This weekend you have more to do than ever! Hurry up and take the long-awaited level 220 to enter the Twilight Underworld, and upgrade your armor to Twilight armor!
On the way to greatness, as always, good magic will help you.
đ¸ âGold Medalâ server buff đ¸ x2 rate on cloak enchanting
Saturday: đx2 drop đx3 varnish
Sunday: đx3 experience đx3 varnish
Donât be distracted by unnecessary things and grab the rates before they run away!
Custom depots made their debut in American Truck Simulator in the Kansas map expansion and also appeared in the Nebraska DLC. Today, we would like to share with you a preview of the custom-made depots that our map designers have created for the Arkansas DLC. Let's take a look!
These depots are not the usual prefabricated ones made by our asset makers, which truckers often encounter in various locations. Each depot is individually designed and assembled by our map designers, making them completely unique. Every time truckers enter a new depot, they will need to explore it anew.
As in our last DLC, the custom-made depots consist of farms and grain elevators. On top of that, we are adding two new types of depots - river ports and timber harvests which are both typical for Arkansas. There will be a total of eleven custom depots in this upcoming map expansion. All of them will have specific loading and unloading spots for each cargo you will deliver there for greater realism.
In the US, river ports primarily function as transshipment hubs where cargo from ships, trucks, and trains converge. As a result, they feature a wide variety of different types of cargo which will help us boost the in-game economy. In Arkansas, truckers will encounter them mostly on the Arkansas River.
Logging is an important industry in Arkansas and we wanted to reflect that. Players will deliver in and out of the timber harvest depots near the cities of Hot Springs, El Dorado, and Harrison. Each of those is modeled to fit into the surrounding area and will be completely different, so truckers driving there will come across various demanding terrains and roads.
We hope you have enjoyed this preview of the hubs where you will deliver cargo in Arkansas. Looking forward to exploring them yourself? Then be sure to add the Arkansas DLC to your Steam Wishlist. Until then, follow us on our Twitter, Facebook, Instagram, TikTok, and YouTube, so you won't miss out on any ATS news!
The DCS Dynamic Campaign (DCSDC) has been a massive undertaking, but we are making steady progress in both the strategic and tactical elements. Here is an outline of our development tasks.
Work continues to configure ground AI forces command and control. There are three main systems: The border and frontline system, navigation based on terrain and surface-type, and a multi-level formation system. These are combined into one code for the final fine-tuning of ground combat. The decision-making system for ground force objectives is being tested and refined as a function of force size, unit locations, and the general objectives of the coalitions.
To improve ground forces movement calculations, a mechanism was created for the DCSDC engine that optimally analyses routes between points, whilst taking into consideration roads, terrain, and potential travel speeds across different types of surfaces. A navigation mesh editor is also being developed to allow campaign creators to modify old terrains to suit their needs. We believe these components can be applied not only within Dynamic Campaigns, but also for non-dynamic DCS missions and campaigns.
Testing of the integrated air force âcommand and controlâ of DCSDC into DCS continues This includes both the creation and functioning of the missions and optimization of different mission task flight profiles. Looking ahead, there will be tests made for all components of the strategic AI troop control and player participation.
Testing of Dynamic Campaigns has resulted in a new tracking system that allows a detailed accounting of actions and behaviours. This is critical to the debugging process of such a complex task. The current DCS track file system has also been expanded with the ability to store RTS layer information. The resulting systems will allow you to review campaign events and provide a DCSDC active save system. This active save system will allow you to resume saved games and rewind time to replay an unsuccessful episode of a campaign.
Screenshot Competition
Capture the action!
All winners will receive a feature to showcase their winning screenshots to the community. To reward your artistic and piloting prowess, we have some prizes lined up:
- 1st Place: $100 in ED Miles - 2nd Place: $50 in ED Miles - 3rd Place: $25 in ED Miles
Eligibility: Participants must use an official copy of DCS and any relevant modules for the screenshot they submit. The competition is open to all. Please register here.
How to participate: To register, simply reply to this forum post with your DCS username and include your screenshot.
Screenshot Requirements: - Resolution: Screenshot must be in high resolution (minimum 1920x1080). File format should be JPEG or PNG. Maximum file size is 9 (nine) Megabytes. - Content: Only in-sim content. No external software or post-processing enhancements. - Originality: Must be your own work and not previously published or submitted in other contests.
Uploading Instructions: - Reply to the DCS Screenshot Competition 2024 forum post and attach your screenshot. - Include your DCS username in the reply.
Deadline: - Your entry must be submitted by the 23rd of August, 2024 at 15:00 GMT.
