For more than two years now, Manufacture 43 started working on a new game, of a totally different genre. What came to be named City Ambulance: Rescue Express, or City Ambulance fort short, or CA:RE for extra short, will be a fun and positive minded driving game!
Heavy work is undergoing as we add more missions, characters, ambulance customisations, streets and parks to our big european city!
We don't have a release date yet, but what we have is a nomination for France's Game Cup! This contest saw us selected amongst two other finalists to be voted by the public in order to win 20000€ (21,699$US) to finance the game in a KissKissBankBank campaign (a french crowdfunding platform). Not only this is quite the honor, we now would love to have your help winning!
Today we wanted to share our final Feature Preview on Update 1.02 or the “Enhanced Driving Update”! The focus of today's shorter preview is to show off the brand new truck exteriors and new trailer lighting! Finally we are thrilled to announce that we will be sharing the release date for the update very soon!Let's unpack!
We heard you, some of our vehicle models, especially trucks needed some attention. After we completed work on remaking all of the vehicle wheels, we set our eyes on enhancing the overall quality of our Scania and MAN trucks! After all, those are the player favorites. These trucks have gotten redesigned exteriors with new 3D headlights, new mirrors, door handles, bigger navigation displays, and more!
Vehicles are not the only thing to get some remodeling! We spent some time rethinking lighting patterns and enhancing the quality of our heavy truck trailers. All trailers now have more, brighter marker lights increasing its visibility on the road. It is now easier to see and be seen!
The update was envisioned differently when we first announced our work had started. We took a long look at the feedback we received from our community and kept adapting and adding to our list of items to get done. This is in conjunction with our efforts to deliver major updates that have a lot of content rather than smaller ones that are not substantial. We would like to thank our community for their continued patience with us. The update has been submitted for testing and certification and we will announce the release date next week!
Check out a video showcase of the highlighted features here:
Well that's it from me! We hope you are looking forward to the full announcement of the Enhanced Driving Update soon!
You can find the development patch notes for the update here: Trello - Change Log
Stay tuned, and see you on the road!
Your Truck & Logistics Simulator Team Mehmet, Sumeyye, Osman, Gustavo, Olena, and Michael
This patch is just fixing a few bugs that were caused by yesterday's patch. Thank you to everyone who reported bugs! Here are the notes:
- fixed bug where if you restarted from the menu your player would freeze - fixed bug where respawn didn't work in the practice map - fixed camera not resetting to forward position upon resetting - adjusted main menu not being centered properly - fixed bug where keys became visible again after collecting them and restarting at checkpoint - fixed issue where you could aggro knights through walls immediately upon restarting
ːsteamhappyː We are honored to introduce this game update to you. The current game has undergone significant changes from the initial version.
We spent half a month restructuring the UI and system. The game now includes the following content.
【Redefinition of Item Quality】
We have redefined the quality of items in the game, dividing them into the following five tiers:
【Impurities】-- Products of failed synthesis, can be used to synthesize bundles.
【Ordinary】-- Can be obtained through free in-game bundles/clicking balls/daily logins, can be used to synthesize rarer balls.
【Rare】-- Can be obtained through ball synthesis/free in-game bundles/daily logins/store purchases, can be used to synthesize rarer balls.
【Treasure】-- Can be obtained through ball synthesis/free in-game bundles/daily logins/store purchases, most treasure balls have special effects [e.g., additional balls over time, slightly increased synthesis probability, etc.].
【Legendary】-- Can be obtained through ball synthesis/special events, legendary balls have powerful special effects [e.g., additional rare or higher-tier balls, significantly increased synthesis probability, exclusive event tickets, etc.].
【Game Bundles】
Now, every 3 hours, you can claim a mysterious bundle in the game [no need to be online]. Opening this bundle will grant you a certain number of balls [1-5 balls of either 【Ordinary】【Rare】【Treasure】 quality].
【Clicking Balls for Extra Balls】
Now, clicking the ball in the center of the screen may grant you balls [1 ball of either 【Ordinary】【Rare】 quality].
【Synthesis System】
You can now use balls of 【Impurities】 quality or higher to synthesize higher-quality balls [there is a chance of failure, failed synthesis results in 【Impurities】 balls].
