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The test is coming


Hi, friends. With warmth and ease in our hearts, we inform that we have dealt with almost all the things that we had to deal with before the test. Today we finished sorting letters, and selected people to participate in the test. Thank you very much to everyone who responded and sent applications. Thanks for the words of support and warm feedback on previous games. It was not necessary. And by the way, it did not affect the decision. However, it was a pleasure to read. From time to time, someone could notice how a single tear of emotion rolls down the wrinkled cheek of fellow-developer. He brushes it off or wipes it with his sleeve shortly after, says that his eyes are simply tired of the monitor. And he will start to work again, but somehow happier this time. And his back will become straighter and the look lighter. Thank you for that, fellows. There were many more applications than needed. Unfortunately, at this stage we can invite only a couple of hundred to the test. Those of you who have passed will receive a letter in the next few days with instructions on what to do next. Nothing complicated, dont worry. No marching in full uniforms, tasks to get involved in a fight in opera-house, or waiting at night in a dark alley for a figure in a cloak that will pass a package with a key. The most difficult stage has already been completed. You sent an application and got to the test. Those who wont receive the letter - do not worry! After this test, a CBT will begin, much larger, and many more people will be able to participate in it. The game will be even better, and there will be many more players to play with. Just stay in touch in the Discord - https://discord.gg/DhvK4T Cause it won't be many news here in the near future. The main channel for communication will be there. Are you ready to rush into battle?


[ 2019-10-30 20:35:17 CET ] [ Original post ]


Page closing


Hi, friends! As you remember we have teamed up with 1C Entertainment and now we are getting ready for closed testing. Many thanks to all those of you who volunteered to participate in the first test! There are even more applicants than we expected. We have collected your letters and well keep in mind everyone. Now our goal is to ensure that everything will work smoothly. Hopefully, the dates of the first test will be set soon. Well inform you about it as soon as possible. Closed testing will be held through the 1C Entertainment tools. To participate in CBT you have to be registered on the site: http://1cgames.net. A bit later the 1C Entertainment launcher will be available on the site. Men of War II: Arena could be installed through it. It turns out that for now the game will grow outside of Steam. This does not mean that Men of War II: Arena will never return here. A separate page of the finished game may appear over time. But the stages of closed and open tests are intended for the 1C Entertainment platform. In this regard, it was decided to close the project page. We understand that Steam is a convenient platform for many of you. You are used to monitoring the project, making friends for future games and reading the news here. But for a large-scale online project having its own space and separate site is very important. And it will be much more convenient to conduct tests and collect feedback. Also our posting is going to be more regular. A forum and a separate page of Men of War II: Arena on the portal are being prepared right now. So far, we will answer all questions in our social networks: FB But for the current holly wars and fun you are welcome to Discord, where a separate channel for the test will be created. Thank you for your support and we wish you all the best!


[ 2019-10-11 17:04:43 CET ] [ Original post ]


Name change and other important news


Hi, friends. Didnt we promise important news this Fall? So the change of name is one of them. Hopefully, we didnt hold any weird make tattoo with our brand name contests, otherwise, it would be kinda awkward now.

Publisher.


A couple of months ago, negotiations with 1C were completed. They ended with the signing of a publishing agreement. We were an indie studio long enough to fully enjoy unlimited freedom and limited resources. Now the development is at the stage when the core gameplay is ready, all possible foundations have been laid, and it is the right time to move on to public tests and promoting the game. And for this particular stage, we really needed a partner, preferably time-tested one. Therefore, to unite with 1C again to release the next part of Men of War - is a logical and exciting step for both companies. Now that our cooperation has resumed, we will be able to increase staff, speed up development, add some more beautiful things to the game, do promotion, spend more money at the casino ...

Name.


... and use the Men of War family name. We had previously discussed the possibility of changing the name before the release and only partly so as not to receive news in Google Alerts on the life of New Brunswick and the Soldiers Arena hockey stadium. Men of War is without a doubt a more recognizable, popular and unequivocal title than Soldiers (there are still many more games with soldiers in the title). Now we can not only return to work on the MoW series, but also continue it. The number 2 in the name is not without reason after all. Arena turned out to be a really new game. She retained the main game mechanics, received many new ones, and lost some of the old problems of the series. Men of War II: Arena has both a recognizable MoW gameplay and a new gaming experience ...

Public tests.


... which you will soon be able to test. Over the past few months, we have not only signed contracts and changed names, but also prepared for the beta test. It will begin in the near future and will take place in three stages. For the first and most cozy one we will recruit a couple of hundred players. Over time, we shall move to a larger-scale CBT, and only then to OBT, when anyone can play. We will be able to collect more feedback in conditions close to in the field ones, and you will be able to try the game before release. What is needed for this?
  • Register on the publishers website.
  • Send an e-mail with your data to pr@bestway.com.ua: the email address for which you registered your account on the 1C website, a link to your account in Steam, full name.
  • Periodically check mail and news. We will write about the end of recruitment and the beginning of the test.
Register and get ready to send your troops to the Arena. Wish you all the best.


[ 2019-09-24 16:15:07 CET ] [ Original post ]


DevDiaries #86: Arts and hints


Link Hi, friends. Summer is over and with it our short parting. Let this art with sunflowers, tankmen with a dog and T-34 brighten up the beginning of autumn for all of you. We went to work straight outta stealth mode and prepared a short diary about arts, getting rid of placeholders, game responsiveness, and interface. To make the metagame more attractive, we began work on the art for battalions. Started quite a while ago, but did not add them to the game until each one was ready. We finished this work by the end of August, so now the metagame interface has significantly fewer placeholders and notably more beauty. In the last post, before we went into the fog of [strike]war[/strike] vacation, we already showed the art of the German subversive and reconnaissance battalion, and today's one is, obviously, the Soviet medium tank battalion. In the future, we will show the rest in good resolution.
Link There are much fewer placeholders and question marks in the development tree too. The work has not yet been completed, so the icons from different periods look a bit heterogeneous. And may change one or more times before release.
Link We also added a lot of hints on the metagame interface. It probably doesn't sound like an epic and very interesting task to read about. And its unlikely to give rise to fantasies about how you and your friends are going to open hints until the early hours of the morning, and interrupting each other excitedly talk about unit levels, or re-reading over and over again, for which you need a Play button. Being a rather boring part of the learning process (which is not Disneyland itself), the tips do not cease to be extremely important and necessary. Soldiers: Arena is a hardcore, as we all love, so there are a lot of mechanics, features, groups of units, types of slots and all kinds of characteristics in it, which you doubtfully understand without a peep. Now you will have a reliable assistant in the metagame. Not Clippy though.
Link Most importantly, tips for units and battalions have started to do their job and can explain to beginners how the T-34-85 differs from the T-34-85M, or rookie rifleman from a veteran. And that means the decision to take it to the deck or not will be more conscious. Of course, you can always just put the most expensive units ... But if you, like us, like to dig into the settings and assemble the most efficient, interesting and surprising battalion, these tips will come in handy. They, as you see, contain a lot of information: basic characteristics, a list of strengths and weaknesses, a description of the unit. Ok, they WILL contain when we finish filling in all the data.
Link We are doing our best to make the game as attractive as possible before the release, to remove the maximum number of placeholders and temporary solutions. We would like to make the OBT stage as short and quick as possible to give everyone a chance to play. While we have the opportunity to devote all our efforts to development, rather than support, we intend to use it. Wish you all the best, and feel free to suggest a topic for the next diary.


[ 2019-09-07 17:49:03 CET ] [ Original post ]


Postponed Diary


Link Hi, friends. The next diary will be in the first ten days of September. As for us, we will activate the stealth mode for the next two weeks, as a sabotage and reconnaissance brigade usually do. Don't miss us much and know that there will be many interesting news this autumn. Hope the rest of the summer will be great for you all.


