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Ground of Aces News

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]

Hotfix #6 Patch Notes

[p]We have a new hotfix update for you that also introduces a new feature:[/p][h2]Right-Click Task Prioritisation[/h2]
  • [p]By popular demand, you can right-click any object that has a task associated to “prioritise immediately”.[/p]
  • [p]This will immediately get a person to do it now, disregarding schedule or other tasks.[/p]
    • [p]Careful: You can get crew members to do infinite tasks this way, like endlessly repeating workbench tasks, until they collapse![/p]
  • [p]This only works for single tasks, not complex structures (like constructing full barracks).[/p]
[h2]Hotfix #6 Patch Notes[/h2]
  • [p]Fixed an issue where states of used objects (like AA guns) would break if you manually move people away from them.[/p]
  • [p]Addressed an issue with a state where AA guns wouldn’t fire.[/p]
  • [p]Fixed an issue of the game breaking when trying to use a workbench mid-moving.[/p]
  • [p]Fixed other errors reported through our game health analytics.[/p]
  • [p]Increased automatic safety zone range from 20m to 50m.[/p]
    • [p]If people aren’t assigned to a safety zone, they go to the closes one within 50m.[/p]
  • [p]Fixed a wrong description of dimensions of the Handley Page Hampden in British English.[/p]
[h2]Issues we are currently working on:[/h2]
  • [p]Planes parking in the middle of the runway → We are currently testing different taxi solutions to deal with this issue.[/p]
  • [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]Switching workbenches between produce until and repeat can lock them up → We are investigating some cases where workbenches could stop producing like this.[/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]Issues with the pathfinding of NPCs (e.g. getting stuck at doorways)
    [/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 playing, and if you haven't already:[/p][h2]Don't forget to review Ground of Aces![/h2][p]Every review helps us grow the game and unlock more updates. Short or long, honest feedback means the world to us — and yes, we read them all. Your reviews motivate us and push us to make more hotfixes.[/p][p][dynamiclink][/dynamiclink]We're aiming for 250 reviews by Monday — it’s a key milestone that boosts visibility on Steam.[/p][p][/p][p]Thank you and happy weekend![/p]

Get the B-17 and celebrate Ground of Aces at the SimFest

[p]For the first time after the Early Access launch, Ground of Aces is part of a Steam event! Get our World War II base builder for 10% off and discover more discounted simulation games at the SIMFEST:[/p][p]CHECK OUT THE SIMFEST[/p][p][/p]
The B-17 has landed in Ground of Aces!
[p]With perfect timing for the SIMFEST and to celebrate the first week of release, we just launched our first minor content update which introduces the RAF Coastal Command B-17 Fortress MK.II[/p][p][/p]
  • [p]This variant of the iconic B-17 was delivered to the RAF Coastal Command and modified for long-range maritime patrol, submarine hunting and meteorological reconnaissance.[/p]
  • [p]This plane is a 12 victory points cost, tier 5 runway airplane with very high bombing power, great defence capabilities and great recon capabilities.[/p]
  • [p]It comes with 8 personnel and the RAF coastal guard livery.[/p]
  • [p]The stats card and wallpapers of the B-17 have also been added to the Ground of Aces supporter pack.[/p]
[p]Go here for a behind-the-scenes look at its creation:[/p][p]LEARN MORE ABOUT THE B-17[/p][p]Go here to the patch notes to read more about the other improvements of this update:[/p][p]READ THE UPDATE NOTES[/p][p]Have fun with the B-17 - and don't forget to leave a review here on Steam for the game! We read through them all and we want to hear what you think about our game.[/p][p]Thank you from the whole Blindflug Studios team![/p]