The Update to the Development Build is ready and we are excited to share it with you!
This time, we "open the gates" to a completely new building, Production Hall, and offer a brand-new gaming element, machine workshops!
We also made multiple improvements to Factory Ground, Engineering, Design and Proving Grounds!
Last but not least, we fixed many errors and spent some time optimizing. Thank you for all of your bug reports and feedback; it is extremely helpful to us!
Production Hall:
The game now includes a brand-new building where you can mass produce your tanks
Machine workshops game mechanics have been added, allowing for deeper gameplay and more exciting options while designing your tanks
General:
Added load screens, music and ambient sounds
Introduced settings window with possibility to adjust video and audio preferences
The ESC button now allows you to exit the building.
Factory Grounds:
Loading times from and to Factory Grounds have been reduced.
Facility cards now support correct switchover.
Facilities have now been added to Warehouse, Design, Administration and Research Buildings
Engineering Workshop:
Further enhancements for tooltips
WIP version of modification camera is introduced. For Hull components, the camera should now spin and translate properly to show the selected modification.
Design Workshop:
Tank design workflow has been improved. Every new design is now initiated by clicking the "new design" button for each of the corresponding Hull Families.
Additional tooltip upgrades, such as explanations of various design stages, machinery requirements, and others
Minor rework for some of Tank Attributes
Minor balancing to “Internal volume” Attribute
Proving Grounds:
Decoupled Proving grounds from Test driving
Proving grounds now concentrate on the Tycoon component of the Trials, whilst Test drive allows you to try the tank "first hand" and earn achievements based on your performance.
Fixed notorious recoil bug for MG’s
Fixed the bug with offset tracks for A7V, LK2 and Horner running gears
A few words about the upcoming build: expect functioning Warehouse and Administration buildings in the next Update!
Thank You so much for all your support and don't forget to wishlist the game !
FunGI Team
Development Build (v.4) released
Greetings, Arms Dealers!
Finally, we are happy to share the next Update to the Development Build!
This build will introduce multiple improvements to Factory Ground, Engineering, Reverse-Engineering, Design and Proving Grounds! As before, we won’t be listing the fixed bugs but highlight the actual improvements introduced in the Build.
Factory Grounds:
Building highlights, name tags and status are now added displaying allocated employees, administrators and active projects
Introduced cinematic view of each constructed facility
Multiple enhancements of the exterior looks of the Main buildings
Production industrial quarter with 12 surrounding Facilities have now been now finalized!
Engineering Workshop:
Reverse-Engineering mechanics is now unlocked!
LK2 and A7V tanks are now available for disassembly
Various German tank components are now unlocked via Reverse-Engineering to experiment with
Major enhancements to lighting inside the buildings
A new “blue-print” shader is added, differentiating components that have been engineered from the “draft” ones
A new “alloy” shader is added, visualizing selected “alloy type”
Enhanced tooltips with numerical information
Design Workshop:
Possibility to create hybrid “German/British” tank design!
WIP version of Design Defects mechanics and their amendment
Possibility to paint your tanks including camouflage patterns
Possibility to seal turret, gun and machinegun mounting points
Enhanced tooltips with numerical information
Design Workshop:
You can now Test-Drive your own Tanks!
Further improvement to HUD
Animated Weapon selector for MG’s
Further performance optimization
A few words about the next build: we want to give the game's Tycoon elements the utmost attention. So, the Production hall, Warehouse, Administrative, and Research buildings are our main focus.
Thank You so much for all your support and don't forget to wishlist the game !
FunGI Team
Dev Update: April
Greetings!
Time for our monthly Update. Today we want to share with you some of the progress that has been done since last time. Some of the improvements and changes you can already find in Development Build or that will be added very soon.
Factory Grounds:
We continue to work on the Facilities. Each Facility and its upgrade are getting a unique look that reflects its purpose. Some of the Facilities will affect all Buildings while others will offer unique bonuses to certain Buildings.
