- Fixed the issue where no clothes would appear in the wardrobe interface. - Fixed the issue where scores weren’t saved in the shooting range. - Fixed the quick weapon swap function, which would always switch back to the previously used weapon instead of the newly acquired one. - F9 now saves screenshots from the menu interface. - The screenshot save location has been restored to the original path (C:\Users\***\AppData\Local\TheKillingAntidote\Screenshots). - Items with a quantity of 0 will no longer appear in the vending machine interface. - Added damage effects to some built-in clothes. - Improved controller aiming assist, with the left trigger now allowing linear control over assist strength. Gas canisters are now an additional lock-on target. - Added a new option: switch walking and running based on the strength of the thumbstick push. - Zombies are now less likely to detect players from behind. - In hardcore and highest difficulty modes, the number of zombies has been reduced. - Made some adjustments to the Chapter 2, Section 1 scene. - Mod scenes can now use static lighting - Add a fill light for photo mode
If the game runs strangely after the update, try removing the mods you installed. If there is some problems with the key control, click the “Reset Keys” button in the Options - Keys screen.
Menu Changes -Updated credits A. Special thanks name update B. Increased speed of scrolling C. You can now exit credits with R-click & Pause with space D. Added Dark Mode for Credits E. Removed Speed Up On Left Click, Added Collecting Names Mini-Game -Added Resolution Options + Fullscreen & Resizable -Added Random Flavor title -Updated bug submit email -Added bug submit hyperlink -Added more text & sprites to Dark Mode -Added Icon to game windows -Added Ambiance Audio Option
Gameplay Changes -Replaced outtake Track, 4- You Died -Replaced rain ambiance -Added animation to right-clicking the Slab -Added visible coupons at the log -Full Audio Rework, (Audio cutting in/out or unaffected by settings are now fixed)
Bugs Patched -Many buttons work when not visible, i.e, YouTube, Reset Settings, DeleteSaveFile -Slab right click, not working at coin cap -Fullscreen not working -Fixed Walker Morals Number Display -Fixed Major Soft lock Bug: i.e., walkers never show up. This will forever change the way walkers show up and should remove all current soft-lock glitches -Fixed Walker of Day & Stinker of Day being inaccurate
I just wanted to say that the game is going to change a lot before the next demo.
There will be more things to punch, grab, and throw...
There will be less permanent abilities and menu stuff because items in the menu will take different forms.
The map will be more metroidvania, and less sandbox.
That said, I hope you enjoy this beta for what it is. Try grabbing many things. Be sure to find the dash button, press down to roll, and don't miss the dungeon to the left. (It's like half the 'demo'!)
Like last time I would like to thank Ospreay publishing’s book on the Leopard 1 and tank-afv.com’s article on the Leopard 1. Sources like these are fantastic for wargamers looking to design their own scenarios, make mods, or take their first leap into modeling a vehicle.
Leopard 1 was designed and developed in later half of the 1950’s. Originally part of the “Europanzer” project – a joint German and French venture to design an MBT – Leopard 1 entered service with the Bundeswehr in 1965.
An early Leopard 1 still featuring a cast turret Multiple upgrade packages continued to be produced during the Cold War that included a switch from a cast turret to a welded one, spaced armor to defeat shaped charges, additional armored cheeks for the turret, and a laser rangefinder and thermal imager. Combined with the adoption of APSFDS ammo for the 105mm gun, later Leopard variants remain viable MBT’s for the duration of the Cold War.
The Leopard 1 saw service internationally. In addition to the West Germans, operators within NATO included Canada, Denmark, Italy, the Netherlands, Norway, Greece, Turkey and the UK (as a recover vehicle). Even after the Cold War and the development of Leopard 2, Leopard 1 is still in service with multiple armed forces across the globe, and is currently serving an active combat role in Ukraine.
Another early Leopard 1 on manuevers in West Germany The British Centurion attempted to beat new and cutting-edge HEAT warheads and anti-tank shells with thicker and thicker steel armor. When the West Germans designed the Leopard tank, they basically went in the opposite direction. The original Leopard 1 weighs in at a very svelte 40 tons. This is achieved by the frontal hull armor being only 21mm’s thick. The turret is better protected at 70mm’s, and as mentioned later variants like the Leopard 1A3 had additional armor added to the gun mantlet.
