





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Greetings commanders!
Its been an incredible journey since launching BattleGroupVR, and I cant thank you enough for all the support!
Ive been working on a sequel these past few years that expands on everything that made BattleGroupVR fun while adding a robust framework for new features and ways to play. The STEAM page has just been made public here: [url=https://store.steampowered.com/app/3385960/BattleGroupVR2/]https://store.steampowered.com/app/3385960/BattleGroupVR2/
Hello, captains!
Vtuber VR_MYA_ agreed to share her BattleGroupVR playthrough vid for the Turn-Based Fest Very cute Japanese Vtuber playing serious VR games: [previewyoutube=hZ0oqkmvC2A;full][/previewyoutube]
BattleGroupVR is on sale for the Strategy Fest. It is a good time to suggest this game to a friend and play together on the weekend.
[strike]If you ever thought it would be fun to add anime to the game, here is a vid with Japanese Youtuber[/strike]steamhappy
You could also Join Discord to find the co-op teammates
Version 1.0 is being released on July 31st! The Final frontier is here. Thank you for supporting BatleGroupVR during these 3 years!
Hello, I have rebuilt the voice command system to no longer be dependent on Windows Voice recognition system which only worked on certain systems with the correct setup. This will be ported over to Quest soon as it should be compatible with Android devices. There is a new sandbox tutorial to test out the voice commands under the Tutorials menu. The original Windows API will remain for now as a 3rd option in the Options Menu. Other Fixes: - Fixed fighter squadrons unable to move
- fixed spectator mode eyescan selection for buttons and ships - fixed invisible turrets when swapping equipment - improved ship turning at close range - fixed orbital bombardment locations falling outside of map
Hello, Conquest has been reset! The map has been refreshed with double the number of sectors. Everyone will be starting fresh and hopefully the new rules will help with the mode becoming too static: - Dreadnoughts will be limited to 1 per fleet. - To unlock dreadnoughts, you will need to capture and hold the center planet Ragnarok for a cycle. - Warplanes will decay if no one passes through them. - Battlestations have been buffed. If all goes well and no major problems pop up, conquest will be available to Quest later this week.
Hello, I've been working to integrate conquest mode into the quest standalone version. This is almost complete but will require a reset of the conquest server as it will be expanding the map with more sectors. A few new rules will be introduced: - Dreadnoughts will be limited to 1 per fleet. - To unlock dreadnoughts, and you will need to capture the center planet Ragnarok. - Warplanes will decay if no one passes through them. - Battlestations have been buffed. If you would like early access, please switch your games branch (right click game -> properties -> beta) to "devreview" to have a run through and verify the server is working properly. Let me know in the discord if you run into any trouble. I plan on updating Quest users with access early next week.
- fixed skirmish ai not activating - fixed workshop unitslot not showing ship - map mission select auto position adjust more stable - shield overload can no longer be activated if ship is below needed health - changed active ability button active vs cooldown color circle - fixed issue with cooldown starting before ability finished - added repair and resupply all buttons - fixed coop mode unable to target special ships - extended bomber supply from 200 to 300
Fixed issue where joining a coop game would send you to a standard multiplayer lobby instead of the coop lobby. Missed side-effect from the multiplayer refactor. Please let me know in the discord if you run into other multiplayer issues.
- updated bindings control to include thumb directional pad vector2. - added a new feature to the long-distance move command, the thumb pad will now adjust the height while the trigger is held. - refactored multiplayer prefabs to work with Quest restrictions - refactored object pooling manager to work with Quest restrictions - fixed custom ships imports for hiding weapon meshes and loading sounds
- Fixed issue with multiplayer games where ships would be undetected well within scan range - Fixed boarding party so it no longer immediately captures ship and fixed captured ship team switch but weapons still fire on new friendly.
