Once 1.35 has been achieved, we will be doing everything we can to increase server maximum capacity. In the case of 1.35, we will likely run a mock campaign and drive all traffic from the normal campaign to this server so we can have a really good case study and make sure all cylinders are firing appropriately. We have fixed a long standing issue that prevented the current player base to participate on the BETA server, so when it’s time (and starting with the above 1.34) we can open the door to who ever is selected. That said, initial observation gives us great encouragement. The reason it’s relatively risky is the code base must be tested and examined so the new team can get more familiar with it, because most of the fixes were conducted by the legacy team and never went live (as we know). Releasing 1.35 is a pretty risky endeavor at said moment, which is why we’re not rushing it and trying to complete these items listed for 1.34.11/12+. We anticipate in the next 6-8 months (if all goes well) we’ll be able to get on the 1.35 code base, and we’ll need lots of community members to help us test this thoroughly!Īnother task we are working on which is really important, is to have a roll-back ability on our releases / updates. There are a lot of great solutions in regards to host / server improvements, like improved infantry death lag, multi-crewing and increased server capacity. We’ll be creating more game updates more frequently than we have historically, to get fixes and other features in your hands faster, as they are tested and polished. VERSION 1.34.XXĭepending on how quickly 1.34.12 is released there may be another update or two in 1.34, this will be dependent on several other moving parts. In general we have a lot of users joining the game who experience a steep learning curve (we were all there at one point), so we’re making a big point to clean that up as much as we can. One thing we’re thinking about right now is how to set up a users preferences, so they can select what their priority unit to spawn would be, and other filters a user might be able to custom tailor to their interests.Īll of this UI work and increasing simplicity in terms of LOCATING battle (not game play itself) is all preparation for a great Steam release. And there they are, boots on deck in the best probable fight the system can offer them. As far as how it works, we want the soldier to simply click the button, and it will do all the work in finding the most populated brigade -> mission -> FRU Y/N? -> Select weapon -> Spawn. We’re thinking at the moment of placing this new “button” at the bottom of the active battles tab, which will be replacing the brigade roster as the “default” tab you see upon loading into the game. We’ve already been talking about the “ACTIVE BATTLES TAB” which will debut in 1.34.11, but as we start to think about re-working our existing UI (user interface) and making it really easy for new guys to get into the most likely situation to find action, we need something a little more “to the point.” During this patch we will attempt to fulfill all remaining Indiegogo campaign promises. This will allow us to add any other fixes and features that might be ready while we’re preparing for release on 1.35. We anticipate we will be doing at least one more point release on the 1.34 code base. Georg "GeorgH" H, Karen "Frank35" Sylte, Patrick "Icux" Carns, Ivan "Johan250" Telleria, Carl "Howie622" Howarth, Mike "RailRD" Perrier, Dale Stelgard Hopkinson, James "Carolina" Simpson, Augustus “Goof” Pope and Jim “Jeep” Leonard. The following have been added to the WWII Online Memorial (RIP): FB Damage threshold increased by 2.5 times.MAC key mapper now recognizes joystick properly.Updated credits, includes Squad Funders.Tiger tank turret traverse speed increased.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |