You can now click on a dropdown and drag to expand/collapse multiple dropdowns.
Fixes
Stopped slider text inputs rounding to whole numbers.
No muzzle brake option no longer leaves the previous model visible but coloured magenta.
Ammo racks must now be inside the compartment they were attached too, instead of only inside the vehicle.
Clicking the GUI and dragging off will no longer pick up parts on release.
Increased DLSS quality at higher presets, though the higher qualities will be disabled until the scope overlay conflict has been resolved.
Fixed incorrect rack/rack obstruction detection on rotated racks.
Fixed rack duplication not enabling shell visualizations on the mirrored rack.
Recovered all part pre-V0.12412 limits (may be a few tiny deviations).
The crew once again stops all functionality if the vehicle is considered destroyed.
Changes
First launch of the game now starts on medium graphics.
Ammo rack shell visualization model no longer bottlenecked and matches the caliber correctly.
Significantly boosted latewar cannon penetration, hopefully making the required shell length lower and the new placeable racks easier to work with.
Big thanks to DarioXN for getting these bugs tracked and finding a clever way to restore the lost part limits, speeding up the fix.
- Hamish
V0.12412 - Placeable Ammo Racks (Experimental)
Hi all,
Restructured almost the entirety of the game's behind the scenes in this one, which took most of the time. It's a good deal more clean now, though I'd expect one or two bugs in just about any part of the game. This is necessary to reduce future bugs, speed up features and make major preparations for mod support.
Opt-in to the experimental branch to test out this update early:
Additions
Added minimum graphics preset, designed to be the bare minimum graphics possible.
Screen space reflections are now possible. Before/After:
Nvidia DLSS is now possible, this can give an enormous performance boost. Limited to the most performant setting as higher quality settings were conflicting with another process.
Added maximum graphics preset, with screen space reflections, more accurate ambient occlusion and soft shadow filtering.
Added arrows to dropdowns to cycle through options.
Min and max cannon rotation limits now displayed as text at the end of the range of motion visualizations.
Attempting to load a blueprint from a version above the current now requires a confirmation. Only works on newly saved blueprints.
Invert vertical look now applies in photomode.
Loader now has a position in the damage model. They're located just behind the cannon they're loading. This was the last of the chance damage based internals.
Fixes
Fixed camera height changing when inputting text in the designer.
Fixed camera jitter when AI command menu is open.
Fixed cursor sync issues when opening multiple gameplay menus at once.
Fixed UI sync issues when pausing the game while gameplay menus are open.
Stopped terrain on 'Fields' map disappearing until reload, past a certain distance.
Fixed flameout effects on culled blown-off turrets re-enabling in the designed and not turning off.
Changes
Ammo racks are now placed manually. This is a test for placeable internals, so it's not recommended to replace all racks in your vehicles until this is moved to the stable branch (things may change or be reverted). The change allows them to be physical locations in the damage model, instead of a (space used by ammo) / (total space) random chance. This also allows distance to be taken into account, meaning cannons further from their rack will take longer to load.
Ammo storage display now shows how much longer the current rack takes to load than the fastest rack in the vehicle.
Scale limits are now 3D. Lost some scale limit info with this one. If you load a design and parts have been resized, don't save it and let me know. This lets various hatches (e.g. rectangular) have smaller limits in certain directions.
Internal component visualizations no longer visible outside of the vehicle.
Decal designer no longer allows parts other than decals to be selected/detached.
Reworked exhaust visual effect.
Decals now visible from further away.
Exhaust visual effect darkness now changes with cylinder displacement and engine technology.
Exhaust volume now scales with total engine volume divided by the number of exhausts.
Overhauled dropdowns to improve UX and reduce clunk. Notably changed the mouse press and release handling, allowing things like click-drag-release to expand and select an option quickly.
Display resolution options now refreshed when the current display is changed.
Removed descriptions for anti aliasing options.
Changed a twin transmission downside description from "Functions poorly with a small number of gears" to "Functions poorly with a small gear range".
Sliders now snap to their nearest step, instead of moving smoothly - then rounding to the nearest step.
Removed "Drive moving to position" command until it is better implemented.
Doubled the impulse required to knock parts off the vehicle.
Shell marks no longer disabled on destroyed vehicles.
Updated all built-in designs.
Settings are no longer synced across devices via the Steam cloud.
Thanks for your patience during these rewrites, I know they're not exactly thrilling, content-wise. Fortunately there's a big batch of new parts in the works, which should make up for it.
- Hamish
V0.12410 - Hotfix (Experimental)
Hi all,
Quick fixes for yesterday's update:
Fixed rails going underground on Railway scenario.
Fixed short map border on Railway.
