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Closed Beta: Update #75
Possibility to spectate a match (new button added where you choose a team). Introducing a brand new 'Merit Points' system to fluidify the use of vehicles and render them not so OP (less of an revenge tool). You will earn Merit Points for performing various actions throughout the game (killing enemies, healing allies, capturing points...). But you will also lose Merit Points for team killing. Also, all vehicles / infantry classes will have their own Merit Point cost. This way, a King Tiger does not require the same amount of 'farming' as a Panzer II. This way, you could actually see more light tanks on the map instead of the usual heavies since there was 0 downsides to having heavies only, when given the choice. Reason for banning a player. Whenever you start a ban procedure mid game, you will have the possibility to add a reason/explanation to the ban. Frontline gamemode setup on the Normandy Farm map. Specific footstep sound effects for when walking on specific objects (wooden floor inside the houses, on rocks, etc).
What bot can or cannot man/crew static weapons (infantry classes restrictions). Now all classes are allowed except engineers or medics. Improved the look of craters in winter season. Colors of some vegetation elements. Improved the look of AmbientOcclusion (increased rendering range from 15 to 300 meters). Added FOV settings. Settings now all are scrollable. Mobile spawnpoints construction time reduced from 30s to 15s (-50%). Wind has been increased on the Normandy Farm map to increase dynamism/make the scene more alive. Updated all localization files. AI engineers will build things closer to flags when a gamemode has flags.
AI tanks sometimes not entering engagement mode because of false positive inclincation. Settings quality dropdown option not being refreshed when not matching with a default preset when in game (not in the main menu). No light going through when in FPS view in tanks. Nebelwerfer was unusable due to velocity being the real life one instead having the 50% modifier applied like other regular artillery guns. Touch bending on vegetation not working properly. Getting into a vehicle that was abandonned by someone would make you instant respawn. Issues when trying to repair modules on vehicles. Not very reliable (look action). Tank crew FPS view UI issue with some tanks. Some trees would stay on the map after you destroyed them. Sort of duplicate issue (visually).
Spawn cooldown on vehicles. The new 'Merit Points' system replaces it.
[ 2024-11-30 19:23:45 CET ] [ Original post ]
ADDED:
Possibility to spectate a match (new button added where you choose a team). Introducing a brand new 'Merit Points' system to fluidify the use of vehicles and render them not so OP (less of an revenge tool). You will earn Merit Points for performing various actions throughout the game (killing enemies, healing allies, capturing points...). But you will also lose Merit Points for team killing. Also, all vehicles / infantry classes will have their own Merit Point cost. This way, a King Tiger does not require the same amount of 'farming' as a Panzer II. This way, you could actually see more light tanks on the map instead of the usual heavies since there was 0 downsides to having heavies only, when given the choice. Reason for banning a player. Whenever you start a ban procedure mid game, you will have the possibility to add a reason/explanation to the ban. Frontline gamemode setup on the Normandy Farm map. Specific footstep sound effects for when walking on specific objects (wooden floor inside the houses, on rocks, etc).
CHANGED:
What bot can or cannot man/crew static weapons (infantry classes restrictions). Now all classes are allowed except engineers or medics. Improved the look of craters in winter season. Colors of some vegetation elements. Improved the look of AmbientOcclusion (increased rendering range from 15 to 300 meters). Added FOV settings. Settings now all are scrollable. Mobile spawnpoints construction time reduced from 30s to 15s (-50%). Wind has been increased on the Normandy Farm map to increase dynamism/make the scene more alive. Updated all localization files. AI engineers will build things closer to flags when a gamemode has flags.
FIXED:
AI tanks sometimes not entering engagement mode because of false positive inclincation. Settings quality dropdown option not being refreshed when not matching with a default preset when in game (not in the main menu). No light going through when in FPS view in tanks. Nebelwerfer was unusable due to velocity being the real life one instead having the 50% modifier applied like other regular artillery guns. Touch bending on vegetation not working properly. Getting into a vehicle that was abandonned by someone would make you instant respawn. Issues when trying to repair modules on vehicles. Not very reliable (look action). Tank crew FPS view UI issue with some tanks. Some trees would stay on the map after you destroyed them. Sort of duplicate issue (visually).
REMOVED:
Spawn cooldown on vehicles. The new 'Merit Points' system replaces it.
[ 2024-11-30 19:23:45 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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