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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

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We're ready to let everyone know when you will be able to hop into your trucks and start exploring the roads of beautiful France!

"Vive La France !" map expansion for Euro Truck Simulator 2 is going to be released December 5, 2016. To be more specific, we are aiming at 4 pm Prague time (GMT+1) on Monday, that's when the activation keys should be enabled and the DLC will be ready for download and purchase.

We are going to price it the same as Scandinavia map add-on on the channels that are under our control (like Steam - here is the "Vive la France !" coming soon page). There may be small price and timing differences on local markets, in retail, or at places like Amazon, where we do not have the power to enforce strict pricing policy.

Everything is happening very quickly, we were still not sure about the final date a week ago, as we have been thoroughly testing and polishing the DLC pretty much until today. Now we want to give you a chance to play the expanded game as soon as possible. A week of preparations is sufficient to arrange the release on digital channels, but our retail publishing partners will be struggling with manufacturing deadlines, so some sales channels may take longer to stock the add-on....​
Hello,the hopefully final 0.14 version was recently released, meanwhile most of the team have been assigned their major tasks for 0.15.

Combat Revisit
One of the tasks I picked up was to work on the long overdue combat balance. We identified some of the major problem areas. The most pressing issue is that many of the guns and ammo in the game are too underwhelming for their price, and others are completely useless. One example which clearly stands out if the rocket launcher ammo, rockets and explosive rockets. They cost quite a lot in terms of resources, and the time to set up their production. In combat, they are less effective then their cheaper counterparts, such as the flamethrower.

To illustrate the problem, Twinsen worked on his highly scientific graph of the current combat system, with the X and Y axis representing the Elapsed time, and Power respectively.

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After some discussion for some different approaches, without much in the way of solid agreement, it was decided that we need to do some more testing. To ease this process I wrote a small internal mod that will allow us to quickly set up some consistent conditions, and see in a reliable and semi-deterministic way, what sort of effect even the smallest changes would have....
Next week, we will make an anouncement regarding Vive la France! DLC which we believe will make Euro Truck Simulator 2 fans very happy. Until then, we have a picture to tease you with! :) It may actually answer some of the questions that we get bombarded with...

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Hello Engineers! Today we released 3 new multiplayer prototype builds code-named “Rock”, “Paper” and “Scissors”. These multiple versions have been created by three different teams with each one of them trying to solve the multiplayer employing different methodologies. Our progress is now at a state, where players can directly help us evaluate the new multiplayer prototypes. We need your help to work out which one of these three will provide the best multiplayer foundation moving forward...
In the following weeks, we will publish a survey for you to give feedback and comments based on your experience with the different versions, but for now you can use these threads for reporting:

- Rock Build Feedback Thread: http://forums.keenswh.com/threads/7389520
- Paper Build Feedback Thread: http://forums.keenswh.com/threads/7389521
- Scissors Build Feedback Thread: http://forums.keenswh.com/threads/7389522

You can switch from one build to another at any time - which will allow you to compare them. Saves are not compatible between the different prototype builds, but you can use saves from our live builds in any of them.
We know that our Space Engineers community is passionate. You guys care about the game a lot and have been calling for new multiplayer code for a long time. We heard you loud and clear – so now...
Farming Simulator 17 Update Changelog v1.3.1

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  • Added separate menu music volume setting (1.3.1)
  • Added option for mod map updates to invalidate save game cache files (e.g. tip collision map) (1.3.1)
  • Fixed field of view setting (90° was very distorted) (1.3.1)
  • Fixed Sosnovka bunker silos collision with chaff (1.3.1)
  • Fixed Sosnovka manure heaps (1.3.1)
  • Fixed error when loading some save games (Callstack setMass invalid Entity) (1.3.1)
  • Fixed error when creating a map mod from Goldcrest Valley (1.3.1)
  • Fixed unloading to BGA bunker using conveyor belts (1.3.1)
  • Fixed fertilizer missions being repeated many times (1.3.1)
  • Changed Jenz HE700 income category to wood (1.3.1)
  • Fixed animals cleanliness (1.3.1)
  • Fixed animals food usage (1.3.1)
  • Fixed pig tutorial cleaning (not enough space in trough) (1.3.1)
  • Fixed toggling vehicle configurations with different collisions (1.3.1)
  • Fixed error with wool pallets in multiplayer (1.3.1)
  • Fixed crash when loading old save games (from version 1.1) (1.3.1)
  • Fixed very low frame rates and black artefacts on Mac OSX (1.3.1)

Source: Giants website...