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Ground of Aces News

DEVLOG: Early Sneak Peek of Major Update 4

[p]Today we want to give you an early preview of what we’re currently working on for the next major update, which is planned for next month.[/p][p][/p][p]For a few of these features we can already share visual sneak peeks. Others are still too early for screenshots, but we still would like to give you an idea of what’s in the works right now. Please note that features, details, and scope may still change as development continues.[/p][p][/p][h2]Airplane Liveries[/h2][p]We will introduce airplane liveries to Ground of Aces! You’ll be able to unlock new skins through gameplay. (EDIT: It was initially planned that they would also provide stat variations to their plane, but this is postponed for the moment.)[/p][p][/p][p]A first preview (work in progress overview. The red liveries are placeholders):[/p][p]Mock-up of the user interface for changing the skins:[/p][p][/p][h2]New AA-Gun: Oerlikon 20 mm cannon[/h2][p]Our studio is based in Zurich, Switzerland, and with the Oerlikon 20 mm cannon we’re excited to add a piece of equipment that was historically produced just a few kilometers from our main office (Oerlikon is a district of Zurich).[/p][p]Here’s a historical reference image from 1944, showing an Oerlikon gun in action:[/p][p][/p][p]October 1944: A 20mm land based Oerlikon mobile Ack-Ack gun, in action in Italy.[/p][p][/p][h2]Lookout Position[/h2][p]Connected to the AA guns, we’re introducing a lookout post that you can get via shipments. The NPC assigned to this position will actively scan the sky, increasing the effective firing radius of nearby anti-air guns. This adds more tactical depth to base layout and crew assignments.[/p][p][/p][h2]New Map [/h2][p]We're planning to introduce a new map with new environmental objects and a new stone resource type.[/p][p]Screenshot from our virtual whiteboard on which our team discussed possible options for the new map:[/p][p][/p][h2]Map Editor[/h2][p]And we also want to give you the tools to make your own map! We are reworking our own map creation mode (we call it internally "god mode") so that a simplified version is also available to you.[/p][p]Mock-up for a user-interface of the map editor (the grass icons are placeholders):[/p][p][/p][h2]Graphical Improvements[/h2][p]Our 3D artist is currently working on updating the shading effect, to make it more comic-like. You may need to have a closer look but here is a comparison in one picture split in two halves to show the difference in the shadows. On the left side you see it with the old shading, and on the right side you've got the new shading:
[/p][h2]A New Airplane…?[/h2][p]From your feedback, there’s one particular airplane name that comes up again and again. We’re currently exploring whether we can introduce it earlier than originally planned…[/p][p][/p][h2]…And More[/h2][p]Beyond what’s listed above, we’re also working on ideas expanding the crew character depth. It’s not yet certain how much of it will already be part of the next major update and what may come later, but we wanted to share a glimpse of what’s ahead.[/p][h3][/h3][h3]Thank you for playing and all your feedback[/h3][p]Thank you for playing Ground of Aces and for all your reports, suggestions, requests, feedback entries, and reviews. We read everything and do our best to respond, help out, and improve the game based on your input. In case you missed it, we also released a hotfix update this week.[/p][p][/p][p]The Blindflug Studios team[/p]

Hotfix #24 Patch Notes

[p]One small hotfix for something that was caused by a fix from the previous hotfix:[/p]
  • [p]fixed an issue relating to radio towers that affects players starting a new save. Previously, players who had a radio tower constructed in a new game and tried to load the save in the future would be unable to play the game.[/p]
[p][/p][p]Thank you for the reports from the affected players![/p]

Hotfix #23 Patch Notes

[p]Thank you all for playing and reporting bugs over the Christmas break! Our devs have been back at work since last week and today we have a new hotfix update ready for you.[/p][p][/p]
Changelog:
[p]- navigation optimization to minimize issues with crew members getting stuck in places[/p][p]- fixed an issue with double camera generating errors[/p][p]- fixed an issue with interaction slot not existing in code[/p][p]- fixed an issue with resource piles not having integrity[/p][p]- fixed a visual bug with the AA gun snapping to its original rotation when an air attack happens[/p][p]- fixed an issue with some old DLC missions not containing map location data[/p][p]- added automatic load for DLC scripts. This should remove the requirement of manually copying the minor events/missions scripts from the DLC directory to make the game load them.[/p][p][/p][p]We are starting to work on new features for the next major update now and will continue to monitor the incoming feedback and bug reports.[/p]

IMPORTANT SERVICE ANNOUNCEMENT: PLEASE UPDATE YOUR DLC MISSIONS!

[p]This is an announcement for all purchasers of the Supporter Pack DLC: With the change in the Missions System in Major 3, unfortunately the game can now hang up when triggering some old style DLC Missions. [/p][p]If you are a buyer of the Supporter Pack and have the bonus missions copied into your mission folder: Please make sure you are grabbing the files that recently shipped in the DLC Location with Major 3 and replace the old files in the main games mission folder. [/p][p]Unfortunately, we can not automatically remove or replace the old files in the mission folder and an import issue slipped by us. [/p][p]If this bug affects you: We are very sorry for the inconvenience, and thank you again for being a supporter pack purchaser.[/p][p]If you need a reminder on how to exchange the Supporter Pack DLC Missions, you can check here:
https://help.steampowered.com/en/faqs/view/720F-F7D3-0EB2-059F[/p]

Hotfix #22 Patch Notes

[p]Thank you for your early reports about the Major Update 3. Our programmers worked on a few fixed today:[/p][p][/p][h2]Hotfixes:[/h2]
  • [p]fixed too extreme/too punishing mission outcomes for some missions[/p]
  • [p]fixed character importer to make sure correct character data is used in-game[/p]
  • [p]fixed a few errors found in our analytics[/p]
  • [p]fixed several localization errors[/p]
[p][/p][h3]Issues with the web editor that we are aware of:[/h3]
  • [p]the generator gives out the wrong Body Shape value inside the file (we know what is causing it, should be fixed soon)[/p]
  • [p]the selected Hair Back option for female characters doesn't get imported correctly[/p]
  • [p]the naming of hair and nose options doesn't always fit the design[/p]
  • [p]the postcard generator was just updated with the Christmas card design, but now the other two postcards don't display the pictures correctly[/p]
[p]We will continue working on the web character editor. Please note that it is in an experimental beta state.[/p][p][/p][h3]Tip for the character editor[/h3][p]You can open the character data files with a text program (like TextEdit, Sublime Text) and adjust and play around with the values directly in there. Sync the folder and you should see the changes in the preview image immediately.[/p][p]For Body Shape the correct values are the following:[/p][p]For “Thin” the value is 0, so it should say in the file: “BodyShapeIndex”: 0[/p][p]For “Average” it’s 1 --> “BodyShapeIndex”: 1[/p][p]For “Bulky” it’s 2 --> “BodyShapeIndex”: 2[/p][p]For “Fat” it’s 3 --> “BodyShapeIndex”: 3[/p]