We’ve been doing a lot of testing and fixing on v1.2, and we’re happy to announce its full release today! We hope you guys enjoy it, and we appreciate your patience and continued support!
Some new additions are included below since our v1.2 test weekend and known issues with v1.2 can be found at the bottom of the patch notes. Go go go!
(Note: If you are getting auto-kicked from lobbies, make sure to restart Steam. You should see an EAC launcher pop up when you click play.)
Featured Updates
New Map: Cargo We used to have a very different version of Tanker in the game, before our re-make of it. A lot of the community felt that the replacement wasn’t true to the original (given that the layout had drastically changed. We heard the feedback, and felt it was a good time bring that layout back with an improved location and lighting, so here’s Cargo!
New Map: Bazaar2 A night-time version of Bazaar, complete with lit up neon signs! It’s terrifying on Operations.
Lighting Improvements
All maps have had their lighting redone to take advantage of performance improvements and new Unity features. Notable improvements:
Improved specular lighting: metal objects, especially weapons, have a much more metallic look instead of the previous matte finish
Interior lighting for Downfall 1 & 2
Scope glint
Inventory Refactor
Ambidextrous! All pickups can be picked up, dropped, swapped between hands and shared between players. Dominant hand no longer matters in determining which hand can grab what
Added Hold to Grip option! We highly recommend this for players using an Oculus Rift
You can hold two objects at the same time Not including primary or secondary weapons
Downed/dead AI and players drop all their pickups, and you can loot their dropped gear
Holstered grenades are now visible on other player vests
Interchangeable magazines: Some magazines can be inserted and fired from multiple weapons. Most Marsoc rifles use STANAG mags and will be interchangeable. Full list of mag support at the bottom of the patch notes
Some things you can now do:
You can grab and throw live smoke grenades
A teammate gets downed, you can pick up their syringe and revive them with it
Steal weapons and equipment from downed enemy combatants
Pull the pin on a grenade but leave the spoon attached, you can pass the grenade to your other hand or another player without the spoon flying off
You can keep your weapon out with one hand while you use your other hand to check your Tablet
You can put magazines in your holstered guns, other player’s holstered guns, or other player’s guns they are currently holding
In Escort, sacrifice your gear to get the VIP better-equipped to survive
You can have a primary weapon holstered while having a different primary weapon in your hands
Added TAR-21 and weapon remodels
Replaced M9, M1014, and G36c models with in-house created ones
Added TAR-21 rifle to Volk Specialist loadout
Easy Anti-Cheat We’ve previously been relatively vulnerable to some advanced methods of editing game code and gameplay. With the inclusion of Easy Anti-Cheat, this will give us the same protection as many of the AAA developer games out there! Some games using EAC include: Squad, Fortnite: Battle Royale, Farcry 5, Ghost Recon: Wildlands, Smite and many more!
If someone snipes you across the map and you think he’s cheating (lookin’ at you MrDeath), I’m afraid they’re probably just a good shot.
Competitive gamemode improvements
Each class can only be used by one player at a time
Game mode on map vote will only show the currently played one
Objective/Spawn behavior changed. Teams will take turns defending/attacking the same objective before changing to a new objective (ex. Volk defends objective A, Marsoc spawns at a random spawn. The round ends, teams swap factions, and Volk still defends objective A, and Marsoc spawns at a random spawn)
Turned off random weather events
Based on community feedback, suiciding/exiting as the last player on Volk (after the round reset ruling) will give Marsoc 2 points
We’ve replaced the suicide with the ability to destroy the Uplink dish (only as the last alive player left on Volk). This can be done by inputting a code on the tablet and waiting for a progress bar. The further you are from the objective, the longer this will take to send (signal bars will indicate this). While it’s sending, the objective will beep franticly, and once sent it will shutdown, giving Marsoc 1 point.
On both comp and non-comp lobbies (but affecting comp more), the map will be visible with the objective location in the tent prior to spawn, to allow players to plan accordingly
Oculus Improvements
Added Oculus Dash support. Press the Oculus button (universal menu) on the right Touch Controller to access
We’ve extended the Free Roam gamemode to be available in private multiplayer lobbies. This is intended for players to be able to explore and/or learn the maps together, plan strategies and create content. We’re considering making changes to this mode in an upcoming patch to help target it more for our intended usage (instead of it being used as a TDM). However, it’s worth noting that we aren’t ruling out gamemodes with respawns for the future. If introduced, we would be sure to implement it in such a way that it wouldn't take away from what we consider to be the ‘core’ Onward experience.
Casting improvements
Cameras will be hidden by default until space is held
Loading message added to freecam view between maps
Voice sliders, team names over cams and spectating text are all color coded now
Hotkeys added to jump to and cycle through alive players through team 1 and 2 (hotkeys are - and + respectfully)
Hotkeys added to spectate individual players on each team (if they are alive) - keypad numbers 1 - 5 for team 1, CTRL + keypad numbers for team 2. If no keypad is available, ALT + alpha numbers, or CTRL + ALT + alpha numbers.
