ADDED:
Brand new map to play on! Brand new Soviet tank, the mighty IS-2, model 1944.
CHANGED:
Updated the game engine. Updated many of the assets we are using across the project. Shadows distance setting (0-100m).
FIXED:
Could not respawn after being killed in a vehicle. Shadows quality. Turret/Guns not rotating at their actual speed. They were moving around 10% slower than their target speed. Guns/turrets will no longer destroy vegetation elements or buildings. Only tank hulls. Projectiles would go between turret and hull of the T-70 and kill crew members. Panzerbuchse 39 bipod rotation was wrong.
REMOVED:
Previous only map available.
Hello everyone!
It's been a while since our last official dev update, and some of you may have noticed the pause. Heres whats been going on:
As you know, were a small teamjust my brother and medeveloping this game. Over the summer, we took a well-deserved break to spend time with family. When we returned in September, I needed to address some issues and make updates to our first game, Hex of Steel, which took about a month.
While I was busy with Hex of Steel, my brother continued work on BoS. However, the updates he made didnt warrant a full changelog as they werent major changes. Right now, hes developing a brand-new map set in Normandy, designed with more open spaces to improve tank engagements and overall visibility. Hes also optimizing our vegetation assets for better performance.
On my end, Ive finally started working on humanoid infantrya feature thats been long overdue. We needed to establish a solid foundation before making such a significant change (which was my priority). With the games current state stable enough, its now time to bring this feature to life!
Venturing into 3D character development is uncharted territory for us. For those of you who have been following our progress, you know this is the first time were dealing with 3D characters and animations. Its an exciting challenge, and while it may take some time to implement, Ill aim for quick, functional results so we can get back to testing as soon as possible.
Additionally, the IS-2 tank will be included in the next update, and youll notice an upgrade in texture quality. Were shifting to a new texturing workflow using Substance (for those familiar with it), and the results are significantly more realistic and high-quality. We think youre going to love it!
I wanted to share this update to keep you all in the loop on our development progress. For more frequent updates and sneak peeks, be sure to join our dev channel on Discord. Wed love to see you there!
Thank you for your attention!
As you all noticed, we have not been actively working on the game lately, sadly. We took a well deserved break during the summer, and then after that I spent all my dev time polishing our first game. Developing two games at the same time is a hard task, even more so when you are a team of two, and when there's only one programmer :) So, just a few words to let you know that the project is NOT abandoned in any way, we're just short on time in general. We are however getting slowly back into it, so we are hoping to be pumping out more updates on a more regular basis. Our first game being the one that is still paying our bills being on a higher priority than developing something entirely new, it is hard to split dev time equally. We hope that you will understand the situation we're finding ourselves in, and still enjoy the game as it slowly grows. A brand new map will be coming soon-ish to replace the current one, as soon as Jules finishes his work on it!
ADDED:
Missing 'Ping' value in the lobby. Finally!
CHANGED:
Updated game engine (Unity). Updated Steamworks API. Updated multiplayer API. Mobile spawnpoints max HP = 100 (vs 150).
FIXED:
ISU-152 external DshK had missing ballistics data. AT mines not dealing much damage to vehicles when being driven on. AT mines not destroying wheels or tracks when driving on them. Mines were not 'damaging' the terrain (making dirt and small craters). You could not repair wheels on wheeled vehicles once they got destroyed.
This will be the last update for the next 2 weeks as we going in vacation :) See you when we get back!
CHANGED:
Mobile spawnpoints have 3x more HP. Mobile spawnpoints takes 3x longer to build. Each player can now build a maximum of 1 mobile spawnpoint. Mobile spawnpoints can no longer be damaged/destroyed by regular bullets. You can now damage objects with melee attacks (doors or mobile spawnpoints). If an enemy is near a spawnpoint, it will disable the spawnpoint for the team (works for any spawnpoint). APHE shells now have a post penetration damage bonus. Improved physics / reactivity of wheeled vehicles. Projectiles will now go through wheels/tracks if they have enough damage. Bloom effect. Ambient Occlusion system.
FIXED:
Smoke would not spawn in some cases. Vegetation graphics issues. Potentiall fixed melee issues. Doors not destructible sometimes. Casing ejection not working properly on Vickers MG and quad maxim. OQF 25-pounder had no killfeed icon. D-5T gun had too low damage (115 vs 130). Daimler AC had no wheels module (destructible). Comet I had no gun recoil. Sd. Kfz. 251 wheel materials issues with summer and winter camouflage. Double farm house would have clipping doors inside.
ADDED:
You can now dismantle buildables. Simply have your hammer equipped as an engineer and look at a buildable object, then follow the UI indications. Construction points will be refunded after the deconstruction is completed. Farm houses are now fully destructible! I have disabled the 'drive over' possibility, otherwise it would be too easy to remove all cover for infantry. They remain destroyable by explosions or direct projectile hits.
FIXED:
Black/White (depending on platform) bar in the middle of the screen. Winter season not working properly (vegetation issues). Inverted zoom in the in game map when trying to zoom in/out on Windows. Damage UI indicator would quote twice the module hit even when you were damaging the hull on on land vehicles. Possibility to hit the host or join button many times and it would execute the logic several times. Could result in very odd things happening. Explosive projectile never being despawned in some rare cases when an error happened in the code. When a player left the game after he was killed in a vehicle after he respawned, well the vehicle would never despawn, as the network authority would never be transferred. New player could not play after freshly installing the game (hosting a game would work but chosing a team would not). Destroyed pieces of destructible objects would/could stay floating in the air after being immobile for some time. No damage dealt to tanks in some cases when hitting sideplates armour close to tracks/wheels. Panther D left track and right track were inverted. Some destructible colliders issues. AI visibility issues still. Reduced AI team killing. It still happens, but so far, what I have seen is things I cannot foresee / would be too expensive to solve for the small bonus it would give. Example: AI is about to fire, LoS is clear, but an ally is running and will be there when the bullet will be mid flight. Or due to the dispersion of fire.
ADDED:
Possibility to pan and zoom in/out of the in game map. 3 new achievements to bring back up the total achievement count to 100. 1- Lined Up. 2- Splatter Party. 3- Precision Payload.
CHANGED:
Mines spotting (engineers only) highlight refresh rate frequency 1s -> 0.5s. Mines spotting (engineers only) distance has been doubled (5m -> 10m). Adjusted LODs on houses. Map image in game (better looking). Your stats and player progress will now reset with every game update (temporary). Guns projectiles graphics. Bullets from machine guns, rifles, and anti tank rifles will now move through bodies. They will no longer stop when hitting infantry and be despawned. Destructible environment objects explosion shrapnel damage checks. More accurate and realistic. Death radius of bombs vs vehicles (too easy to one shot even like 15 meters away with a 250kg bomb vs Tiger II). Improved casing ejection from small arms. It was 'fixed' before, it will now be randomized between a min/max ejection force and torque. Vegetation changes on Normandy Farm. Vegetation item themselves, as well as an update of the vegetation rendering system. Doubled magazine amount for all pistols (x2 -> x4).
FIXED:
Medic helmets were not showing. Huh. Bf 109 E-3 had no mesh/model. Cromwell Mk. V CS had wrong shell size. Uploading to Steam leaderboard was not working. AI engagement issues. Could fire at walls etc. You could not use static weapons on second floors of buildings (it would teleport you to the ground). Walls not being synced during multiplayer joining mid game. Occlusion culling issues with destroyable elements. Once destroyed, they would still provide occlusion culling. Which... Was odd, haha. One of the loadout of the Bf 410 B2 had wrong ballistics data for its MG 131. MG-34 and MG-42 had wrong casing ejection direction (sideways when it should have been vertical towards the ground). Shutdown error when joining ongoing game in multiplayer.
REMOVED:
3 achievements that were not really necessary (Starting the game, leaving the game, and killing someone while having your parachute ON (this one is simply no longer possible to achieve since having your parachute ON prevents you to use any weapon)).
WARNING: The leaderboards will be reset with version 68.
ADDED:
Winter is now supported on Normandy Farm map. Steam Rich Presence funny phrases for specific situations that may happen to you while playing. Steam possibility to invite friend to join game or to join friend's game (through steam overlay). Over 35 Steam Rich Presence funny statuses based on your actions during the game. Engineers can now spot land mines (AT/AP) when they are close to them (<5 meters). They will appear bright red. LODs to land mines (AP/AT). New british tank: Cromwell CS (95mm Howitzer). Missing Steam leaderboard: Allies revived. Medics will now have their own helmet (with identification they are medics). Basically the same helmet as the others but with clear identification.
CHANGED:
40mm Bofors shells in clip 5 --> 8. 40mm Bofors reload time 5s --> 4s Flak 3.7 cm AA ammo count 6 --> 10. Damage logic for bombs and rockets explosion, they were dealing insane damage to vehicles even when pretty far away. Added 30% more stamina for infantry. Ambient Occlusion graphical visuals. Reworked textures of all small arms (not as in a texture change, more as in texture settings update). Reworked reflections. Reorganized the collision/physics layers matrix. Reworked Ambient Occlusion maps of pretty much all vehicles in the game. Should look more realistic/better now :) When trying to lock on target with AA (with auto fuse setting) you no longer need to mash your 'Mark' key on your keyboard. The game will automatically try to lock on any player you are looking at. So, first you lock on enemy by looking at it, then proceed to fire. Re did from scratch the Steam integration. I re wrote all the code. Also got rid of some Asset Store asset that used to do the integration for me. Less bloat, better performances, more control :) Spawnpoints and flags setup on Normandy Farm. Adjusted beans (infantry) color.