[ 2019-08-16 20:21:57 CET ] [ Original post ]


DevDiaries #85: Managing battalion p.2


Link Hi, friends. Today we continue to talk about how to manage your battalion. Well show with examples how much freedom of choice the battalion constructor provides. We will conduct an inspection of the howitzer battalion of Germany and will choose a favorite type of sabotage activity along with some other ones. And we will announce the winners of the contest from the last diary who will get access to the alpha test. In the last diary about on this topic, we talked about the process itself, the principles that formed the basis for the concept of battalions, echelons, and BR. We will not repeat ourselves, so if you managed to forget (or missed the material at all), then here is the link. Today we will develop further on the topic, and show how the same battalion can vary depending on the strategy chosen by the player. In order not to confuse you, we will use the word battalion, although both regiment and brigade can be found in the screenshots. And dont forget that the interface is still work in progress. Do not be too harsh on that.
Link Each battalion has a specialization and discounts on BR for the units. And the deck from the screenshot above uses its specialization to the fullest extent. Only the howitzer battalion can take the leFH 18M on the first echelon, and it is the only one who can put howitzers into two slots on the second and third ones. Using all the slots and a ten percent discount to the maximum (3.6 BR instead of 4 for each sFH 18) we get ten (!) howitzers for the whole battle. Well put the recoilless 105-mm LG-40 gun (which we will use as a howitzer anyway), an anti-aircraft gun and some infantry into the remaining slots. At the third echelon well take one Pak 43 in order to at least slightly cover our rear from heavy tanks. Such a deck will allow you to field anywhere from 2 to 5 howitzers on the battlefield at any time, allowing you to worry less about their loss and enable you to maintain a generous howitzer symphonic orchestra running. The main disadvantage of it is that there is practically nothing left to defend your chaps with and thus it is necessary to rely heavily on fellow mates.
Link If you are not yet ready to entrust your life to an ally and think that the flexibility is the best way out, look at the screenshot above. There are much fewer howitzers, so losing them will be very unpleasant, but you will be ready to turn the tables around on unprecedented situations. Youll be able to strengthen your position with engineers and battle engineers; defend against air strikes and paratroopers with the Wirbelwind. Take some infantry too for cover from saboteurs and the occasional capture of territory, previously freed from the enemy by means of dropping ample amounts of high explosive shells beforehand. Pak of various modifications will not only protect against tanks, but also significantly expand the list of priority targets for you. In general, the battle with this deck is more comfortable, but artillery fire from one or two howitzers isnt the same as from four.
Link What you see above is a deck made by a non-conformist howitzer commander that fights the system in all of its manifestations. This is not to say that a howitzer battalion without howitzers is the right decision, but it is also possible. Just imagine the bewilderment of the enemy team! Your teams surprise equally notwithstanding, you may be able to pull it off... If you want, you can even play as an attacking howitzer battalion, no matter how strange it sounds. Collect more infantry, clear the territory with artillery preparation, move forward, repeat. Or you can support allies with "fire and wheels" moving after the advancing troops. You can take risks and bring howitzers almost to the front line to level out the minuses of the plunging fire. We are sure you understood the main idea - there is no one true option. Now let's expand the material looking into the subversive and reconnaissance battalion. Because everyone knows - there is no MoW without a good fight in the enemys rear. Let's consider three types of decks: with focus on snipers, on front support and on sabotage units.
Link For successful sabotage behind enemy lines, you still need to go there and find the enemy there, which is actually not so easy. But you dont have to, when you focus on supporting the frontline instead. Such a deck is balanced and for it, the team will say Thank you!, Especially if you are a beginner saboteur. Its goal is to strengthen allies on the front line with your units, whilst then capturing and holding territory. Separate infantry squads will help to hold or capture important areas while you are micro-managing the rest of the units. The Jgers do not capture the territory, but they can protect you from the advancing infantry, and have an improved view range to detect enemy saboteurs. Profile units (scouts and saboteurs) in such a deck should be near the front line. Intentionally not going behind enemy lines, but highlighting firing points, machine gunners and snipers for allied artillery. Just to prevent an attack and repel the desire to carry it out. Mortars, both stationary and mounted on the Sd.Kfz 251/2, will help in cleaning buildings, destroying artillery and defending infantry. This one is good for reconnaissance, defense, sabotage on the front line.
Link Focusing on snipers speaks for itself. There are a lot of them. If you forgot, here you can read about the types and ammunition of snipers in Soldiers: Arena. Still, all of them have something in common. Any sniper is good for the systematic killing of defending infantry, but does not cope well with large clusters of attacking ones, especially with tank support. They can trample your snipers and roll them over with their tracks. And in order to provide ourselves with some protection against such attacks, we put machine-gun detachments in the remaining slots to protect against infantry and include ourselves an airstrike against tanks and artillery. And we hope that we wont have to defend ourselves alone. Jgers located close to the front line due to their enhanced view settings provide excellent visibility and highlight targets for snipers. This means that you will always see the enemy first. Such a deck is good for bleeding the enemy and slowing his advance. If the player not only scatters snipers on the map, but also has good situational awareness, then the effectiveness of the battalion will increase significantly. Change positions, monitor the visibility, choose priority targets, advance along with an ally ... In good hands, snipers clean out enemy infantry even better than howitzers.
Link From defensive capturing decks, we move on to something completely different. A base-harassing, offensive, aggressive profile. Its basis is made up of scouts, saboteurs and Brandenburgers. All these units have stealth skills, can mask their positions, and do not affect the front line, but their weapons and equipment are very different.

  • Scouts. Each of them have MP-40, 2 M39 grenades, a signal grenade (artillery strike).
  • Saboteurs:
    • Two saboteurs (silent pistol, 2 M39 grenades, 2 smoke, 2 signal grenades, 2 dynamites).
    • Saboteur with SMG (MP-40, 2 M39 grenades, 2 smoke, 2 signal grenades, 2 dynamites).
    • Saboteur-sniper (Mauzer 98k (sniper), 2 smoke grenades).
  • Brandenburgers:
    • Armored personnel carrier Sdkfz 251 (2 Mg-34)
    • Driver (MP-40)
    • Two riflemen (G43, 3 M24 grenades, 2 smoke grenades, 2 dynamite)
    • Commander (G43, 3 M24 grenades, high-explosive M24x5, 2 smoke, 2 signal grenades)
    • Radio operator (silent gun, 3 M24 grenades, 2 smoke, 5 signal grenades)
    • SMG infantryman (MP-35, 3 M24 grenades, HE M24x5, 2 smoke grenades, 2 dynamites)
    • Sniper (Mauser 98k (sniper), smoke grenade)
Such a deck will be supplemented by airstrikes and paratroopers, with which you can kill what your scouts and saboteurs spot. This one is very demanding in micro-control and practically useless in terms of capturing the territory, but if you are used to it, the enemy will never use the words safe and rear in one sentence. As you can see, even highly specialized battalions like howitzer and subversive and reconnaissance can be configured for completely different strategies. What can we say about the battalions, the whole point of which is universality? We want to thank the history fans from the community who responded and sent their work to the contest. There was really a lot of feedback and some of it was really impressive. Thank you for that! It was a tough decision to make but the winners are: Sebastian Czarnowski, Adams Disturber and Zhuk Ruslan. Remember to check your mail, guys. Wish you all the best.


[ 2019-08-05 18:18:50 CET ] [ Original post ]


DevDiaries #84: DevFeedback


Link Hi, friends. This is the right time for another diary with feedback. As usual, we look back to tell what we created from scratch, what we repaired, and what we upgraded. Settings, new features, increasing the size of maps and two returns by your requests: ammunition and BC and rubric with bugs.

Airstrike


About a month ago we added an air strike to the game. And immediately started testing and modifying it. A week later, added different types of ammunition to aircraft. Now adjusting the damage of planes. So that aviation was a formidable opponent, but did not become an easy-to-use ultimate tool. With most units, the air strike copes in one flight, with the heaviest and the most armored of the tanks - in several. But a couple of aerial bombs are a great way to cope with the IS without having serious AT-guns or your own tanks. Hit down the track and finish off with an airstrike is quite a working strategy. You asked several times in the comments about the possibility of choosing the direction of attack for the air strike. The thing is necessary, no doubt. So weve added it. And also taught the AI to use aviation.
The importance of teamwork has also grown due to the advent of attacking aircraft. Most units have always been an easy target without the support of infantry giving an overview. Now you need to protect the allies from the air attack too, so that the value of anti-aircraft guns and allies who have them has grown. We are actively fixing bugs in the air defense behavior, learning to aim and doing fine-tuning of anti-aircraft guns, their damage, aiming speed, detection radius, etc.

Map size


The last few months we have been experimenting with the size of the maps, as there was a feeling that gameplay is something tight. Created a new Champagne map with an area of more than twice the size of the other maps. It was too spacious to play on it though, so according to the test results, we cut it in width and length several times. Until a compromise was reached, which made it easier to apply workaround tactics or organize impudent breakthroughs, but at the same time did not force to play search game all the time. The balance here was important. However, who would doubt?
Link When the map is too large, most of the session goes into training for a strategic triathlon: orienteering, high-speed scrolling, and sports pixel-hunting. The main game mode is about the front line, where the battles do not stop, where you need to hold and win every inch. The ideal size for this game mode is when the team lacks some troops to control the entire width of the map, and the depth allows to hide artillery and the saboteurs to hunt. And, it seems, we found such a size. The gameplay has become more orderly, the war has become more maneuverable, and mobile units have become more valuable. Began to customize the rest of the maps under the new format.