Colored dots have been added under the scores to indicate how many players alive/down/dead on each team at a glance. This is useful for knowing which player you want to spectate
Mouse smoothing setting is saved between rounds & sessions
Main menus can now be navigated using keyboard. Can now get into a casting lobby without touching a VR headset or controller.
Chat volume sliders affect lobby voices too
Free roam cam locks mouse into window (no more edge snapping!)
Better scoreboard setup
Potential fix for cams turning white
Added reset cams button which should solve any cam problems if they arise
General
Server browser: Added some basic info for each lobby as a pop-up box when hovering over
Additional anti-cheat/exploit behavior
Updated to Unity 2017.3
Removed DirectX9 support. This should not affect any users. Support for DX9 willl be officially removed from Unity in the near future and current versions of SteamVR and OVR don't support DX9.
Items
Radio: Added physical radio object which will drop by your feet when you get downed. This can be seen through any other meshes and allows players to always be able to reach it (as opposed to a ragdolled body, which was inconsistent)
Player: Added semi-transparent hands when downed, to help with interacting with the aforementioned radio
Audio: Added audio to grabbing, holstering, and throwing items
Haptics added to many weapons/pickup interactions (pickup up, dropping, throwing, interacting, fire-mode toggle, drop/insert mag)
Ammo boxes: Will now contain equipment in addition to mags. The mags will be based on the weapons you currently have holstered and/or held. Only you can see the gear until you pull it out, then it can be shared
Magazines: with the addition of interchangeable mags, your vest will now sort holstered mags. Magazines that can be inserted into your current held weapon (or holstered weapon, if you are not holding anything) get priority on being shown holstered. Additionally, mags are sorted by their amount of remaining ammo so you always know that the mag closest to the front has the most ammo in it
Night Vision: Now lights up the surrounding area with an IR light. Will be a lot more useful on dark maps. Nobody else can currently see this light (for performance reasons, though this may change in future)
Tablet: Added signal bars to indicate when the uplink/destroy code can be send
Ballistic Shield: Can now stop pickups thrown at it
Ballistic Shield: Kills caused by grenades bouncing off your shield are attributed to you
Settings
Wristwatch hand preference can now be set in the settings menu
Gun-smoothing options have now been introduced in the settings menu. Stock and/or snap-turn users may want to try these out
Graphics options added to main menu. Preset options (Low,Medium,High), anti-aliasing, shadow resolution, shadow distance, shadow cascades, texture resolution
Updated quality presets Full list of quality presets at the bottom of the patch notes
Tent
Added a drawing board with some pens to uplink, operations & escort! Drawings will only be shared with your current team and will reset at the end of each round Drawing board also has a secret pen. We won’t tell you how to get it
Added military base surroundings
Changed colors of tent map and VR spectate maps for consistency and reduce confusion. Marsoc players are now always blue, Volk players are always red
Enemy players are now shown on the map in non-competitive lobbies Enemy players could already be seen from flying VR spectate camera
Dead players now have white noise on spectate screen to indicate loss of signal (to help prevent ghosting in comp lobbies)
Added cross symbol next to player names to indicate that player has been downed
Moved Exit button to the back
Gamemode
Free Roam: Added ammo boxes
Shooting range: The ammo boxes on the shooting range can now spawn more gear by closing and re-opening them. Removed the pile of mags
Shooting Range: Added some screens which will show the last target you hit with weapon fire
Operations: AI can no longer see through hedges on Suburbia
Operations: AI can now spawn with lasers (night maps only), holo and red dot sights equipped
Tutorial: reworded to accommodate new control options
Balance
Downfall: Added lights to interiors to reduce Volk advantage of having black camo inside buildings
Downfall & Quarantine: Fire now causes damage over time. Prevents Volk hiding in crashed heli
Artificial turning: Snap turns will now have a delay (and smooth turning slowed down) based on whether you’re stood, crouching or prone.
