Ogre
AurochJake Oct 5, 2017 @ 8:32am
The game is out now! (Update notes included)
We made it! Everyone at Auroch Digital is SUPER excited to announce the release of Ogre, our adaptation of Steve Jackson Games's classic tabletop wargame!

http://store.steampowered.com/app/517780/Ogre/

We'll set up separate bug and feedback threads.

An absolutely HUGE thank you to everyone for your support throughout development, we truly hope you enjoy the game.

See you on the battlefield!
Last edited by AurochJake; Oct 6, 2017 @ 4:09am
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Showing 1-15 of 48 comments
AurochJake Oct 5, 2017 @ 12:03pm 
Version 1.1.0.0 Update

New Features
  • Replay Last Player turn functionality added
  • Add end phase hotkey: Return

Bug Fixes
  • Overrun menu previously said "Advanced". It now displays correctly.
  • Unit stacking cost fixes
  • Units were sometimes sliding and skidding away from the center of the tile due to a physics error. This is now fixed, and units display in the correct place within a hex.
  • Turn transition now plays for every overrun phase change.
  • In the Ogre tutorial, there was a bug when ramming enemy Ogre's treads to 0. The tutorial now advances correctly
  • Added localisations to countdowns in mission 2 & 6
  • Missing string for GEV being rammed. This previously displayed as capitalised missing string text, but now displays correctly.
  • The 'How to play digital edition' change log wasn't appearing in the front end HUD. It should now be fully visible.
Alaric of Benryn Oct 5, 2017 @ 8:24pm 
Looking like a very nice adaptation. I love general asthetic style with the red hologram hexes surronding the board, the floating dice, the simple unit animations and clean UI and lets not forget that soundtrack. The board itself also looks great! Nice work.
Last edited by Alaric of Benryn; Oct 5, 2017 @ 8:25pm
AurochJake Oct 6, 2017 @ 3:18am 
Originally posted by Alaric of Benryn:
Looking like a very nice adaptation. I love general asthetic style with the red hologram hexes surronding the board, the floating dice, the simple unit animations and clean UI and lets not forget that soundtrack. The board itself also looks great! Nice work.

Thanks for the feedback! Glad to hear you're enjoying the game :)
CRAZYMG Oct 6, 2017 @ 9:16am 
What are controls for building maps. Rotation of objects etc?
AurochJake Oct 6, 2017 @ 9:59am 
Version 1.1.2 Update (number is in bottom-left of main game screen)

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 :)
Last edited by AurochJake; Oct 9, 2017 @ 9:00am
CRAZYMG Oct 6, 2017 @ 6:15pm 
Did have a lock up issue playing Super CP scenario....AI would not take its turn.
Ignacio Flores Oct 8, 2017 @ 8:03pm 
good:steamhappy:
CRAZYMG Oct 9, 2017 @ 5:40am 
Cant play my own custom scenarios
AurochJake Oct 9, 2017 @ 10:20am 
Version 1.1.3.0 is available now -
  • Feedback form has been updated - it should now be clearer that it uses the default configured email app; and provides an alternative contact email.
  • Superheavies and grouped infantry now show their remaining attack strength when viewed in the attack context menu.
  • Unit information now shows current as well maximum movement
  • Fixed the known issue where the game would hang when attempting to destroy a road. Roads can now be attacked and destroyed.
  • Scenario 6: Reactor Raid will properly end when an Ogre escapes after all three reactors have been raided.
  • Fixed Ogre Escape conditions for the Super CP Scenario
  • UI: Fixed an issue where the weapon select menu for Superheavies and Infantry would sometimes not disappear when using right-click to close the menu.
  • UI: The "Waiting On Opponent" message now appears and disappears correctly when its your opponent's turn during Overrun.
Auroch Digital  [developer] Oct 9, 2017 @ 2:10pm 
Originally posted by CRAZYMG:
Cant play my own custom scenarios
Is this still happening to you with the current update? Thanks.
zombiewarrior07 Oct 10, 2017 @ 7:40am 
Please include a right mouse button click and drag to rotate the map.
Thanks.
AurochJake Oct 10, 2017 @ 9:34am 
Originally posted by zombiewarrior07:
Please include a right mouse button click and drag to rotate the map.
Thanks.

Good suggestion, thanks :)
AurochJake Oct 10, 2017 @ 9:35am 
Originally posted by onwaaard:
Originally posted by Auroch Digital:
Is this still happening to you with the current update? Thanks.
Nothing has changed for me...

* Combine units are deployed facing backwards.
* Deployment is Complete after only deploying Combine. No option to deploy Paneurope.
* Game freezes at the Recovery Phase.

When I first used this, it worked for the scenario I made, but after that, it hasn't worked since. I have been logging out and logging back in to force update btw.

Note that I am setting the map size to 11x11.
I only use howitzers and infantry both sides.
I set it for GEV rules for x5 stacking, but none of the units I use for the scenario use recovery...maybe this is part of the cause of the issues?

Heres the link to my video again showing what happens https://youtu.be/MUTg5lmcigQ
I have Windows 7

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.
AurochJake Oct 10, 2017 @ 9:58am 
Version 1.1.4.0 Update

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!
GranitePenguin Oct 10, 2017 @ 10:06am 
That's a cracking list of fixes. Brilliant, keep them coming! :-)
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