Vincemus - Air Combat - Zer0


Prepare for Battle! - Vincemus V1.2 Total Overhaul

Vincemus V1.2 Overhaul is here!
A Quick Summary of how the V1.2 Patch is going and an update on what to expect in it.

In the V1.2 Overhaul of Vincemus immerse yourself in high-stakes WW2 aerial combat! V1.2 is a major update that brings forth the complete re-work of almost everything in Vincemus to bring out better gameplay, more aircraft, a brand new modular health system, re-worked missions coupled with smarter & more dynamic AI. V1.2 comes with many additional features for a deeper customisation for your aircraft with the ability to add Direct Injection retrofits to changing your ammo racks to fit an all Tracer belt. V1.2 also offers better customisations in the game’s settings from Delayed & Safety fuses for your payloads to aligning with the aircraft for those immersive barrel roles. The Skies of Vincemus have never felt this alive or dangerous.



With V1.2, it brings our brand-new modular health system adding higher-stakes where your decisions in the sky matters. you’ll need more than speed and firepower to survive. Manage your aircraft’s critical systems as each component (wings, elevators, rudders, and cockpit) can be damaged or destroyed in combat.

Expand Your Hanger!
With V1.2 Update get prepared for new flyable aircraft available for both player and AI. Introducing 5 new unlock-able Aircraft. giving players even more variety in their dogfighting experience.

Upgrades for Every Play-style
Due to the introduction of the modular health system & New Generic System means no two aircraft are alike. As such I’ve completely gone away with the previous upgrades and have come back with a newly Overhauled Aircraft Upgrade system. Equip your aircraft with modules specialised to critical components such as your Airframe, Engines, Cockpit and Armaments each with different characteristics as Your play style defines your aircraft’s survivability.



Dynamic Ai Dogfights / Revamped AI
Our AI pilots have been completely overhauled to create a smarter, more dynamic, and more dangerous enemy for players to face. The new AI system brings a heightened level of strategy and teamwork to dogfights, making every encounter more intense and unpredictable. Here’s what to expect:
- Coordinated Squadrons:
- Our AI no longer fights alone. They now work together in squads, designating targets based on threat levels and coordinating attacks to bring down the most dangerous opponents. Expect to face more than just a single foe as AI squads will challenge you to adapt and survive against a well-organised group of enemies.
- Adaptive Combat Techniques:
- The AI can perform a variety of combat manoeuvres based on the situation, whether in air or ground combat. They dynamically adapt their tactics depending on multiple factors such as: how fast the target is moving in relation to the AI, the target’s proximity, the direction you’re facing and what type of vehicle their target is using as their own vehicle. Whether it’s dogfighting in the skies or launching ground assaults, they’ll tailor their moves to outsmart and overwhelm you.
- Flanking and Ambushes:
- Don’t get too comfortable in your routine manoeuvres as our AI will perform flanking techniques if they spot you from afar, setting up ambushes to catch you off guard. They’ll exploit openings in your defences and use your blind spots against you, making every encounter feel fresh and challenging.
- Morale Based Behaviour:
- Our AI is also programmed with a morale system. If they find themselves outmatched or sustaining heavy damage, their morale may drop, causing them to retreat, fly more defensively or move into a Fight or flight mode giving them a short burst of increased performance but at the sacrifice of decision making and their endurance, pushing themselves and their aircraft to the limits for a short time and will aggressively pursue you. But be warned when their morale is high, they will be able to conduct more complex manoeuvres to get in in their crosshairs or to move into a more advantageous position, forcing you to fight harder or flee yourself.
- Difficulty Meter and Ranking System:
- With the new difficulty meter, you can control the level of challenge you face. In addition, AI pilots and squads now also have a ranking system. The higher their rank, the more advanced their combat maneuvers become. Elite pilots and squads will pull off complex moves and coordinated strategies that will push your skills to the limit.



Revamped Aircraft Physics
With our new modular health system & the inclusion of the New Generic System created for Vincemus which is to help streamline development of Aircraft components. Aircraft Handling and the physics calculations related to the aircraft’s flight has underdone a massive change. Making every flying your aircraft much easier and more accurate to control. Every dogfight will feel a lot more smooth and heavy. Letting you feel the tension as you or your enemy aircraft limps with missing parts and a struggling engine, trying to survive until the mission is complete.



Fight for Every Part of Your Aircraft
In Vincemus V1.2, Dogfights are no longer just about taking down your opponent. They're about surviving with what’s left. Our modular health system ensures that each aircraft component has its own damage model. Take a hit to your wing? Your manoeuvrability suffers. Lose an elevator? Good luck pulling up in time. This system adds a new layer of strategy, making every hit count and keeping you on your toes in the heat of battle.