Settings


Of course, we worked on the metagame, usability and tutorials. On this way, a lot has already been passed, but no less has remained. Soldiers: Arena game is quite difficult, both in terms of the metagame and in terms of gameplay. However, hints, tutorials and intuitive controls are desirable in a game of any difficulty level. Hardcore and difficult trials in games are certainly important, but the main test should hardly be the task of picking the sword from the ground or spawning the first squad. So, in recent months we have been working a lot with setting up in-game hints, hotkeys and hot groups. We made hints for the metagame, the commanders constructor and the slot types. We write informational texts about battalions and units, so that it would be possible without Google to figure out which of the PZ III modifications is better suited for your deck.
Link A lot of balanced edits and settings have been made. Here are some:
  • Ammunition ceased to be infinite. We test this mechanic and look for a good solution at this point. Maybe a choice of ammunition and setting up the supply will become a part of managing the battalion process.
  • We continue to configure the tps and fps cameras. This time, machine guns got their legitimate opportunity to conveniently cut down the foes with direct control.
  • Customized the characteristics, weapons and behavior of units. Ordinary snipers lost the bonus to the detection of saboteurs. Jaegers have become more mobile, making it easier to pursue scouts. Reduced health for brandenburgers, and increased for elite snipers. Taught separate infantry squads how to go in the right order - now the commander and heavily armed fighters are walking in the center.
  • Added additional characteristic for tractor units, which determines how fast it moves with attached artillery. For example, the GAZ-67B will receive a small penalty when towing a 53- and much larger when towing something heavier.
  • Refinement of the trenches. Made a new markup visualization, both intuitive and informative. Many bugs were fixed in the behavior of units in the trench and during its assault.

As always fought and won the fights with bugs. In an unequal battle fell the one, that allowed units to ride through anti-tank hedgehogs while using direct control. The family of unit geometry bugs died too. However, it was rather the last favor, than cold-blooded murder. This family seriously suffered in life, turning the units outward, forcing them to move at an angle of 45 degrees to the ground, and run with feet facing backward. But, the saddest thing is that our dear friend is missing in action. It made us shake up and look more cheerful at life. In one of the patches, the camera shake began to work not only from especially large projectiles but also from fragmentation belts of anti-aircraft guns. He was jiggling our screens and shaking out all the sadness. And he also prevented the opponent from aiming, since the screen shook not only at the owner of the unit but also at all who saw the process of shooting fragmental-epileptic shells. Here is the last scene we saw him. R.I.P.
Slightly above we wrote that we fill in the info about the units. In addition to the description of weapons and armor characteristics, we want to see there some interesting historical fact, so that the hint wouldnt be purely technical. And we know for sure that there are fans of the history of World War II among you, guys. If you have a desire to help the development, send to PR@bestway.com.ua interesting facts (with links) that seem to characterize a specific unit. You can send it up to 1.08.2019. Well return the favor and the three best historians will take their keys to the alpha test. Wish you all the best. Germany techtree. USSR techtree.


[ 2019-07-14 12:07:14 CET ] [ Original post ]


DevDiaries #83: Airstrike of epicness


Hi, friends. Intimidating. Bomb throwing. Aviation. These words can be used to describe the first tests after the introduction of airstrike in Soldiers: Arena. It is always a joy to add new features to the game, but an airstrike ... is a story that deserves to be in epos. The planes dropped bombs, anti-aircraft guns fought back and avenged, all others sought shelter. Sought in vain. One cant hide from the fiery gaze of aces. Cant get away from their punishment, which pours from the sky like rain, turning brave men into the dead. Damn, it's hard not to switch to a high syllable, remembering how epic it looked in the game.

"Now mount we our horses, Now bare we our brands, Now haste we hard, maidens, Hence far, far, away." Poetic Edda


You already know that reconnaissance and paratrooper planes have been around for quite some time. And the most attentive noticed a place for an airstrike in the technology tree. Since last week, this is not just an icon, but also the opportunity to order a flight of valkyries laden with bombs. Lets discuss how it works now (in draft form). As a reconnaissance aircraft, an airstrike does not take CPs, but launches a timer after completing a combat mission. The time required to return to the airfield and maintenance depends on the damage received during the flight. Of course, damaged to death plane becomes unsuitable for airstrikes. You, as a commander, are only required to indicate a point on the map, sometimes adjusted for a moving target. The pilot will do the rest. Your air Aesir will go to bomb the Jotun-tankmen and the Vanir-infantrymen, dropping one bomb at a time. High-explosive action of the projectile is enough to destroy the majority of opponents, clearing a pair of buildings, destroying trenches. Or you can hit the preemptively-intimidating strike, the purpose of which is to show that you still have aces in the hole and in the sky.
Air strikes can be used by all infantry battalions, Mechanized and Panzergrenadier tank battalions, Howitzer and Air defense battalions artillery ones. The Sapper commander can put airstrike in two slots, the rest only in one. Now the supportive troops have become strong not only in defensive actions but also in the offensive ones. The ability to send two planes at the same time can sometimes turn the tide of battle or, at a minimum, clean up the area before the offensive. Strengthening the spot and bombing the attacking enemy is also a good strategy. Anti-aircraft systems are rarely placed directly on the collision line, which means there are more chances that the enemy units will go to Valhalla, but not your pilots.

"Cattle die, and kinsmen die, And so one dies one's self; But a noble name | will never die, If good renown one gets." Poetic Edda


Is such a high-explosive lightning strike at a point on the map too strong? - you may ask. No way. Because we do not introduce ultimate and uncounterable abilities, and always think about the balance of forces on the battlefield. The plane can be seen from afar, and if you are attentive, and your unit is fast enough - you can just ride away. The situation is worse if you are seated in a fortified building, in a trench or immobilized in a tank ... In such cases, your only hope is in anti-aircraft guns. 61-K or Wirbelwind prudently spawned can cut the wings before dropping the bomb, or at least revenge. The struggle of aviation and air defense in the session adds not only the epicness to the fight, but also realism in the use of anti-aircraft guns. Although the FlaK 18 was quite successfully used against armored vehicles, it was still created to combat air targets.
Airstrike is a very fresh feature, so we still need to customize it, add new models and a realistic arsenal to each aircraft. For example, before the spawn of the Stuka, you can choose what to hit the enemy with: one 500-kg bomb or two 250-kg with a large spread. And the IL-2 will have a choice between firing RS-82 missiles, bombing with anti-tank cumulative anti-tank bombs (PTAB) or shoot with VYa-23 cannon. Frankly, we have already added this. Just the day before yesterday.
With aviation, things are getting better, so in the future, we are only going to expand the capabilities of the airfield. The logical development of the idea with an airstrike looks like the addition of the Pe-2 and Ju 88 front-line bombers. More survivability, more bomb load, more epic - isn't it great? In the future, unique US battalions with a bonus on the use of aviation could be interesting too. There is a lot of space for perks here too. Yeah, we have a lot of plans. But what do you think? What kind of aircraft would you like to see in Soldiers: Arena? Wish you all the best!


[ 2019-06-22 18:41:14 CET ] [ Original post ]


DevDiaries #82: Damage model


Link Hi, friends. Now, while we continue to fix the bugs, to refine the metagame (and not to talk about it), its a good time to discuss some of the questions floating in the air. The damage model in Soldiers: Arena, for example. Fans of accurate settings, disputes about realism and sprawling comments - make yourself comfortable. Today we are talking about who is hurting whom and how much, and what affects the amount of hurt. Let's start with the Healthbar question. New people constantly come into the community, and when they learn about the existence of a life bar on vehicles, they become enraged. Being sure that the presence of healthbars is an indicator of the demise of the genre and the obligatory fall into arcade Gehenna, they lose all hope. So well have this diary for all the newcomers. There will also be a lot of interesting things for seasoned community members too. Dont really want to be a messenger that brings bad news, but Santa Claus does not read your letters, and healthbars have always been in MoW. Usually, shell removed the durability of the component or broke it after penetrating. When the hull was broken, the unit was considered destroyed (sad trombone).
Healthbars cannot be taken in isolation from other mechanics and further in the text, we will pour evidences that in Soldiers: Arena weve added even more realism. Visualization (which, by the way, can be turned off) and the improvements of healthbars is a necessity designed to reduce the value of the random stuff and make the gameplay more orderly and understandable. An additional quest is to force tankers to leave natural shyness, get out of the bushes, and at the same time become a powerful force in the offensive operations and a reliable support in defensive lines. With healthbars, you yourself are the master of your life, and you can safely erase from your emblem the old motto Hit hard, die young. HP is derived from the unit survivability characteristics and takes into account the armor, composition, type of vehicle, size and number of seats for the crew. So with a healthbar you easily understand the level of how durable your unit is, how close to its fate you are coming, and you can therefore control the process. There is no simplification or casualization. Just a standardization. Damage mechanics needed to be improved too, because permanent oneshots arent very healthy. And, by the way, not very realistic too. Does every penetration brake down the tank? Nope. And there are a lot of stories about the shells that have been melted into armor, or machines that have been pieced through a couple of times and still have continued to fight. Reducing everything to a random variable is also not the best option. The luck isnt the only thing that decides destiny in real life. And certainly not the only thing that should call the shots in a competitive multiplayer game. For example we have ZIS-2 and ZIS-3, shooting at some PZ III. Both guns can potentially destroy it. The ZIS-2 has a better penetration value, but the 76-mm ZIS-3 projectile has more explosive ingredient, which means more fragments affecting the vehicle and the crew inside. Which of them should oneshot the tank faster and with what chance? The conditional game situation, when ZIS-2 oneshot PZ III with a fifty percent chance, and ZIS-3 with a forty percent one doesnt seem very realistic. No more than double jump or ring with +5 to the critical hit chance. So, to reduce the influence of chance on victory is a noble cause.
Consider the types of damage and mechanics that affect its amount.

