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Closed Beta: Update #25

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.


[ 2023-11-27 00:04:18 CET ] [ Original post ]



Beasts of Steel
Valentin Lievre
  • Developer

  • Valentin Lievre
  • Publisher

  • 2024
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 58  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://store.steampowered.com/app/1871460 
  • Steam Store


  • 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
    MINIMAL SETUP
    • 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
    RECOMMENDED SETUP
    • 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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