FIXED:
Firefly tank had camouflage issue (one part of the tank was not updated). Code issue when spawning on Airborne Assault gamemode in multiplayer. Killfeed not highlighted in yellow when you were a member of it. You could not properly place buildables inside bulidings. AI would still be spawning in unwalkable areas for him (infantry). Marker on enemy planes would be pretty wacky. 17-pdr AT gun killfeed icon was too small Pak 36 anti tank gun had no recoil effect and no spawning of shells. ZiS-2 missing ballistic data for one of its shell. SG-43 buildable scheme was missing ammo pouch. SG-43 aim was off. Sliding when infantry standing on roofs. Buildable objects would go through roads instead of being on top of it. No death UI when crashing with a plane. No death UI when dying to a fall with infantry. A lot of the walls were not synced when destroyed after a player joined the game. AI could see through doors. AI will no longer try to throw grenades if it cannot reach its target (because of a wall or a tree, which would make it ricochet). 25kg bombs didn't create any crater. Camera 3rd person on KV-2 was too little above turret. Soviet 37 mm M1939 61-K gun had wrong Z scale and because of that aiming was wrong when aiming up. Ladders destroyed bits were not spawned.
ADDED:
Ladders are now destructibles.
CHANGED:
Game engine update (2022.3.24f1 --> 2022.3.33f1). Reworked LODs on some props.
FIXED:
Panzer II C had no hull colliders. Some electric poles (at intersections of 3) when destroyed would spawn 2 poles. Weapon UI unavailability issue. Some SPG explosive projectile issues on tank vs tank engagement. Small errors thrown in code with static weapon when being destroyed. APHE / APHEBC projectile damage model issues. Armour Assault gamemode was allowing armoured car in the battle.
ADDED:
Spawn cooldown for planes in multiplayer. Spamming planes was ruining the experience, like spamming bombing runs, so I have to make it harder to get access to planes. There is now a 5 minutes cooldown to access planes. It resets every time you spawn with one. Does not apply if you are playing in gamemodes such as Armoured Assault or Dogfight (where these are vehicles only gamemodes). New prop: Pasture fences. They have barbed wires, so watch out for that. You can run across them, but you will take damage. Safest way is to prone underneath them, given you are not being pursued by an enemy tank :) Rest of the walls that were not destroyable are now fully destroyable (2 models).
CHANGED:
Traverse and elevation speed of the M45 QuadMount (15deg/s --> 30 deg/s). Markers on enemy planes will follow the plane (otherwise it was a bit dumb to have the marker stay in the middle of the sky). AT rifles were overpowered (going through 45mm of armour). Fog graphics. When playing with realistic mode ON, the nicknames of your allies will now be shown when you are close to them. It will now only disable the player icon (colored dot) used at further distances. Friendly planes are now shown from further away (icon) in order to better identify friend from foe. Driver's FPS view on tank has now better visibility (hull eye slit view). You can now move your "head" (camera) as a driver when in FPS in tanks. When leaving a vehicle, your crew will now be following the direction of the vehicle (instead of always facing backward). Destroyed elements of the world (such as walls) will now trigger a local refresh of the AI's navigation area. Meaning that they will use the newly available area to walk/move. Increased injury radius of HE shells (+30%). Damage applied from HE shells from guns vs armoured vehicles (both on direct impact + indirect impact).
FIXED:
Being kicked/disconnected whenver you tried to join a game that was going for a while. Firefly british tank had the wrong ammo type for its main gun leading to projectile not working when firing it. M-30 122mm soviet artillery killfeed icon was missing (white square). Soviet engineer first available loadout did not have any AT grenade. Infantry AI would not move a lot of the time. Static weapons would not be destroyed in some cases when you shot at them (multiplayer only). Some hazel tree had the wrong setup for colliders and hit effects. Wheels on tanks not rotating in some cases (multiplayer only). Electric poles shattering upon collision with vehicles (other players) when they should simply have been pushed to the ground. In some cases the electric cables from electric poles would not be destroyed properly. Static artillery weapons velocity / projectile physics issue(s). Minor UI issues. Small flak explosion damage issues (radius and position). Mortar projectile velocity issue. AI and Airborne Assault gamemode issues. Parachute LOD issue. Camera spectating next/prev bug. Resolution chosen when first firing up the game could be very weird (super small). Vegetation removal issues due to explosions, or any other terrain modifications. Potentially fixed the no death information when being killed by someone else (very specific cases, like 1% of the time). Repair of damaged/destroyed modules would sometimes simply stop and restart from 0. Some AI pathfinding issues. AI tank targetting behaviour issues. Panzer II C had wrong turret colliders. APHEBC shells had too large injury radius.
Hello everyone!
On this day, 80 years ago, the D-Day happened. The beginning of the liberation of Western Europe from the occupation, and the return of freedom...
I would like to personally thanks all of those who risked or lost their lives in this endeavour, for I, as a french, would still be under occupation if not for the D-Day.
The game will cover many fronts of World War 2, but we're starting with something that is close to us, not just because we're french, but because we don't live that far from it actually - Normandy.
My brother designed a brand new map, from scratch, and oh boy it looks good. If some of you travelled through Northern France, you will be at home on this one!
I would like to use this post to both commemorate the 80th anniversary, and showcase the new map...
First screenshot will show a bird's eye view of the map (well, a small portion of it, as it is 2km x 2km big)
Now let's go down the big new road and see what awaits us behind the fields...
A large field of meadow buttercup
Taking a small dirt path to reach another area...
Another field... !
With a farm...
With old, destructible walls... :)
Bonus for those of you who read until here, a short video showcasing the map, taking a stroll in a Panzer II C, during an Allied paratrooper landing (Airborne Assault gamemode)
https://www.youtube.com/watch?v=XsAQ27eqYc8
Have a great day all
Cheers
Val & Jules
ADDED:
Electric poles to the Normandy Farm map. They are fully destructible. Their destruction mode will depend if you drive them over, or shoot at them.
CHANGED:
You can now use free look with infantry also while aiming down sight. Added a brutal popup window in case the missed marker cue happens. If you see a Braking with land vehicles is now much less effective (30km/h --> 0km/h under 1 second before change). Airborne Assault gamemode on Normandy Farm.
FIXED:
Killing all crews of an AI controlled vehicle would not reset its AI variable which meant you could not enter it after it has been emptied. Spectator camera switching target could show deactivated/hidden players (as crew members) and the whole screen would turn dark. AI was not spawning any planes anymore (regression). Destroyed walls wrong height when spawned sometimes. Destroyed walls wrong rotation when spawned sometimes.
ADDED:
LODs to destroyed pieces of destructible objects (performance saving). Possibility to lock/unlock your vehicle. When your vehicle is locked, other players will not be able to join or enter your vehicle. Free Look for infantry (looking around while holding down the free look key). LODs to stone walls to improve performances.
CHANGED:
Updated machine guns dispersion (increased). Reduced the speed change time when moving from road to off road and from off road to road. Markers no longer follow the enemy, but stays where he was spotted. It was too OP to just shoot on the marker and kill people this way. AI visibility through vegetation. Bushes/trees will now have a more realistic impact on its visibility. No more 200m shot by enemy tank that had no real visibility through a forest! Paratroopers Attack gamemode was renamed into Airborne Assault. Grass will better blend with terrain texture. AI tanks will now, like AI infantry, drop their current target if they cannot establish eye contact with it for an extended period of time (5-10s). This takes into account terrain, trees, vegetation, buildings... Reworked infantry AI vision/FOV and senses to be more realistic. Reduced HP of destructible doors (100->75). Normandy Farm farms setup.
FIXED:
Flag ownership change layer order (always displayed behind some other text when it should have been in front of it all). Impact distance text on unit HUD going over the target acquisition icon. Spawning inside walls or roof or chimneys or trees etc. All american tanks had wrong turret rotation speed for some reason (all set to 30deg/sec). AI spawning at spawnpoints it could not walk from. M8 Greyhound had too strong gun recoil. Some houses could not be entered easily because of collider issues on doors+terrain. Oak saplings and ferns were not included in vegetation masks when generating craters. Ghost vegetation colliders. Markers being spawned several times. NGSS shadows not working. Potentially fixed the timeout / automatic kick after joining a session and after scene loading. Touch bending strength on some vegetation items (too strong). During multicrew, if the owner of the vehicle disconnected, the vehicle would not be transferred until another player would change seat. Camera spectator next/prev not working, and could even freeze the game. You could get the camera REAL close from the plane when using unlocked third person camera on planes and it would get real janky. Bots deaths could go negative.
ADDED:
First dynamically destructible elements: Dragon's teeth, Czech Hedgehogs, barbed wires and house doors. They will fall apart with physics when destroyed instead of simply disappearing. They will break into pieces.
CHANGED:
Compass UI element is now shown in vehicle's UI. Once an infantry has been revived once, it cannot be revived again. You have a single second chance. Not unlimited as before. HE shells and caliber damage penalty now using a proper curve to determine the penalty. The bigger the gun, the lower the penalty (it was a single fixed value before, so a 37mm HE shell would get the same damage penalty as a 152mm HE shell). Improved quality settings to give better performances for low quality presets while retaining visual fidelity. Changed the navmesh for AI tanks a bit so they get stuck in walls and houses less. Doors on houses are now destructibles. Improved look of smoke grenade/shell. AI smoke visibility, it will no longer gain instant vision if you shoot, unless you are like < 3 meters away from each other.
FIXED:
One temporary fix to grenade throwing desync. Units quantity in battles could go to max variable limit when going < 0. Vehicles getting stuck on roads for no apparent reason. Planes could rarely damage each other.
Next Playtest this weekend, join our Discord to participate!
ADDED:
Deathmatch gamemode on Normandy Farm. 2 new gamemodes: Armor Assault and Dogfight. These 2 new gamemodes focus on vehicle engagements exclusively (Tanks on Tanks or Fighters on Fighters). They have dedicated battle areas as well as dedicated spawnpoints.
CHANGED:
Refined the tank FPS dynamic camera. Updated Normandy Farm map (changed vegetation etc). You can no longer use your shovel to dig near structures (houses/walls) that would make it possible to dig underneath them. You can no longer use your shovel to dig near roads (that would make it possible to dig underneath them). Increased radius of injuries + death for guns HE shells (doubled).