AI: Nudged player and AI spawns on Jungle and Quarantine to prevent getting shot at on spawn
M40A5: Increased magazine count from 3 to 6 to balance with the SV-98. SV-98 has 10-round mags and M40A5 only has 5-round mags
Extended grenade blocker time for competitive lobbies to better match up with the Onward Master League’s ruling
Fixes
Connection: Increased timeout length for network traffic to help prevent random disconnects for users on WiFi and/or less stable connections
Exploit: Fixed exploit related to running across playspace & snap/smooth turning
Quarantine: Fixed LOD terrain issues
Bazaar & Downfall: Fixed bad collision with white van (large area in front of van and gaps below van were incorrectly blocking bullets)
Tent Fixes
Fixed VR spectate goggles up/down rotation inverted when held in hand
Fixed players being unable to hear you until the end of the round if you join while it’s in progress
Highlighted VR goggles when available, to help highlight to players that they are functional
Fixed issue with spectating screen going black when someone leaves the lobby
Fixed death message in back of tent sometimes not displaying correct cause of death
Gamemode Fixes
Improved victory/defeat condition code to stop potential issues with round ending problems
Uplink: Fixed ammo boxes incorrectly being visible sometimes
Uplink: Fixed being able to play the same objective placement three times in a row
Uplink: Fixed occurrence where the uplink could be sent without the tablet being fully inside the signal region
Uplink/Escort: Fixed rare case of playing the same objective 3 times in a row if host left
AI Game Modes: fixed “dumpster spawn” that occurred when gamemode was changed while spawning
Shooting Range: Fixed getting stuck when respawning on hills
Shooting Range: Fixed problem with players not having audible proximity voice
Escort: fixed players connecting to game in progress not seeing VIP player skin correctly
Player Fixes
Fixed vest fidgeting while sprinting
Radio: Fixed occurrence where one or more players would not be audible on the radio
Fixed breath particles on cold maps not appearing in correct position for non-local players
Improved "push back" when putting head through walls to fix improper behavior around complicated geometry
Snap and smooth turns now rotate you on the spot. This will prevent players rotating into walls/out of the map. Previously rotated around room center, and then attempted to reposition the player
Fixed vest being visible if quit to lobby and started spectating
Fixed occurrences which could lead to players falling through the map
Fixed occurrence which could lead to spawning in with a black screen and flies
Fixed very close objects clipping through white flashbang and fade to black visual effects
Fixed being able to move through walls in playspace when downed
Fixed night vision lenses being very visible through smoke grenade particles
Inventory Fixes
Knife: Can no longer deal damage through walls
Syringe: Can no longer be used on dead or un-wounded players
Syringe: Fixed incorrectly being able to be used on you while you are not bleeding (syringes only stop bleeding, they do not add health)
Syringe: Fixed healing sometimes causing a lag spike for all players
Syringe: Fixed accidental healing when trying to holster syringe
Ammo Box: Fixed grabbing mags from ammo boxes being difficult
Ammo Box: Mags taken from ammo box will now be visible to all players
Gun: Re-grabbing a weapon that is only held by barrel/foregrip is no longer as difficult
Gun: Fixed unwanted firing of primary weapon while holstering (if holding weapon in just offhand, holding down trigger button to use radio, let go of offhand, dominant hand would snap back to weapon and begin firing as it was being holstered)
Gun: Fixed hand getting stuck to weapon bolt if holding onto bolt as you grab the foregrip/barrelgrip
Gun: Fixed being able to grab foregrip/barrelgrip while a weapon is holstering resulting in an invisible hand
Gun: Fixed being out of shotgun ammo but shells are still visible on vest
Gun: Fixed dying with weapon just in offhand causing no visible hands on respawn
Gun: Fixed getting stuck in hand if you died while it was only in your offhand
Gun: Fixed AUG laser sight disappearing/reappearing when toggled on/off
Gun: Fixed PKM bullet belt missing material
Gun: Fixed bolt action rifles not chambering a round when bolt is cycled after a new mag was inserted
Gun: Fixed holstered weapons always showing a mag attached regardless of if there really is a mag attached
Gun: Fixed attachment click on/off audio not playing in correct position on weapon
Ballistic Shield: Fixed stretching horizontally when revived repeatedly
Magazine: Fixed mags getting stuck while ejecting if another mag was inserted before the first one finished ejecting
Magazine: Fixed M40A5 mag incorrectly showing bullets when it is empty
Grenade: Fixed multiple flash grenades exploding at the same time breaking the flash visual effect
Grenade: Fixed smoke particles from smoke grenades persisting between rounds
Grenade: Fixed holding a live smoke grenade until it times-out preventing you from using smokes in the following rounds
Grenade: Fixed being able to unpin and un-spoon a grenade while inside a wall
Tablet: Fixed being able to send uplink code while tablet inside a wall
Hand: Fixed "broken finger" animation resulting from hand attempting to interact with things that are disabled (hand hovering over ammo, holster primary, hand could still attempt to grab ammo)
Hand: Can no longer use the hand/anything being held further than 1.5m from your player
Additional Notes
Known Issues
Audio: Popping sounds briefly plays from some audio sources when far away audio plays
Tutorial: Using syringe on chest is inconsistent (can use syringe on head until fixed)
Performance: We’re actively investigating potential issues with recent OS and driver updates and will continue to work towards improving performance
Joining in progress can sometimes result in a problem with some players’ ragdolls in the next round
We finally prepared Store Page of incoming Artbook DLC. It will contain 30 Hi-res pages with a lot information about the past and the future of Warstone. You could find information how the game looked at the beginning of the development, see interesting facts and.... find a lot of information and pictures about upcoming Chapter 2 of the game, Journey of Nechai. You can find 14 new units and buildings and other stuff.