  • The penetrating damage to manpower is inflicted on infantry when a bullet or projectile penetrates. In Soldiers: Arena, we increased the damage of small arms at close range, so on a range of grenade throw, soldiers die from a single bullet, regardless of their coolness. The amount of such damage essentially depends on the ballistics of small arms, the position of the fighter, being in a trench or cover. Additional protective equipment such as a helmet, body armor or a thick book in a breast pocket seriously increases the chances of survival.
  • Melee combat damage. Only infantry gets it of course. Directly depends on the skills of the fighter and weapons in his hands. We had to refine the AI a lot, but it was worth it. In the trenches, you can now see the battle with the use of bayonets, shovels, knives and buttstocks. Strictly 16+.
  • Fatal events damage. As Pratchett said, And that which does kill us leaves us dead! Throwing a throwing knife, being hit with vehicle, collapsed building or trench walls, killing by the worlds physical fragments.
  • Armor-piercing damage. Applied as a result of penetration of armor by AP projectile. The characteristics of the projectile (including caliber) seriously affect the amount of such damage and the chance of killing with one penetration. The remoteness of the target is another important modifier, since the penetration and damage from the AP-shells fall with the distance. Such damage very often leads to crew death and disabling modules. Armor of the target isnt the last thing, because to inflict AP damage, you firstly need pierce the damn thing. Using tank angles correctly to increase your chances is still in fashion. High angles of the meeting with the shell can cause a ricochet.
  • Cumulative damage comes with cumulative grenades and projectiles. It differs from the AP damage in that it does much less damage to the health-bar (general functionality) of the machine, but doesnt spare the crew and modules.
  • High-explosive damage from explosives and HE shells. Destroys covers and is lethal to infantry, which is guaranteed to die in its area of effect. The principle of action on the armor is similar to a hammer - if it breaks through, it crumbles everything inside. The thinner the armor and the closer the epicenter of the explosion, the more damage the machine will take. Light armored vehicles can survive a direct hit only from some small shells. In the case of indirect hit, damage will be inflicted only if the high-explosive wave has enough energy, which rapidly dies out with distance, in order to break through or crush the armor. So indirect hit are almost not dangerous for heavy vehicles, but they are very easy to feel for light ones and fatal for unarmored ones. Artillery does not like high-explosive damage much because of the high chance of detonation of the ammunition.
  • Fragmental damage from explosives and HE shells. As you can see in the Soldiers: Arena, high-explosive projectiles and explosives have both fragmentation and high explosive effects. Often in different proportions. For example, anti-personnel mines and grenades cause a lot of fragmentation damage, and minimally high-explosive ones. Fragments piercing rate isnt enough to cause damage even to an APS. Infantry from such damage is well protected by shelters, removal from the epicenter of the explosion and the recumbent posture.
  • Seismic damage. Deals damage to trenches and buries them. Large-caliber HE shells have the greatest seismic damage, so that artillery preparation before the storming of the trenches is the right decision. A pleasant realistic bonus is that tanks also cause seismic damage with their tracks. You can bring down the walls of the trench just by riding over it.
  • Fire damage. When in contact with a flame, there is a chance of triggering an ignition event. In the future, we also want to move this mechanics from scripted rails, reduce the influence of the random and add fire extinguishers to the armored vehicles.

We also want to brag some about the improvements of some of the mechanics and units mentioned and share our plans.
  • The mortality of the crew has become more logical and realistic. You shoot where the driver is sitting - most likely he will die.
  • There is no limit to the firing range anymore. We remind you. Wipe clean a checkmark in the Realism column or put a new one if this is news to you.
  • Rewrote damage system of the components. As before, you can shoot down the tracks, damage the tower or gun of the tank, destroy or ignite the engine, knock down additional screens, etc. But now it all became more predictable and less dependent on the chance. Added the possibility of damaging to the component without breaking it. For example, the tower of a heavy tank may jam from frequent hits.
  • Weve brought realism to the work of high-explosive and cumulative AT-grenades. Now they do not have infinite pierce power and are not the ultimate weapon in the fight against a tank threat. The RPG-43 could penetrate up to 75 mm of armor, and this is a bit like an ultimatum to the Royal Tiger ... rather, a polite warning. The RPG-40 generally has only 40 mm of penetration, but a lot more high-explosive damage. So, unlike RPG-43, it can be successfully used against fortifications and buildings.
  • For each type of projectile we registered our own model of damage, trajectory, accuracy parameters and ballistics. Planning to add more types of shells. So the player will be able to even better configure the unit for the tasks that it intends to perform.
  • Added visualization of calculations for penetration of present armor, taking into account the normalization of the projectile.

Lets consider the task to consolidate todays material. The enemy armored car is approaching your Pak 40. What type of projectile is better to use? Armor-piercing one first you think, because, you know, ARMORED car. But then you will understand that this is a tricky question, which happens to mean that the correct answer is a HE shell. And you will be right. As we know, high-explosive damage is deadly for lightly armored vehicles, while an armor-piercing projectile with excessive penetration can simply pierce through and not hurt the vital organs. We customized and tempered during tests the current damage model. It is a big step forward for the whole community. And it is bearing fruit. In previous games, tanks mostly fought with other tanks, which is not very realistic. In such conditions, when choosing between the T-34-57 and T-34-76, the first one was always the winner usually because of a greater piercing rate. The greater the piercing rate, the greater the chance of a oneshot. It is quite logical. In Soldiers: Arena, it makes sense to use these tanks against different targets. The T-34-76s projectile has a good high-explosive effect, which means it is suitable for fighting guns and infantry. The 57-mm projectile of T-34-57 for the same purposes is too weak, but its AP shell with excellent speed and penetration can rustle the jimmies of the heaviest heavy tanks. Damage wont be great anyway, so there is no point in speaking about oneshoting Tigers. But you definitely can bite it and have a great amusement. We cherish the hope that the number and depth of the settings (and examples) listed above will convince you that there is no question talking about casualization. The game only becomes more hardcore and more understandable at the same time. Soldiers: Arena can and will need to be studied for a long time in order to understand how everything works and to take your place in the top and in our hearts. We already wrote that we are going to rework the ammunition mechanics. Definitely, it can help with the balance of some units that can inflict a lot of damage. We are still discussing how to implement the ammunition replenishment without slipping down to shifting items from one inventory slot to another. Your ideas? Wish you all the best as usual.


[ 2019-05-28 22:34:25 CET ] [ Original post ]


Victory Day


Hi, friends. Traditionally on this day we wish everyone a peaceful cloudless sky overhead, emotional balance and good memory. May wars and conflicts will be only in games and on forums. Yours sincerely, Best Way.


[ 2019-05-09 17:45:58 CET ] [ Original post ]


DevDiaries #81: DevFeedback


Link Hi, friends. Our Easter and May Day greetings to you all! Hope your holidays were the same as ours - passed in work and joy. And you are cheerful, in a good mood and ready for a new diary about the results of recent months of work. The main priority of these months was the metagame, and we talked about it a lot lately. So much that we even fed up. Therefore, today we will pause and talk about the rest of the stuff: new features, units, models, speech lines, AI improvements, usability, and a variety of snipers. Every strategy fan knows that harvesters have their own work, and devastators have their own. And they are not interchangeable. The same for the game development. While some are engaged in the metagame, others - in other things.

  • Return and improvement of the inventory. Dont say later that developers cant hear the grumbling in the community - we can. Inventory definitely will be reworked but we have a head start. And after that, maybe, well find some way to bring back the ammunition.
  • Convenience of use. Made a simple launch of singleplayer, PVE and PVP sessions, tips on the metagame interface (this is the last time about the meta, we swear).
  • Repair of repair mechanics. Now tankmen are able to repair several broken components at once if there are enough working hands. Progress is displayed on the repair icon.
  • AI. Vehicles can shoot from all guns now. So while you are using direct control and trying to aim the thinnest armor plate, machine guns wont be treacherously silent towards enemy infantry. Rejoice all!
  • Rebalance of battalions. Also we added a new one. Panzergrenadier tank regiment is now available only for Germany. It comes with its Inability to take the regular infantry, air defense units, and 6th lvl tanks, but it compensates with slots for top motorized infantry which is otherwise inaccessible to other commanders. The sight to behold: Armored personnel carriers with infantry, Panzergrenadiers and Brandenburgers in combination with tanks If you want to implement a blitzkrieg within the game session - Panzergrenadier tank regiment is just for you!
  • Training days for units. All special infantry has learned how to disguise. Saboteurs and other stealth infantry also can see areas of view of other units. So it has become a bit more profitable to cross the front line, to spoil the blood in the enemy's rear, to be brave and bold.
  • Improved fortifications. The ability to strengthen the position no longer works instantly, and some tanks have received this feature. Why only some? Because we are testing how useful it will be. Do you think tanks need additional protection like that?
  • Voice lines. The first three hundred are already voiced and added to the game. Units become angry, desperate, and pleased with the player. They live, in a word. Unfortunately only in Russian for now.