【Inventory System】
You can open the inventory to view the quantity, name, description, and effects of each ball. You can also set which ball to display in the inventory interface.
【Shop System】
You can purchase your desired balls in the shop.
【Language System】
The game now supports Simplified Chinese and English [more languages will be supported gradually in the future], and you can freely switch languages in the settings.
【Ball Display】
You can replace the ball in the center of the game interface with the balls you obtained, some of which provide additional effects.
This concludes the update. Thank you for watching. We plan to open some test qualifications soon. During the beta test period, you can obtain high-quality exclusive balls. If you have any questions, please leave us a message in the comments.
Star-fighters have been overhauled and new features have been programmed into the terminal.
This patch brings a mix of new features, improvements, and bug fixes:
New Features
Overhauled fighters
Battleships and destroyers launch fighters
Hardcore mode - type a syntax error and the ship explodes
Ships can drop chaff
Pause / unpause command
New Configuration Options
Toggle to view assists which provide extra information to aid the player
Toggle to remove the radiation jitter
Toggle to automatically stabilise the ship if engines / thrusters / rudder set to zero
Three different render modes for potentially improved rendering speeds
Improvements
AI follow behaviour matches that of the autopilot
Bug Fixes
Fixed crash when loading some space-time anomalies
Fixed issue where distress beacon would always spawn at maximum range
Fixed issue where autopilot wouldn’t account for planet rings correctly
Fixed issue where crystalline entities wouldn’t collide with minefields correctly
Fixed issue with alignment of damaged components in ship readouts
Fixed hang when pressing return on opening the Help screen
The speed of rendering was an issue we've looked at solving. Three new rendering modes have been implemented for users to determine which work best on their system. Additionally, turning off some rendering features, such as the radiation jitter and scanlines, can provide some improvements.
Handling fighters was another key area we've been wanting to solve since launch. The way they behave now, with the removal of the friendly fire option from the previous patch, now means that they can be useful.
We've also added a few toggles to aid players.
We hope that these new improvements and hardcore mode offer some new and improved ways for people to enjoy Astra Protocol 2.
If you have any comments, feedback, or suggestions, please post them here or via the usual channels.
We hope you enjoy the changes and have fun with the work we've done on Astra Protocol 2.
Greetings, commanders! Last week, we shared our plans for the near future of Enlisted, and you responded with your feedback and suggestions. Your input has helped us adjust our plans, and we're pleased to present an updated version. Thank you!
New points are marked with a differently colored icon.
As you may recall, we also invited you to share your questions - we managed to gather quite a few interesting proposals and opinions from all platforms. Today, we'll be answering some of the most popular ones.
Q&A
Q. Will you rework animations? Especially running animations with various weapons, particularly with pistols. A. Yes. We're already working on improving them. We'll pay special attention to those related to soldier movements: running, turning, and changing positions. We hope to show you the first results soon.
Q. You mentioned considering the possibility of letting players change the amount of shells in tanks, as well as the belts and payloads of aircraft. Have you forgotten? A. We haven't forgotten. We see that players are requesting this feature. However, implementing payloads in the described manner is a very complex and extensive mechanic. It's not a priority at the moment, but we may tackle this task in the future.
Q. Do you plan to expand the number of servers, for example, create dedicated ones for Asia and Oceania? Will there be a setting, like in War Thunder, that prevents you from connecting to ongoing battles? A. At the moment, this could further fragment the playerbase and lead to a significant increase in matchmaking times. But we're keeping it in mind.
Q. Are there plans to limit players who don't play infantry and constantly stay in tanks in the grey zone or fly planes? A. We'd like to avoid "restrictions" - we hope to solve the problem through other means, such as altering maps, introducing new mechanics, and improving old ones that will help players counter vehicles in the grey zone and aircraft.
Q. One of the recent events showed that there's demand for PVE content among players. Will you continue working in this direction? A. We had a lot of fun developing the PVE event for April Fools', and we're glad you enjoyed it. However, maintaining a PVE mode permanently would be challenging. Not only due to implementation difficulties, but also because we want to avoid having "two games in one". Nevertheless, we're discussing this internally.