All pages will be available at all 10 languages!
Also, in this DLC you will find all 13 tracks from Warstone and one bonus track from our previous game, Guards. It's 35 minutes of music in total.
With this update we fixed a few stability issues: - “Video cannot be displayed” error that would sometimes appear after winning a match - Fixed the issue wherein defeated structures would not disappear from the field - Corrected an issue that prevented some players from loading Stormbound if they were in offline mode in Steam
Arsenal of Democracy: A Hearts of Iron Game - Lennartos
AI now handles synthetic plants better AI research now handles tech blueprints better Resource Tooltip fixed Fixed a bug relating to giving techteams and leaders to/from nonexisting countries Fixed transparent scaled images like unit health bars. Added more keyboard special key support like "!%/ etc Tweaked Encirclement and VOV losses. Fixed reinforcement during combat on day change. Tweaked ESE rules to prevent capital bombing exploit. + LOTs of softcoding changes (added below).
As always with the experimental branch, please do report any issues you had, with a savegame and way to reproduce in the discussion thread
\ai\arg_1936.ai
reinforcement = 0.5000 changed to 0.0000
upgrading = 0.3500 changed to 0.0000
\ai\bra_1936.ai
infantry = 50 changed to 55
interceptor = 30 changed to 25
increased preference for BB
increased preference for CV1918
increased preference for ship assemably line
\ai\BRA_1941.ai
infantry = 50 changed to 55
interceptor = 30 changed to 25
increased preference for BB
increased preference for CV1918
increased preference for ship assemably line
\ai\bra_1945.ai
infantry = 50 changed to 55
interceptor = 30 changed to 25
increased preference for BB
increased preference for CV1918
increased preference for ship assemably line
\ai\chl_1936.ai
reinforcement = 0.5000 changed to 0.0000
upgrading = 0.3500 changed to 0.0000
\ai\eng_1936.ai
increased tech_sharing with BHU, NEP and OMN
set max_batch to 360 days
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\eng_1939.ai
set max_batch to 360 days
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\eng_1941.ai
set max_batch to 360 days
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\eng_1944.ai
set max_batch to 360 days
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\eng_1945.ai
set max_batch to 360 days
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\ger_1936.ai
max_factor = 1.00 changed to 0.25
increased preference for Production Control and Production Planning to 150
\ai\ger_1939.ai
increased preference for Production Control and Production Planning to 150
\ai\ger_1941.ai
increased preference for Production Control and Production Planning to 150
\ai\ger_1944.ai
increased preference for Production Control and Production Planning to 150
\ai\ger_1936.ai
increased preference for Production Control and Production Planning to 150
\ai\ita_1936.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\ita_1945.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\jap_1936.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\jap_1939.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\jap_1941.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\jap_1944.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\jap_1945.ai
increased preference for 1938 Construction to 125
increased preference for Production Control and Production Planning to 150
increased preference for naval doctrines
\ai\nor_1936.ai
new divions are now brigaded with artillery
\ai\nor_1945.ai
new divions are now brigaded with artillery
\ai\pol_1936.ai
set max_batch to 360 days
\ai\POL_1945.ai
set max_batch to 360 days
\ai\pol_1936.ai
adapted comment, no data change
\ai\sov_1936.ai
max_factor = 1.00 changed to 0.25
increased tech_sharing with MON and TAN
increased preference for 1938 Construction to 300
\ai\sov_1939.ai
increased preference for 1938 Construction to 300
\ai\sov_1941.ai
increased preference for 1938 Construction to 300
\ai\sov_1944.ai
increased preference for 1938 Construction to 300
\ai\sov_1945.ai
increased preference for 1938 Construction to 300
\ai\spa_1936.ai
set max_batch to 360 days
\ai\spa_1939.ai
set max_batch to 360 days
\ai\SPA_1941.ai
set max_batch to 360 days
\ai\spa_1944.ai
set max_batch to 360 days
\ai\spa_1945.ai
set max_batch to 360 days
\ai\spr_1936.ai
set max_batch to 360 days
\ai\usa_1936.ai
increased preference for naval doctrines
\ai\usa_1939.ai
increased preference for naval doctrines
\ai\usa_1941.ai
increased preference for naval doctrines
\ai\usa_1944.ai
increased preference for naval doctrines
\ai\usa_1945.ai
increased preference for naval doctrines
\ai\switch\eng_build_land.ai
set max_batch to 360 days
\ai\switch\eng_build_land_1948.ai
set max_batch to 360 days
\ai\switch\eng_build_mixed.ai
set max_batch to 360 days
\ai\switch\eng_build_mixed_1948.ai
set max_batch to 360 days
\ai\switch\eng_build_standard.ai
set max_batch to 360 days
\ai\switch\eng_build_standard_1948.ai
set max_batch to 360 days
\ai\switch\GER_atwar.ai
edited AA_provs
\ai\switch\spa_build_land.ai