Link And we pursued on to set up the balance as usual. At this time, we take the example of not the balance of units, battalions or factions relative to each other, but the balance of effort and resource of the players attention to the advantage gained. It is no secret that snipers have always been quite dangerous in GEM games and this, undoubtedly, corresponds to reality. But you must admit, this is not fair when there are units, which just need to be spawned to be successful. At the same time, to destroy these units you need to conduct an entire search and neutralization operation. In reality, the life of a sniper isn't that easy. While he is looking for a target, he can be the target for another sniper. Therefore, in Soldiers: Arena, we want to reflect two more important things: the priority of target selection and the possibility of a snipers duel. And over the past few months, snipers have experienced many ups and downs. We increased the noise level of the shot and the time of aiming depending on the distance to the target. But at the same time gave them camouflage bushes and target priorities so that snipers would destroy not the easiest, but the most dangerous infantry targets (machine gunners, snipers, AT-riflemen, etc.). In the future, we plan to add special rules for visibility zones for this group of units, so that snipers can detect each other and create the possibility of the sniper duel at its best.
Link By the way, you asked many times how regular snipers differ from elite ones. We should start with the fact that this is not the only types of snipers in Soldiers: Arena.
  • The sniper (regular) has basic shooting skills, the usual viewport and Mauser 98k (Germany) or the Mosin Rifle (USSR) and they need a lot of time to reload after each shot.
  • The sniper from the saboteurs squad - has the same weapon as the regular one, but proficient shooting and stealth skills, and therefore is not visible throughout the entire line of sight of the enemy viewport.
  • The sniper from the Brandenburg squad is very similar to a saboteur, but arrives on an armored car along with other Brandenburgers.
  • The sniper from the NKVD squad is the Soviet analog of the Brandenburger, but walks on foot. The main advantage is that he can detect stealth infantry.
  • Jaeger Sniper (Germany's collectors unit) - can detect hidden infantry and have an additional weapon - a machine gun.
  • Elite snipers - have stealth skill, grenades, several AP-mines and, most importantly, semi-automatic sniper rifle Gewehr 43 (Germany) or SVT-40 (USSR), thanks to which they shoot more often. They are available only in the sabotage and reconnaissance battalion.

Link There should have been a regular section about funny bugs (and it was already written), but doubts arose as to its usefulness. What do you think, is it worth returning? Or we have place only for the informative stuff in the diaries, but not for the bloopers? Leave a comment + if you need to return it or - if you need to bury it. That's all for today. We wish you all the best as usual!


[ 2019-05-04 01:41:29 CET ] [ Original post ]


DevDiaries #80: Metagame and statistics


Link Hi, friends. Today we will talk about the metagame and changes in its interface, new units in the USSR tree and post-match statistics. Because most of the updates of recent months are associated with the metagame, and because diaries are here to inform you about the development process. And if the word statistics, for example, doesnt touch your soul or excite you, but rather evokes a rattling boring nothing ... That does not mean that we shouldnt talk about it. And maybe you just dont know how important and interesting statistics are!

What is meta?


We have already written that work on the metagame is the final straight before the release of the Early Access. And no one can underestimate the importance of this work. Here we talked a little about the Soldiers: Arena metagame, its interface and the principles underlying them. Meta is the first and last thing a player sees, and most strategic decisions are made there. In the battalion constructor, he will decide how to play and with what, and only after that he will implement the chosen strategy in session. In the technology tree - a player will think how to spend the accumulated experience, which commander to open and which branch of units to focus on in the first place. Collect allies, communicate with them, go into battle against AI, players or go through a cooperative campaign - also will take place in a metagame. All this and much more should work like a clock so that the player can enjoy the gameplay of Soldiers: Arena. It's hard to enjoy, when matchmaking cant find opponents, or the Play button does not work for example. But performance isnt the only thing. For insrance, matchmaking, the convenience of the battalion constructor and the presence of graphics for the needs of the test were desirable, but not necessary. The number of alpha testers is not so large, and we had the opportunity to bring in everyone. And explain to everyone where to click to create a battalion, to join the session and play. But in the Early Access we would like to avoid complicated tutorials on how to play and use placeholders where artworks should be. By the way, it is precisely because of the fact that not all artworks have been drawn yet and added to the game, that today we are showing interface sketches, not screenshots. We are pleased to inform you that the largest and most important part of the metagame's functionality works as it should and the much smaller part left to be done.
Link

Why does the player need statistics?


The sketch above shows the window with the results of the battle. There you can see the basic data about the session: its duration, earned silver, experience and free experience. In the lower right corner of the battalion's icon the damage done in battle is also indicated. For many, the damage and the number of enemy units destroyed is a universal indicator of the contribution to the victory (or loss). But the attentive reader knows that Soldiers: Arena is not so simple and the fight does not boil down to these two indicators. This means that this data will not be enough for the player.
Link By clicking on the icon of the battalion, you will go to personal statistics and be able to find out all the most important about each unit of each Franz Stammer: how many units were caused, lost, how much they caused damage and gained experience. And here we close the cycle, which began with the creation of the battalion and continued through the session itself. According to statistics and the results of the battle, you can understand whether your strategy good or bad, find weak points in it and fix them in the battalion constructor. In the lower left corner, you can see statistics on earned and spent silver. It is worth saying that in Soldiers: Arena you will not lose silver in any case, but the amount earned will directly depend on your actions. And here we take into account some other things besides the damage caused:
  • Ground control - silver earned for territory control. If you play as an infantryman, and in this column, you have a lower value than the allied tankman - this is a serious reason to think about your deck and actions in the session.
  • Fine and Compensation are the statistics of spent and received silver for a friendly fire. In Soldiers: Arena you need to try hard to harm the allies. But those who are trying this hard must pay for allies repairs from their own pockets.
  • Capture - silver for the capture of enemy vehicles.
  • Repair is an item of expenditure for the repair and replacement of your units. Consequently, the more cautious you play and the less you wear your units in the face of the enemy, the more profitable the session results will turn out.
In a game where there are support units, it is illogical to boil it all down to the damage dealt. Will engineers be able to compete with tanks in this category? It is doubtful. And that means they have to earn experience differently. The game should encourage with experience and silver the correct performance of combat missions. And in the future, we are going to further deepen this system. Removing the wounded from the battlefield; shooting tracks to immobilize the retreating enemy; storming a group of buildings; creating or destroying engineering structures; grabbing the flags, etc. These listed things are no less important than the damage dealt. When a game encourages you to fulfill your role and gives feedback in the form of statistics, it is much easier to understand what to do and how. Even for a newbie. Especially for a newbie. In Soldiers: Arena you do not control only one unit for the whole battle and a lot of things happen usually at the same time on the map. So it is easy to get lost in your feelings and analytics of the battle. Detailed statistics can help shape your battalion based on cold and ruthless numbers, not on preferences and expectations. If the scouts do not justify themselves for the tenth battle in a row, but you continue to order them to storm the machine guns ... Maybe you should think about using them correctly or replacing them with an armored car for instance.

Why does the developer need statistics?


For a developer, statistics are even more important than for the player. Especially in such a difficult game with a huge amount of mechanics. In the past diary we wrote that the system is more important than particulars and the situation with statistics is another confirmation of this. We started collecting data from the very beginning of testing, and partly because of this we can now enjoy a good balance already in the early beta. The statistics that the player sees are only a small part of what we collect and use to set up the game. We collect such statistics for each commander and each unit: frequency of use, number of battles conducted, win rate, average values of experience and silver earned in battle, the average duration of the battle, damage done and much more. Based on this data, we group the units according to their complexity, the potential payback in the battle and the average contribution to the victory and immediately fix the imbalance. However, in some moments you can notice an obvious imbalance even without statistics. In the USSR technology tree, there were significantly fewer premium units than in the German ones. And that means less opportunities for development in the branch not starting from the beginning and less unique gameplay. Therefore, we decided once again to shoot two birds with one stone: to correct the imbalance and to fulfill your request. You asked to add Lend-Lease units to the USSR tree, and we did it. So you will be able to drive your Churchill, Sherman and Valentine without waiting for the release of a new playable nation.
Link By the way, we are still discussing what data should be shown in post-match statistics, so we are happy to read your ideas in the comments. Wish you all the best!


[ 2019-04-14 10:58:49 CET ] [ Original post ]


DevDiaries #79: BW answers


Link Hi, friends. There are a number of questions that you ask more often than others, but not as often as That One. Today we would like to answer them in a diary. To answer with details, to share some far-reaching plans and, most importantly, explain why things goes as they do. Cause we respect the dialogue. And also because sometimes you are perplexed with things that are obvious to us, and we in turn are perplexed at your perplexity. So in order to make Perplexed city uninhabited and leave only young Travolta to walk along its boring empty streets, we wrote this diary.

