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Closed Beta: Update #46
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.
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.
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.
[ 2024-01-18 21:49:23 CET ] [ Original post ]
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.
[ 2024-01-18 21:49:23 CET ] [ Original post ]
Beasts of Steel
Valentin Lievre
Developer
Valentin Lievre
Publisher
2024
Release
Game News Posts:
62
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
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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
- 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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