Australia used Leopard 1 up until 2007 The theory was that dedicated anti-tank weapons would so vastly outpace conventional RHA (Rolled homogeneous armour) that you would require an unfeasible amount of thick plating for full protection. Battlefield survival would depend on positioning and maneuverability. Leopard 1’s armor was improved on latter variants with additional layers of spaced armor.
A Dutch Leopard 1 - many NATO members adopted the Leopard as their MBT The Leopard 1 is still immune to most autocannon fire, small arms, shell fragments, and just about everything else shy of dedicated anti-tank weapons. That being said, a direct hit from a Soviet MBT or ATGM is almost always a guaranteed kill. Dedicated crew hatches and fireproof bulkheads do assist in making sure a kill doesn’t mean the whole crew bites it in a catastrophic explosion (as is the case with many Soviet tanks).
Much like the BMP or many other early Cold War designs, the Leopard 1 designers considered it likely that a conventional war between the superpowers would involve the deployment of battlefield nuclear and chemical weapons. Survivability in this case could not be guaranteed by thick armor, but maneuver and dispersion.
A 70mm turret mantlet is rather thin by Cold War standards The relative lack of protection is made up for in mobility. The Leopard 1 is capable of reaching road speeds of 65 km/h. Combine this with a torsion bar suspension and built-in shock absorbers, and you have a very fast and smooth ride. Even early variants of the Leopard like the 1A1 have a stereoscopic rangefinder and a stabilizer, meaning she is surprisingly accurate on the move.
Leopard 1 also armed with a British-made 105mm gun. The Leopard 1A5 is equipped with APFSDS which massively improves it’s ability to frontally pen modern Soviet tanks. A coax and pintle-mounted machine gun help deal with infantry targets and light vehicles.
The British L7 105mm gun is effective for most of the Cold War. Later Soviet tanks can still be defeated with the APFSDS ammunition carried by the Leopard 1A5 Leopard 1’s chassis also proved fruitful as a platform for many support vehicles. Gepard – arguably the best tactical air defense weapon available to NATO during the Cold War – is based on the Leopard hull. Armed with twin 35mm autocannons and an active search radar, Gepard is a very effective weapon for shooting down Soviet helicopter gunships or low-flying aircraft. Gepard also holds a limited supply of armor-piercing rounds, just in case it has to be pressed into service against ground vehicles.
Additional Leopard 1 variants include a bridge-layer and a recovery vehicle.
Even without bridging equipment, the Leopard 1 is adept at fording rivers While a deadly and accurate vehicle – especially with it’s upgrades - by the end of the Cold War the Leopard 1 is showing it’s age. When the T-72 debuted in 1978 the Dutch considered their Leopard 1’s obsolete. This was rather timely as the Leopard 2’s began their rollout in 1979. While many users of the Leopard 1 began replacing their tanks with 2’s, you will see the Leopard 1 still in service right up to 1991.
A later model Leopard 1 with a welded turret and extra applique armor So how does the Leopard 1 rate in Armored Brigade II? As previously mentioned, the armor protection of the Leopard means she doesn’t do well in a slugging match (although no tank should ever count on just it’s armor for survival). The speed and fire control system of the Leopard give it a crucial edge over most vehicles. The Leopard is fast and can fire accurately on the move, which is more than the earlier Chieftain variants can do.
Leopard 1 is prolific, with operators or former operators on five continents With that in mind, unexpected maneuvers and a mobile defense are your best bet for success. The West German arsenal is full of vehicles with good speed and cross country performance, giving you tremendous flexibility for combined arms attacks. Leopards paired with Marders have immense offensive firepower. Leopards can also help add teeth to attacks carried out by infantry mounted in less well armed vehicles like the Fuchs.
As high priority targets for Soviet aircraft, keep your Leopards under the protective umbrella of Gepards. The high speed of the Leopard also means they take less time to reposition, meaning they can better avoid Soviet artillery barrages and have far less downtime as they move to a new firing position.
Gepard is a fantastic air defense system and will help keep your armored units safe Another excellent vehicle to pair with Leopards are Raketenjagdpanzers. These missile-carrying tank destroyers are not nearly as useful for offensive operations, but can hold large sections of the front against Soviet armored attacks. The more of the front you can hold with tank destroyers, the more tanks you can free up for an attack.