- Increased ship behavior settings (keep range, flank) to update every second from 15 seconds for a more responsive feel. - Selection hand menu behavior button now highlights when ship is not on default settings. - Captain profiles in the fleet setup can now be selected with eyescan hover + trigger/grip instead of pure physical contact and only trigger. - Removed leftover heavy log reporting
- fixed issue with radar showing targets that were beyond scan range, causing them to be visible but not able to be targeted - fixed issue with radar using incorrect scan range when detecting enemy ships - fixed line formation spots 9 and 11 in the same location - increased projectile life from 8s to 10s - added a notification when all equipment is unlocked in Upgrade Station
Following up on the reports people have sent in regarding the bug where enemy ships go missing and players are unable to complete the mission. Looks like some strange error where a collision ends up setting the ship position to NaN (not a number). Not sure what causes this so I implemented a catch where the ship will reposition itself to its last valid location. Hopefully, this will bypass and correct any one-off random accidents... or worst case it will put the ship back into a position where it will immediately go NaN again, please let me know if you see more ships disappearing after this patch. Other Changes: - friendly warpout radar holograms now remove themselves from radar correctly - fixed mission brief cutoff - fixed local coop PC player not returning target agency to units when no longer controlling them - docked ships no longer require a captain
One of the main bugs I've been trying to track down is where you cannot complete a mission due to a mystery enemy remaining on the map that you cannot find. I have not been able to replicate this on my end making it impossible for me to fix it. I have created a tool that will print out all the ship status to help narrow what might be going on when players encounter it. So, if you run into this issue, there is a new button at the rear of the bridge below the Emergency Exit button to print out a report. This will log the game state and open a File Explorer to the generated text file called "shipreport.txt". Please send this file to me over Discord or email to battlegroupvr@gmail.com Thanks for your help in finding this bug! Other Fixes: - Fixed ships not being able to target/switch targets in conquest. - Fixed helm control target panel not showing fighter hologram
- Fixed multiplayer clients not being able to see ships when hosts can see them - Fixed custom workshop ships loading - Fixed custom ships not having shields in skirmish
- Fixed issue with ships not being rendered during multiplayer sessions.
- fixed formation not transferring to the second position when the leader dies - fixed docked captains deleting in conquest - fixed map ceiling height - fixed boarding party ship capture, captured ships will sell for salvage at end of mission - disabled weapon LODs in ship config
- fixed special weapons missing icons. - added stricter map bound limits, all ships can no longer go beyond the bounds of the map. Attempting to weed out the "missing ship" bug where there is a mystery ship preventing mission success. - fixed scanner visible range, ship visible flag for targeting was broken allowing ships that were not in scanner range of any ships to be fired upon. - adjusted conquest sector visual sizes for more spacing and less clutter.
- added turret LODs to hide turrets at long range for performance - fixed conquest formation loading issue preventing conquest scenarios from completing loading
Happy new year! Hope everyone had a good holiday. First new patch of the year is as follows: - Improved ship movement: Corrected an issue where the z-rolling of the ships caused it to pitch up whenever it was turning. Moved the z-rolling to its own layer so now the ships should turn directly to their target. - Improved formation saving: Reworked the save files to include recording of formations and their settings. So on warp in they will reform with the same members and configuration as the previous mission. - Fixed extended range and long-range scanners modules to calculate and improve stats appropriately. - Fixed bombers not being targetable by fighter laser weapons. - Adjusted ship map icons 30% smaller. - Added power bar to conquest sector inspect screen to show the relative strength of the two fleets. - Added health and supply bars to fleet management screens.
Bug Fix Notes: - fixed coop fleet summary and ship editing not loading - fixed conquest loading campaign fleet instead of conquest server data - fixed skirmish map not saving unit positions from editor
Hello Captains and Commanders,
It has been a while since the last update. Sorry for the radio silence, I have been busy with personal events but have not stopped working on the latest update. This one took a lot more work than anticipated as it required refactoring of the entire single-player campaign to support multiplayer.
- Fixed Mission 10 spawning detached from flagship - Fixed sound effects popping/clicking - Fixed bomber fire events in multiplayer - Fixed long-distance move height in spectator mode
Small Update - 6/21/21 - Added SteamVR bindings for 'none' and 'openxr' paths - Spectator mode long-distance move half-height fix - Fixed enemy warp out ships not being removed from battle Known Issue: Left hand model/controller inverted on Oculus Rift S, this is a SteamVR issue, and it is fixed in 1.18.2. You can opt into the SteamVR Beta branch if you are experiencing this issue. In Steam library, right-click SteamVR -> Properties -> Beta Tab -> from the dropdown select "SteamVR Beta", that will start the update to the newest version.
Converted VR interface to OpenXR: This update switches out STEAMVR API in favor of OpenXR API to allow greater marketplace compatibility. Both Oculus App and SteamVR Launcher support OpenXR API. If the game does not detect your headset, make sure your Oculus App or SteamVR is up to date and for SteamVR users, that the OpenXR Runtime is set to SteamVR (SteamVR -> Settings -> Developer -> Set OpenXR Runtime). Oculus App usually defaults as OpenXR Runtime. Please let me know in the discord (https://discord.gg/4aCZ56W) if you run into any issues. Other changes: - Added "cease fire / open fire" and "reverse engines / forward engines" to voice commands. - Mission difficulty adjusted to exclude NPC ships when weighing your fleet for enemy difficulty calculation. - Changed cannon turret inaccuracy, smaller turrets are now slightly more accurate where large cannons are slightly less.
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