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Game News posted by Bongo
Thursday, January 2nd 2020
The new Wasteland Map is live and seems to be working fine. It is fairly simple mechanically so there shouldn't be any bugs or issues, but if you come across any do let me know. It's the first map I've deployed using Aldo's editor.

I made some slight adjustments to buildable squares and blocked squares, but I think this is more balanced in terms of where gangs can plant HQs.

Oh yeah, I will be extending the Santa's Workshop job til the 6th, so that it leaves at the same time as the Very Merry Realm raid.

Good luck and have fun Legacy
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Game News posted by Bongo
Monday, December 30th 2019
Forgot to mention, I will try to get the new map set up on January 2nd at 10am. This means that from 9-10am on that day there will likely be no map while I'm setting things up. I won't add a WTF mode because it's too much effort.

The HQ placements will be randomly picked (I'll ask Zorg to pick the numbers since I'm in a gang).

Hopefully everything goes smoothly.
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Game News posted by Bongo
Friday, December 20th 2019
The Santa's Workshop job has been released. It will stay until January 2nd. Help Santa make those toys for good boys and girls.

Also, I talked to Zorg about releasing the next map and he agreed. So we're gonna be playing on a new map called Pitstop that I made. It's pretty basic and uses the VR tileset, but should be cool to play on something other than the original 6 maps for a change.

Here it is below. If anyone has any criticisms about it, like balance or fun factor, make a thread in Main or something and I can have a look.

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Game News posted by Lynx
Monday, October 14th 2019
A quick heads up for those that aren't aware of it yet.

A new component will be added to the wasteland interface, which will allow you to use key combinations such as:
alt + 1, alt + 2, alt + 3 and alt + 4 for easier access to your favourite commands.

You'll be able to configure those under game settings.
Currently there's a limit to only 4 commands, but I'll be open to expanding this to more, if a genuine need arises, and if anyone can come up with a proper design for it.

The component will be move-able like the rest of wasteland, and will only appear if you have one or more commands configured.

As for the usual question "When does this go live?" I'll probably have asked Zorg to push it, before you're done reading the rest of this blog post.

The update also includes a few bugfixes, such as:
- A typo in the Pheonix Shell description
- Wasteland markers should now again appear on the in-wl map overlay.

- Lynx
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