Q. Will there be an option to separately purchase British and Italian soldiers of various classes? A. We're considering allowing players to change the voice and name of soldiers to the other nationality in the Appearance settings.
Q. Will there be a colorblind mode in the game? A. The colors for the in-game HUD were specifically chosen so that people with color vision deficiencies could play Enlisted without problems. However, since you're asking this question, we may have overlooked something. We'll pay attention to this again. If you're experiencing difficulties, please let us know. We'll try to improve these aspects for your convenience.
Q. Will you improve or reworke the customization system? For example, by adding seasons: autumn, winter, summer? A. Unfortunately, this approach isn't suitable for Enlisted - besides seasons, there's also the time period to consider. Uniforms in the summer of 1941 and the summer of 1945 can differ significantly, which is reflected in the game, and we don't want to lose that. Instead, we plan to analyze the current customization system and possibly adjust the order price relative to the amount that a player can realistically obtain. We plan to address this after we finish balancing the Silver earnings.
Q. Are there plans to rework the "Rider" class? Currently, its effectiveness is questionable. Will other countries get motorcycles too? Now they're only available for Germany and the USA. A. Yes, improving the "Rider" class is in our plans.
Q. As you answered earlier, you decided to abandon the idea of "veteran" soldiers, but are there any plans for something similar in terms of concept and mechanics? A. We don't have such plans, but we had ideas to make a "second" layer of progression for soldiers. We might return to this in the future.
Q. Are there plans to limit or nerf anti-personnel mines? For example, being able to place them only while crouching or making them available only to engineers. A. We have plans to rebalance or change the mechanics of anti-personnel mines. At this stage, we're considering several options: allowing engineers to find mines and disarm them, reducing the blast radius of mines to make it harder to "cover" a large area, lowering the durability of the mines, so they trigger from explosions and shots more easily. Some or all of these changes may appear in one of the upcoming updates.
Q. Are there any plans to make it possible to transfer accounts from console to PC? A. Implementing such a feature is difficult. It's unlikely.
Q. How will the new deserter penalty work? A. When leaving a battle early, players will incur a penalty on experience and silver earnings in subsequent battles. This penalty won't apply if the player has spent enough time in the battle. The specific values of the penalty, the number of battles affected and the duration of the penalty are still being discussed within the team. We'll inform you of the exact details closer to the release of this mechanic. We'd like to clarify that this penalty will be introduced alongside other planned matchmaking improvements.
Q. Will there be any gameplay changes for players? For example, there are currently too many explosions on the battlefield. Or perhaps a rework of the gray zone in certain missions? A. World War II had many explosions - bombs, artillery - and our game reflects this. However, we’re trying to ensure that infantry can always react somehow to such things. We're already working on the gray zones. The changes in Moscow and Tunisia, and changes in Berlin are examples of what we've already implemented. But it's important to understand that Enlisted has many missions, and all these changes are made manually - so it will take some time to fix all the gray zones.
Q. Will there be a filter or search function for weapons in the storage, or something similar? Sometimes it's easy to get lost in the large amount of available weapons. A. Good idea! We've added it to our to-do list.
Q. Are you considering any improvements to premium squads? For example, adding a universal slot for specialists? A. Yes, we've seen this request from players. Therefore, we're considering the possibility of giving all premium squads a universal slot for an additional specialist, where possible.
Q. Will anti-aircraft guns also get an improved version for high BR like anti-tank guns? A. For now, we hope to balance the infantry vs aircraft fights with one set of anti-aircraft guns. But if that doesn't work out, we'll certainly consider adding a separate set of AA guns for higher BR.
Q. The roadmap didn't mention anything about custom matches and the mod editor. Are there any planned changes for them? New functionalities, improvements or quality of life updates? A. We're constantly working on improving them and fixing the issues that you report on https://community.gaijin.net, but developing interesting improvements and new functions is very complex and time-consuming. Currently, the priority is on the game's core mechanics.
Fixed a bug that caused the game to start with a high probability of an anomaly existing in some environments, when it was originally supposed to start with "no anomaly" immediately after the game started. (The game judges the scene immediately after the start of the game as a "correct model," so "Hold it!" immediately after the start of the game would fail.) We are very sorry for introducing this rather confusing glitch.