set max_batch to 360 days
\db\difficulty.csv
removed human penalties at hard and very hard
removed AI penalties at easy and very easy
\db\misc.txt
increased daily manpower gain by 50% to 0.01(national) and 0.001(nonnational)
\db\events\ai_arg.txt
minister events: removed the delay of a few days
35260-35266: new chain of events
\db\events\AI_AST.txt
minister events: removed the delay of a few days
36275-36282: reworked chain of events
\db\events\AI_BEL.txt
minister events: removed the delay of a few days
37163-37167: reworked chain of events
\db\events\AI_BOL.txt
minister events: removed the delay of a few days
\db\events\AI_BRA.txt
minister events: removed the delay of a few days
33060-33066: reworked chain of events
\db\events\ai_bul.txt
minister events: removed the delay of a few days
\db\events\AI_CAN.txt
minister events: removed the delay of a few days
36174-36180: reworked chain of events
\db\events\ai_chc.txt
25976: made event use money to supplies ratio of 1 to 2.5 instead of 1 to 2
\db\events\AI_CHI.txt
27030-27032-27063-27065: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
27030-27032-27063-27065: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
27030-27032-27063-27065: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
minister events: removed the delay of a few days
\db\events\AI_CHL.txt
minister events: removed the delay of a few days
35360-35366: new chain of events
\db\events\ai_col.txt
minister events: removed the delay of a few days
\db\events\ai_cos.txt
minister events: removed the delay of a few days
\db\events\ai_cub.txt
minister events: removed the delay of a few days
34660-34662: reworked chain of events
\db\events\ai_dom.txt
minister events: removed the delay of a few days
33760-33762: reworked chain of events
\db\events\ai_ecu.txt
minister events: removed the delay of a few days
\db\events\ai_eng.txt
24006+24130+24131: outcomented chain of events
24016-24017+24132-24135: removed obsolete flags
24042-24047: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
24042-24047: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
24042-24047: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
24048-24053+24137: reworked chain of events
minister events: removed the delay of a few days
\db\events\ai_eng_emt.txt
oil events: reduced likeness they will trigger
24138: new event with only 20 energy
24139: new event with only 10 metal
24140: new event with only 5 rares
24126-24128: IRE uses new events
\db\events\AI_FIN.txt
minister events: removed the delay of a few days
32075-32081: reworked chain of events
\db\events\AI_FRA.txt
21012-21014+21028-21029: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
21012-21014+21028-21029: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
21012-21014+21028-21029: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
21015-21020+21027: reworked chain of events
21026: uncommented first trigger and made it more aggressive
minister events: removed the delay of a few days
21540-21541: france chooses between Vincent Auriol and Marie-Pierre Koenig as armanent minister
\db\events\ai_ger.txt
20045-20051: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
20045-20051: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
20045-20051: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
20055-20057: outcommented events
20058: made Germany use synthetic oil more aggressive in times of need
20178: made Germany use synthetic rares more aggressive in times of need
20059-20060+20065-20069: reworked chain of events
20061+20062: moved alliance command
20075+20076: moved alliance command
20185+20186: moved alliance command
\db\events\ai_ger_emt.txt
oil events: reduced likeness they will trigger
20180+20182: lowered threshold for AUS
\db\events\ai_gua.txt
minister events: removed the delay of a few days
\db\events\ai_hai.txt
minister events: removed the delay of a few days
33860-33862: new chain of events
\db\events\AI_HOL.txt
37070-37077: reworked chain of events
\db\events\ai_hon.txt
minister events: removed the delay of a few days
\db\events\ai_hun.txt
minister events: removed the delay of a few days
\db\events\ai_ire.txt
minister events: removed the delay of a few days
34360-34367: reworked chain of events
\db\events\AI_ITA.txt
26020-26024: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
26020-26024: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
26020-26024: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
26025-26026: new ids, formerly 26029-26030
26034-26043: reworked chain of events
26520-26521: delayed change away from Cesare Ame to 1939
\db\events\ai_jap.txt
22991-22999: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
22991-22999: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
22991-22999: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
22016-22019+22050-22054: reworked chain of events
\db\events\ai_jap_emt.txt
oil events: reduced likeness they will trigger
22044-22047: replaced CHI with U87
\db\events\AI_LIB.txt
minister events: removed the delay of a few days
\db\events\AI_MAN.txt
minister events: removed the delay of a few days
