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Closed Beta: Update #66
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).
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).
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.
[ 2024-06-13 15:04:26 CET ] [ Original post ]
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.
[ 2024-06-13 15:04:26 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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