserts, swamps, and arid steppes. It’s a realm where, through trade and violence, you can seize power and dominate the perilous wastelands and key routes between enclaves.

Creating such a world from scratch is an immense task. Designing diverse map areas to each enclave, NPCs while making sure the world is believable and full of dozens of little storylines that player approaches through quests.

To help us craft a rich and intricate world, we’ve invited Marek Mydel, narrative designer and co-author of the critically acclaimed board game “Waste Knights: Second Edition”. We posed several questions to him about his inspirations, workflow, and past experiences.



Hello, Marek! Could you tell us a bit about yourself? How did you become a board game designer?
I’ve been working in the industry for 20 years now, but it’s hard to say what makes you a designer. First I played any games that were available in the ‘90s in bleak Poland and then I was a guy who had a chance to work with great licenses either as a developer or translator. Hard to say when it happened. So, all in all, it’s more a matter of being in the right place at the right time rather than having a planned career as a designer.

With Waste Knights, and now Dust Raiders, you’ve delved deeply into the post-apocalyptic theme. How do you blend expectations from these kinds of worlds with unique twists?
It’s always a bit of what I see in various games, movies and books and what I read on the news. Our world is already fu**ed up enough to give me inspiration. And then I fu** it up even more (for players’ sake, of course). Oh, and there are so many post-apo conventions in Poland and tons of great people who inspired me. Kudos to them all!



What are the differences between designing a board game and a video game?
One word – assets. It’s easy to write a passage in a choose-your-own-adventure book. It’s simple to create whole worlds like that.
But with a video game, I must limit myself to what the producers have in store. So, it’s a game of making the most of what they give you, which is a challenge by itself, but a nice one. Plus I quickly get to see what I imagined, while in a board game some things forever stay purely textual.

You have experience translating ancient Japanese literature; what lessons from that work are useful today?
Don’t be a peasant in feudal Japan, ‘cause you might get cut. And then – appearances matter most. Samurai might not be your noble warriors, but they look like ones. Oh, and working 14 hours a day is a normal thing. Comes in handy when you’re handling a game project close to a deadline.




In Dust Raiders, we will continually fight and gain influence at the expense of different gangs. Could you describe one of the raider groups?
As I don’t want to spoil too much, so I’m going to tell you about the Skaters. One day after the Apocalypse they looted a hockey stadium and thought that wearing a mask with a bad-ass illustration sounds good. Some of them even tattoo their faces to make them look really fearsome!


What are your main sources of inspiration when designing the setting for enclaves in Dust Raiders?
This one is easy. I look at some place through my window or imagine one I don’t see and then think what will happen to it if no one delivers power and water to it. And when some bad guys come to claim what’s of any value there.


What’s the secret to creating unique characters in a post-apocalyptic world?
I don’t think that such characters are far different from people living here and now. Post-apocalyptic world is simply one 20 years from now if we lack food and water. Imagine your neighbor in this situation – how would they react? Or you? And you have your unique someone.



Could you share with us some events that occurred before the plot of Dust Raiders?
There’s a whole plot twist we had to bury deep inside the game which basically underlines the whole idea behind the setting, but one thing which literally “sticks out” of it is “The Windmill”. Just get far enough in the game and you’ll see.


What’s your favorite element of Dust Raiders so far?
I think it’s combat. As I work mostly with board games, all the action happening there is turn-based or dice-oriented. All in all, pretty static. But in Dust Raiders when you start a fight, better be prepared for some fast-paced decision making and exploding fun.
Jul 10, 2024
Mordfield Playtest - value
  • Toots (our Tutorial emissary) has an updated graphic.
  • We've changed the rules around power buildings so that you can only have 10 across your entire empire, with a max of 4 solar and 4 wind per city. We've also made wind a more scarce tile attribute. Additionally, all units now require power proportional to their unit size. We did this to combat army sizes becoming too large and trivializing end-game content. We didn't want to hard cap supply like most RTS though, but this power-per-unit-cost is an effective soft cap, while also leaving Power Resource Packs for end game a possible strategic decision to surpass the soft-cap.
  • Solar Panels now produce 3x more power on desert tiles.
  • Wind turbines now produce 15 power baseline (previously 10), and now produce 25 power on windy tiles (previously 20).
  • BlamazonPrimes now do splash damage.
  • Units' power costs are now due upon activation, not upon queuing. This allows for production to be applied before the power is accumulated. When a unit's production has finished, a power icon appears to finalize the build, and can only be completed if sufficient power is available.
  • Added additional texture to plains hex tiles. Updated mound tile texture.
  • Disabled unit button if required power is greater than current capacity.
  • Science Menu glows when current science reaches current tier of science.
  • Buildings can be deconstructed, receiving scrap in return.
  • Joining a squad now cancels previous unit queued movement.
  • When possible to determine, the idle action log now focuses on the units' current position.
  • Tanks no longer dig themselves out of mounds after attacking from one. /shame
  • All production stops when empire has insufficient power (power-producing buildings still produce power when unpowered in this way).
  • Satbot can no longer attack with spell from absolutely anywhere. ...the cheater.
It Returned To The Desert - Good_Punk
Hello everyone,

I'm happy to tell you that the game is now "playable" on the Steam Deck. You should encounter no problems while playing through the game. (Note: the game is not completely optimized for controller play and the best experience is still to play with mouse and keyboard.)

Other changes:
-Added notification animation on closed upper menu to make new notifications more visible
-Small improvements in combat controls and edge-casses
-Minor bug-fixes

Cheers,
Tim
Single-handedly Challenge Ultimate World - ienlaw
Please note that the following content may not be accurate due to machine translation.

* A serious problem has been discovered
Testing revealed that the actual drop rate does not match expectations, with drops occurring every two minutes.
After modifying the drop configuration, this issue should now be resolved. Additionally, the drop frequency has been changed from 10 seconds to 1 second in this update.
However, the actual drop rate may still be affected by network latency, leading to potential delays.

* Compensation for lost drops
Compensation for lost drops will be provided as part of the celebration welfare for the first week of the game's official launch.
All players who logged in between July 3, 2024, and July 9, 2024, will receive 5040 "years" worth of time items as compensation.
To claim the compensation, please join the game group through the top group chat in the "Community Center" and send your Steam ID to the "Drop Compensation - July 10, 2024" channel.
Compensation will be sent to all eligible players in the background after 3 days.
The deadline for claiming this compensation is July 10, 2024, to July 13, 2024.
Please note that the above times are in Beijing time UTC+8.

* Other updates
- Added a help interface that displays some basic game information
- Added a progress bar showing the expected drop time
Community Announcements - 276360843
亲爱的玩家:

为提高服务器性能,提升服务器的游戏生态,给玩家创造更好的游戏环境,运营团队决定于北京时间2024年7月11日10:00-12:00进行部分区服的合服以及对所有区服进行服务器维护,届时将无法登陆游戏;以下为具体信息
【合区&维护时间】:北京时间2024年7月11日10:00-12:00
【合区区服】:1服-2服,3服-5服

合服之后所有排行榜均按照合服前奖励结算

开服时间可能会延迟或者提前,请玩家留意开服时间
Jul 10, 2024
后室重生Backrooms Rebirth - SJGZS
Repair! Multiplayer games have the problem that players can't run fast except for the homeowner
Way Nd Choice - S.nouman

Added the feature to skip the prologue at game startup to get into the game quickly.


Improved the small quest UI to include text to explicitly identify objectives.
...