\db\events\AI_MEX.txt
minister events: removed the delay of a few days
32962-32969: reworked chain of events
\db\events\ai_minor_upgrading.txt
29036-29041: reworked chain of events for GRE
29042-29045: reworked chain of events for LAT
29046-29049+29072: reworked chain of events for LIT
29053-29057: reworked chain of events for NOR
29058-29060: reworked chain of events for OMN
29061-29063: reworked chain of events for YEM
29073-29078: reworked chain of events for AUS
29079-29085: reworked chain of events for CZE
29092-29094: reworked chain of events for PHI
\db\events\ai_mon.txt
35465-35471: reworked chain of events
\db\events\ai_nep.txt
minister events: removed the delay of a few days
\db\events\AI_NIC.txt
minister events: removed the delay of a few days
\db\events\ai_nzl.txt
minister events: removed the delay of a few days
\db\events\AI_PAN.txt
minister events: removed the delay of a few days
\db\events\AI_PER.txt
minister events: removed the delay of a few days
\db\events\AI_POL.txt
minister events: removed the delay of a few days
36970-36980: reworked chain of events
\db\events\AI_ROM.txt
minister events: removed the delay of a few days
32169-32174: new ids, formerly 32176-32181
32175-32182: reworked chain of events
\db\events\ai_revolters.txt
15301: U87 does not get offmap resources, but a hefty 15% dissent
\db\events\AI_SAF.txt
minister events: removed the delay of a few days
\db\events\ai_sal.txt
minister events: removed the delay of a few days
\db\events\ai_sau.txt
minister events: removed the delay of a few days
\db\events\ai_sch.txt
minister events: removed the delay of a few days
35060-35066: reworked chain of events
\db\events\AI_SIA.txt
minister events: removed the delay of a few days
\db\events\ai_sliders.txt
12000-12008: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
12000-12008: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
12000-12008: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
\db\events\ai_sov.txt
25005+25043-25044: reduced early max_factor
25034-25040: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
25034-25040: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
25034-25040: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
25090: made event use money to supplies ratio of 1 to 2.5 instead of 1 to 2
minister events: removed the delay of a few days
\db\events\ai_sov_emt.txt
oil events: reduced likeness they will trigger
\db\events\AI_SPA.txt
minister events: removed the delay of a few days
32464-32465: removed obsolete flags
\db\events\AI_SPR.txt
minister events: removed the delay of a few days
32562-32563: removed obsolete flags
32580-32585: democracy maxes out maxes out hawk lobby first, standing army second, interventionism third and free markets fourth(soviet influece forces central planning)
32580-32585: fascist and left_wing_radical maxes maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
32580-32585: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
\db\events\AI_SWE.txt
minister events: removed the delay of a few days
32660-32665: reworked chain of events
\db\events\AI_TUR.txt
minister events: removed the delay of a few days
32360-32366: reworked chain of events
\db\events\ai_uru.txt
minister events: removed the delay of a few days
\db\events\AI_USA.txt
28035-28037+28166-28167: democracy maxes out free markets first, hawk lobby second, standing army third and interventionism fourth
28035-28037+28166-28167: fascist and left_wing_radical maxes out hawk lobby first, free markets second, standing army third and interventionism fourth
28035-28037+28166-28167: leninist and stalinist maxes out hawk lobby first, standing army second, interventionism third and free markets fourth
28160: made USA use synthetic rares more aggressive in times of need
minister events: removed the delay of a few days
\db\events\AI_USA_emt.txt
oil events: reduced likeness they will trigger
28168: new event with only 20 energy
28169: new event with only 10 metal
28170: new event with only 5 rares
28086-28088: CUB uses new events
28090-28092: HAI uses new events
28094-28096: DOM uses new events
\db\events\AI_VEN.txt
minister events: removed the delay of a few days
\db\events\AI_YUG.txt
minister events: removed the delay of a few days
32750-32758: reworked chain of events
\db\events\germany.txt
2060: antedated event by 63 days to when human player would achieve Rhineland
2000+2060: outcomented peacetime_ic_mod value = 10
2000+2060+2020: outcommeneted trigger which = 51 and trigger which = 52
\db\events\hoi2.txt
30: removed randomness from Destroyers for bases
32: removed randomness from The Arsenal of Democracy
33: reduces randomness of The undeclared war
56+57+58+581: removed randomness from US losing peacetime penalty
\db\events\japan.txt
3838-3840: new chain of events makes China liberate U87
\db\events\nationalist_china.txt
3405: increased frequency of LL to UK by a factor 3 at same daily average
\db\events\nationalist_spain.txt
3001: changed supplies value = 5000 to 500
3001: changed oilpool value = 25000 to 2500
3001: changed metalpool value = 25000 to 2500