Fixed area at the end of the Railway map with no ground collision.
Headlamp shadow proxy is no longer visible.
Headlamps knocked off the vehicle no longer function.
Fixed hit point indicator toggle not working.
Stopped soft lock on Railway custom battles by using units with a total mass over a certain amount.
Stopped soft lock after pressing escape after resetting a custom battle.
Fixed turrets flying off and being culled past a certain distance not being un-culled when returning to the designer.
Fixed parts not being perfectly reset after being knocked off the vehicle.
- Hamish
V0.1249 - Tree Destruction, Flying Turrets and New VFX (Experimental)
Hi all,
This one should hopefully make gameplay more predictable (and trees less scary). Kills and combat should be more satisfying.
Opt-in to the experimental branch to test out this update early:
Additions
Parts and turrets now have a chance to fly off the vehicle when ammo racks detonate. The turret will need a certain amount of force, so this will be more common in vehicles with more ammo stored.
Added suspension test bumps to sandbox flat.
Added 'Railway' scenario as a custom battle map. Weather control is disabled for this one for now.
Fixes
Fixed issue with photomode exit, causing significant performance drop until the game is restarted.
Fixed returning to designer while scoped (Without 'Hold toggle' enabled) not returning back to designer view.
Fixed escape on end screens pausing the game, when it should only be performing the described actions.
Fixed crew damage model positions being applied incorrectly, should be much more predictable now.
Fixed issue with damage model causing shots to penetrate and do no damage.
Changes
Battle balance indicator changed from a bar to pips representing individual vehicles.
Main gun load progress is now shown on the crosshair, instead of with a timer beside the crosshair.
Increased cruise control level 1 & 2 power levels, adjusting for recent movement changes.
Overhauled almost all explosion/flame visual effects in the game.
Overhauled look of 'Railway' scenario.
Overhauled tree falling animations and interaction, it's less silly now.
Trees now need certain amounts of force to run over. Heavier tanks will find it easier, though lighter tanks work too if you hurl yourself at it fast enough.
Adjusted tree density for most levels, making use of the fact that smaller trees are now fun to drive over.
Shells can now go through trees, knocking them over in the process.
Disabled camera clip prevention for trees.
Lowered crew damage from collisions.
Restored cupola minimum scale limits to their pre-V0.1247 values.
Transmissions now have locations in the damage model, meaning penetrating at/between the sprockets will damage them (the location depends on the steering system).
Photomode depth of field is now disabled by default.
Muzzle flash visual effects now scale linearly with caliber, instead of having separate effects for light, medium and heavy calibers.
Increased light intensity of muzzle flashes.
- Hamish
V0.1248 - Photomode (Experimental)
Hi all,
Photomode
Proud to present a brand new type of camera control, built specifically for taking pretty pictures of your creations.
Opt-in to the experimental branch to test out this update early:
Photomode Features:
A free-roam first person camera, accessible at any time by pressing 'P' by default.
Ground snapping, placing you 170cm (67'') above the ground, letting you walk around/on your vehicle.
Enables a higher quality depth-of-field with control over the aperture.
A quick way to toggle temporal anti-aliasing (TAA). TAA can look blurry while the camera is moving, but results in much higher quality edges while the camera is still.
Filters. To stylize shots e.g. old war photographs.
Control over time, allowing frozen, slow-mo and realtime.
Some pictures taken during testing, all taken in-game with no external editing:
Fixes
Fixed knocked out vehicles triggering objectives. e.g. Defence being lost by knocked out enemies rolling across the border.
Fixed camera jitter when moving up or down slopes.
Design auto-loading is now disabled if loading the last auto-loaded design caused an error. Stopping it causing instability each time you load.
Fixed attachment mass not updating on scale changes.
Fixed external fuel tank capacity not updating on scale changes when attached.
Fixed built-in King Tiger's armour layout.
Formation visualization now disabled when the GUI is disabled.
Fixed flickering of rocks on 'No Tank's Land' scenario.
Removed 2 empty keymapping slots in settings.4
Changes
Sprocket/idler traction now takes more power from the roadwheels when in contact with the ground. Increasing sprocket/idler traction.
Game version and FPS counter are now shown/hidden with the GUI.
More improvements to be made to photo-mode over time. Very excited to see what you all do with this first iteration, have fun!
- Hamish
V0.1247 - Traction Overhaul (Experimental)
Hi all,
Lots of work on traction in this one, fixing several movement issues. Here's a big cat crawling up a 35 degree slope.
Opt-in to the experimental branch to test out this update early:
Fixes
Removed an accidental cap on gameplay camera movement refresh rate.
Fixed attacker victory not triggering in custom battles on 'Defence' map.