FIXED:
AI no longer spawns in invalid areas to him (if humans built spawnpoints in areas where the AI could not walk, they used to spawn there regardless). The BotID property wasn't synced on infantry when a new player joined the game. Turret rotation limits on new T-26 M1931 (Twin turret) so they don't bump into each other. Vegetation rendering leak in some cases. Tank physics: Tanks slowly drifting away (either left or right) when you are just pressing the 'forward' key. Last sync/data exchange issues when syncing units. Multi-Crew not working. Fuel amount on vehicles not sync. Doors not working in farm houses. Main menu scene light not working. Plenty of missing links to changelogs. Fullscreen setting not working (even freezing on MacOS). Short video showcasing the new tank FPS dynamic view: https://www.youtube.com/watch?v=xtwditoGAYg And another short view showcasing the new GFX that we are testing: https://www.youtube.com/watch?v=KRKh2dCYDd0
Alright, I'll be honest, v60 was not the most stable version we've had so far. Everything was working fine, then I decided to update our multiplayer API and then Unity. And after that, well, my bad for not testing that everything worked, because a LOT broke down! So, after 2 days of hard work, I am finally pushing a first part of a long list of patch to address everything that has been broken because of the updates :) Sorry about that!
ADDED:
2 new tanks: T-26 M1931 (twin turret) and T-26 M1939. New tank FPS camera effects. The camera will no longer be static but will follow the tank's movements, like a real person in a moving vehicle (similar to what planes already had).
CHANGED:
When leaving your tank (or any ground vehicle) you will now be placed above it, like if you left for the first time (where as before, it would save the position you were at when you first entered it). Plenty of walls around the farms! Poles are next ;)
FIXED:
Killfeed not working when killing another player (Regression). Sd. Kfz. 234-1 icon not showing in the progress menu. Panzer IV G driver crew member was completely out of the tank when peeking out. Crew members of the british M3 half track were using the US infantry mesh. Very small leak when you opened the progress menu, every time you did one slot would be instantiated but never deleted. Light / graphics issue with trees and shadows. Camera keeping the inertia of its movement when opening the in game menu. Craters textures not smoothed properly (Regression). Vegetation removal because of explosions/craters was moving the removed trees at the origin of the world (Regression). Joining a game mid-game will now properly remove trees that were destroyed due to craters. Firing a smoke with land vehicle would lead to freeze of the UI. Churchill Mk. III camouflage issues. Joining game data sync issues (Craters, Foxholes, Destructibles, Land Mines, Flags).
It's been a long while! But we are resuming our weekly playtest now! If you still aren't a member of our Discord, then consider joining it to take part in the playtests :) Here's the changelog for this new version:
ADDED:
Brand new map. Made from scratch. Normandy Farm. It is still in a 'rough' state, as it is missing some props, but that will come soon. Brand new dispersion system for all weapons. Instead of bullets being like 'laser beams' (as in their trajectory was absolutely perfect) now dispersion will add some sort of 'randomness' to the projectile's trajectory. No, this isn't turning the game into an RNG, don't worry, we are still sticking to realistic results :) New graphics setting: Screen Space Reflections. Lens flare visual effect (light). Lens dust when looking at bright source of light visual effect (light).
CHANGED:
Fullscreen setting (toggle) has been turned into a dropdown offering the possibility to play in either fullscreen mode of your choice: Extensive Fullscreen, Windowed, Borderless. Several changes to the multiplayer API (frequency of data being exchanged, 32Hz --> 16Hz). Less bandwidth required to play online. Several graphical changes, as well as environmental ones. New roads, new vegetation (wheat, etc). Camera rendering path: Forward --> Deferred. Improves performances by a bit!
FIXED:
Camera flicker when changing seat in third person. Singleplayer not working/suttering. Penetration of shields on static weapons. Projectile will now normally penetrate the weapon, damage it, and kill anybody standing behind it, given the weapon is powerful enough to go through the shield.
REMOVED:
Light component from projectiles. Not really needed during the day, will enable back only for night time scenarios/setups (which don't exist yet). Old Normandy Fields map.
Happy Victory Day everyone!
One more short post to keep you updated on the work being made on the game.
I will be honest with you, I have failed to create more free time to develop BoS, my focus stayed on HoS for the past few weeks. So progress on BoS was thin on my end.
However, I have finally completed the entire revamp of ammo for all weapons of the game. All of them now have proper penetration table and stats, as seen below (few examples):
Dispersion system also seems to be working just fine:
Soviet ZiS-5:
British Lee Enfield:
I will be creating a new UI menu which will list all weapons in the game and all of the data you see above will be accessible from within the game. Should make it easier to spot any mistake that could have been made, but also make a cool encyclopaedia!
New Pak36 gun model:
And its winter camouflage variant:
Next up will be the British 2-pdr!
The store page screenshots will be updated as soon as my brother finishes his work on the brand new test map with improved graphics and vegetation :)
Sneak pic of the improved environment:
If you want to be notified every time we do some work on the game (more often than a monthly thread here on Steam) then I encourage you to join our Discord server where all of the progress we make is published on a daily/weekly basis!
Have a great one all :)
Hello everyone!
Those of you who are on Discord will know about all of what's going to follow, as this post is meant for those just looking at the page of the game on Steam from time to time.
First of all, welcome if you're new! I appreciate you're taking the time to read through this :)
Now, I know it's been a while since any changelog were published, the reason is that I am still actively working on my first published game and it takes a huge amount of my time. Working on two projects at the same time is a daunting task, especially when you are the only programmer!
My brother and associate however is focusing only on BoS, but modelling and texturing is a very slow process, he also recently had to learn a bunch of new tools and technics (to work on buildings) so this took time too.
We are currently working on making a brand new map, with all of the new tools we have acquired in the last few months.
So, yeah! That multiplayer upgrade is well under way now, we have played several playtests since then, finally with all vehicles unlocked! So, it's playable :)
I have also started reworking the ballistics of all projectiles in the game to have a super-duper detailed ballistics system with as much control as one can have, example screenshot:
Since we have over 184 weapons currently, this will take a little while to complete... Remember, I'm the only programmer, and some weapons have up to 5 or more types of shells, so this is a really time consuming task. BUT, this is for the best, we will end up having a super nice ballistics system which goes really in depth.
As part of this ballistics upgrade, I have actually finally started working on an actual 'dispersion' system for projectiles. Previously (currently) projectiles obviously have realistic physics, but the thing is they will have a perfect parabolic trajectory. No wind, no nothing. So I am working on that too, using some real life accuracy tables, which will be on a per shell type basis...
All of this on top of still actively working on our first game while maintaining a social life is obviously hard and comes at a cost... of time!
Hope you all guys can understand, it's not a 30 people team here, nor a 10, but a two people team (with external help from the community, we love you guys!)
Will be publishing more news when stuff is actually over, take care in the meantime ;)
CHANGED:
Re organized a big chunk of the netcode, hopefully making it more efficient :) Changed the way of notifying players of a host change during the game (now in the chat instead of in the killfeed). Frontline line of defense 1 now allows armoured cars on both sides. Moved flags a little on Conquest.
FIXED:
Zooming in on sight when in the middle of the 'animation' of aiming down would keep the camera zoomed in even though you cancelled the aiming down right after starting it. Kills with grenades if the player died after he threw the grenade would not be registered. After reloading a static weapon, the amount of ammo available would not be refreshed until you fired the first shot. You could kill Tiger II (H) crew members inside the tankby doing some weird ricochets outside the hull, getting inside the tank. Campaign not starting anymore. Paratroopers attack gamemode would not allow any infantry to be spawned by the player.
ADDED:
M3 Lee american tank with brand new armour model and physics system. New Steam achievement: Geneva convention (Kill an enemy medic while he is tending to someone else). New Steam achievement: What about the rules?? (Kill an enemy medic as a medic). Door logic. Doors can be opened or closed.
CHANGED:
Updated the armour model and colliders of the Sherman M4A3E8. Minor optimizations.
FIXED:
Units Encyclopedia: Armour hit angle when testing armour was offsetted by 90 degrees (like correct angle value + 90 deg). Ping value shown in the lobby was wrong. Time values like 'ms' or 's' were not properly being localized/translated.
Hello everyone! Before the game releases to the public, in Early Access, there are 3 major points we need to address. One of those 3 points is the upgrade of the multiplayer. Currently, our multiplayer system/API is slowly becoming 'outdated'. It was first released in 2011, and did not target high player counts. It is already a miracle we've made it support up to 40 players by optimizing the netcode as much as possible. Therefore, to support an ever bigger community and have even better performances while playing in multiplayer, an upgrade of the system is required. Work has already started. We are switching to a newer system/API, which was designed in 2019, and is basically an improved version of our old multiplayer solution. Nonetheless, there are major differences when it comes as how things work, and how data/state should be exchanged/synced, and this will require a huge amount of work on my end (hello, I'm the only programmer) to update the entire netcode the game currently features. It goes without saying that it will take me some time to upgrade the entire project, weeks, probably, but this is for the best, for the future of this game. I am slowly but surely getting acquainted with the new system, I still have some stuff I need to figure out how to convert from the old system, but I'll get there. Just making this little post to keep you guys updated as to what's happening behind the curtains, and also so that you don't freak out if there are no updates for a while... The Closed Beta is still running though, and you can still join by requesting access to it in our Discord server See you on the battlefield, Val
ADDED:
M3 Half Track to United Kingdom. Missing winter camo for all wheels of wheeled vehicles. New winter camo for Puma armoured car.
CHANGED:
M5A1 Stuart armour modelling and colliders. M36 Jackson armour modelling and colliders. M8 Greyhound winter camo and armour modelling and colliders. M26 Pershing armour modelling and colliders. M24 Chaffee armour modelling and colliders.
FIXED:
Being crushed by a vehicle (as infantry) would show a white square as weapon used in the Death UI. If more than one game was hosted, every time one game refreshed its data in the lobby (ping...) all games would disappear from the list, and only one would stay (the one that updated some data last). If you were healing a player, and during the healing process the player died, the UI would still display the healing UI even though you were actually reviving the player. If you joined a game mid-game, as a medic, you would not see the 'downed player' icon of downed player (revivable). If you were to revive them somehow, the revived player would not display its nickname but a generic 'infantry' name.