Will there be an editor?


The question of having an editor is logical, but it is ahead of time. Indeed, usually a release from Best Way comes with a new version of the GEM, and an editor in addition. But the primary role in this bundle is always the game. Everything is done for it. And while Soldiers: Arena remains in Early Access and even some time after - it makes no sense to even talk about the editor, as there is no sense in choosing a university for an unborn child. What kind of editor will be needed for the game will become clear after its release. In any case, Arena can live without an editor, but an editor without Arena - very unlikely. So henceforth we will talk about things that come first.

Priorities and the choice between necessary and very necessary.


Developing a game with limited resources is always a matter of choosing priorities. The button Do it all at once! doesnt seem to work, but when theres a choice between investing in gameplay or investing in picture, theres basically no choice. Because the gameplay without graphics can be catchy, and the graphics without gameplay - very unlikely. So the first thing we took care of was the basis of the basics. For Soldiers: Arena it is the Front line mode and meta-game. Working in tandem, they complement each other and give freedom for experimentation. At the same time they encourage an experienced player who knows complex mechanics, and without punishing (not so much at least) a beginner who only recently learned about the MoW series. In the game, even the most unexpected decks work, and units never lose their relevance simply because Arena is not limited to how to destroy unit with another unit. A BMW motorcycle with a machine gun, even at the end of the third echelon, can frighten artillery in the rear and group infantry around him, and this is much more important and more difficult to implement than the new BMW model or the animation of climbing into the sidecar.
The main priorities are working rules and a good foundation that will withstand future add-ins. With a working system and rules, content can be added very easily. Remember, the button Do it all at once! still cant be pressed much. For example, you can add a lot of units and beautiful models to them, and then see that half of them duplicate each other, or are just boring, or simply do not bring anything new to the gameplay. Therefore, we first invented and implemented a system that makes it possible to add almost anything without devaluing the units after the creation of new ones. Then we added draft models to it, to have something with which to test and moved on to other important issues.

When the priority tree bears fruit.


For clarity, lets use the example of the 37-mm koda vz.34 UV cannon (also known as PaK 37 (t)), which is planned to be added to the game. As you already know, units come in three types: common, premium and collectors units. Each of the common ones in have their own function, place in the tech tree and a set of interesting mechanics. PaK 37 (t) is not suitable for this category because it is not very different in characteristics from the Pak 38, which is already there, and it was rarely used, so it would be strange to see it in each session. Premium units feel good with their unusual gameplay and the ability to skip a few steps in the tech tree. And its not the right place for PaK 37 (t) either, because there is nothing unusual in its gameplay. Collectors units are usually represented by rare modifications of the base vehicles or ones from small series series or just units that do not fit into the first two groups. They are not in the tech tree and cannot be purchased. You can only have them as a reward for the battle. This means that you need no resources except luck to have them, and their competitive advantage over the others is precisely their rarity. So PaK 37 (t), of which very few were created (and even less captured - just 113 units) fits perfectly here. Having created a working system at the beginning, we achieve several goals simultaneously:
  • Without the extra headache and damage to the balance, even the most controversial unit can be added.
  • We reward the user with a rare unit that can show off in front of the allies and do it completely free of charge.
  • Immediately we get +5 points to realism! Historically rare species - rare indeed in the game.

To emphasize only the beautiful seems to me to be like a mathematical system that only concerns itself with positive numbers.(c) Paul Klee


New models, sounds and animations look more pleasant in PR materials and, of course, help to immerse the player in what is happening on the screen, but they complement the gameplay, and not vice versa. And here we come to the Square of Mutual Perplexity, on which there is already a demonstration with the banners Fight to death to old death animations, 2009 graphics! and You Killed the old interface. Dont even dare to add a new one! . Friends, it may happen that the graphics remind you of 2009 because you are looking at a dummy model originally from 2009. Compare, for example, KV-1s on the cover and KV-1s in the screenshot below.
Link Yes, you are not mistaken - this is the KV-85 on the screen. The sooner you start testing, the better. So the dummy model is just perfect for the needs of the test. We have not replaced all the models, animations and sounds with new ones, not because we dont want or cant. It is not really that difficult to understand. The deal here is that this process is rather long ... or expensive. And the Do it all at once! button seems to be stuck ...
Here is an example with animations. Recently we remade the system melee combat. Now, if an order is given to go melee, the infantry shoots on the run until it gets close to the enemy and then uses knives, bayonets, or engineer shovels to commit to the brutality. Now it works better and more logically than in previous GEM games, but the work is not yet finished. There is, for example, a conflict of undergoing firing assault on trenches and melee combat. Because of this, it is still impossible to order to storm the trench, shooting on the run, and to stomp the enemy with your boots once you are in. Pretty sure, there will be more improvements on the basis of testing. And at this stage, there is no point in ordering many animations, so that it does not turn out that the infantry can perform aikido and karate, while there is nowhere to put these animations, because the bayonet is suddenly more practical.

They have something to say!


And something really cool of recent times - we started working with sounds. Because where there is certainty and enough resources - we support the picture with all we have. Especially since it's not just about graphics. Adding atmosphere to the game and make the units livelier is certainly important. But even more important is that the units give feedback to the player on what is happening and make the gameplay clearer. Commander should receive information about the course of the battle from his fighters, right?
Over 300 lines of the first priority were written and ordered: unit select, penetration and non-penetration, destruction of units, repair, shot down trucks, destroyed guns, ricochets, etc. For each event, we tried to make at least five different lines. To make it live, diverse and informative. The fighters will enjoy your overall success and express concerns about the chosen course for embrasures. Below is a screenshot with examples about the destruction of certain types of units.
Link We have a lot of content in our plans for the future: new campaigns for cooperative walkthrough, perks and customization of units, a global map, events, new factions, battalions and much more. But it takes time. BTW these three hundred lines are only a small part of what we need. And if you have a desire to try yourself writing them, feel free to write in the comments your variants. Maybe some of them will go into the game. You can start with the orders Attack!, throwing a grenade and the death of a unit. Wish you all the best.


[ 2019-03-30 14:08:10 CET ] [ Original post ]


DevDiaries #78: Infantry gameplay


Link Hi, friends. Well show some infantry gameplay in this diary. Just to make your wait for the release more pleasant, and discussion in the comments will now be more specific. This was shot during the real session with testers - so it is really hard to come up with something more live than that. Try not to pay attention to the bug in the display of the cursor. They extremely rarely grow to such sizes. We shall fix it soon. https://youtu.be/3lVCwtZSfXM These moments are only a small part of what can and should be shown about infantry gameplay. No matter how badly we want to recreate the whole picture of what is happening ... even having recorded the session from beginning to end, we are unlikely to achieve the goal. Just compare this video with the previous one and notice how much the meditative howitzer gameplay differs from the one of infantry. The picture changes every time the battalion changes: the Bruegel infantry burrows their teeth into the front line, Malevichs tanks crush resistance along the way, and Bryullovs artillery depicts the Last Day of Pompeii. So we just continue to show interesting and characteristic moments of gameplay, and you would be able to see the whole picture during your first game session. You most likely noticed that the color scheme, interface and icons have changed a bit since the first video. Work continues and this is not the last change. Do not worry, we realize that the interface should not be overloaded. We also want more realism wherever it does not interfere with the gameplay. And here we have a great solution. In a multiplayer game, the main thing is informativeness and nothing can be done about it. The more you know about the enemy, the faster you get this information - the greater the chances of winning. But in a single-player game, where there is more time to make a decision, we can seriously think about atmosphere and minimalism. Pay attention to the screenshot from the single-player mission, where the interface and icons live by completely different rules. And finally take rest to your nervous system.
Link Do you like such a format of diaries? Would you like to see more videos and less text or vice versa? What units / battalions / kind of troops would you like to see next time? Wish you all the best.


