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New Features
Bug Fixes
Thanks for the feedback! Glad to hear you're enjoying the game :)
New Features
- Added beta testers to credits! Thank you all for your support!
- Added: New Tutorial for Infantry!
- Added a link to the Ogre Sixth Edition Rules .pdf to the "Tutorial" screen.
- Added a link to Ogre Sixth Edition Rules .pdf to "How to Play" screens.
- Added to the multiplayer status bar and many other buttons, some feedback when hovering & clicking on them.
Bug Fixes- Fixed a file corruption issue in the Scenario Creator, leaving players unable to play or load their custom scenarios.
- The custom scenario browser now informs you if there are no scenarios to display for your chosen filter settings.
- The "Unranked" filter in the Active Games list has been renamed to "Custom Games" to better reflect its use.
- Fixed a bug where ramming an ogre to disable it didn't trigger victory conditions
- You can now see whether you won or lost a Custom Game in the "Active Games" screen
- Reduced time for tooltips to appear from 1 to 0.66 seconds
- Fixed some issues with the AI where the game hung during the firing phase (more info -> it tried to attack infantry that had already been destroyed.)
- Fixed a bug in the ramming rule set that prevented Ogre's and Super Heavy Tanks from moving into a tile occupied by opposing infantry if it did not have AP weapons.
- Improvements made to matchmaking (it should be more efficient at widening the net to find a match to your ELO!)
Note - If you don't see Steam update you, log out and back in - it forces Steam to update the game! Thanks :)Thanks.
Good suggestion, thanks :)
I think I responded to an email of yours earlier - this is something we're working on at the moment and will hopefully have a fix for very soon.
Patch notes
- Ogres have been increased in size by 50% during Overrun relative to other units.
- Ogres ramming armour units in Overrun no longer take tread damage, as per rule 8.05.2
- Fixed bug where Ogre treads were not taking damage during Overrun if the Ogre was the initiator.
- Disabled armour units can no longer Ram in Overrun
- Options set in the front end will now carry through to in-game.
- Mk IIIs Attacking: the victory condition now triggers correctly as soon as the Attacker escapes with a single Ogre.
- Fixed bug where the Overrun Summary Menu was still visible if the player ended their current phase while it was still open.
- Fixed bug that caused the Overrun Summary Menu to show either the wrong units or no units for the tile being overrun
- Terrain Effects Table: Fixed some UI appearing over the top of the table.
- Terrain Effects Table: Second "Damaged Forest or Town" now correctly reads as "Rubble"
- Terrain Effects Table: Fixed text saying that Heavy Tracked Vehicles received triple rather than double defence bonus.
- Movement Info: Fixed "Default" localisation when GEV cannot move during the GEV Moment phase, after having entered a swamp that turn. This now says "Unit is unable to move", which will be improved in a future update.
- Movement Info: Fixed "Default" localisation when the selecting a train during the movement phase. Now tells the player it can only be moved during the train movement phase.
- Attack Context Menu: Units with multiple weapons will now correctly display only their remaining attack strength with valid weapons against the currently selected target.
- Buildings will take half SP damage from attacks when they're in Town tiles
- Streams are being correctly referred to as Streams, instead of Rivers, in the GEVs & Terrain tutorial
- Fixed various minor spelling errors across the game.
Thanks for your reports!