ADDED:
Churchill Mk. II with brand new physics and armour modelling system as well as 2 new camouflage. Valentine Mk III with brand new physics and armour modelling system as well as 2 new camouflage. Churchill Mk. III with brand new physics and armour modelling system. Churchill Mk. VII with brand new physics and armour modelling system. Added two new camouflage as well. Sherman Firefly with brand new physics and armour modelling system. Added two new camouflage as well. New winter camo for Sd. Kfz. 231 8 rad. Respawn button back in the death UI.
CHANGED:
KV-1 1941 armour modelling and colliders. KV-2 armour modelling and colliders. IS-1 armour modelling and colliders. T-70 armour modelling and colliders. Daimler Mk II armour modelling and colliders. Panzer 38(t) A/E camouflages. Comet I armour modelling and colliders. As well as 5 new camouflage for it. Cromwell Mk. V armour modelling and colliders. Bullets going through external armour and that cannot penetrate the next layer of armour will now be desintegrated upon impact on the second layer of armour (instead of ricochetting). Sherman M4 armour modelling and colliders.
FIXED:
Panzer III E armour model. Panzer 38(t) A/E armour model. Sturmpanzer Brummbar armour model. Projectiles (bullets) would ricochet at impossible angles and have like a few meters per second of velocity. Falling through map in some rare cases when starting to use a static weapon (usually over a trench).
ADDED:
Tracks sound effects for ground vehicles with tracks. Winter camouflage to Sherman M4A3E8. Winter camouflage to M3 Half Track (US and Soviet use). Winter camouflage to Pakwagen. Casing spawning from external M2 browning on vehicles. T-26 M1933 with brand new armour and physics systems.
CHANGED:
AI infantry will now also attempt to flee from enemy tank if the tank's turret is pointing in the general direction of the AI (on top of the tank's chassis as well). Projectiles performing ricochets and hitting another target will now perform less damage than if they hit directly the target. BA-64 armour model and collider. BT-7 armour model and collider.
FIXED:
Revive mechanics with medics stopped working online. Me 262 had missing materials on its landing gear rods. SU-76M had a part of its model missing at the rear. B-17 and Lancaster bombers had wrong flaps movement. You could sometimes host a game with more player slots than the online mode would support. StuG III G armour modelling. ISU-152 armour modelling. Czech Hedgehog scheme and built object did not have the same rotation. M1 40mm Bofors static AA had no weapon icon. Frontline games would end for some people and not for others. Host of the game was not controlling the end of the game, every player was. Panzer IV G armour modelling. Jagdpanther armour modelling. Panther D armour modelling. Panzer III J armour modelling. Panzer II C armour modelling.
ADDED:
Panzerjager I with new armour, physics, and collider systems. Sd. Kfz. 231 8 rad with new armour, physics, and collider systems. Occlusion Culling to the Normandy Fields map. Proper reflection probes to all bunkers on Normandy Fields map. Panzer I B with new armour, physics, and collider systems. Summer camouflage and winter camouflage to Panzer I B.
CHANGED:
Sd. Kfz. 233 Stummel collider has been updated to match perfectly the model's shape. Sd. Kfz. 234-2 Puma collider has been updated to match perfectly the model's shape. Sd. Kfz. 234-4 Pakwagen collider has been updated to match perfectly the model's shape. Tiger II (H) collider has been updated to match perfectly the model's shape. Sd. Kfz. 251 collider has been updated to match perfectly the model's shape.
FIXED:
Sd. Kfz. 233 Stummel had a wrong armour value for its rear superstructure (200mm). Death UI had a wrong weapon used when you died to an explosion of a vehicle (game would say you got killed by a 2 cm flak 38). Ferdinand armour colliders. Death UI would show the bleeding out window even though you were playing as a vehicle. AI error when being revived and dying afterward. Error when a vehicle was destroyed while it shot and was supposed to perform a recoil action with its main gun. AI tanks could shoot using HE shells against trees that were very close, too close to himself and would eventually kill him (especially open top vehicles or lightly armoured vehicles). AI could sometimes revive another AI (infantry) and in some rare and obscure cases the AI scripts would be added twice, leading to further errors down the line. AI (infantry) after being downed and revived could target destructibles (mobile spawnpoint) and this would lead to errors if the AI could not pick up a rifle in between. Smoke between AI tank and its target would not make it stop firing at the target, it would still 'see' it.
ADDED:
(Frontline) New UI message letting you know when a sector has been captured/lost. When using the 2D scope, a new fade in/out (black) when aiming down.
CHANGED:
Digging a foxhole near a landmine will automatically run the 'disarm' function, giving the same outcomes (potential chance of having the mine blowing up). Reduced the weight for network code for dealing damage. Panzer III E, Panzer III J, Panzer IV G, Panzer II C, now have 1:1 mesh colliders (very accurate to the actual model).
FIXED:
After being revived, the new death UI screen would not go away. While being revived, the UI would not let you know you were. Panzer II C autocannon had no icon in the UI. Infantry not falling when dying when killed by a player that was not controlled by the host of the game. Soviet 37 mm M1939 61-K had AP shells loaded first once built instead of HE. SG-43 static MG casing ejection issue. Pressing the 'respawn' button while manning a static weapon would lead to some big problems. 2D sniper scope setting was inverted. As infantry, being headshotted by someone else than an AI player on the host computer would result in bleeding out being active. Some camera FOV visual glitch when you stopped aiming down sight and being zoomed in and switched to sprinting.
CHANGED:
Vickers S 40mm projectiles graphics. Molin S 57mm projectiles graphics.
FIXED:
M3 Halftrack in Soviet use did not have the soviet red stars marking. Null reference exception error when shooting with Nebelwerfer. 2D scope was not working anymore. Entire setting. Two AI freeze instances. Player body not falling over when dying from mortar shrapnel while not moving. Human players in scoreboard changing team mid game would often lead to their entry disappearing from the scoreboard until they made more kills than the worse player of the game. Map UI flags icons color would sometimes not represent the real team owning the flag. Death UI panel would not show up if you died while using a static weapon. AI medics could try to revive a player that was already being revived by another medic. AI (engineer or medic or pilot) that would be revived could generate errors if it didn't pick up a weapon very fast. AI once revived without any weapons could try to engage enemies and shoot using a hammer or a syringe which would lead to errors. Player being spectated did not show any death UI with details. AI plane issues when coming back to map.
ADDED:
New Conquest setup for 64 players.
CHANGED:
Changed Frontline gamemode map setup. AI infantry flee mechanics (away from tanks).
FIXED:
Planes FPS sights glass material was blended with atmospheric fog. AI tanks (SPGs) had troubles staying on target and aiming, they would almost all the time do 'left right left right' to stay aligned. AI AT infantry (with anti tank rifles) sometimes would not target some tanks. AI SPGs (KV-2, etc) would never shoot when targetting enemy tanks. Some network things broke after v49 was pushed. Trajectory prediction and map UI issues, the trajectory was off.
ADDED:
Added convergence to all planes' guns which would technically support it (wing guns). I have set the default distance to be 500 meters. Currently, it is impossible to edit this value, I will find a way for the UI to allow that in the near future. New death UI screen. You have the basic info on who killed you, with what. Bleeding out time is also indicated, as well as closest medic.
CHANGED:
Look of the BK 3.7 projectiles. Look of the BK 5projectiles. Look of the BK 7.5 projectiles. AI will now use its AA to target tanks if it can damage it using AP shells. Updated the DshK weapon icon for when mounted on vehicles. All marker types except enemy ping now last twice as long as before (30s vs 15s).
FIXED:
Bullets graphics were drawn under the atmospheric fog. Hs 129 B-2 pilot camera position issue. Hs 129 B-3 pilot camera position issue. Light emission from plane sights in first person was too high creating some blurry edges. Rare AI freeze. You could not use static weapons if you had discarded all of your equipment and your hands were completely empty. Rare AI issue when AI was downed, revived, and it used a static weapon (directly linked to the above). You could no longer crouch when using static weapons that allowed you to (Regression). M2 Browning had the wrong weapon icon (Regression). When a static weapon was out of ammunition (physical ammo like rockets on the Nebelwerfer), the aim dot would not go away and would stay frozen where it last was when last used. Defensive MGs on planes were moving too slowly (deceleration rate was set too high). AI getting stuck in the static weapon it just built. AI planes (bombers) could get carried away and end up very far from the map and never coming back.
REMOVED:
Recoil effect on both Lafette 34/42. I'm not happy with how it looks. Accurate third person aiming for planes. Removed some UI elements.
ADDED:
AI can now build AT guns, the last kind of buildable static weapon. Crosshair now changes based on wether or not you are using bombs/rockets when flying a plane. Added a small aim dot for when the marker wheel is open. Should make aiming easier. In the marker wheel, you can now left click on an item and it will place that marker down. AI will now request ammo when out of ammo while using a static weapon. This has for effect to trigger AI engineer behaviour to come and build an ammo crate nearby to supply the static weapon.
CHANGED:
Improved the orientation/direction of AI built static weapons. Removed the dot for aiming with planes when using rockets or bombs, prediction was too accurate when playing in third person mode. Made shooting RPCs slightly smaller in size. Could maybe help with network bandwidth. While the marker wheel is open and you are using a static weapon, the camera/gun will stop trying to move towards your mouse as you are trying to place down a marker.
FIXED:
AI freeze instance. You could prone while using some static weapons that did not support use while proning. AI built static weapons were not perpendicular to ground. AI never built artillery, it now will. AI could build static weapons too close from each other, even in very rare cases on top of each other. When validating a marker from the marker wheel while using a static weapon, this would trigger a shot being fired. T-34 1943 had movement issues. AI freeze when building an ammo box request by human player. Big performance issues when playing long games: Markers would never be destroyed, only disabled, and processed even while disabled. Huge performance killer in long games. Some wooden pillboxes in Normandy Fields would not graphically be destroyed once destroyed.