Major Improvements across the board!!
- Main Menu
- The Main Menu has had a complete redesign for smoother navigation and a more intuitive experience.
- In-Game HUD
- A cleaner, more informative display to help you track everything from damage to mission objectives in real-time.
- Mission Manager
- We have had an overhaul on missions. Enhancing them with a new Mission Manager to allow multiple primary and secondary missions running simultaneously, adding a better variety to planning mission routes and mission tracking for smoother gameplay progression.
- Save/Load System
- Out with the old and in with the new. The old Save/Load system has been removed from the game with only certain remnants of old save data. To incorporate a new version designed to lower the tedious process of manually entering values to save for different properties.
- The new Save/Load system also creates backup save files that automatically saves loaded variables when you start the game for the time in a game session.
- Improvements have been made since the last update, so expect better performance when navigating windows and faster as well as smoother loading transitions.
- New Input System
- The V1.0 of Vincemus uses Unity’s built-in “New Input System” but this turns out still have a lot of limitations and issues listening to anything that isn’t a mouse. So I’ve ultimately decided to scrap the entire thing and rebuild it using a modified version of a new design that’s now in Vincemus V1.2.
- Allowing for key binds on almost every single input and almost all types of Controller/Joystick types with Axis Sensitive customisations, Improving control mapping for a more responsive and customisable gameplay experience.
- Universal AI/Player Control System
- The AI now uses the same flight control system as the player, creating more realistic and fair dogfights. This means the Ai is now able to use the same flyable aircraft as the player and shares the same base stats for their aircraft, Also allowing them to fit randomised upgrade modules to their aircraft to give them an extra edge in different combat aspects to their Ai peers.

Smaller yet interesting changes
- Entirely re-made code Backend
- We have rewrote a crazy amount of code, basically making the back end an entirely new game. Made to run more smoothly and to be more efficient with rendering distant objects. This has allowed us to add around 2x-4x extra Ai active in missions be it both Allies and enemies making it more chaotic on certain missions.
- New Generic Class System
- I’ve included a new code layout which I call the CoreGeneric system, This causes all object to inherit specific classes & creates off chute classes that’s based on the type of object the component is connected to.
- For example
- Vehicles in Vincemus are now all sharing the same base class, but when the object type is marked as an aircraft. The vehicle then populates itself and prepares to take assume of the roll of being an aircraft.
- This allows us to customise vehicles based on Type/Class/Group of vehicle. anything more specific outside of the generic parameters connects itself onto the generic system and after initialisation it spawns an already working system without the need for any duplicate code or changes to the coreComponents.
- Audio Changes
- Audio got a RNG multiplier for pitch and spawn times so each repeating sounds a tad different.
- A small yet helpful audioManager was created to help compensate for the increased amount of weapon fire in missions, limiting to how many sounds can be played at once based as well as filtering them based on the type of sound
- Gunner & Co-Pilot models now a thing
- You are no longer alone in your larger aircraft as your aircraft seats are now filled with Co-pilots and Gunners.
- Using IK handles, their body will follow the target they track and their hands will be ready on the triggers of their current weapon systems



Are You Ready?
With these improvements, Vincemus V1.2 provides a more engaging combat experience. No two encounters will feel the same, and you’ll need to bring your best strategies to outthink and outfly your new enemies. Every encounter becomes a test of strategy and skill. Are you ready to take on the smartest enemies in the skies of Vincemus?

Prepare to dominate the skies with enhanced controls, smarter AI, and better streamlined performance.



Thank You to Our Amazing Community!
We want to take a moment to sincerely thank everyone who has followed our journey and is waiting patiently for this exciting patch.

Your support, feedback, and enthusiasm have driven us to make Vincemus the best it can be. We couldn’t have done it without you, and we’re beyond excited to share this next version with the community. Cheers from Zer0, I thank you all and can’t wait to see you take to the skies in this new patch!

This V1.2 overhaul is a massive patch for Vincemus and some errors and bugs may have snuck through, so Please feel free to let me know if you come across anything out of the ordinary and don't forget to let me what you think of these new additions to Vincemus or if there’s anything else you would like to comment about. Please don’t be afraid to reply! Or make a post on the steam forums and if you want you can message me directly on Discord through our server.

I wish you all an awesome one!
Zer0
DYSPLACED - Hazamuth
Festive tidings from the Dysplaced team! We didn't unfortunately have time to write a full-fledged dev diary to end the year, but we decided to show up some of the stuff we have been making, and I will be offering some light commentary. Progress is steady, tasks on the work board are getting done, and we are hitting some critical internal milestones in the year's final quarter. In short, all is well, but project-related technical speak is pretty drab and dry, so let's get on with the show.



Cave geography and overall lighting have undergone some revisions from the older version, meaning that they are a lot more fantastical to traverse and battle in. This cave is home to some nefarious-looking humans, and it looks like a battle is imminent.



However, venturing into the depths of the earth can prove to be a lucrative proposition as rare ores and other exotic materials can be found in abundance. Just be careful not to delve too deep. A pickaxe is required to mine hardier minerals. It can be used as a weapon, but being a hefty, two-handed *tool*, you have to be sure when to strike, as a poorly timed attack might leave you vulnerable.



While some mysteries are afoot, such as "Where did all this junk come from?" It is easier to brainstorm with a friend. As we've mentioned, Dysplaced will have online multiplayer. Development on the multiplayer component is very time-consuming and offers some challenges on a weekly basis, but we are getting there. I can't wait to showcase it to you folks! Do note that the players themselves most likely built the campfire, anvil, and workbench, as I don't remember putting them there.