Changes
Changed the way track traction is applied.
Overall smoother movement.
Greatly improves hill climbing ability.
Reduces jitter in wheels when first applying force.
Stops vehicle slightly bending into the turn, like a motorcycle.
Commander cupolas can no longer be scaled down to points where their hatches would be unusable.
Lowered cupola max scale from 200% to 125% of original scale. Due to clipping with commander view.
Lowered design platform on flat sandbox map.
Moved ramps on flat sandbox map.
Camera tracking now gradually centres as you zoom out.
Third person aiming now detects vehicles. The cannon will aim at the point on the vehicle under the crosshair - instead of where the crosshair is pointing at on the ground.
Removed engine redlining camera shake.
- Hamish
V0.1246 - Hotfix (Experimental)
Additions
Added 'Static Crosshair' gameplay option to keep the crosshair at the same place on the screen. It'll be affected by camera smoothing and shake like before V0.1245.
Fixes
Fixed compartments not being registered when placed on a compartment with a commander cupola. This fixes recent issues with multi-turrets not working.
Fixed heavies not spawning on 'Fields' scenario.
Changes
Camera no-longer pivots around the cupola if the cupola is mounted on the hull.
- Hamish
V0.1245 - New Gameplay Camera (Experimental)
Hi all,
Finally figured out some camera changes I've been wanting to do for a while - and here they are!
Opt-in to the experimental branch to try it out early:
Additions
Test for custom decal loading via URL - To make sharing designs with custom decals easier. Select a decal and enter a URL in the input field to use.
Added more contrast to vehicle module health display.
Added entrance animation to health icons of newly damaged vehicle modules.
Damage delt to vehicle internals by the player is now logged.
More information on the player's penetrations/ricochets/non-penetrations is now logged.
Fixes
Fixed pan sensitivity setting not initiating with the correct currently-set value.
Reload progress bar no longer creates a duplicate when resetting a custom battle.
Changes
Sun lens flare instensity now changes based on time of day.
Cloud colour now changes based on time of day.
Crosshair moved closer to the top of the screen. Results in less screen space used for the sky and more for looking at your beautiful tank. This might take some getting used to.
Crosshair no longer affected by camera smoothing or shake
Gameplay camera pivot is now just above the commander cupola. Instead of above the centre of the fighting compartment.
Can now zoom to 0 distance from the camera pivot, resulting in a first person perspective.
Gameplay camera orbit is now squashed vertically, lowering the max and min height of the camera. This typically makes your tank take up more of the bottom of the screen. This can be adjusted in the camera settings.
Increased resolution of crosshair.
Moved vehicle module health to bottom centre of screen, to allow the ammo storage display to go further to the left of the screen.
Kill log now highlights the player name.
Vehicle crosshair now becomes a dot when your vehicle is destroyed.
Increased contrast of log messages.
Camera look sensitivity no longer scales with camera's square distance from pivot.
Reload timer now disappears when your vehicle has no weapons and when your vehicle stops functioning.
Camera tracking smoothing now only affects the vertical axis.
Changed camera smoothing technique, removing the drag behind the vehicle.
Let me know what you think of the camera changes.
- Hamish
V0.1244 - Fixes (Experimental)
Hi all,
Additions
'Defence' scenario map now available in custom battles.
Fixes
Fixed certain graphics settings not being applied in custom battles. This should let the Dunes scenario return to old performance levels with 'Track trail effects' disabled.
Fixed track roller wheel toggle not functioning.
Fixed part distance limit not deleting parts loaded from blueprint.
Fixed battle balance indicator not updating if the designer is exitted with the GUI disabled.
Unit icon and splash screens are now displayed at full resolution on lower graphics settings.
Changes
Renamed 'Ultra' graphics setting to 'High'.
Made GUI transitions less distracting.
'Esc' now exits custom battle creation.
Smoothed out pause menu GUI transitions.
- Hamish
V0.1243 - Fixes
Hi all,
Fix focus for custom battles.
Fixes
Fixed crash caused by changing page on custom battle unit selection when there are 0 vehicles in the selected faction.
Fixed 'Starter blueprints' toggle not disabling starter blueprints the first time it's toggled off.
Fixed 'Fields' scenario loading non-midwar designs due to recent changes.
Fixed scenario starting even when the current design is invalid. The scenario would start but the designer would stay active.
Fixed broken lighting on reworked 'Dunes' scenario on low graphics settings.
Optimizations
Enabled texture streaming. Allowing significant decreases in video memory usage of far away vehicles.
Reduced enemy budget on 'Dunes' scenario. The increased number of spawn points raised the number of vehicles spawning, causing major performance issues.
Let me know if this patch gave you a performance boost.