ADDED:
Small side plates on Panther D (5mm thickness right above tracks).
CHANGED:
Changed AI pathfinding paths generation a bit. Made killfeed weapons icons more visible. Hetzer, Panther D, Panzer 38(t) now have proper perfect shape colliders. Some changes to how the AI behaves when enemy is getting closer to its static weapon. (Better and more realistic / accurate behaviour, ditching the weapon if it's an MG that needs to be reloaded, for example). Conquest gamemode map setup (spawnpoints, flags etc).
FIXED:
AI and static weapon usage issue. AI weird paths generation (not logical). Hetzer had no lower glacis armour. AI will no longer use static weapons from the other team. AI built static weapons will now properly be built facing the general direction of the enemy team. AI medics did not crouch while reviving allies. SPGs landing position of the projectile not being as accurate as it should have been. ISU-152 Dshk external machine gun could not be used. Minor spawnpoint UI icon visual issue (could be shown half on screen sometimes).
ADDED:
Added Marder I with new armour setup and physics. Added Sturmtiger with new armour setup and physics. Added Jagdpanzer IV L70 and IV L48 with new armour setup and physics. Failsafe for AI processing. It should no longer freeze at the first error in the code, it should continue. Side plates / extra armour mechanics. Brummbar now has its side plates, very useful VS AT rifles, will provide some reduced damage vs HEAT or APHE shells. AI engineers will now build Anti Air guns, Machine guns, Mortars and Artillery.
CHANGED:
Your nickname now will have a char. limit (20 max). Vehicles in the Encyclopedia will now only be those that are ready to be played with and have been set up with the new physics and armour system.
FIXED:
Planes full speed propellers were often hidden by the fog (transparency rendering issue). Aim dot not properly showing when using static weapons other than artillery. British 6-pdr AT gun did not have any casing ejection strength. AI freeze issues. Healing an AI while he was building something or manning a static weapon would cause him to start moving and leave in some cases. Craters texturing issue sometimes when generated close to two or more terrain mesh border. Vegetation masking upon crater generation issue. Flak GFX were drawn behind the volumetric fog. Flak fuse UI number still changing several times a second. Now it's fixed for good! Camera bug with zooming in when aiming down sight with infantry after you reloaded, you would need to lift your finger up then press the key again.
ADDED:
Snow footstep SFX when walking on snow. New setting: Enable/Disable wheel/tank tracks tracks effects on the ground. New mechanics for Arcade gamemode (disabled for Realistic gamemode): Revive. When playing a medic, you will now have the possibility to revive downed players (given they: Have not been shot in the head, have not blown up). Reviving a player takes 5 seconds, and the revived players will see its HP set to 30% of the max. AI will now spawn medics (5% of all infantry spawn rate) and they will revive fallen comrades! When doing some dogfighting, if you shoot at and hit an enemy plane, and after that the plane somehow crashes, you will get credited for the kill. Added Comet british tank with new armour and physics setup. Possibility to aim with direct or indirect fire for static guns (artillery/rocket launchers). New keybind to toggle this. Direct fire means the gun will automatically adjust its angle to hit where you are looking, indirect fire means it will move up with the camera, useful when the target is not within sight.
CHANGED:
You can now press CTRL or ALT to adjust flak fuse twice as fast as regular speed (when manual mode is ON). Improved planes 'crashing/falling from the sky' trajectory/look. In Frontline, when one frontline has multiple flag for one area, once a flag is captured, it will now stay captured and cannot be taken back. Meaning if step 1 has A and B and A is captured, only B is left, A cannot be taken back. Without this the game could last forever. Improved suspension behaviour on all land vehicles (more realistic, less rigid). SU-76M category has been changed from regular tank to tank destroyer. When aiming with self propelled guns, the gun will now automatically adjust its vertical axis for the projectile to land where you are looking with the camera. Ferdinand got a brand new 1:1 mesh collider :) Perfectly fitting its unusual silhouette. Normandy Fields loading screens. SU-85, SU-100, Ferdinand, Jagdpanther, ISU-152, SU-122, SU-76M got new mesh colliders matching their weird shapes better than original colliders.
FIXED:
M3 Half track was not available for the USSR *sigh*. Rear wheel on Cromwell Mk. V spinning too fast. Tracks ground effects from vehicles in Winter were almost invisible. Angular velocity on casings (bullets/shells) was wrong (too little). Trying to aim down sight with some items/weapons that did not support it would make you stop sprinting (Shovel, Wrench, Syringe, grenades etc). Beans meat bits color/reflections. Potentially (at least I tried) fixed for good the issues with tracks effects on the ground. Bug when AI was picking up weapons from the ground. Fixed a bit the plane on plane crash killfeed messages and logic. Some GFX had their render being done BEFORE the fog was applied, and would be 'hidden' behind the volumetric fog. AI freeze/broken behaviour. AI broken armoured cars or any wheeled vehicle broken move behaviour. Trying to write a bug report while in game would trigger the chat. Autocannon on tanks were missing their UI icon. With automatic fuse setup when using flak, the explosion distance would vary several times per second. Hetzer not moving straight when simply moving forward. M3 Stuart was not available for UK. Not really any force applied when shooting someone who was immobile. They could sometimes simply stand still while being dead. Digging foxholes did not remove tree colliders. One AI seat swapping error. Deploy UI disappearing if you were looking at a spawnpoint to deploy at and the last unit got deployed before you were able to deploy yourself.
ADDED:
M3A1 Half Track with new armour system and physics. M3A1 Half Track lend lease to the USSR. UI icon to let the player know if spawnpoints are available on the map for a given unit category (lock icon).
CHANGED:
Shovel digging animation. New Frontline gamemode map setup. New Conquest gamemode map setup. Updated loading screen wallpapers for Fields of Normandy map.
FIXED:
In the settings, changing the vegetation shadows distance it would actually change the vegetation rendering distance. UI damage info when damaging planes would show empty module text.
ADDED:
M3 Stuart for United Kingdom with full new armour and physics. Panzer III E with full new armour and physics. M36 Jackson with full new armour and physics. Jagdpanther with full new armour and physics. Ferdinand with full new armour and physics. Daimler Mk. II with full new armour and physics. New 'Horn' functionality for land vehicles. Just a horn, really :)
FIXED:
Tracks colliders for damage wrongly set up on the following tanks: Tiger II (H), KV-1 1941, SU-76. Some LODs issues on some tanks. Infantry AI moving issues.
ADDED:
M10 Wolverine with full physics and new armour system. Rocks to the Normandy Fields map. Possibility to dig foxholes/deform terrain using a shovel for regular light infantry.
CHANGED:
M2 Browning now has its own weapon icon (in land vehicles). Units encyclopedia now has the new vegetation rendering system. 13mm and smaller caliber weapons for planes now have their own icon in the UI. Improved in-game chat readability. Since the vegetation shader issue is gone, we can now re enable the new (more performant) vegetation rendering system and use vegetation masks instead of directly removing the vegetation from the terrain (which currently makes the entire vegetation flicker). Updated the loading screen images from Normandy Fields and the Encyclopedia. New fog rendering system. Looks way better, and is more performant that standard/default Unity one. Comes as a replacement for the old fog (default) we had. New 'vegetation blanket' system. Before, all of the vegetation was perpendicular to the ground, now, they will be perfectly following the terrain curves. Including rocks, etc. Looks way better. No more clippping grass or ferns or rocks :) When the camera is directly in front of grass, it will now 'dissolve' it like it does for leaves and branches on trees, to allow for better visibility. Without this, proning and trying to shoot/see anybody was impossible. The way the touch bending looks has been improved. No more entire bush jiggling when moving through. Updated the AI pathfinding system. Should be more performant now. Reduced the lags created by explosions/craters generation.
FIXED:
Speed lerping issue with land vehicles. If you were idling and suddenly started to move backwards, for a second or two the max speed was set to be the road speed, you would get a very strong impulsion backwards and then slowly moving back to regular speed. Xbox controllers now properly works. PS5 controllers should work too but I cannot test it as I don't have any PS5 controller nearby. Winter biome/season textures. After weeks/months of waiting and trying to fix the vegetation shader issue when playing during fall or winter, we are proud (very, very happy) to announce that it is fixed! Performance issues due to bad optimization of reflection probes in wooden pillboxes. Potentially fixed the scoreboard UI issue (ghost). AI tanks aiming way too fast (all selected weapons would all try to turn the turret/move the gun on their own, resulting in 2x or 3x turret/gun movement speed).
ADDED:
For anti air static weapons, a new 'target acquired' icon has been added for improved clarity. If the target is red, it means a target is acquired. If it is grey, it means no target is acquired.
CHANGED:
Reduced Dragon's teeth HP from 500 to 300 (Bombs would not blow them up, even 500kg ones...).
FIXED:
M8 Greyhound had no wheels module and would lead to issues when receiving damage to wheels. When quitting the game from the game scene, the 'choose a team' menu would always appear, it will now no longer appear. In Frontline, all 3 flags would be shown (summary) when starting a game, they would disappear after first flag is captured. Marking targets would not work with some static weapons (Flak 36 for example). Planes can no longer freely fly under the map, they will be automatically destroyed if they do so. Wheels on land vehicles (tanks/armoured cars) did not register collisions when driving on somebody or something (destructible)). You had to have a direct collision between the vehicle's hull and the object/player in order to kill/destroy it. Several tanks had their hull sides armour lower than hull top armour which lead to hit detection thinking it hit the hull top and using hull top armour stats instead of hull side (M26 Pershing for example).
Happy new year! First update of 2024! Long time without any updates as I had to leave home for a while. We are now resuming work as before ;)
ADDED:
Brand new gamemode: Frontline. It works similarily to the current rebranded 'Conquest' gamemode, except this gamemode features a 'progression' system. Where the spawnpoints and battle areas on the map evolves over time. Attacker team needs to capture different areas on the map, one after the other. Capturing one area will unlock the next. When the last area is captured, the game ends. The limit in this gamemode will be time (customizable when hosting). Base game time limit will be 30 minutes. Sd. Kfz. 251 with full physics and new armour system. M4 Sherman with full physics and new armour system.