Judging Criteria: - Visual Appeal: Clarity, composition, and impact. - Creativity: Originality and story. - Relevance: How well it represents DCS.
Terms and Conditions: - DCS may use your screenshots in promotional materials. - Selection will be done by hand in-house. - You require a DCS forum account to participate. - You will be contacted via the forum to claim prizes. - Stay tuned for the winners announcement.
Peacekeeper Lebanon
UH-1H Campaign by Flying Cyking
The UH-1H Peacekeeper Lebanon campaign immerses players in a series of challenging missions set against the backdrop of Lebanon. Developed by Flying Cyking, this campaign features a compelling narrative, detailed mission planning, and diverse objectives that will test your piloting skills and tactical acumen. From troop insertions and extractions to close air support and reconnaissance, each mission is designed to provide a realistic and engaging experience. This campaign is a must-have for all UH-1H enthusiasts, and is planned for the next DCS update!
This monthâs dev update features our 9th Rival revealed for the launch roster, more news from Evo 2024, plus an update on what we checked off from our roadmap this month. Read on for details:
Orcane Revealed
In case you missed it, last weekend Aether Studios went to Evo 2024 (the largest and longest-running fighting game tournament in the world) where we showed off the latest build of Rivals 2.
We were incredibly excited to have the stage Friday to reveal our 9th Rival in the roster - Orcane! Orcane returns with his slippery and all around adorable gameplay, plus some new tricks like teleporting with his opponents through his puddle. Check out his reveal trailer if you havenât yet:
Our other big Evo announcement was that all future characters in Rivals 2 after launch will be FREE updates to the game. No paid character DLCs or grinding required.
We know the typical lifeblood of a fighting game comes from character releases as the game grows, so our plan is to make them unlocked and playable for everyone as soon as theyâre available. As players this is the type of model weâd like to see, and we hope it catches on and works out for everyone. We have plans for tons of characters after launch and canât wait to expand the roster. If you want to support us over the long haul weâll have cosmetics to help sustain the game, but we'll make sure you wonât be able to buy a competitive edge.
July Backer Beta
Today is our next Backer Beta, taking place from July 26th at 8am PT - July 28th at 11:59pm PT. Hereâs whatâs included in this beta from our roadmap, plus a few bonus items that snuck in:
This wasnât on the roadmap, but we were able to add in an early version of matchmaking as a bonus feature to our 1v1 and Doubles queues with the goal of improving the fairness of the games youâll find. We know upfront this will need some tweaking, so let us know your feedback about your matchmaking experience and queue times this weekend.
More Player Inventory Testing
Character specific spawn platforms have been added! During this beta all of the base character platforms will be available for testing. Swap them out on any character and let us know if you run into any bugs. In the future these nine base platforms will be unlockable via character progression.
More Beta Coin Shop Items Added
You can unlock these with the coins you earn through playing and keep them post-launch! All six items currently in the coin shop will return in Augustâs backer beta, so donât fret if you canât get them all this weekend.
Region Preferences Added
You can now set a region preference for where the server will be located in your lobbies. This overrides how the game automatically tries to calculate and choose the best server between all players in your lobby.
Camera Tools
Another bonus feature going in this beta is our new CAMERA TOOLZ. This is something weâve been developing behind the scenes to help make our beautiful character reveal trailers, and this month itâs far enough along to let creators play with it. Set up cameras and keyframes in your replays to export amazing footage and bring your visuals to the next level.
One last thing to add regarding our roadmap - we originally intended to test emotes this month for the first time, but unfortunately this feature is not quite ready. Weâll be delaying this to the August beta. Donât forget to give us your feedback and suggestions on all the new changes this month.
What's Next
Weâve got one more beta planned to close out the summer after this one ends. Donât worry we know that our current roadmap ends in August, so expect more news and an expansion on what to look forward to as we get closer. We hope you all enjoy the latest beta this weekend.
If youâre looking for official Rivals events next month make sure to tune in for Rivals 2 at Supernova, and stop by and say âhiâ if youâll be at PAX West in Seattle!
Thank you so much for your support and feedback during these first months! Weâre grateful for your backing in making Reus 2 as good as it can be. Because of you, we can go out and improve the game further. Letâs take a look at the future roadmap!
Check out the new roadmap!
Atlantic Forest Update
This update will expand on the Rainforest! We have some ideas for new animals, plants, and minerals. For the first time, we will also introduce a new Era option as well as new Giants abilities!
Amur Update
The Amur update focuses on the Taiga. A few new Biotica will be introduced, including the famous Amur Leopard. We hope to expand a bit on the Taiga mechanics with them!
Future Update
We have more updates planned, including some pretty big announcements. Stay tuned to learn more!