3001: changed energypool value = 50000 to 5000
3001: changed rarematerialspool value = 25000 to 2500
\db\events\UK.txt
3402: outcommeneted trigger which = 51 and trigger which = 52
3405: increased frequency of LL to UK by a factor 3 at same daily average
3405: Increased daily average of supplies by a factor 3 after all
\db\events\USA_LL.txt
3700: removed removed randomness from The Lend-Lease Act
3702: increased frequency of LL to UK by a factor 3 at same daily average
3702: Increased daily average of supplies by a factor 3 after all
3703: increased frequency of LL to USSR by a factor 3 at same daily average
3725: increased frequency of LL to China by a factor 3 at same daily average
\db\events\USSR.txt
2626: increased frequency of LL to USSR by a factor 3 at same daily average
2627: End of the Finnish Winter War may occur earlier if SOV = ai
\db\ministers\minister_modifier.txt
static defence doctrine gives now boni to garrisons
\gfx\events_pics\U87_militaryparade.bmp
file by Pioniere
\scenarios\0_gc_1939.eug
fixed typo
\scenarios\1936\arg.inc
production = 0.5600 changed to 0.6600
reinforcement = 0.1000 changed to 0.0000
25-31: new building queue
\scenarios\1936\ast.inc
1670: increased supply pool by 5
1679: decreased supply pool by 5
40-47+49-58: new building queue
\scenarios\1936\aus_1936.inc
204: increased size of factory line to 12
200: increased speed step to 2
207: added one day of retooling
\scenarios\1936\bel_1936.inc
27-40: new building queue
40: added one day of retooling
\scenarios\1936\bra_1936.inc
23-34: new building queue
\scenarios\1936\bhu_1936.inc
added 5 blueprints for techs from the master
\scenarios\1936\bul_36.inc
15-19: new building queue
\scenarios\1936\can_36.inc
12-21+23-29: new building queue
\scenarios\1936\chl_1936.inc
14-17: new building queue
\scenarios\1936\cub_36.inc
4002: new id, formerly 40
4003-4006: new building queue
\scenarios\1936\czh_36.inc
32-39+41-44: new building queue
\scenarios\1936\dom_36.inc
7501: new id, formerly 75
7502-7503: new building queue
\scenarios\1936\finland.inc
27-34: new building queue
\scenarios\1936\france.inc
changed manpower by 150
changed peacetime_ic_mod by 0.15
consumer = 0.3000 changed to 0.2500
production = 0.5100 changed to 0.5600
158-172+174-192: new building queue
\scenarios\1936\germany.inc
changed peacetime_ic_mod by 0.1
32-36: new building queue
\scenarios\1936\greece.inc
200-273: new building queue
\scenarios\1936\hai_36.inc
5302: new id, formerly 53
5303-5304: new building queue
\scenarios\1936\holland.inc
34-47+50-56: new building queue
\scenarios\1936\ireland.inc
10: new line of convoy transports
\scenarios\1936\irq_1936.inc
added 5 blueprints for techs from the master
\scenarios\1936\italy.inc
208-218+221-226: new building queue
\scenarios\1936\japan.inc
1193: decreased supplypool to 100, increased main depot accordingly
1196: decreased supplypool to 200, increased main depot accordingly
1202: decreased supplypool to 50, increased main depot accordingly
1202: decreased supplypool to 100, increased main depot accordingly
1322: decreased supplypool to 100, increased main depot accordingly
1599: decreased supplypool to 50, increased main depot accordingly
1601: decreased supplypool to 50, increased main depot accordingly
1608: decreased supplypool to 100, increased main depot accordingly
1610: decreased supplypool to 50, increased main depot accordingly
1613: decreased supplypool to 50, increased main depot accordingly
1618: decreased supplypool to 50, increased main depot accordingly
1619: decreased supplypool to 50, increased main depot accordingly
1621: decreased supplypool to 50, increased main depot accordingly
1625: decreased supplypool to 50, increased main depot accordingly
1626: decreased supplypool to 50, increased main depot accordingly
1627: decreased supplypool to 50, increased main depot accordingly
1785: decreased supplypool to 50, increased main depot accordingly
supply = 0.1630 changed to 0.1556
production = 0.5620 changed to 0.6694
upgrading = 0.1000 changed to 0.0000
reduced 39 locked garrisons to strength = 35, increased manpower accordingly
1000-1020+1026-1035: new building queue
1028-1034: added one day of retooling each
\scenarios\1936\lib.inc
added 5 blueprints for techs from the master
\scenarios\1936\lithuania.inc
9: increased speed_step to 2
\scenarios\1936\mexico.inc
13-22: new building queue
\scenarios\1936\man_1936.inc
added 5 blueprints for techs from the master
\scenarios\1936\mon.inc
has now 5 blueprints for techs from the master
7-9: new lines of infra
\scenarios\1936\nep_1936.inc
added 5 blueprints for techs from the master
\scenarios\1936\norway.inc
13-20: new building queue
\scenarios\1936\omn_1936.inc
added 5 blueprints for techs from the master
\scenarios\1936\phi.inc
added 5 blueprints for techs from the master
reduced Philippine Constabulary to strenght = 25, increased manpower accordingly
21: new line of factories
\scenarios\1936\poland.inc
64-73+75-8: new building queue
\scenarios\1936\romania.inc
200-214: new building queue
\scenarios\1936\saudi.inc
202: new line of infra