CHANGED:
CTF (Capture the flag) gamemode has been renamed into 'Conquest'. Changed medic/healing icon to red background and white cross (instead of white background and red cross). New default gamemode for defending in a victory point in campaign now is the new 'Frontline' gamemode. Once a track is destroyed on a tank, if you keep shooting at the wheels the armour used will now be the one for the side of the hull. Infantry healing UI element has been moved for improved visibility. When choosing a gamemode when hosting a game, the amount of points required to achieve victory will now be automatically be set to the default amount of points for a given gamemode (for best balance). Increased the angular drag on small arms casings to prevent forever rolling once the casings hit the round. As a medic, when starting to heal an AI infantry, the AI will stop moving until you are done healing him, he will also crouch.
FIXED:
AI going a little crazy with Nebelwerfer. British 6-pdr AT gun schematic (engineer building) had a visual issue. Issue of vehicle detection when trying to get in a land vehicle (depending on what part you were looking at with the camera).
REMOVED:
'Conquest' gamemode has been removed.
This is going to be the last update for 2023, I am leaving home tomorrow early in the morning and will not be back until basically the end of 2023. Hope you all have fun with the beta in the meantime, all bugs should be fixed ;)
ADDED:
New UI icon to show allied mobile spawnpoints.
CHANGED:
Anti Air HE shells airburst damage radius has been reduced to regular on object hit radius. It was way too wide to be used against ground targets and be balanced. Bunkers are now destructibles. They have 1000 HP though. Unless you drop a 500kg bomb on them, you most likely won't do much damage. Added a white outline to the spawnpoints on the UI.
FIXED:
PTRD-41 missing its textures. Spawnpoints issues on the new Skirmish map. Wrong minimap for the new Skirmish map. Wrong textures and set up for craters on new Skirmish map. Could not set up the auto-fuse on Flak if the enemy had already been marked by someone else. End of game reward 'Furthest shot' was using your best stat as a player, and not the stat from the game you just played. Craters were not synced for new players joining mid game. Issues with barbed wires and syncing when they got destroyed. Healing showing 'no translation' text. US M1919 Browning static MG had missing graphics in the killfeed. Mobile spawnpoints could spawn you underground.
ADDED:
Brand new map, for land PvP: Skirmish. I will let you discover it :)
CHANGED:
Changed auto-aim setting for flak. Now, the auto aim works this way: 1) You need to mark the enemy plane. 2) Based on the marking, the game will automatically adjust the fuse for your flak. 3) Lead and shoot :) PS: Since this is kinda OP, the distance will not be the exact one, some random will be introduced to keep it a little RNG.
FIXED:
BT-7 gun recoil going in the wrong direction. Wrong MG mount on M5A1 Stuart. Also missing antenna. Craters could be spawned up in the air due to a Tag issue with trees. When using a static weapon, if you were aiming down and zoomed in, if the weapon was destroyed, the camera would not change its FOV back. Third person vehicle aiming had some sort of discrepency between where the camera looks and actual aiming of guns.
ADDED:
M5 Stuart with full physics and new armour system.
CHANGED:
Force crouch on starting using static MGs has been disabled if your character is located under the static weapon itself. This is for trenches use basically, so that you can freely use static MGs from trenches without having your stance being impacted. Code optimization. Tree destruction by guns is now based on calibre and actual tree's stats (width, height). Very thin trees will be destructible by smaller calibre, while thicker ones will not.
FIXED:
Fixed flickering issue with a temporary fix. We had to disable the rendering of the grass/plants with the new system. This may decrease performances. But at least flickering is gone. Will implement it back in as soon as we have a fix. Bombs or rockets (anything except AT grenades) no longer dealt any damage to vehicles. M26 Pershing rate of fire was too low (6.1 vs 8 shots per minute). IS-1 rate of fire was too high (11 vs 7 shots per minute). One rare bug where throwing grenades would leave you without any weapon selected in your hands, and you had to manually select one afterwards. Very small camera issue with tanks. When camera arriving on target, it would have the wrong height by about 10cm. Bushes had the wrong touch bending element, they were changing color when being driven on instead of being applied proper touch bending. Weird camera behaviour when using mortar. Downscaled a bunch of textures that were in 4K.
/!\ WARNING /!\ Some new video settings have been added. Please double check your settings in the 'Video' tab and make sure everything is set properly. /!\ WARNING /!\
ADDED:
New wooden/log based pillbox to add some spice to the new trenches ;) They are fully destroyable! Bunch of new settings in the Video tab to further adjust the game graphics/quality to your liking. M24 Chaffee with full physics and new armour system. M26 Pershing with full physics and new armour system.
CHANGED:
Vegetation on the map. Vegetation rendering system. Performances should be increased across the board! Vegetation optimizations on shaders. Performances should be increased. Improved quality of vegetation impostors (4K). Better looking. Simplified colliders for trees. Should improve performances and collision quality. Moved the '2D sniper scope' setting from the UI tab to the Video tab. Picking a global quality preset in the settings will now apply a bunch of default values to other video settings. Explosions and shrapnel detection accuracy has been increased. Will check for several points on your body to check if it can reach you instead of doing a single check to the middle of your body. Improved the aim for the panzerfaust 60. Main menu animation will no longer play every time you get back to the main menu from another scene in the game. It will only play once when you first start the game. When driving onto trees with vehicles, they will no longer break your velocity. As a matter of fact, trees now each have a 'speed modifier' setting that can be indivually adjusted to control how much velocity loss should be suffered when trying to drive it over.
FIXED:
Ju 87 B-2 and Ju 87 D-5 had broken animation for their loadout #0. Encyclopedia UI little bug with countries list. AT grenades not working/dealing damage to tanks. Damage received by destructibles were too high. StuG III G gunner did not have a sight in first person. Fixed encyclopedia tanks with new physics drifting away forever.
REMOVED:
Useless impostors on some vegetation items (wheat, grass..) Better looking now and performances have been increased! Very low and Very high graphics settings. We only have Low, Medium, High, Ultra now.
ADDED:
AI will now build mobile spawnpoints, just as the player. Added a new mouse lockstate: Confined. This should solve some issues people were having with multiple displays. Let me know if it helps, or not. AI will now sprint.
CHANGED:
Increased proning speed by 5%. Reduced jumping stamina cost by 30%. Increased stamina recover rate by around 75%. Transport planes are no longer available to spawn during other gamemodes than 'Paratroopers Attack'. Stamina bar for infantry UI is now always shown, unless it is full. It will fade out when full.
FIXED:
Static weapons with auto-aim ON (AA) were taking trigger colliders into account (bushes etc...) and this led to issues with the fuse time (too close). Potentially fixed for good the possibility to kill tank crews by spraying tanks with bullets and hope for a ricochet glitch through the tank collider. Improved the AI 'unstuck' process. AI target acquirement issues.
ADDED:
Visual feedback of where you are trying to ping an enemy (but returning nothing). AP shells (and alike) will now shatter on impact if they cannot ricochet properly. This will throw shrapnel in every direction and potentially harm (deadly) any infantry around :) AI infantry will now target enemy mobile spawnpoints. Beware!
CHANGED:
Reduced construction time of AP and AT mines from 3s to 1s. I have tried to use them during our games, but it took so long to place, and you need such a dense minefield to actually have any effect that they were worthless to be used. Now, hopefully, since their construction time has been sped up by 300% I hope they will be worth the investment! Increased readability of inputfield of in game chat. Reduced deceleration smoothing on static weapons of type machine gun. Improved readability of the in game chat (yet again!). Your latest battle preset is now saved in between sessions so you don't have to set it every time. Increased ejection force on empty casings on Sd. Kfz. 234 Stummel (they were staying on the back of the vehicle). Increased blast radius of bombs
FIXED:
'Paratroopers Attack' gamemode broken due to a bug while exiting transport vehicle (plane). Empty 'OTHER' section in the settings. Devs messages were not highlighted in yellow in the in game chat. For the end of game rewards, the category 'furthest kill' does not take into account tanks or planes anymore. It now only is infantry with small arms. Having a 1000+ meters kill because you dropped a bomb isn't really something worth rewarding you for on the eyes of all the players. When using a static weapon of machine gun type, the aiming dot would be shown on the screen, but it was useless because you have the aim down sight. Bleeding icon for medic was not shown properly on the UI. Pinging an enemy infantry using a machine gun or a mortar would result in a blank image instead of the proper icon. Infinite repair as crewman when starting a repair while looking at the broken part, then looking elsewhere, the repair would continue and never end. Added auto resizing for nicknames on the scoreboard (some of you had longer nicknames than I had anticipated). The auto resize works to some extent (-5 points max). Craters on maps were staying in between battles. Only way to make them go away was to restart the game. 'Sharing is caring' achievement was unlocked even though you never resupplied anyone or built a single ammo crate. Bombs/rockets no longer dealt real damage to vehicles. Trying to tag/mark/ping an enemy vehicle while looking at its tracks/wheels would not work.
ADDED:
M8 Greyhound with full physics and new armour system. New icons for vehicles to explain why this or that weapon cannot be used (dead crew, used by someone else, gun destroyed, etc). Rubber hit GFX to wheels on vehicles.
CHANGED:
Change log no longer showing useless categories if nothing was added, changed, or removed. Brand new crater generation system. New and improved! WAY more performant, and now supports both deformation (scaling on X and Z axis) to make oval craters for example, as well as multi-terrain generation (when a crater must be spawned at the borders/crossing of 2 or more terrains). Further increased readability for damage feedback. Parachutes will no longer be animated and falling on the ground when you fall on a tree, it will stay up in the tree at the same place/rotation.
