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Ground of Aces News

Map Starting Parameters - Minor Content Update #4 & Hotfix Batch #11

[p]This update introduced the new feature of[/p][h2]MAP STARTING PARAMETERS[/h2]
  • [p]Start the game with new map parameters[/p]
    • [p]Starter Shipment: Choose between large, normal, small or no starter shipments from HQ.[/p]
    • [p]Starter Crew: Choose anywhere between 4 to 20 starter crew to get your base started.[/p]
    • [p]Starter Victory Points: Give yourself up to 12 victory points as a head start to get more expensive planes.[/p]
    • [p]Enemy Attack Severity: Play with stronger, normal or weaker enemy attacks. Or disable them completely.[/p]
    • [p]HQ Strikes. Disable HQ from penalizing your shipments or even disable them being able to close your base with strikes.[/p]
  • [p]More map parameters will come in the future.[/p]
[h2]Other fixes and changes:[/h2]
  • [p]Pathfinding fixes and optimisation[/p]
    • [p]Even with lots of people, crew should now react smoother and be less stuck in deciding how to move.[/p]
  • [p]Improved performance optimisation[/p]
    • [p]Small changes to the batching algorithm should improve overall performance in any quality setting.[/p]
  • [p]Rolled out a minor Bugfix concerning the analytics[/p]
[h2]Issues we are currently working on:[/h2]
  • [p]We are currently working on the feature set of our first major update. Stay tuned for news on that in the next days[/p]
[p][/p][p][/p][h2]Challenge yourself and the community![/h2][p]You have an idea for a special challenge that uses these new starting conditions? Or did you achieve something else impressive in the game? Join our Discord and share your challenge ideas and achievements with the community![/p][p]JOIN OUR DISCORD[/p]

Hangar Doors now Added! – Minor Content Update #3 & Hotfix Batch #10

[h2]Small Hangar Doors[/h2]
  • [p]Small Hangar Door (for people)[/p]
    • [p]By popular demand, there is now also a small door for people to access hangars.[/p]
[h2]More Crew Management and Minor Updates[/h2]
  • [p]Firing Mechanic: You can now select people from the crew list and dismiss them.[/p]
    • [p]Firing people will get them to leave the base forever.[/p]
  • [p]You can now use the management popup from defensive buildings to assign people to safety zones.[/p]
    • [p]This allows you to more easily decide who uses what safety zone.[/p]
    • [p]Keep in mind: assigned people will always use that zone, no matter how far away it is.[/p]
  • [p]New pressing issue: Lots of low integrity items.[/p]
    • [p]This pressing issue will warn you if you have several items on your base that will decay soon[/p]
  • [p]Added minor performance tweaks.[/p]
  • [p]Fixed an issue of certain workstations having their collider misaligned and thus being inaccessible at certain angles.[/p]
  • [p]You can now schedule repair, refuel, and maintenance from the plane detail menu.[/p]
  • [p]Added a new event trigger for modding: Dog is sniffing around[/p]
    • [p]This new trigger can now be used to make events happen when the dog finds something.[/p]
[h3]Issues we are currently working on:[/h3]
  • [p]When you get two missions and one timer runs out, it can lock up the other.[/p]
  • [p]Actually showing a plane's unique identifier on its livery: we are working on a system that can show dynamic plane codes on the sides of planes.[/p]
  • [p]We have several reports of runway tier not being calculated correctly -> we are currently investigating this[/p]
  • [p]We are currently working on the feature set of our first major update. Stay tuned for news on that![/p]
  • [p]On Mac: We are aware that some (large) save files have issues with loading. We are currently investigating this (if you have any save files you'd like to share, please send them to us in our Discord) [/p]
[p]Thank you so much for playing and your feedback! We will be back with more information in August. Come to our Discord if you want to stay up-to-date and talk with the devs directly.[/p]

