u/ExpensiveCarrot7026
How I feel introducing my friends to war thunder knowing full well they’ll get addicted
Basic crewmate idea: Jester
Basic description: If you ever get voted out in a meeting, a random player who voted you will get ejected immediately. After the animation for you getting voted out plays, another one will play for that random player(so it will also say if they were imp or crew)
Also yes, I know this is more of a neutral role since it can affect both imposters and crewmates, but it could make the crew more likely to be careful when blindly believing someone and voting another crewmate out
All new changes in beta 0.8.097
Patch Notes — Version 0.8.090–0.8.097 (Beta)
Major Changes
New Map: Wide Valley.
New UI: Main HUD has been refactored; a new layout, features and art.
Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
New Beverage: Cider. Made from Apples 4:1 at the Brewery.
New Beverage: Mead. Made from Honey 1:1 at the Brewery.
New Pasture Animals: Cows & Calves. Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
New Mechanic: Hungry Animals. Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
**New Mechanic: Advanced Construction.**Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
New Upgrade: Large Stone Church.
**New Mechanic: Seasonal Assignment.**Buildings can be set to automatically cycle your Assigned Families for each Season.
New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.
Minor Changes
General
New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
Added storage filters to Trading Posts which control which types of goods they stock and import.
Pasture fences now trigger collisions. Added pasture entrances.
Implemented guide cart loading actions for forest log gathering.
Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.
Workers and animals are now much more reactive during fighting or escaping fire.
Increased the default work area for Forester’s Hut.
Overwriting a save file that fails no longer corrupts the original save file.
Added some missing pathfinding data for the Trading Post.
Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
AI
Will now select an Origin Perk.
Will now build a Construction Yard.
Will now select Production Focus for Artisans.
Will now build Forester's Hut.
Will now build one Forester’s Hut near a Woodcutter’s Lodge.
WIll now build two Forester’s Huts near a Logging Camp.
Will now relocate its Logging Camp further out after the early game.
Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
Balance
General
Settlement Level milestones now grant 100 Influence which scales per level reached.
Wooden Church construction now grants 100 Influence.
Manor construction Influence lowered from 250 to 100.
Fresh pass on construction time for the majority of buildings, overall increasing them.
Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
Pastures now have a dynamic Planks construction cost that scales with their size.
Pastures require x2.2 the area for the same Pasture Space.
Removed Pasture Space from Livestock Trader and Livestock Farm.
Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
Lambs and Calves yield half as much as their adult counterparts at the Butcher.
Vegetable yields decreased ~30%.
Fruit yields decreased ~10%.
Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
Chicken coop yield speed increased 15%.
Backyard Extension Pigs time to yield increased +30% (but see below!).
Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
Wheat Sheaves, Rye Sheaves removed from Trading Post.
Wax value lowered from 6 to 4 at the Trading Post.
Increased Regional Wealth cost for Bakery and Cobbler extensions.
Clay Furnace Assigned Families reduced from 5 to 3.
Forester Assigned Families increased from 2 to 3.
Tasks & Behaviour
Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.
Cosmetics
[WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
[Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
Further improvements on Herd movements.
Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
Added a tong holding Blacksmith’s iron rod.
Added visual assets for resources in Storehouse, Granary.
Added visual assets for resources in the basic supplies dump.
Added support for new construction animations, like mixing mortar.
Slightly enlarged Quarry footprint in order to avoid clipping issues.
[WIP] Added a slow grazing locomotion mode for Cows on Pastures.
UI & Text
Styling & Text
Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
Updated tooltips for Butcher Production Focus detailing multi-input recipes.
Renamed Sheep Farm to Livestock Farm and updated description/references.
Seasons & Time tooltip updated to give more per season info.
Added problem banner for no available Ox Guide.
Removed references to “Ale” in tooltips and instead used the category “Beverages”.
Active Recipe help button/text added to describe how the mechanic works.
Bugfixes
General
Fixed bug where Rye both drained and gained fertility.
Why are evo towers trying to put me into debt
I ain’t giving CEO Belownatural my kidney and an unpaid internship for a wannabe ranger scout, a pre-nerf gattling gun and a soon to be nerfed crook boss.
Communist Sweden after joining the (anti communist) axis and the (also anti communist) allies when you tell them to join the (pro communist) Comintern.
Forsaken devs celebrating after their biggest competition completely shoots themselves in the foot
Janissaries when a sultan actually wants to reform the empire and not be corrupt.
Best sub design and strats for invading UK as historical Germany
I know the best way to invade the UK is to starve their ships of fuel with a subs, but what are good designs for that and strategy’s? Thanks.
Are the devs going to add back 16x speed any time soon?
One of the few dev Ls imma give. No point to removing it and it makes the game a slog at times.
I fucking hate democratic Germany so much.
5th attempt and 2 hours of my life down the drain cuz fuckass Konrad Adenauer wanted to liberate every minority with more than 3 people living in it. The devs will make democratic nations the most annoying, MC syndrome, naval invasion prominent, bordergore da Vinci artists and act shocked when half the community hates democracy.
What’s going on?
Heard of drama that’s going on with the owner but idk what it is. Can someone fill me in?
How alliance leaders feel after setting the minimum power requirement to join to 982728262 power(they have 200,000 power)
New player here: my alliance leader just became an academy of a slightly larger one. What do I do now
I fought with this alliance and gave up almost 5000 troops fighting wars for them(for a level 11 like me, that’s about 20% of all troops I’ve ever produced), and same with other members, just for our alliance leader to pussy out and become an academy of another for protection, not even because they were threatening us. I wanna leave but don’t know what to do or how to react.
The devs trying the find the reason why their game has less that 10000 CCU after maintenance
Typa countries you go to war with the second you declare war on a random South American nation
How the devs feel after promising “transparency”, lying and then acting shocked when their game dies
Chucknasty when it comes to accidentally exposing Minecraft YouTubers for some reason
This could mean that we may be getting more customisation soon
I finally managed to create a Scandinavian cross
3 days and about 1.5 hours of experimenting later. I don’t even know why I’m posting this tbh