Major Update Inbound
This will be our biggest update in the Early Access period. Listening to all player feedback (both Call of Combat veterans and new players), we have brought a series of improvements both to tactical fights and to strategic planning.
In this new update, gunfights have been made a lot more dynamic. During this Early Access, you gave us a lot of feedback about the balance between guns and grenades. So we decided to make guns better and easier to use efficiently. Quick fire: We have added the possibility to quickly override how soldiers aim and make them fire instantly as soon as you double click on an enemy. This makes close quarter combat a lot more dynamic and adds options during intense grenade fights. Hold aim: Now, you can also hold your soldiers' aim by holding the left mouse button in order to time your shots perfectly. This is useful if, for instance, you are waiting for the right moment when your target goes out of cover and becomes vulnerable even for a split second.
We have also brought some cool changes to the grenade mechanics, all accessible by holding down the right mouse button.
Increased range: You can throw grenades a little bit further than normal range. Just start the throw at maximum range and see the range increase. More accurate throw: Grenade throwing can now be inaccurate, especially under suppression. Holding the button will give you a more accurate aim though! Grenade cooking: You can also cook the grenade and make it blow up quicker after the throw. Be careful, because it can blow up in your hand if you wait too long.
We have revamped all extra weapons in order to bring more variety in combat and tactics. SMG: It is now more reliable in short range under suppression, and we added the ability to fire while running for more close range devastation. The instant fire override is also quicker than with other weapons.
LMG: The ultimate suppressing weapon. The LMG will not be the most lethal weapon, nor the quickest, but it will allow you to create a wide kill zone that the enemy will not want to go through. It needs a bit of time to deploy though, so don't use it for close quarters combat.
SNIPER: Now a lot easier to use, especially with the new holding aim feature. It will now require less micro-management.
Both the sniper and the LMG have a new "area sweep" mode, where you can set a sweep angle and let your soldier cover that area automatically.
Watch out, because too much suppressive fire will pin your soldiers down. Being pinned means that your soldier will have greatly reduced firing and grenading abilities, plus he will refuse to stand up when moving. The LMG will be the main weapon that can easily pin down multiple enemies, but enough concentrated fire from other weapons can achieve the same effect.
Last week we pushed an update with major changes to battle planning and briefing, you can read more details here. Orders and strategic view - Commander can now deliver multiple orders to each player. - Commander can also draw red arrows to indicate what might be the enemy's battle plan. - Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders. - Commander can finally select multiple players for the same order!
Weapon distribution easier - You can now give weapons to anyone, including your superiors - Subordinates can also request weapons simply by clicking on the weapon name on the left screen - If some weapons are left unassigned by any player, they will appear near the deployment zone when the game starts
Reinforcement game mode: After death your soldiers will respawn for some fun continuous action. Don't die too often though, as the time between respawns will increase quickly! Map editor: Anyone can now try to create the next most popular map! Tutorial: We have created a training ground for new players to get the main concepts of Divided We Fall. You can load it directly from the lobby. New lobby: the first Early Access release was using a modified version of the Call of Combat lobby. Then Scowen came in and created a very nice looking modern lobby. Major optimization pass: With some shader magic, and newer Unity versions, we managed to get over 100% framerate improvement on modest hardware.
- Leveling, medals (like in CoCv1) and improved point system (losing pps, anyone?) - General UI polish and improvements (feedback wanted) - Improved regiment system - We are also working on a couple of features that we are currently keeping as a surprise
[ 2017-06-22 16:51:41 CET ] [ Original post ]
Biggest update since Early Access
This will be our biggest update in the Early Access period. Listening to all player feedback (both Call of Combat veterans and new players), we have brought a series of improvements both to tactical fights and to strategic planning.
Controlled gunfights
In this new update, gunfights have been made a lot more dynamic. During this Early Access, you gave us a lot of feedback about the balance between guns and grenades. So we decided to make guns better and easier to use efficiently. Quick fire: We have added the possibility to quickly override how soldiers aim and make them fire instantly as soon as you double click on an enemy. This makes close quarter combat a lot more dynamic and adds options during intense grenade fights. Hold aim: Now, you can also hold your soldiers' aim by holding the left mouse button in order to time your shots perfectly. This is useful if, for instance, you are waiting for the right moment when your target goes out of cover and becomes vulnerable even for a split second.
Grenades dynamic
We have also brought some cool changes to the grenade mechanics, all accessible by holding down the right mouse button.
Increased range: You can throw grenades a little bit further than normal range. Just start the throw at maximum range and see the range increase. More accurate throw: Grenade throwing can now be inaccurate, especially under suppression. Holding the button will give you a more accurate aim though! Grenade cooking: You can also cook the grenade and make it blow up quicker after the throw. Be careful, because it can blow up in your hand if you wait too long.
Weapons total revamp
We have revamped all extra weapons in order to bring more variety in combat and tactics. SMG: It is now more reliable in short range under suppression, and we added the ability to fire while running for more close range devastation. The instant fire override is also quicker than with other weapons.
LMG: The ultimate suppressing weapon. The LMG will not be the most lethal weapon, nor the quickest, but it will allow you to create a wide kill zone that the enemy will not want to go through. It needs a bit of time to deploy though, so don't use it for close quarters combat.
SNIPER: Now a lot easier to use, especially with the new holding aim feature. It will now require less micro-management.
Both the sniper and the LMG have a new "area sweep" mode, where you can set a sweep angle and let your soldier cover that area automatically.
Suppression and pinning
Watch out, because too much suppressive fire will pin your soldiers down. Being pinned means that your soldier will have greatly reduced firing and grenading abilities, plus he will refuse to stand up when moving. The LMG will be the main weapon that can easily pin down multiple enemies, but enough concentrated fire from other weapons can achieve the same effect.
Strategic and planning
Last week we pushed an update with major changes to battle planning and briefing, you can read more details here. Orders and strategic view - Commander can now deliver multiple orders to each player. - Commander can also draw red arrows to indicate what might be the enemy's battle plan. - Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders. - Commander can finally select multiple players for the same order!
Weapon distribution easier - You can now give weapons to anyone, including your superiors - Subordinates can also request weapons simply by clicking on the weapon name on the left screen - If some weapons are left unassigned by any player, they will appear near the deployment zone when the game starts
Other major improvements since Early Access
Reinforcement game mode: After death your soldiers will respawn for some fun continuous action. Don't die too often though, as the time between respawns will increase quickly! Map editor: Anyone can now try to create the next most popular map! Tutorial: We have created a training ground for new players to get the main concepts of Divided We Fall. You can load it directly from the lobby. New lobby: the first Early Access release was using a modified version of the Call of Combat lobby. Then Scowen came in and created a very nice looking modern lobby. Major optimization pass: With some shader magic, and newer Unity versions, we managed to get over 100% framerate improvement on modest hardware.
What is the plan before release, you ask?
- Leveling, medals (like in CoCv1) and improved point system (losing pps, anyone?) - General UI polish and improvements (feedback wanted) - Improved regiment system - We are also working on a couple of features that we are currently keeping as a surprise
Major Update Inbound
This will be our biggest update in the Early Access period. Listening to all player feedback (both Call of Combat veterans and new players), we have brought a series of improvements both to tactical fights and to strategic planning.
In this new update, gunfights have been made a lot more dynamic. During this Early Access, you gave us a lot of feedback about the balance between guns and grenades. So we decided to make guns better and easier to use efficiently. Quick fire: We have added the possibility to quickly override how soldiers aim and make them fire instantly as soon as you double click on an enemy. This makes close quarter combat a lot more dynamic and adds options during intense grenade fights. Hold aim: Now, you can also hold your soldiers' aim by holding the left mouse button in order to time your shots perfectly. This is useful if, for instance, you are waiting for the right moment when your target goes out of cover and becomes vulnerable even for a split second.
We have also brought some cool changes to the grenade mechanics, all accessible by holding down the right mouse button.
Increased range: You can throw grenades a little bit further than normal range. Just start the throw at maximum range and see the range increase. More accurate throw: Grenade throwing can now be inaccurate, especially under suppression. Holding the button will give you a more accurate aim though! Grenade cooking: You can also cook the grenade and make it blow up quicker after the throw. Be careful, because it can blow up in your hand if you wait too long.
We have revamped all extra weapons in order to bring more variety in combat and tactics. SMG: It is now more reliable in short range under suppression, and we added the ability to fire while running for more close range devastation. The instant fire override is also quicker than with other weapons.
LMG: The ultimate suppressing weapon. The LMG will not be the most lethal weapon, nor the quickest, but it will allow you to create a wide kill zone that the enemy will not want to go through. It needs a bit of time to deploy though, so don't use it for close quarters combat.
SNIPER: Now a lot easier to use, especially with the new holding aim feature. It will now require less micro-management.
Both the sniper and the LMG have a new "area sweep" mode, where you can set a sweep angle and let your soldier cover that area automatically.
Watch out, because too much suppressive fire will pin your soldiers down. Being pinned means that your soldier will have greatly reduced firing and grenading abilities, plus he will refuse to stand up when moving. The LMG will be the main weapon that can easily pin down multiple enemies, but enough concentrated fire from other weapons can achieve the same effect.
Last week we pushed an update with major changes to battle planning and briefing, you can read more details here. Orders and strategic view - Commander can now deliver multiple orders to each player. - Commander can also draw red arrows to indicate what might be the enemy's battle plan. - Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders. - Commander can finally select multiple players for the same order!
Weapon distribution easier - You can now give weapons to anyone, including your superiors - Subordinates can also request weapons simply by clicking on the weapon name on the left screen - If some weapons are left unassigned by any player, they will appear near the deployment zone when the game starts
Reinforcement game mode: After death your soldiers will respawn for some fun continuous action. Don't die too often though, as the time between respawns will increase quickly! Map editor: Anyone can now try to create the next most popular map! Tutorial: We have created a training ground for new players to get the main concepts of Divided We Fall. You can load it directly from the lobby. New lobby: the first Early Access release was using a modified version of the Call of Combat lobby. Then Scowen came in and created a very nice looking modern lobby. Major optimization pass: With some shader magic, and newer Unity versions, we managed to get over 100% framerate improvement on modest hardware.
- Leveling, medals (like in CoCv1) and improved point system (losing pps, anyone?) - General UI polish and improvements (feedback wanted) - Improved regiment system - We are also working on a couple of features that we are currently keeping as a surprise
[ 2017-06-22 16:51:41 CET ] [ Original post ]
Biggest update since Early Access
This will be our biggest update in the Early Access period. Listening to all player feedback (both Call of Combat veterans and new players), we have brought a series of improvements both to tactical fights and to strategic planning.
Controlled gunfights
In this new update, gunfights have been made a lot more dynamic. During this Early Access, you gave us a lot of feedback about the balance between guns and grenades. So we decided to make guns better and easier to use efficiently. Quick fire: We have added the possibility to quickly override how soldiers aim and make them fire instantly as soon as you double click on an enemy. This makes close quarter combat a lot more dynamic and adds options during intense grenade fights. Hold aim: Now, you can also hold your soldiers' aim by holding the left mouse button in order to time your shots perfectly. This is useful if, for instance, you are waiting for the right moment when your target goes out of cover and becomes vulnerable even for a split second.
Grenades dynamic
We have also brought some cool changes to the grenade mechanics, all accessible by holding down the right mouse button.
Increased range: You can throw grenades a little bit further than normal range. Just start the throw at maximum range and see the range increase. More accurate throw: Grenade throwing can now be inaccurate, especially under suppression. Holding the button will give you a more accurate aim though! Grenade cooking: You can also cook the grenade and make it blow up quicker after the throw. Be careful, because it can blow up in your hand if you wait too long.
Weapons total revamp
We have revamped all extra weapons in order to bring more variety in combat and tactics. SMG: It is now more reliable in short range under suppression, and we added the ability to fire while running for more close range devastation. The instant fire override is also quicker than with other weapons.
LMG: The ultimate suppressing weapon. The LMG will not be the most lethal weapon, nor the quickest, but it will allow you to create a wide kill zone that the enemy will not want to go through. It needs a bit of time to deploy though, so don't use it for close quarters combat.
SNIPER: Now a lot easier to use, especially with the new holding aim feature. It will now require less micro-management.
Both the sniper and the LMG have a new "area sweep" mode, where you can set a sweep angle and let your soldier cover that area automatically.
Suppression and pinning
Watch out, because too much suppressive fire will pin your soldiers down. Being pinned means that your soldier will have greatly reduced firing and grenading abilities, plus he will refuse to stand up when moving. The LMG will be the main weapon that can easily pin down multiple enemies, but enough concentrated fire from other weapons can achieve the same effect.
