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Closed Beta: Update #63
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.
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.
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.
[ 2024-06-02 15:10:15 CET ] [ Original post ]
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.
[ 2024-06-02 15:10:15 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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