FIXED:
HEAT shells took into account effective armour. It should not have. It will now ignore the effective armour modifier unless hitting at very small angle (10 deg. and less, meaning almost flat). Infantry interaction system not always working / picking up colliders, especially with vehicles while being close up. Potential issue where AI tanks never stopped to fire and continued to move even while engaging. AI tanks would enable its MGs when targetting enemy tanks. (Crew) mention in killfeed was white instead of taking the color of the crew who died. Vegetation mask not wide enough around craters, some grass would still be present on the crater texture. StuG III G commander had access to the external MG-42 made for the gunner. AI stopped shooting at its target if its current gun ran out of one type of ammo. It never swapped to another type of ammo. AI tank stopped moving once one of its crew member died. AI tank would stay in their tank with broken track because their hull HP was 100%. They would not get out to fix the track.
ADDED:
KV-2 with full physics and new armour system. New 'auto zoom when camera gets closer' setting in the TANKS category of settings. Useful for console users or for lazy people, basically the camera will zoom automatically when you get closer to the camera's target (meaning your vehicle). New UI visual cue to let the player know if a weapon can be used or not (red background means weapon is unavailable)
CHANGED:
Damage UI feedback readability increased. Moving the camera closer or further away from the tank when playing a tank is now different. You can no longer manually change the height, the height will automatically be set as you move closer/further away from the tank. This has two effects: 1) Preventing any potential cheating by placing the camera super high to see above the vegetation (I was the first to use it so I don't blame you). 2) Easing controls when playing with a controller. Panther D ammo loadout. American AT infantry (Bazooka) loadout now has an M1 Garand as secondary weapon. Increased max zoom when zooming in with tanks. Changes to the Fields of Normandy map, prototype of trenches added. Various texture changes.
FIXED:
Getting out of a plane while landed on the ground could make you spawn half inside the terrain. Auto fill for missing progress data. Could not repair tank tracks. Broken LODs on some tanks. You could use external MGs on tanks from another seat while peeking out than the seat having access to the external MG. Example: Gunner could use commander external MG while peeking out. Moving turrets / guns now has proper 'controlled' smoothing of movement. It was a bit random code-wise before, now it is entirely under control and has actual logic to control it. Aim dot would be shown when using static weapons and you would be looking behind it.
ADDED:
Panzer III J with full physics and new armour system. IS-1 with full physics and new armour system. Top AA MG on Tiger II (H)
CHANGED:
AI spawning system. 3-inch gun M5 damage increased by 15. 76mm M1 damage increased by 20. 7.5cm PaK 40 damage increased by 10. German AT infantry (panzerfaust) now has a kar98 instead of the Luger pistol as primary weapon. Increased tank/planes spawn rate (by 15%). Tiger II B has been renamed into Tiger II (H).
FIXED:
Panther D turning issues. Issues with destroying trees. Antennas physics never got deleted once the vehicle owning the antenna got despawned/destroyed. Vehicles which were empty would stay in the players list in the map UI and would be listed as live player although it is empty. Tiger II was missing its coaxial MG.
CHANGED:
Armour local integrity no longer returns 0 when damaged entirely. I have added a minimum of 10% armour, even when entirely destroyed locally. Meaning, if the base armour thickness is 70mm, once it reaches 0 integrity, the armour value returned will be 7mm instead of 0mm. I don't know how I forgot this but, it seems all static weapons allowed stance change while being used, which is, you know, wrong haha. Improved collider accuracy for the Pz 38t turret.
FIXED:
Soviet 85mm AA static weapon not having any killfeed icon assigned. Possibility to destroy tanks with HE explosions from AA static weapons. HE flak explosions did not take place in the right position when exploding NOT mid air. Antenna on T-34/76 1943. Tanks forward/backward velocity check was wrong and was based on world space instead of local space. Tank physics in general with going huphill (Backwards or forward). KV-1 1941 had no parking brake. Antenna jiggling very strongly when entering the camera's FOV after being disabled for optimization reasons.
ADDED:
ISU-152 with full physics and new armour system. Shooting at infantry with some big caliber (20mm and above) will no longer make the projectile be destroyed upon hitting the infantry. The projectile will continue its course even after hitting and killing an infantry. HE or similar shells will not detonate upon hitting an infantry, it will kill the infantry and fly some more. Now showing the amount of damage dealt to modules when you damage a module.
CHANGED:
Made in game chat window darker to increase readibility. Reduced shooting recoil on Panzer II C. Clouds shadows effect in the settings is now available again. Vehicles explosions damage range has been greatly increased (+100%). Dot not stay near a tank that is about to blow up. Find another shelter. Or you will get blown up yourself. Improved engine sound effect for wheeled vehicles. Reduced turn rate of T-34s a little.
FIXED:
SU-76M rate of fire was too high (25 RPM vs 15 RPM). AI navmesh was wrong. Wrong baking of the vegetation and its colliders. Missing TREE tag on some trees leading to no GFX spawning when firing at them. HEAT and APHE shells did not follow the regular mechanics of damaging tracks. Wrong navmesh cut applied to destroyed tanks (not using rotation). Touch bending with vegetation was not working. Picking any other amount of players than 64 in capture the flag created big issues down the road. Several tanks had a micro space between their hull and their turret and therefore you could kill crew members by shooting at them with regular MG and hope for a bullet to go in between. Bunch of code not running when it should have. Mines (AP and AT) did not work.
ADDED:
Sd Kfz 234/2 Puma with full physics and new armour system. Sd Kfz 234/4 Pakwagen with full physics and new armour system. Sd Kfz 233 Stummel with full physics and new armour system. SU-76M with full physics and new armour system. Brand new birch trees and props.
CHANGED:
Gave all tracks / turrets / guns modules 100 HP. Vegetation on the playtest map. Vehicles wheels and trees will no longer collide, should solve the physics problem when driving over dead trees. Changed spawnpoints and playable area for more replayability.
FIXED:
Sync issue with static weapons when joining a game mid game. If AI bailed out of a tank, the tank gears would not go back to park position and the tank would keep moving. Ground vehicles used their forward acceleration time for their reverse acceleration time (leading up to for example the KV-1 almost not going in reverse at all). Ground vehicles sometimes flying a little, or sliding when going uphill.
REMOVED:
Clouds shadows, temporarily disabled, we are having issues with our vegetation shaders and the cloud shadows setup, some kind of conflict.
ADDED:
Panzer II C with full physics and new armour system. KV-1 1941 with full physics and new armour system. BT-7 with full physics and new armour system. New setting Use Steam Cloud saving'. This will simply stop the game downloading your progress file from Steam Cloud Servers. It will still upload them, though.
CHANGED:
Increased sensivity of unselecting in game chat inputfield with mouse movement. Increased HP of guns modules on tanks. Increased damage for the BK 3.7 from 60 to 80. Increased damage for the 7.5 cm KwK 42 L70 from 140 to 150. Increased damage for the 8.8 cm KwK 36 L56 from 130 to 140. Increased damage for the BK 7.5 from 100 to 125.
FIXED:
T-70 physics issues sometimes. SU-100 wheels camouflage wrongly set up. In game inputfield chat missing a mask. Fuel amount not synced in multiplayer when joining a game mid game. Nothing exploded or could hit the ground. Very problematic. It's like the ground was excluded from every calculations. Panzer II C loadout. Rate of fire for the 2 cm KwK 30 L55 was wrong (200vs280).
ADDED:
SU-85 with full physics and new armour system. SU-100 with full physics and new armour system. SU-122 with full physics and new armour system. T-70 with full physics and new armour system. Panther D with full physics and new armour system. Added fuel as a new mechanics for ground vehicles. Currently we don't have any supply depots/stations, but as time goes on, we will implement those. The mechanics doesn't aim for realism, as you could drive for hours IRL, but just present enough so that you need to keep an eye on the gauge. In game chat window will automatically deselect itself if you start moving the mouse around. Very convenient, very QoL. Meaning as soon as you finished typing your message, and once you sent it, just grab your mouse and move it around a little and boom, you're good to go!
CHANGED:
Improved collider quality of the Panzer IV G turret. Improved as a whole how the repair of destroyed modules work.
FIXED:
Wrong colour could be shown in the chat for some team members (like blue for players from the enemy team). You could still move your tank even if your track was broken. Your tank would move indefinitely if your driver crew got killed while driving. Infinite error loop linked to markers. Could not repair tracks.
ADDED:
Tiger I E with full physics and new armour setup. T-34/85 with full physics and new armour setup.
CHANGED:
Increased HP of tank tracks. Shooting at and destroying tank tracks will no longer damage the hull. Updated soviet tank sight in first person for gunners (more accurate). Improved the armour visualization in the units encyclopedia. Reduced the APCR damage bonus by 20% (From 50% to 30%).
FIXED:
Micro space between Turret and Hull on Panzer IV G, and if aimed properly, a bullet could kill the tank commander because no collider would stop the bullet from entering the tank. Missing LODs on newly implemented tanks. Anti tank rifles could not damage any tank armour with the new armour model. Close shot damage bonus was way too high for small arms/AT rifles. Missing matching camouflage textures for wheels and tracks on tanks. When destroying the engine of a tank, the GFX would immediately spawn and not gradually appear. Dot crosshair would not re appear after switching back from FPS gunner to 3rd person gunner in tanks. Actually fixed tanks not going up hills :) Destroying trees by shooting at them using big guns which used other shells than HE would not work.
NEW TANK PHYSICS. YES. And new armour modelling and damage modelling for armoured vehicles! WARNING: Only 4 tanks have been currently implemented. One per faction (Cromwell Mk. V, Panzer IV G, Sherman M4A3E8 and T-34 1943). I am doing a new setup from the ground up and implementing everything takes a HUGEEE amount of time (I'm alone doing it) so, yeah, I'll add back all vehicles one by one, with the new armour system and physics, but this will take a while.