Get the new MUSTANG! – Minor Content Update #2 & Hotfix Batch #9

[p]While our programmers were working on additional refinements and bug fixes, our 3D artists finished a new airplane for the RAF roster - a unique aircraft with an interesting history.[/p][p]This update introduces [/p][h2]The RAF Mustang Mk.1[/h2]
  • [p]The predecessor to the iconic P-51 Mustang was built when the RAF asked North American Aviation to produce P-40s licensed by Curtiss. However, NAA proposed building a completely new aircraft using the same Allison engine - just with better performance and quicker delivery. The result was the RAF Mustang Mk.I.[/p]
  • [p]Later, the Mustang P-51 came out of this development. It is the most iconic long-range bomber support fighter of the US air force.[/p]
  • [p]This plane is a 5 victory points cost, tier 3 runway fighter with great stats rivalling the Spitfire but boasts better recon stats and far higher range.[/p]
  • [p]It comes with 1 pilot and the RAF livery (painting).[/p]
  • [p]The stats card and wallpapers of the Mustang Mk.I have also been added to the Ground of Aces supporter pack.[/p]
[h2]Other improvements of this update:[/h2]
  • [p]Earlier alarm time to react to attacks[/p]
    • [p]You now get 1h of alarm time before any attack. You can boost that to 3h with pole sirens and 5h with pole sirens and a radio tower.[/p]
  • [p]Added a new sped up animation for people to wake up in the event of an alarm[/p]
    • [p]This should make it way more feasible to man defensive equipment and get to safety zones.[/p]
  • [p]Workbenches that are set to “Produce Until X” will now also produce if they can't stock the full amount to reach it.[/p]
    • [p]This will now allow you to still produce necessary resources if you have only a few of the required prerequisites.[/p]
  • [p]Airplanes now get unique codes for identification.[/p]
    • [p]Planes are now identified by XX-Y. The first XX denotes the squadron and base they are stationed, while Y is the plane’s own letter.[/p]
  • [p](In Testing) Roofs can now be repaired after damage.[/p]
    • [p]Like walls, you are now able to repair roofs that have been damaged in attacks but not fully destroyed.[/p]
  • [p](In Testing) Bombs and Bullets visually explode on roof height[/p]
    • [p]Bombs now visually also explode on the height they actually do damage.[/p]
[h2]Other fixes and changes (Hotfix Batch #9):[/h2]
  • [p]Czech community translations have been added to available languages.[/p]
  • [p]Fixed an issue of mission results showing the failure text after successful missions.[/p]
  • [p]When you delete a storage zone, resources that were part of it now get sorted correctly.[/p]
  • [p]Fixed an issue of the Pre-War Gloster Gladiator being labelled as a Spitfire[/p]
  • [p]By popular demand: Renamed the “Sandbags” resource to just “Sand” to make it more distinct from sandbag structures.[/p]
  • [p]The shipment truck will now only arrive on Monday morning if you already unlocked the HQ by being a “Field C” airfield.[/p]
  • [p]Fixed an issue of equipment not being movable by the move tool[/p]
  • [p]New smoke effects for plane wrecks[/p]
[h2]Issues we are currently working on:[/h2]
  • [p]When you get two missions and one timer runs out, it can lock up the other.[/p]
  • [p]Adding the crew management popup to better manage who uses safety zones.[/p]
  • [p]Actually showing a plane’s unique identifier on its livery -> we are working on a system that can show dynamic plane codes on the sides of planes.[/p]
  • [p]Better way to manage safety zones -> we want to add a new UI to better manage what people use which safety zones.[/p]
  • [p]An option to be able to fire people and get them to leave the base.[/p]
[p]Thank you so much for playing and your feedback! We will be back with more information in August. Come to our Discord if you want to stay up to date and talk with the devs directly.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Hotfix #8 Patch Notes

[p]We have a new batch of hotfixes for you:[/p][h2]Hotfix #8 Patch Notes[/h2]
  • [p]Improve pathfinding to fix issues with people not being able to reach their destination if it’s far enough.[/p]
  • [p]Ordered planes should no longer visibly wait on the map edge to land.[/p]
  • [p]Fixed issue with mission timer not stopping when loading a saved game.[/p]
  • [p]Fixed certain actions being performed over a distance when a target cannot be reached.[/p]
  • [p]Fixed issue with roofs being affected by the deconstruct tool regardless of camera zoom on Perranporth map.[/p]
  • [p]Various fixes aimed to make previously broken save files work again.[/p]
  • [p]New Option: Add option to disable automatically showing mission results after missions.[/p]
  • [p]New Option: Add option to disable automatically changing game speed from high to low when missions arrive.[/p]
[h2]Issues we are currently working on:[/h2]
  • [p]Alarm time and wake-up speed make it impossible to man Bofors in time for attacks → we are testing a new way when the game will alert the base so even without sirens and radio tower so that base defences become feasible in early game.[/p]
  • [p]When you delete a storage zone, resources that were part of it don't get sorted any more → We are working on figuring out how this state can happen.[/p]
  • [p]When you get two missions and one timer runs out, it can lock up the other.[/p]
  • [p]Adding the crew management popup to better manage who uses safety zones.[/p][p][/p]
[p]If you have a problem with your save file: Come to our Discord server, we set up an extra channel where you can upload it so it’s easier for our programmers to check the file and find the cause of the issue.[/p][p][/p][p]Thank you so much for your feedback and for playing![/p]

Hotfix #7 Patch Notes

[p]Our programmers were working diligently on new hotfixes and we have a new batch ready with this update.[/p][h2]Hotfix #7 Patch Notes[/h2]
  • [p]Fixed two major issues with pathfinding[/p]
    • [p]We changed the calculation system for our pathfinding and consolidated it through our system.[/p]
    • [p]Planes should now more reliably find their parking spots and not park on the runway[/p]
    • [p]This can result in planes taxiing through each other occasionally[/p]
    • [p]People should stop showing their behaviour of walking in place for others to finish tasks[/p]
    • [p]We hope both of these adjustments will make the overall feel of the base way better. Since this is a systemic change, it could result in some unforeseen interaction, so let us know via the report tool if something unusual happens.[/p]
  • [p]Fixed major gamebreaking issues when interacting with workbenches that are moved.[/p]
  • [p]Fixed issues with equipment not being movable with the move tool.[/p]
  • [p]Fixed issues with performance problems when placing parking spots.[/p]
  • [p]Exchanged the Winston Churchill speech in the radio because it triggered content ID flagging[/p]
[h2]Issues we are currently working on:[/h2]
  • [p]Interruptions through missions results → we are working on an option that lets you decide how you want to be informed about the mission results (full report getting displayed automatically, or you click yourself on the notification to see the report)[/p]
  • [p]Alarm time and wake-up speed make it impossible to man Bofors in time for attacks → we are testing a new way when the game will alert the base so even without sirens and alarm towers base defences become feasible in early game[/p]
  • [p]Spawned planes are visibly waiting on the map border → Should not break the game, but we will try to hide that better.[/p]
  • [p]When you delete a storage zone, resources that were part of it don’t get sorted any more → We are working on figuring out how this state can happen.
    [/p]
[p]If you have a problem with your save file: Come to our Discord server, we set up an extra channel where you can upload it so it’s easier for our programmers to check the file and find the cause of the issue.
[/p][p]Thank you so much for playing![/p]