[ 2019-03-07 19:52:48 CET ] [ Original post ]


DevDiaries #77: DevFeedback


Link Hi, friends. Thanks for the words of support and feedback on the latest video. Thanks for the constructive (and any other) criticism too. As always, we have read everything and in today's diary we will give feedback on your feedback. Also youll read some about the results of the last months, settings, and bugs that were in the video, but already fixed and other. How naive we were, deciding that the Early Beta footage inscription would save us from kicks into the fps dropdowns, jabs into the work-in-progress interface, and van-dame-like split kicks straight into the T-34-85 dancing on the trench. Okay. Thanks to that we we have stuff to discuss today and can show with examples: wherever we can, we keep our promises. We promised that in Soldiers: Arena it will be possible to play on an average PC and even recorded the video on this kind of PC. Promised to show real gameplay without editing, and showed without editing how slowly Pastorazzi really plays with howitzers. We promised to quickly fix bugs and hear your wishes - so we fix and we hear. Animation bugs. A known problem but we just did not have time to fix it before shooting the video. Notice how smoothly and gently the T-34-85 now rides over the trenches.
Sound. We have already become used to the sounds in the game and, apparently, did not pay attention to how the sounds of small arms brought pain to the ears. German submachine guns and machine guns sounded louder than similar weapons of other nations. Corrected. We customized the models of sound spreading. The main focus is now on big explosions and and big guns. Added the whistling of mortar mines and the sound of the semi-automatic AT-rifle EW.141. In general, it has become much more pleasant, but the work must go on. Interface. Still in work and in some places it will change beyond recognition, Including the icons that we added to the game a couple of days before shooting the video. But you wished to customize the display of interface elements: And we have this already. If information about units and the battlefield is less important to you than realism and cinematic images - you can always turn off almost everything. By the way, opponents of healthbars cant hate us anymore. Cause, technically, these are the health-rhombuses, so ... checkmate! The size of the map seemed too small some of you, guys. The attentive reader knows that the size of the map adjusts to the number of players. This is one of the ways to achieve the perfect balance of epic and realism to deliver maximum impact and read what is happening in the session. Soldiers: Arena is a strategy game about a full-scale ground encounter and fierce battles along the entire front line, and a hidden enemy quest. The width of the optimal map for a 5 vs 5 fight looks like this.
In addition to the usual work on the balance of battalions, fixing bugs, creating new models and special effects, we also did these:

  • Realistic projectile flight paths. When changing the type of shell, the gun changes the angle so that the armor-piercing flew along a flat trajectory, and the HE shells flew along the plunging one. HE were less likely to fly past the target and better get into the trenches and buildings, and AP shells from, for example the ML-20, will not be casting steel hail and throwing your tank into rock bottom.
  • Fine tuning of shells and caliber dependencies. For example, the larger the HE caliber, the greater the effective range of the fragments and the damage they inflict on the vehicles. The seismic effect was increased for large calibers also, so that 155 mm now obliterates a trench with a single hit. And 100+ mm shells now break vehicles modules from one damaging hit.
  • Arty preparation mode has been added. This is a variant of firing a position, but without an aiming buff after each shot and accelerated by 33% reload. Good for playing with an artillery battery, when accuracy is less important than an overwhelming and demoralizing effect. Perfect for clearing the territory before allied infantry advance and stopping the offense. It works only for units intended for this. Scare infantry with armor-piercing volleys from ZIS-2 battery isnt a great idea anyway.
  • We test mechanics related to experience, unlocking new units and balance of the techtrees. We corrected the distortions and adjusted the cost in order to have a more or less working model of the development of the player and the technology tree by the start of the EA. Most of us have already managed to form our favorite decks, and those who want to continue to use them have to farm like an ordinary player. Strange feeling.
  • Usability and general understanding. Were changing interfaces, icons, tips, hotbars, etc., to simultaneously give the player full information about what is happening on the battlefield and not clutter building up on the screen. This task is not an easy one, given the Arena's hardcore nature and the huge volume of what is happening on the screen, but we have good progress made already.

Fought with bugs. In addition to the units dancing in cyclical animations, there were other fun things. For example, the modified shell trajectories did their deal in providing us with comedy. Armor-piercing shells fired from howitzers continued to apply gravity rules for HE, so they very quickly got tired of fighting the weary air of the International-Standard-Arena and fell half-way to the target. Some units after the concussion refused to follow orders and dig up the trenches, believing that they had suffered enough and were too old for this sh... shovel work. But the most tragicomic was not even a bug, but a flaw in the rules, was when the cannon remained attached to the carrier after the death of the driver. When someone tries to steal your carrier - it is even strange ... why did someone need it? But when someone is hijacking your carrier with a cannon attached to it and a full artillery crew - this is the officially recorded peak of shame for the player in Soldiers: Arena. And, fortunately, you won't be able to endure it.
Link As you can see, the game is constantly changing; and videos, gifs or screenshots show exactly the current state, and not the final one. Therefore, do not despair if something does not please you and keep calm. Wish you all the best.


[ 2019-02-15 20:49:05 CET ] [ Original post ]


DevDiaries #76: Extinguishing and igniting


Link Hi, friends. Today well talk ... a little. And, perhaps, discuss in the comments ... a lot. The concept of approximate numbers, the melting point and preview gameplay video of Soldiers: Arena.

The world was full of burning of all types and sizes. Now the guild of the asbestos-weaver must open shop very soon.


Here and after all quotes from Fahrenheit 451 As Ray Bradbury reasonably remarked, it was very hot in the discussions and comments under the previous diary. This is partly our guilt, because of the delay ... and yet here comes another one. But you made it worth your while too, right? Youve decided not to balance evil with good this time. Okay, let's count the draw and move on. In this diary we explained in detail the reasons for all the delays and hoped that now we would be on the same wavelength as the community. Obviously, we still understand the phrase approximate dates in different ways. And its a time to do something about this.

At least you were a fool about the right things


When the moles of Releasedates?! reaches a critical mass, it is difficult to restrain and not to announce the approximate one. And we did not restrain. When we knew that we couldnt keep up with the schedule, we changed the date. You were burning out from delays, and we were equally burnt out of comments and hurries. Now the temperature has risen to supercritical values and it needs to be brought down. Therefore, today we will provide the hot tea and a gameplay video, and in return it would be jolly handy if you were to provide a dose of kindness, how about that?
Link The release is still scheduled for the near future, but in order to reduce the amount of sadness from the postponements, let's set it To be announced for now. We dont really want (again) to walk down the Internet under constant Shame! screams through the path of atonement, simply because we are making the game better. Next time, we shall change the date to a specific one. The same applies to the price. At least two weeks before the release, they will be listed on the store page.

And I thought about books. And for the first time I realized that a man was behind each one of the books. A man had to think them up. A man had to take a long time to put them down on paper. And Id never even thought that thought before.


Despite the fact that the new icons just appeared in the game last week, we, as promised, we shall publish the first gameplay video of Soldiers: Arena now in January. It comes without edits, exclusively showing the rough, angry and loud howitzer battalion gameplay. So well add another Check! on the board of fulfilled promises and will continue to work on the full version of the video. We remind you that the pace and style of gameplay differs greatly for different battalions, and animation bugs and old models are still present. More will be to come. You can watch the video now. By the way, do tell in the comments if you were eager enough to watch the video before reading the text :) https://www.youtube.com/watch?v=Mp2srn9B-pw&feature=youtu.be Thanks again to everyone who believed in us all this time and continues to support us so far. You are the best. Soon!


[ 2019-01-29 18:26:36 CET ] [ Original post ]


DevDiaries #75: Kursk fields and Bazerville


Link Hi, friends. In today's diary we will talk about two new multiplayer maps: the Kursk fields and Bazerville. Here you can read about the features of each of them, the importance of gameplay diversity, the differences of maps in Soldiers: Arena and in other RTS games, and add to your collection a new render with Yemelya (ML-20) on it. Unlike its fairy-tale namesake, the Soviet howitzer doesnt ride on a Russian stove, but still manages to create some magic in the game even without the help of a magical pike, but with the help of its own 152-mm shells.

Disclaimer: On some maps there are buildings of the era of MoW-antiquity, due to the fact that not all permits for demolition and modernization have been obtained yet.



Link We won't repeat ourselves and speak again about the main principles of creating maps for Soldiers: Arena. If you need to refresh your memory, here are the links to the diaries about Polesie and Village.In todays issue you can find the distinctive features of the maps in relation to each other and to other strategic games. Let's start from the end:
  • Interactivity of environment. We always wanted the world to be as lively as possible and give the player a lot of opportunities to interact with it. In most strategic games, you can at best use the terrain as a platform to gather resources or shelter from the fire. In the games of the series it was always different, and in Soldiers: Arena the number of such interaction mechanics became even bigger than in any other GEM-game. You can dig up the whole map with trenches, barricade buildings, hide your artillery behind a camouflage net and hide infantry in already growing bushes, use hills and cavities to your advantage, use burnt wrecks of enemy tanks to hide your own tanks, demine minefield and have fun in general.
  • Front line. To win, it is not necessary to destroy all enemy bases or units, and the struggle for territory is not limited to points of interest. Although the priorities or places of increased interest remain, in each session you can see some non-standard solutions. Someone manages to dig in the middle of the field and hold a position throughout the battle, and someone loses well-fortified buildings, discouraged by armored cars rush or artillery advance. The non-standard approach in Soldiers: Arena work well and you dont need to repeat the same actions each game. Build the fort capture the mine build the barracks upgrade the fort. Naaaah.
  • Role component is reflected not only in the selection and use of units, but also in map design. Each kind of troops has a landscape more comfy to play on. Depending on which map you are playing on and which units, the priority points of attack or defense can and will differ greatly.
  • New experience on each map. The above mechanics make it possible to significantly change the gameplay, top units and battalions, even with a simple rearrangement of buildings. But we are not limited to this, and we want each multiplayer map to have its own individual gameplay features. Maps that differ only in weather conditions, a season of the year, or a visual style of buildings, is not our option.