Strategic and planning
Last week we pushed an update with major changes to battle planning and briefing, you can read more details here. Orders and strategic view - Commander can now deliver multiple orders to each player. - Commander can also draw red arrows to indicate what might be the enemy's battle plan. - Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders. - Commander can finally select multiple players for the same order!
Weapon distribution easier - You can now give weapons to anyone, including your superiors - Subordinates can also request weapons simply by clicking on the weapon name on the left screen - If some weapons are left unassigned by any player, they will appear near the deployment zone when the game starts
Other major improvements since Early Access
Reinforcement game mode: After death your soldiers will respawn for some fun continuous action. Don't die too often though, as the time between respawns will increase quickly! Map editor: Anyone can now try to create the next most popular map! Tutorial: We have created a training ground for new players to get the main concepts of Divided We Fall. You can load it directly from the lobby. New lobby: the first Early Access release was using a modified version of the Call of Combat lobby. Then Scowen came in and created a very nice looking modern lobby. Major optimization pass: With some shader magic, and newer Unity versions, we managed to get over 100% framerate improvement on modest hardware.
What is the plan before release, you ask?
- Leveling, medals (like in CoCv1) and improved point system (losing pps, anyone?) - General UI polish and improvements (feedback wanted) - Improved regiment system - We are also working on a couple of features that we are currently keeping as a surprise
Divided We Fall
KAVA Game Studio
KAVA Game Studio
2017-10-03
Action Indie Strategy
Game News Posts 33
🎹🖱️Keyboard + Mouse
Mixed
(245 reviews)
http://dividedwefall.co
https://store.steampowered.com/app/495580 
The Game includes VR Support
Divided We Fall Linux [1.18 G]
Divided We Fall: Officer Edition
Divided We Fall is a close-combat multiplayer game with team-driven strategy at its core set in various immersive battlefields of the Second World War.
Command your squad through WW2, form well thought-out battlefield tactics and executive them effectively to ensure your path to victory.
Hone your skills in fast paced 1 vs 1 real-time battles, or join battles with up to 10 soldiers per side, each will require a great amount of planning, co-operation and teamwork.
Become a commander by being the highest ranked player of a team, devise an overall battle plan for your team and assign weapons to your soldiers through an in-game board interface.
To achieve victory as a commander on the battlefield, you must make effective use of terrain to provide cover for your troops, create deadly kill zones and ambush the enemy. Success hinges on the tactics formed during the planning phase, the effective teamwork between each other and the individual execution of the chosen tactics during combat.
Forge strong bonds of brotherhood in this intense multiplayer combat, for Divided We Fall…
Key Features:
● Intense real-time battles where teamwork is the key to victory
● Close quarter combat with tactical manoeuvring and ambushes
● Squad-based action combined with team play that has a clear military chain of command
● Compete with your clan via ranking systems, leaderboards and competitions
● Command your fire team successfully and strive to become a general
● Use the World War II terrain to your advantage; provide cover for your troops and create deadly kill zones and ambushes.
Command your squad through WW2, form well thought-out battlefield tactics and executive them effectively to ensure your path to victory.
Hone your skills in fast paced 1 vs 1 real-time battles, or join battles with up to 10 soldiers per side, each will require a great amount of planning, co-operation and teamwork.
Become a commander by being the highest ranked player of a team, devise an overall battle plan for your team and assign weapons to your soldiers through an in-game board interface.
To achieve victory as a commander on the battlefield, you must make effective use of terrain to provide cover for your troops, create deadly kill zones and ambush the enemy. Success hinges on the tactics formed during the planning phase, the effective teamwork between each other and the individual execution of the chosen tactics during combat.
Forge strong bonds of brotherhood in this intense multiplayer combat, for Divided We Fall…
Key Features:
● Intense real-time battles where teamwork is the key to victory
● Close quarter combat with tactical manoeuvring and ambushes
● Squad-based action combined with team play that has a clear military chain of command
● Compete with your clan via ranking systems, leaderboards and competitions
● Command your fire team successfully and strive to become a general
● Use the World War II terrain to your advantage; provide cover for your troops and create deadly kill zones and ambushes.
MINIMAL SETUP
- OS: Linux 64-bit
- Processor: Dual Core 2GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GTX8800. Intel 4000 or equivalent
- Storage: 2 GB available space
- OS: Linux 64-bit
- Processor: Quad Core 2.5GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GTX260 or equivalent
- Storage: 1 GB available space
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