\scenarios\1936\soviet.inc
236: new id, formaly 287
237-314: new building queue
\scenarios\1936\sweden.inc
27-37: new building queue
\scenarios\1936\swiss.inc
4: new line of factory
\scenarios\1936\tan.inc
has now 5 blueprints for techs from SOV
\scenarios\1936\turkey.inc
36-47: new building queue
\scenarios\1936\uk.inc
1644: increased supplypool by 5, decreased main depot accordingly
changed manpower by 150
changed peacetime_ic_mod by 0.15
changed defense_lobby by 3
consumer = 0.2450 changed to 0.1650
production = 0.6666 changed to 0.7466
reduced 27+1 garrisons to strength = 25, increased manpower accordingly
256-289+1000-1035: new building queue
\scenarios\1936\usa.inc
consumer = 0.1750 changed to 0.1650
supply = 0.0777 changed to 0.0877
reduced Phillippine Division to strenght = 25, increased manpower accordingly
184-199+201-287: new building queue
\scenarios\1936\yugoslavia.inc
33-40+42-44: new building queue
\scenarios\1938\eng38.inc
changed manpower by 50
changed peacetime_ic_mod by 0.05
changed defense_lobby by 1
\scenarios\1938\fra38.inc
changed manpower by 50
changed peacetime_ic_mod by 0.05
First of all, I wanted to thank each of you who left any soft of feedback and support for our game and what I do. I really appreciate it!!
Now, I wanted to talk more about game's enviroment and future plans. For now, there is only one in-game location where you could exprecience active shooter simulations. This is not where I am stopping. I am planning on adding extra enviroments to the game; Those will include "Shopping Stores", "Gas Stations" and enviroments in this sort. I have to say though, majority of them will depend on active S.W.A.T play rather than the shooter himself, but we will see.
Updates with more enviroments will be out for free and within a first month of release. I will definitely try to have at least an extra location available on the day of the release. Other than that, game will continue its course of development and improvement throghout the year.
Multiplayer will mostly include 2 teams against each other sort of play. In Co-Op you will be able to choose sides and play as you would normally play in the Single-Player.
Hopefully this will clarify a few things for each of you. If there are any questions, feel free to ask them in F.A.Q thread in game's discussion forums.
The translation is almost done. When I have finished debugging, next version that supports English will be released. At the earliest, it is in this month.
Just a quick update on the development: First of all, we welcome a new designer on our team who creates textures, 3D models and animations. Also, I'm currently working on a new planet type, with mushroom biomes and things that glow in the dark, that I already mentioned in Devlog #1. I hope it will look as cool as I imagine it. The planet itself is almost finished, but it needs unique fauna (a lot of 3D models) and some quests.
I added procedurally generated mushrooms to that planet, so every mushroom is different. For that, I used Bézier surfaces to generate caps that are uniquely shaped, in combination with some linear algebra to tilt the caps and stems. A lot of math actually, so if you've ever wondered what you need all that stuff you learned in school (and university) for, it's mushrooms. Yay!
I think the new planet will be added as soon as there are enough NPCs and quests for it, I guess that will take about two weeks.
A new TestLive build has been released! Version 98326/17959 - Please make sure you're on the right version!
Quality of Life improvements
Fix auto-target to downprioritize clan mates selection when enemies are present
Player name tags now show up further away on PC
Admins can now explicitly whitelist players by SteamID
Added ability to override decay score for small buildings to help combat landclaim harassment
AI
Fixed a problem with follower thrall sometimes walking backwards when following
Fixed a problem with thrall no longer able to attack after unequipping a weapon
Fixed a problem with human NPCs falling under structures if performing a melee attack near a doorway
General bugfixing
Fixed a crash related to static placeables (which should improve stability in coop play)
Button icon "Buy Up to Next Perk" should now be visible for all players -not just admins
Fixed a problem with servers not displaying if the maximum ping section was cleared
Fixed a problem with dodging while locked on to a target whereby you would sometimes dodge on the spot
Balance pass on number of zeals obtained from various processes in the altars
Fixed a health regen issue which could max your health after taking damage under certain conditions
Fixed player corpse sometimes turning into deformed statues
Fixed a problem with corpse sometimes not showing for the owner despite visible to other players
Fixed a problem with Purge NPCs not doing damage against buildings on PvE servers
New server settings
OverrideDecayMaxBuildingPieces = X, where X is number of pieces (default 6) OverrideDecayTime = N, where N is the number of minutes before building is decayed (default 30)