Thank you all for your amazing feedback! We've fixed and improved a bunch of things and will continue to do so quite often :)
Gameplay - added studio genre skill levels in the Overview - Minor shooting costs are now deducted on shooting start instead of movie release - Environment area is now displayed when placing props - Improved crew animations on set
Fixes - lots of minor visual fixes throughout all the buildings - lots of minor UI fixes
Hi everyone! Here are the patch notes for the latest update.
Major Features
New Desert Biome
New Hazards
Interference - the dust and sand from the desert disrupts your navigation systems! Maps, pings and auto-lock-on systems will be deactivated, unless you can find a way to negate the interference.
Puffballs are on the move! The desert variant has evolved to take advantage of the strong winds.
Desert Needleberries spend most of their day buried under the sand, hiding from the sun, waiting to surprise their unsuspecting prey. When under threat, they will retreat below the sands and reappear somewhere close by.
Sand Sharks are the name given to torpedoes buried in the sand. Get too close and it will lock on to you, attempting to track you down and explode when close enough!
Desert Sandstorms
The desert sandstorms donât harm your tech in any way, but youâll barely be able to see anything! Try not to get too lost out there.
New Resources
Fluorite: A common resource found in the desert.
Gold: An uncommon resource found in the desert.
Kimberlite: A rare resource found in the desert. It is said that directly fragmenting the rock itself will yield much better results.
Oil: Rumour has it that oil can be found in the desert, somewhere, but they are likely to be highly guarded or very difficult to find.
New Tech Blocks
Liquid Tank: This block can syphon various liquids from the world and store them. As of this update, water and acid (from corrosive pools) can be stored. Each tank can only store one type of liquid.
Liquid Cannon: When connected directly to a Liquid Tank, this block will shoot the liquid stored inside that tank. Water will apply the âWetâ status to techs, reducing their heat; Acid will apply âCorrosionâ to techs, increasing their damage taken.
Heat Sink: Will reduce Techâs overall heat, but has a hefty tech reactor cost. It is even more effective while moving, and up to 5 Heat Sinks can provide this effect.
Water Cooled Radiator: When connected directly to a Liquid Tank that is storing water, this block will periodically consume some water to reduce both heat penalty zones by 35%. Although you can reduce the penalty zones significantly this way, you cannot completely remove it.
Voyager Wheels: By using the provided fire group, these wheels consume tech power to give themselves extra Turbo, significantly increasing their speed.
Hopper Axle: When connected to a wheel, provides those wheels the ability to jump.
Nomad Cab: This cab provides beneficial modifiers to your whole tech while your reactor load is at or below 200.
Beacon Layer: This block creates Beacons (craftable at your local Supply Fabricator), which are small devices that project a beam of light into the sky for a few minutes. They also provide immunity to Desert interference while you are near one.
Huge Hauling Wheels: Big wheels for big Techs. They give themselves Turbo 5 when the Tech is over 8000kg.
Large Shifted Armoured Wheels - new armoured variant.
New Structures
Liquid Silo: For all your liquid storage needs!
Beacon Tower: Projects a beam of light high into the sky. Handy for locating your base through the interference permeating the desert. Also provides immunity to interference while you are near one.
Oil Extractor: Slowly extracts oil from the ground and places it in barrels - once you have found an elusive source of oil.
Oil Generator: Power your base with the oil barrels created with the Oil Extractor.
New Faction
Find all of the blocks mentioned above on the new desert faction techs! They are well equipped to deal with the desert; maybe they have the answers to your survival in this desolate, scorching land.
Desert boss
Terrain Deformation tools
Weâve reworked how Terrain Deformation works in TTW to be more focused main blocks that can be upgraded and influenced by add-ons.
Terrain Tool - The Terrain Tool is the main event in this set of blocks: it has the ability to modify the terrain based on an AoE cursor. Fancy!
Terrain Tool Tank - Debris naysayers, this oneâs for you. This Tank is a specialised storage block for storing Debris to use with the Terrain Deformation tools. For the Tank to be usable, the Terrain Tool needs to be directly attached to one (or more) of the Tanksâ APs.
Modules - Modules are small blocks that add new functionality to the Terrain Tool.
Module Stacker - The Stacker is a small optional block that gives you a purpose-built housing unit for Modules. Like a backpack, for your Tech.
The Terrain Tool comes with 3 default modules:
Lower - Diggy diggy hole! This module allows the Terrain Tool to subtract matter from the surface. It charges a small amount of Power when enabled, but itâs usable without any sort of add-ons.