Of course, we understand that not everyone wants to keep their precious crafting stations or... uhh, campfires under the blue sky. It is pretty fast and straightforward to build a dwelling for yourself. As houses in the game world have multiple stories, we felt it was only fair to let you also build yourself a home with multiple floors.



I think it is no big surprise to anyone that you have to fight against that thing at some point. Check out that rad sword too!

See you next year!

-Haz & Whole of 10tons

















Sea Of Rifts Playtest - Alex @ Out Of Bounds Games
Ahoy captains I have been busy at work getting the changes I outlined in the last post in. The new build is now live and you can find the following improvements in it:

Changes
  • By popular demand you can now fire a single cannon by doing a short press of the fire button. Holding it down fires a full volley
  • Controller: Took out the option to open/close the journal with the X button. This frees the button to do other input like assigning equipment and will also allow us to use it for more interesting combat
  • Mouse input: Zooming has been inverted so scrolling towards you zooms out
  • Option to invert zoom
  • Better feedback when a rumour has been completed
  • In the map the name of the active quest is shown underneath the marker to make it easier to figure out what quest it is for
  • When entering port there's now a message telling you how many wages you have to pay before you can leave the port
  • Tutorial now teaches zooming and sail turning better
  • Easier to understand how to assign equipment
  • Game economy has been rebalanced to be harder
  • Tweaked turning so it's more snappy especially for keyboard
Fixes
  • Inverted default direction for zooming when using mouse and keyboard
  • Can use right mouse button to unassign stamina for Duties
  • Ship points towards sea when starting a new game
  • Needler projectiles doesn't collide with wind zones any more
  • Exposure swirls doesn't collide with wind zones any more
  • Fixed issue where a bunch of rumours would not be available
As always we want to hear what you think of the game so hit us up here in the Steam forum or on our Discord, it works better than trying to send us a letter in a bottle ;)

Safe winds and happy holidays
- Alexander
Dec 20, 2024
杀青 - hkokjoy5
游戏优化与修复
  • 更新优化部分道具描述和提示和下一步提示。
  • 第四章水中送别厅的明信片去除颜色描述,去除椅子上的蝴蝶,减少误导性。
  • 第四章水中送别厅电脑默认密码lqs02改为lqs,减少误导性。
  • 第四章首次进入收纳小游戏时增加引导提示。
  • 第三章酒店大堂去除时间表海报,修改走廊柜子的清洁单按照时间顺序排。
  • 第二章殡仪馆电话里的工作人员改成红字,提升关联性。
The Rise - gogogamesInteractive
Craftopia - pocketpair_dev
◆ Bug Fixes
- fixed the bug that caused some skills to be locked and couldn't be unlocked and learned.
Endless RPG - Untold Tales - Kezarus
Greetings, adventurers!

It is with great joy and a hopeful heart that we welcome you to explore Endless RPG! Dive into a living, open world with engaging turn-based combat, where the adventure never truly ends.

This demo isn’t just a taste, it’s the full game in its current development state. We’ll keep it available like this until February, so you can enjoy the complete Endless experience.

We’d love to hear your thoughts! Drop a comment, share your experience, and let us know how we can improve before the full release. Your feedback is invaluable as we prepare for Early Access!

So, grab your sword, summon your courage, and let the adventure begin!

🕹️ Play the Demo Now
👉 Store Page
The Dreamers Foresight - Lava_Twister
this update focuses on bug fixes

Bug Fixes
  • Fixed an error that may happen (at high frame rates) when you hit a spider while its attacking, also fixed other cases that may be infected with this problem
  • Fixed (menu card vfx) changing speed depending on fps, it was going too fast at high frame rates
Dec 20, 2024
Coloring Book for Adults - Sandra.Peaksel
Hi.

We have decided to make all the additional content for the game available in the form of a DLC. This content was previosuly part of in-game purchases.

https://store.steampowered.com/app/3350100/Coloring_Book_for_Adults__Full_Version/

We hope you'll enjoy coloring and let us know your thoughts about it!
ZEPHON - Rok
We've just released an update with additional lore for each leader and some quality-of-life improvements.

On top of that, we're running a 10% discount during the winter sale. Happy holidays!

https://store.steampowered.com/app/1481170/ZEPHON/

## New
* Added unique story blurb for each leader that shows in the turn after founding the first city.
* Added ability to buy and sell larger resource quantities with a single click.
* Added ability to issue unit move / attack / capture orders through the minimap.
* Added decline calls prompt before end turn if there are incoming calls (so that it's harder to miss them).
* Added Edge Scroll setting.

## General
* Fast forward is now activatable right after ending the turn if all active players are ready (instead of when the AI turn starts).
* Concordat resource lists now scroll together.
* The AI will now only attack capturable units if they can be captured by its enemies.

## Bug Fixes
* Fixed Multi-Spectral Scattering tech being called Stealth.
* Fixed game not starting due to outdated installation of Visual C++ Redistributable.
* Fixed Atlas Tank Gauss Cannon actions consuming movement.
...