ADDED:
New physics system for ALL ground vehicles! YAY! Feels so good now. Realistic tank physics with suspensions and all! New armour system and damage logic. Armour can now locally be damaged, meaning if you repeatedly shoot on a single point of the armour, it will pierce at some point. Entirely dynamic. Alongside with the new damage and armour system for tanks, a new addition is also coming to the units encyclopedia: Armour visualization. You can simply spawn a tank, and click on it to visualize the armour where you click (the visual effects is still wonky but the information displayed is correct). Very helpful in order to figure out which part of a tank you should be aiming at ;)
CHANGED:
Gunner first person aiming vision. It might not be realistic, but the vision will from now on be from within the barrel. I have absolutely no way to apply any sort of correction to have proper aim with a side sight. The amount of work for it would not be worth it anyway, simpler this way. More accuracy in first person, yay! To damage internals of tanks, you know need to deal at least 25% or more to the base tank HP (25 damage since all vehicles have 100 HP). Under this value, you cannot damage internals (crew members or engine). Improved tanks engine sounds. Increased hearing range of tanks sounds.
FIXED:
Valentine Mk III driver seat first person had visibility issues. You could still fire with a destroyed gun. The interaction window/UI 'Press 'key' to enter vehicle' would always display instead of the repair interaction UI. Infantry repair interaction issues. Artillery would not get ammo from ammo crates.
REMOVED:
Aim dot while in FPS in tanks, no longer needed since precision/accuracy has been increased for first person gunner.
Next update will be epic ;)
ADDED:
Finally, the american Sherman M4A3E8! Physics to antennas on vehicles (Jiggle). Casing ejection on Sd. Kfz. 250-9 Some recoil to some guns (cannons on tanks).
CHANGED:
Big changes to the general structure of units data in the code. This update did take a long time to come out because of the huge amount of rewrite of the code I had to perform (over 1000 errors needed to be fixed after changes were made). Ammo crates placed/built by engineers no longer give supplies to vehicles. A dedicated area/depot will be added later for resupplying vehicles. Markers icons on the UI will now be displayed with an offset so that they are rendered ABOVE the player and not onto him, which as a result completely occluded the visibility of the player. You can now change your stance when using static weapons. Artillery will not let you shoot if you are proning though. You will need to be crouching at minimum. Look of bullets. Should be prettier now. More dynamic, more 'zipping' / 'whipping' and less 'static' or 'blocky'. Small CPU optimizations when great number of bullets and players. Tried to improve the damage system.
FIXED:
Quad Maxim AA building scheme rotation issue. Quad Maxim AA camera shake issue. Starting using a static weapon while an animation was being played on a small arm would freeze the small arm in its animation. Error loop when a match ends and markers are placed on players. Velocity still applied to infantry for one frame when starting to use a static weapon, resulting in you going through it sometimes (depending on your speed, highly likely if you were running). Shadows issues when in plane and flying at high altitudes. Shadows issues when aiming down sight. 'Repair Null' text shown when trying to repair your damaged gun on your tank. M36 Jackson first person seats issues. You could not reload more than 1 magazine when getting supplies at an ammo crate. Soviet Il-4 belly rear MG was not synchornized in multiplayer. Instant kill when shooting at a tank with HE shells and low caliber (20mm). AI generating infinite flee path when trying to flee from an enemy tank. AI planes not targetting players. AI planes not properly getting some variables refreshed (hasBombs, hasRockets) after resupplying leading to wrong target acquisition. Cromwell Mk. V driver view issues.
REMOVED:
Nothing.
ADDED:
Static Weapons are now shown too on the in-game tactical map. Distance is now shown under markers. AI will now mark the enemy when it sees it. Possibility to aim gun (static artillery/mortar) while having tactical map open. Easier to aim properly. Support of Markers on the tactical map. New marker type in the orders wheel: Request strike (artillery, or strafing / bombing).
CHANGED:
Updated units tactical icons in the tactical map. Prettier and more informatives. Game scene loading screens updated. Streamlined the distance units used throughout the game. Compass directions should be easier to read now. Each team now has a finite amount of build points they can spend. Engineers are now longer restricted by the usage of their hammer. They can build as much as they can, and all engineers will use the same pool of points to build things. No more needed to respawn over and over again when your hammer had no use left :) Dynamic position of the flags ownership summary and the compass.
FIXED:
Broken / Glitchy shadows with 3D scope on snipers. 'Go back to main menu' button missing after finishing a skirmish. Turn count not shown in campaign when starting a new campaign. Players nicknames in tactical map were not getting deleted. Casings from small arms no longer endlessly roll on the ground. Resupplying the Nebelwerfer 41 with rockets and ammo crates was not possible. The Nebelwerfer's aiming speed was based on the amount of rockets it had loaded. With all rockets loaded it would be very fast to aim, but when out of rockets or when only 1 loaded it would be super slow. Artillery shells would sometimes ricochet off trees.
Hello everyone, As you can see, updates are not flowing, to my regret I ended up going back to developing Hex of Steel quite a bit lately...
ADDED:
New camera shake effect when you are trying to aim down while being in low stamina state. You will have a shaky aim instead of a regular steady aim down. New target in the in-game map to show where your mortar/artillery is aiming. On top of that a line is drawn between you and the impact point, and the distance is written next to it.
CHANGED:
Loading wallpapers for the Fields of Normandy and Encyclopedia scenes have been updated.
FIXED:
Vegetation issues in the Encyclopedia. Game crash due to a breakpoint I forgot to remove in the code 0_0 Changing shadows quality now properly works. Look of shadows. You could switch camera view from FPS to 3PS with planes even when realistic mode was ON. Regional chat would not be working out of the EU. AI no longer spawning in Campaign Battles (Singleplayer) when playing with 250 bots. 'Realistic' toggle in campaign battle window not having any impact on the actual realistic option. Basically not working. Sd. Kfz. 234-3 Stummel was actually the Sd. Kfz. 233 Stummel. Therefore, its name has changed. Impossibility to respawn after dying in a vehicle from an explosion when only 1 crew member was left alive (ye that's some very edge case scenario).
REMOVED:
250 players option when hosting a battle in singleplayer in campaign. New max is 200.
Hello everyone! It's me again, I'm back, it's been a long while, I know. I was scuba diving in the Bahamas, but seriously hard at work on our previous title. I have released the biggest update for the game to this day, and it required a LOT of time to pull out. I think I should be back working more regularly on BoS now :)
ADDED:
New vegetation.
CHANGED:
Vegetation improvements. Should improve target acquisition and enemy visibility as a whole. Less clutter. Units encyclopedia scene got a little ugprade.
FIXED:
Tank destroyers were missing their translation. When deploying/opening your parachute, if you were reloading at the same time the weapon would stay stuck in the reloading animation. Black Screen of Death final instance fixed. Was happening only in Realistic Mode ON. When firing with quad AA, 4 GFX would be spawned when only one would truly be needed, impacting performances. Casings should stop rolling on for ever. I increased their angular drag.
REMOVED:
Backtrace (Error and Crash reporting tools This could potentially improve performances.
Beasts of Steel
Valentin Lievre
Valentin Lievre
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 58
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/1871460 
We are a team of two, it's just my brother and I. He is the artist, he does the level design, modelling, while I am the programmer. We will welcome any constructive feedback and act on it. Don't be afraid to get in touch with us! We are listening to the players (we know what it is, we are both players before being game devs).
Our vision for the realism of this game is somewhere in the middle. You will not have to empty an entire mag to kill an enemy. You will not be able to carry a machine gun as a main weapon and a rifle as a secondary weapon. We try to stick to realistic loadouts. You will play as a pretty average soldier.
You will die very quickly if exposed to enemy fire. You will be shell shocked if you stay near a gun while it fires (seriously, don't).
Trees can be destroyed, either by shooting at them or driving them over with tanks (or crashing with planes).
Terrain can be deformed and there will be craters wherever a shell or a bomb hits the ground.
Tanks have plenty of shell types with realistic behaviours (AP, APC, APCBC, APHE, APCR, HE, HEAT...). Damage model for tanks takes into armour armour slope, armour thickness at impact point, angle of the impact and shell type. All vehicles have modules (Engine, Turret, Gun, Tracks...) that can all be damaged/destroyed. Crews can and will also be killed.
There are ricochets, and there is no limit on them, go crazy and kill with physics!
Now, what's really new about Beasts of Steel is its strategic level on top of the tactical level. On the very last screenshots you can see that there will be several campaigns consisting of maps made out of hexagons. It is turn based, but the battles can be resolved at a tactical level, as a traditional shooter.
You will have resources to manage (Steel, Oil, Rubber, Aluminium, Tungsten) in order to produce units, create armies, and capture victory points. It will play like our first game Hex of Steel, but with more resources, and battles in first person if you wish so.
- One map: Fields of Normandy (2km x 2km)
- 4 Countries: USA, UK, Germany, Soviet Union
- 71 planes
- 75 ground vehicles
- 179 weapons (Small arms and vehicle weapons included)
- 30 static weapons (AT/AA/MGs...)
- 3 gamemodes: Deathmatch, Hold the Flag(s), Paratroopers attack
- Online games: up to 32 players
- Offline games: up to 128 players
- More maps
- More vehicles
- Bug fixes
- Stability improvements
- Better localization
- UI/UX improvements
- Improved physics
- Higher player count multiplayer games
- Human looking infantry
- New factions (DLCs): Japan (Pacific), Finland (Winter War)
Communication with the players is very important to us. Those of you who know me from our first game already know that I (as the programmer) am super fast to release patches (we're talking within the hour) when something is not working as expected, or implementing players ideas. For those of you who don't know me, feel free to read some of the reviews under our first game (Hex of Steel).
All of that to say, we value communication, and constructive criticism. If there is something bothering you in the game, or if you have a brilliant idea, let us know! We have a discord you can join to chat with us in real time (almost any hour of the day or night), or a good ol' mail.
Discord link: https://discord.gg/Tn63mrwJyH
Support email: valentinstudio@icloud.com
- OS: Ubuntu 18 or higher or equivalent
- Processor: Intel i5 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1070 or equivalent
- Storage: 6 GB available space
- OS: Ubuntu 18 or higher or equivalent
- Processor: Intel i7 or equivalentMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RTX 3060 or equivalentNetwork: Broadband Internet connection
- Storage: 8 GB available space
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