Arms Trade Tycoon Tanks is a game about tanks, but the Tycoon part requires other types of vehicles to be present in the game. Vehicles that you won’t design or sell, but you will see them in your Factory Grounds, standing still near the buildings or moving along the roads. It is these details or “props”, that make the game experience more immersive, atmospheric and engage the players in new ways. Today, we want to show you some new Truck models that you will find when playing for Britain.
Without a doubt, the Production Hall will determine the prosperity of your Tycoon Empire. Here you will mass produce your tanks and ensure that you have the appropriate Workshops for the intricacy of your tanks design. We believe that, given its significance, this building merits special attention. Many references were studied, and a lot of work was put into the "props" to give the interior scene a realistic look. Finally, the lighting was completely redone to make the scene both atmospheric and immersive.
Engineering Workshop:
Already in the next Dev. Build you will be able to experience a “first shot” at the Reverse-Engineering. We have talked about it for some time and now you’ll finally able to dismantle some German tanks and use their parts to construct your own curse patterns! For the time being you’ll be able to tinker with Sturmpanzerwagen A7V and LK2 but this is just the beginning, more to come soon!
We continue to add new tank component to the game. Already with the next update to the Development Build, you will be able to employ a predecessor for QF 6 pounder Hotchkiss gun! Light but deadly – the QF 6 pounder Nordenfelt gun is a welcomed addition to your arsenal.
Note that this gun should not be confused with the short-barreled 57 mm Cockerill-Nordenfelt which was employed to arm the German A7V tank and which will be added to the game!
We should also want to highlight two new features already accessible in the Dev. Build! Namely, various assembly" and armour plating types" available for you tanks.
During the engineering process you can chose what assembly process suits your needs best for any Hull or Turret component. This is a compromise that you must make between production costs and attributes for your tanks. Would you select riveted assembly to speed up your production but sacrifice crew safety or go for welded components? The choice is yours!
Currently, you can select bolted and riveted assemblies, but welding and casting are also in the pipeline.
In a similar way, you can select between various armour alloys. Here the compromise is between production costs and what type of protection you need for your vehicle. Should your tank have a better chance against AP rounds or is HESH rounds that you need to be afraid off? Make sure to consider what enemies your tanks might face on the battlefield! The outcome of the entire military campaign may depend on your choice!
Hope you liked the update!
Don't forget to wishlist the game and join our Discord channel for weekly updates: discord.com/invite/cHdwDzd
FunGI Team
Development Build (v.3) released
Greetings!
Thank you so much for being patient with us.
We are happy to share with you the next Update to the Development Build! This build will introduce multiple changes and improvements!
Factory Grounds:
The Factory Ground has been recreated in full 3D. Every expansion, improvement and even daily activities will be represented making it a truly living and dynamic environment. For the time being, only two building are unlocked, and we are still working on many details that has not made it in the current build yet.
Engineering Workshop and the surrounding Facilities have been now finalized! A complete industrial quarter is now available composed of the main building and 12 unique facilities each with it’s own looks and functionality.
Engineering Workshop:
All modification now appears in full 3D and all are attached or mounted to parent component
A new feature, “Adaption” is now introduced allowing to further tune your modifications
All modifications are now displayed in the hierarchical fashion
A new feature, “X-ray” is now introduced for visualization of the modification located inside the component
Enhanced camera and lighting for selected modifications
"Blueprints" are now introduced, allowing you create new components based on the designed tank!
Design Bureaux:
New "Defects" mechanics is introduced coupled to limiting parameters such as Mass , Internal volume, Crew Requirements and others
Possibility to easily shift Design and Engineering with pre-selected components
Possibility to seal turret, gun and machinegun mounting points if you wish so
Introduced “Expendables” (Shells, Fuel, Ammo) into the game
Proving Grounds:
Proving grounds is no longer a mere button but a fully fledged game mechanics
Take direct control of your tank designs over various Trials!
New dedicated HUD
Animated weapon selectors
Mission Summary window
Wishlist the game and don't forget to check the most recent screenshots from the Dev. Build here: Dev. Build v3
FunGI Team
Demo Updated
Greetings!
Thank you so much for being patient with us.
We are happy to announce that the long-awaited Demo update is now available!
Here is a brief list of what you can expect to find in this Patch:
Expansion:
Extended in-game time – now the game extends up to December 1915
Two new countries to trade with – France and USA join the Allies
Two new campaigns and battles have emerged: the Middle East, Italian and African campaigns
New rival and enemy tanks are awaiting on the battlefields
New type of contract available: “Resupply”
Reshaped UI of the Factory grounds and Battles to improve the gameplay
More events and challenges
Bug Fixes:
Fixed the bug with the wrong expenses for maintenance and employees
Fixed the bug that allowed indefinite in-game time
Fixed the UI’s overlay bug for USA diplomacy window
Fixed the bug with absent tanks in Museum
Fixed the bug with mismatched tank tracks in some battles
Fixed the wrongly applied reputation during the Re-Supply contracts
Rebalance:
Reduced mass cost per engineering point with 50%
New rubber supplier and adjustment of safety factor for the existing one
Rebalance of Speaking tubes, Distributed fuel tanks, Telescope sight and Durable waterhose modifiers
The team is also working hard to accommodate more of your comments and feedback in the upcoming updates. These new features include but not limited to:
Parametric tank component design
Closer integration of Design Bureaux and Engineering workshop
Complete overhaul of the UI
3D Factory Grounds
Make sure to check out new screenshots and wishlist.
FunGI Team
Patch V 0.8.3
Greetings!
As promised, here is the last update for this year. This time we put more focus on the contract logic introduced 3 difficulty settings, and, as always, addressed some of the bugs and typos that were found so far
New Features:
Total overhaul of the success score system including diminishing returns on offer parameters
Introduced three difficulty levels
Shortkeys to quicky shift between the buildings : F1-F7
ESC can be used to close the overlay windows
Fixes:
Fixed the bug with the "Sub Assembly" Admin perk
Fixed issues with loading save games
Adviser's tip about exceeding mass is now properly applied
More typos nailed
Balance:
Minor rebalance of Tylor Twin engine
Minor rebalance of Whippet Running gear
Patch V 0.7.5
Greetings!
Here is the summary of the changes for Patch V 0.7.5 of the demo build.
New Features:
A whole new building is now available on the Factory Grounds - The Museum! Here you can check the in-game progress of your tank designs and visit a WIP version of the Museum where some of the most famous tanks are exhibited (in collaboration with "Tank Encyclopedia")
All projects can now be paused, resumed and workers/engineers can be assigned/de-assigned
Company of the player is now present in the Rival tab
A ranking is now added to the Rival tab
New avatars are now added to the game. Thank you PhlyDaily, ConeOfArc and TheEuropeanCanadian for supporting the game!
A warning message is added when bankruptcy is approaching
The battle log is now extended with additional information regarding sustained losses
Fixes:
Crew management is now employing an extended color scheme to make it more clear if the tank is operable or not
More typos fixed
Fixed wrong unit numbering on the campaign map
Diplomacy UI bug fixed
Balance:
Mark A Whippet can now house 4 crew members
Hotfix V 0.6.4
Greetings!
We were not planning this one but there were many requests to introduce some additional changes and fixes. So here we are, with the Hotfix for V 0.6.4 of the demo build:
Fixes:
Fixed the bug where fire/accident events were only displayed in the "News" tab
Fixed the bug where research time was disappearing
Fixed inconsistent icon in the contract offer
Fixed the bug where the "Fast travel" button was leading to the "Not available in Demo" message
Balance:
Raw material now re-stock for supplier companies
Increased mass limit for Hornet and Mark VIII running gears
Sabotage, Fire and Accident risks are now reduced during the first month
Adjusted text for "Offer confirmation"
Battles that have already been seen now receive a special status icon
Extended the maximum allowed length (22 characters now) for various names (Company, Player, Components and Tanks)