This member has provided no bio about themself...
Good catch. It's not going to be a big deal since this one is temporary due to the new model.
We've got a few changes coming for infantry, too! Sneaking around will hide your name and take you off radar, a lot of the weapons have been adjusted and there's a dynamic accuracy system, we've got sprinting and jumping changes, etc.
Soldiers also self-heal out of combat in case you win a victory far from your base or a medic, so you don't need to just jump off a cliff or suicide-rush the defenses. I'm not sure that's realistic, though, but it works well in testing.
For sure! It makes careful positioning really useful for the Allies when fighting Heavy Tanks. The Phase Tank being able to invisibly sneak behind you makes it really nasty, and Light Tanks are just so fast that if you charge blindly ahead they'll shoot you in the rear and make a mess of things.
Well, we've always got the option to revise it, but after an internal discussion with the test team we decided we were creeping closer and closer to getting maybe too simmy, with increasingly specific hit locations, shell drop, talking of making shell damage change based on range, etc.
We were starting to make damage change based on things like shooting the engines vs the different rotors of a helicopter, and thought, maybe we should step back for a moment :)
Snipers are coming back in a larger update we're working on! Basically, the older version of the engine had a hard cap on projectile speeds -- 399 meters per second. Anything faster instantly hit. That made it really hard to balance snipers, we wanted them to have to lead their target but 399m/s was way too slow.
The new changes we're working on mean that snipers now fire a really fast (but not instant-hit) bullet instead. We've broken the 399m/s speed limit we once had.
Tank camera views have been overhauled again, I should post some pictures. We now have better camera control options (before they had to orbit a model's origin point) and can add several alternate cameras to vehicles, sort of how soldiers can use third or first person.
You can join our forums at BluehellProductions.com
We've had real life issues crop up with a lot of our art guys, which has delayed the inclusion of new artwork assets. For example, the new hands need to be properly rigged/prepped, and before that can happen, new weapons and animations can't go in.
But that's been sidelined due to events and priorities, so they're not in yet. If you want to help or know somebody who does, let us know.
I guess it varies by time zone, but there have been some good 20+ rounds most dys
Tech levels helped address a number of concerns, for sure, but we'll see how this plays out. They could return in a limited capacity, or in another form.
This is actually really clever, but we've got some other methods if we need to do it.
No offense taken at all. We actually had dialog with Renegade X much earlier, and did some experimentation on UDK ourselves after seeing their successes (porting assets, testing some gameplay, etc).
In the end we decided against it for a few reasons, but have taken the time to re-evaluate the option now and then. Seeing the UE4 SDK demonstration got us excited actually, and if there is a "UDK 4" we'll definitely play with that... although it will likely mean starting from scratch in terms of the gameplay mechanics.
That one I linked was supposed to have the option to skip it. I don't have a handy version of the current launcher build you can simply extract, but I'll try to get one up sometime. Please end a PM to Danpaul on our forum as he is responsible for the launcher and its installer and may be able to help.
It was developed on a Windows 7 system and many of our test team use Win 7; if you are having trouble please post your error messages on our forum.
It's a unified launcher shared by all of our projects. If you're trying to download Apocalypse Rising, I'm sorry to say that it is still only available to our internal testing team.
We've actually got a newer installer available that was intended for use by those with .NET4 problems. Try this slightly different one out:
Swing by our forum if you're still having trouble please
So is this cancelled, then?
There indeed are a few of those :)
We've had this feedback from several people so far and might look into making those changes, but we don't want to make it TOO complicated (although apparently there's an audience for more sophisticated damage models due to games like WoT and Warthunder).
It's like a train set, a hobby more than a product.
We're sort of between releases right now, so there aren't tons of players.
Always get the latest, but the new launchers are not ready for Mac quite yet.
Pretty low, like Windows 2000+
All clients can see it
Uploading a new launcher to hopefully fix the .NET 4 installation issue for you guys; at the very least you'll be able to just install .NET 4 by yourself if the new installer is unable to install it.
The whole aircraft in general is pretty poorly "armored" so right now, nothing's considered particularly weak. This might change going forward, but that's the thought process for now.
I hope it'll take it into the present! No decision yet on if TSR or AR will make use of these changes.
Our plans now include a full installer going forward, stay tuned, we're testing a new build for TS:Reborn literally right now so hopefully you should have it soon.
We're reviewing this right now since we know we have lots of Mac fans.