I’ve been sharing weekly updates in our discord about the work we’ve been doing, and I figured I’d start putting together monthly updates sharing some of the things we’ve been working on. I’ll format them out below:
***Keep in mind, these are not in any particular order, but as I post these moving forward, it will be more itemized per month***
***Also please note, this game is a work in progress*** AI Behavior / AI Soldiers
Added flanking, investigatory behaviors. Various improvements to AI behavior and awareness without making it feel unfair or unfun. Still lot’s of work to do in this area, but some really great progress has been made in the AI New Enemy Type - Spotter Fixed Shooting Response for the spotting AI in response to clients in high latency environments Reworked RPG AI Behavior Tree AIC Reworked Charging VC Behavior Tree and AIC Reworked Sniper AI Behavior Tree and AIC Reworked Damage Output for AI Added death sounds enemy AI Working on Attenuation for how far our sounds can be heard. Revising Bullet hits for Player to avoid technical debt regarding camera shake ref. Added footstep sound for concrete/building interior Added Hit sound for player ADDED Sound Bites of VC soldiers ADDED Attenuation for Voice ADDED and Tested Air Absorption Valeus for voice ADDED Stationary Weapon Emplacement Prototype Stress Tested AI Behavior Tweaked AI Behavior Sound Stress Tested Wave Spawns of Enemy AI in high latency environments.
Spooky Gunship Support Call-In
Gunship pre-call in functionality and conditions Worked in integrating the gunship into the call-in function. Created a system to dynamically create a flight path depending on where the support package is requested Optimized Materials on the Gunship Reworked aspects of gunship for performance Replication Tested in high latency environment Gunship call-in Gunship Pathing Fixed, tested in high latency multiplayer environment Gunship Exiting, conditions for exiting Gunship Projectile, speed, and velocities as well as impact conditions for effecting Enemy AI Also worked on projectile accuracy and the spread at which the gunship rounds hit. Duration of Gunship support Sound Design to increase the amount of reverb and natural air absorption as well as attenuation work. (This has been really challenging for me as I'm not a sound designer by any stretch, but I know what I want it to sound like and I think it's getting to a good place). Projectile Impact FX optimizations to account for high volume of rounds. Replication test in high-latency environment. ***This gif takes place in our hill-assault testing area***
Cobra Helicopter Support Call-In
Added Cobra SKM Added Cobra Materials Created Cobra Actor Created sockets for Cobra Rocket Pod L and R Created socket for Cobra front gun Added Call-In Button functionality to the Cobra call in button Widget Created ABP For Cobra Rotational Values for main and back prop Optimized Rocket Trail performance for Cobra Rocket Pods Fixed Sound Distance Issue with Rocket Pod Impacts Fixed Rocket Trail Material emissive Rendering Fixed Cobra Helicopter Glass material Fixed Cobra Helicopter flight path sync issue in high latency, ping environment Added impact results to enemy AI Testing explosion Distance when impact foliage from above FIXED Cobra Exit Path Added distance explosion Sounds for rockets if strike is a certain amount of distance away ***This gif takes place in our AI Testing Area***
First Person Rework
FIXED slight shake in first person on host single player when aiming up and down, used delta time instead of a set time for the loop. FIXED binocular aiming in first person. FIXED binocular clipping issue. Had to hide bone by name not the entire player mesh. There were discrepancies in FIXED binocular first third person transition. Prevented switching to first or third person while aiming with binoculars. FIXED pitch replication issue in high ping environments where client to client and client to host was not replicating pitch properly or breaking in higher latency environment. FIXED sprinting replication sync in high latency environment where host to client could desync in certain situations FIXED/ADDED prone state changes for first person FIXED helmet sync issue in first person when ending the aim state in prone, crouch, and standing. FIXED bug when switching to first person from third person where state wasn’t syncing, and the camera was not activating iron sights. FIXED shadows not rendering properly in first person (headgear, head) FIXED secondary first person ammunition bug when switching from third to first person FIXED collision issues with shell ejection of secondary in first person FIXED mag sync error with reloading primary FIXED bug where secondary hip fire was firing rifle FIXED bug where primary wasn’t producing sound after switching back from handgun FIXED hip fire with secondary in first person not firing trace from correct position Added iron sights aiming with secondary FIXED sway FIXED hit detection from Iron Sights using Secondary FIXED M16 reload mag release, changed replicating conditions for physics FIXED crouched first person secondary animations FIXED crouched first person secondary aiming and end aiming conditions being unmet FIXED error when switching to first person while aiming secondary in third person FIXED issue with switching to other weapon while aiming in first person FIXED prone animation with secondary aiming in first person Reworked fingers/hands in first person while in prone with secondary FIXED collision issue with ejected secondary shells when firing. (shells would occasionally freeze) FIXED rotation speed being too slow in first person where arms might lag in quick turn combat situation FIXED aiming but in first person where when switching to first person, occasionally it would automatically go into the aiming state even if client was not aiming FIXED end sprint in first person bug preventing a re-enter into the aiming state REMOVED the ability to switch weapons while aiming. REMOVED ability to switch from first to third and vice versa while aiming FIXED Pitch issue when removed this ability FIXED animation for M60 idle in third person so hand placement is correct. FIXED relative rotation of socket for M60 causing sights to be slightly off kilter to the lift. FIXED M60 idle animation, left hand. FIXED M60 Idle Aim left thumb, and fingers in first person FIXED M60 Walk Forward animation for first person FIXED M60 Fwd Right for first person FIXED M60 Fwd FIXED sprint to aim bug in first person FIXED M60 L anims First person FIXED M60 FL anims First Person FIXED M60 B anims First Person FIXED M60 BL anims First Person FIXED M60 Crouched anims First Person ADDED Hand Sway In First Person to Primary ADDED Hand Sway In First Person to Secondary Removed Clipping when looking down in first person FIXED ABP M60 third person crouch aim animation, hand not syncing properly
***This gif takes place in our AI Testing Area***
Recoil Rework
ADDED Recoil and Sway that effects clavicle bone for a more refined, responsive look and feel. FIXED M16 slight turn on aim to that wasn’t centering iron sights FIXED Secondary bug with recoil where the M60 recoil was affecting secondary first person Fixed Recoil in third person to affect the clavicle, inducing a more prominent kickback effect Reworked recoil to have more of a spring effect, reducing the overpowered effect of the M60 or full auto Fixed hand sway to rebound a bit Added First Person Camera effect
Player Character
Modified skin roughness of arms/body Updated M16 textures for first person FIXED Sprint to Move transition rate too fast Respawning/Death - When a soldier dies, you re-join the fight on a Huey Helicopter to the nearest LZ to the player's death. This entailed creating the flight of the Huey, how it calculates where it's landing, support roles on the Huey (M60 door gunners), and the Huey's exit from the battlefield after dropping off the player. All of this had to be tested for replication in a high latency setting. I'm happy with where it's at, but it will need more refinement to give it that spicy feeling I'm shooting for. Great progress here though.
Weapon Initialization and Save Data Serialization for Gun Choice -This isn't as exciting to talk about but it's important. I was running into some syncing issues with how the gun choice was initializing for clients and hosts in a multiplayer setting and I'm happy to say I was able to iron these out. I've also been ironing out how this data persists from the client to the game etc. so it's all synced up and allows customized weapon choices. Data Driven systems are my favorite, but they also make my brain hurt. Either way, it's working much better now.
Added M60, relevant data etc. Added M14, relevant data etc.
This does not include work previously done as this post would go on and on forever, but I figured I’d at least do the last month or so to catch you guys up on some of the things we are doing. Progress is rolling along.
If you want to get in on the weekly action, hop in our discord and say hi!
I am excited to keep going along and start to get into the jungle with you guys.
Thanks to the amazing work of Adrián P. del Moral and Wyros, Fatum Betula now has a fully complete European Spanish translation that you can access via the game's launch menu.
Added some really primitive fog of war in the form of black squares that hide certain parts of dungeon maps, hopefully making exploration more exciting and sexy. Also fixed a few bugs. Keep getting sidetracked adding features, but hopefully I'll have the new Patron story finished by Monday.
Complete list of changes:
-Added unexplored blackness objects to dungeons in all chapters. -New command: "phaseAllName" to phase in/out all objects of given name. -New parameter option for "objDrawPri" ("top") to draw object over everything else. -New parameter option for "objEditMode" command to make object invisible in editor mode. -New objects: unexplored (black rectangles that disappear when entered, like fog of war). -Fixed bug with running collision script on passable objects with large dimensions. -Altered draw depth numbers a bit to accommodate for "top" draw priority objects. -Crafting boom bombs and cannon balls now requires 3 bottles of boomdust each. -Party collision checks now happen every time new game or map is loaded. -Improved AI kicking player out of forbidden maps in Ch.2, fixed glitch. -Possibly improved framerate slightly by streamlining tooltip function. -Fixed Sira Beroni's faction in Ch.2.
Fixed a bug where skipping the loot reward from PvE encounters would cause game breaking bugs, cause items to expand until they covered the full screen, and generally brick a run. Should now be safe to skip loot!