Raise - Stack âem high! This module is enabled when the player connects the Terrain Tool to a Terrain Tool Tank, and allows you to add matter to any surface. To use it, the Terrain Tool Tank will need to first be stacked with Debris.
Level - Can we make a Flat Earth joke here? This module is enabled when you connect the Terrain Tool to a Terrain Tool Tank, and it allows you to point at a surface and pave the surrounding terrain to that level, lowering and raising the terrain when needed. To use it, the Terrain Tool Tank will need to be stacked with Debris.
Currently, there are 2 additional modules:
Smooth - This module is enabled when your Tech has a "Smooth" Module connected to one of its APs, and it will allow you to smooth out the terrain by your cursor. To use it, the Terrain Tool Tank will need to be stacked with Debris. (TLDR; youâre gonna need some Debris for all this.)
Rewild - This module is enabled when your Tech has a "Rewild" Module connected to one of its APs, and it allows you. to make the terrain look more ânaturalâ again, if youâve gone too far with your industrialisation.
These new tools can be found in the Swamp and Arctic biome.
Unfortunately, this means the old Terrain Deformation tools will have to be sunsetted as they do not work with the new system.
Block variants
Similar blocks are now bundled up cosily together in sets. For example:
All of the 111 connector blocks are part of the same set
Same for all of the 211 connectors!
Similar-sized structure blocks are grouped into sets
Similar-sized wheels with different mountings are now sets
All blocks in the same set can be quickly swapped out with one another. Hold any variant in the set then use Alt + Mousewheel (weeee) to cycle from the currently selected block variant to any of the other ones in the set.
Each different block in a set will stack together when placed into any inventory.
All blocks in a set now share the same recipe when crafted.
Advanced Splitters and Mergers
We have finally added the Advanced Splitters and Mergers (pause for applause)
You can now prioritise your Splittersâ outputs and/or your Mergersâ inputs.
You can now filter the inputs and outputs of Advanced Splitters/Mergers based on any resource you select.
Only the selected resource will be permitted to be transferred down the Conduits attached to said input/output.
Minor
Weâve worked some Art and Code magic to improve the look of the Desert Storms. This will also affect the rest of the planet.
Added bloom globally
Added exposure control globally
Added tint to the inner Desert Biome
We have updated the Skins UI:
The pattern tool now has a button to reset back to the default projection
For the translation of the pattern projection, there are 2 displacement button either side of the sphere gizmo that rotate with the sphere.
For the translation and scaling of the pattern projection, the projection square size is fixed and the pattern translates and scales within the square
More pages have been added to the Prospectorâs Guide tutorial:
Headline Features
This page will open the first time you launch the gameâs latest version, to help keep you up to date with all the new features!
Wind
Day & Night
Skins
Snapshots
Fusion Cores & Modules
Modifiers
Enemy Insignias
We have also added some music to the pause and main menu. Sandbox? More like jukebox!
We iterated on the camera offset, zoom in/out and camera pitch so the camera feels more comfortable and focuses more on the object of the interaction to help contextualise it.
You can now minimise the Tech Reactor UI panel when building structures.
Game Balancing
We have deprecated the following blocks as they will be replaced by the new Terrain Tools.
TEST_MiningCannon
TEST_DebrisInjector
TEST_LevelUp
TEST_LevelDown
Arctic Temperature Adjustments
More consistency in temperatures throughout the Arctic
Colder thermal vents
Balance Pulse Heater with new temperatures
Added 5 new Desert faction kill missions.
Increased the health of Desert Needleberry hazards.
Localisation
Added translations for the newer text strings.
Bug Fixes
Fixed crash caused when hosting a multiplayer game, applying a skin that's unlocked by completing tasks, qitting the game then re-joining.
The filters for Advanced Splitters and Mergers no longer shows in-development resources and blocks.
Debris is now granted to the player when lowering terrain with the Terrain Tool.
The Terrain Tool now displays a counter to indicate how much debris the player has.
Concrete can now be rewilded with the Terrain Tool
Fixed bug where if you exit build beam while in your Tech Cargo, you can't remove blocks from your Tech.
Fixed issue with Techs not cooling down correctly when in shadows from Shade Trees.
Fixed bug where players can only scroll through pages in the Advanced Splitter/Merger UI if they are hovering over a block/resource
Fixed inconsistency where next/previous page controls in the Advanced Splitter/Merger UI are reversed when compared to other menus.
Snapshot Manager filters now have their proper names.
Alt-scrolling on a block with no variants in the Tech Cargo will no longer make the image disappear.
The incorrectly displayed name tag above enemy Tech "Grouper" in the desert has now been removed.
During the tutorial, the pulsing highlighter surrounding the Block Variant panel now displays properly.