Yes, you heard me…

We’re testing some sweet little fixes and changes to 1.31 this weekend:

– $here, kitty kitty,
– Auto-approval of contact reports,
– Fix for the shadow-flash thing,
– Likely fix for Mission Results Pending,
– Some itty performance tweaks that nobody will notice but you might notice under-performance a little less often,
– The No-Fire-Zone only takes effect once the facility becomes spawnable.

Someone’s been busy…

be131img be131img2

Of course, I can’t take credit for any of the eye candy, but the new capture buildings threw us a curve ball and we felt that the risk of delaying release was worth the effort of getting around to change the way capture works. I have had a burning desire to replace table-bumping with something constructive for a long time.

If the eye candy caught your eye, though, and you want to read more about it, see more screenshots and maybe a few videos… Rafter’s 1.31 preview is right here.

Where I come in right now, though, is those capture changes

1.29 Open Beta is out

Oh, it’s been a fun day. It turns out, for instance that 0 + 1 is not 0 (++counter; assert( counter == 0 ); no worky)

Anyway, with a little tweaking and figuring out of who had what checked in or not checked in and we finally got it stable. Gophur is uploading a client patch with the first wave of fixes as I type but Open Beta is available for download right now.

Open Beta Announcement (Battleground Europe subscription required, sorry)


Some of you who read this and work on games yourself will probably find this a bit … eerie or weird or nerdy or something. But, I like to enjoy the game I work on. So yes, for my birthday, I stocked up on beers and chips and candy, and I sat myself infront of our game for most of the day – a good 16 hours played yesterday/this morning.

And it has really been quite phenomenal. Fundamentally, it’s still the same game it was before our last patch set of patches, but this differentiated brigades has definitely been a major milestone in the development track.