Link Let us turn to the differences of maps in relation to each other. The village, as the very first map created specifically for Soldiers: Arena, is one of the most balanced, and provides opportunities for the implementation of any specialty. There will always be a spot to hide howitzers, buildings for capturing by infantry, narrow streets for tank maneuvering, etc. At the same time, this is the map with a lot of dense buildings locations in it, and, for example, it is the most convenient for the Infantry Assault Battalion. Polesie has a swamp in which it is impossible to dig trenches, and only certain islands of solid soil can be strengthened. Two hills with easily overlapped passages that will protect units from direct fire. And there is a mill on the hill, which gives a good overview, which is especially difficult to attack and convenient to defend.
Link Last week we added a Bazerville map modified to version 3.0. It will be familiar and unrecognizable at the same time for most of the MoW fans. We had to seriously change the location of the buildings, make the ravines a little less deep, remove some buildings and add others so that the position of the sides in relation to the front line became balanced. Bazerville is most similar to the Village map, but is an even smoother version in terms of landscape and location of buildings. So you mustnt adapt to the landscape most of the time. Lonely buildings are scattered along the entire front line, as are small open and well-sweep spaces. It can be said that Bazerville is the most measured and homogeneous of maps at the moment.
Link One of the features of the Kursk fields is a large amount of open space, which makes the station and a small group of buildings to the right even more interesting to hold. The rest of the map may seem like a dead zone for infantry. Large open spaces without elevation changes enable machine guns, tanks and cannons to shoot through half of the map without changing positions. The first tests on this one were really unusual. The infantry seemed too weak. Tankmen were afraid to go forward towards the fortified positions of AT-artillery. Mortars and howitzers died as soon as they become visible, and their main advantage in indirect shooting from behind cover was not evident.
Link Some time passed and a new meta was formed. And then we finally convinced that the Arena formula works. Battalions, who initially seemed less interesting, opened from a new side. The speed advantage of the Motorized Rifle Battalion in relation to other infantry seemed previously insufficient or even insignificant. Due to the large number of buildings and uneven terrain on other maps, armored vehicles did not always excel. In open spaces, their advantage makes the difference, while the Assault Battalion, deprived of the opportunity to move by dashes from building to building, loses its light flare of imbalanceness. A full-length infantry attack often leads to losing, and a cautious game with snipers or strengthening positions leads to victory. Therefore, the Sapper battalion with its additional AT-hedgehogs, barricades and quick digging of trenches becomes more attractive. At the same time, the bias in the direction of howitzers decreased and AT-artillery became stronger due to the possibility of firing at half of the map, taking the place in the center. No buildings and trees cover the view anymore. You just put the battery and wait for the victim.
Link Nonlinear balance, to which we so sought, is working, and at different levels. And this is a great reason for joy and a little pride. Each map differs not only visually, but also in the gameplay sense, and these differences are more obvious and deeper than in other parts of the series. Also we have a bit more maps before the Early Access than we initially planned. So, where we dont meet deadlines, we catch up with content, you know. Friends, write in the comments what maps you would like to see in the Arena and which mechanics of interaction with the outside world you lack. Wish you all the best!


[ 2019-01-12 19:56:33 CET ] [ Original post ]


DevDiaries #74: Managing battalion


Link Hi, friends. As promised in the last diary, well speak today about battalions and how to manage them. We shall reveal some of the secrets, which have been guarded so far. Well talk as precisely as possible about what echelons and battle ranks are, and how many troops can be taken into battle. Also, using the example of two tasks and their solutions, we will explain why Soldiers: Arena will be comfortable for players with different microcontrol skills and expectations from the gameplay.

Once again, we remind you that the interface shown on the screenshots is still being finalized and can be changed. Do not rush to get used to it or spin the flywheel of criticism in the comments section.


First, we select a battalion from the list of available ones. There could be an illustration with an almost ready-to-use interface and a draft description under the art, but someone scrawled a cheat code for endless gold on it, so ... Try as hard as you can to imagine the most beautiful interface and then just pick a battalion there. Next, the army constructor window will pop up.
link And here we are forced to take a big pause before continue managing the battalion, and explain what the echelons are, and again plunge into some history. The Arena-game began with three major innovations: a dynamic front line, a system of specialties (battalions) and the concept of echelons. We can say that this is the foundation that keeps all the other features on it. We told about the dynamic front line almost on the onset, a bit later we also revealed the concept of battalions, and echelons were saved for last. In fairness, its worth noting that we still left some clues, but we hid them behind words such as early stages, middle of the session or endgame. Echelons divide the game session into three stages, which subsequently evolve for both teams simultaneously. With each subsequent echelon, the level of available units, the number of command point (CP) and the intensity of the battle grow. In combination with other solutions, echelons help to solve several problems at once, which we attempted to tackle in Soldiers: Arena from the very beginning:
  • Units should not depreciate. If you love the BT-7 for its speed and cheapness, it makes no sense to give it up. The first echelon will be present in each session and in each session, the BT-7 will be useful.
  • The need to minimize excess waiting and moments of inactivity. First echelon units are available immediately and you do not need to save CPs for them, just to choose the order of spawn (more on this in one of the following diaries). In most cases, by the time the first echelon units are finished, the second one is ready. Thus, a player with phantom threads of nerves and low resistance to defeats will not be able to lose all his favorite units at once, lose the game and lose himself on a downwards spiral of existential apathy. Well, ok, he can always lose himself, but we have diminished the reasons for this.
  • Make the pace of the game smooth and constantly growing. The first echelon makes it possible to study the enemys battalions relatively calmly, test its defenses, strengthen your own and warm up. The second is for the full-scale battles along the entire front line and the culmination of the game, which often makes it clear how it will end. The third echelon is a battle of top units and a fight to the last.
  • Emphasize the features of the battalions. For example, a battalion of medium tanks is especially good at the first and second echelons, and by the third, when top heavy tanks and cannons arrived, it slows down a little. It is necessary to be cautious and go to a fight if only having a numerical advantage.
  • Create a lot of interesting game situations and non-linear balance. Some will say that when on the first echelon, only the howitzer commander has the leFH 18 and this is NOT interesting situation at all, and the T-35 of the heavy tanks commander is something too nonlinear. But such is life - there is never equal conditions in it. In addition, such mastodons are very expensive. For example, leFH 18 at the first echelon is available only in one copy and occupies slightly more than half of the available CPs. But losing such a unit, it makes the situation very uninteresting for you, and nonlinearity may also enter a downhill experience.
  • Add realism! There is nothing realistic in the fact that only Tigers and Katyusha participated in the battle. We want to show the alignment of forces on the battlefield and the interaction of army types as plausible as possible.

Link Echelons are divided into slots (4-5 usually). In the battalion constructor window, you will see that only certain types of units with a unit level limit are suitable for each slot. For example, in the second slot, you can put only support infantry and firing points of 5-th level maximum. In addition, each slot has its own capacity. So to put there ten medics or three Pak-38 - is a strategic question.
When selecting the slot, at the bottom of the Recruits panel you will see all the units from among those already open that are suitable. As you can see, playing for a certain kind of troops, you are not limited to this particular kind.
The battle rank (BR) is the cost of the unit and at the same time the indicator of the capacity of the echelon. On the unit card, the BR is displayed in the lower right corner. A unit's BR may differ depending on the chosen battalion since the units native to the specialty of the battalion receive a discount of about 20-30 percent. Each echelon has its maximum BR value: 12, 17, 22, respectively. The first digit to the right of the echelon name shows the used BR, the second shows the maximum one. The smaller the difference between these values, the better you prepared for combat.
We are committed to ensuring that in Soldiers: Arena the fate is not decided only on the clicking speed of the players. Those who do not do well with microcontrol will not feel useless. Specialization battalions and the correct managing of them make it possible to emphasize your style and your abilities. Consider the example of two tasks, how much the gameplay may differ, the density of presence on the map and the requirements for micro, depending on your build.

Task number one: minimum clicks+maximum firepower*on armor(+safe distance)=USSR artillery tanks battalion.



Link Now this battalion (accessible only to the USSR) is assembled so that it can be played as safely as possible and only a few units at a time. KV-2 are expensive, clumsy and not very accurate, but they can keep the enemy in suspense well while being out of reach. Well, relatively so ... howitzers, airborne, top AT-guns are still dangerous, but you usually have time to react and fallback. Yes, and keeping track of two units is not so difficult. About the cons: very bad control of the map, shooting from the respawn area is as accurate as predictions of entering the Early Access, and the reconnaissance and support of the infantry constantly has to be requested to the allies. With such an assembly, the loss of each KV-2 is unbearable pain, and the support of allies leveling your weaknesses is a necessity. But if you soberly assess your strength on microcontrol, like to break the plans of enemy artillery and shoot monstrous projectiles through half of the map - this choice is for you.

Task number two: maximum micro+stealth+map control*quantity(-survivability) = sabotage and reconnaissance battalion.



Link If in childhood your parents forcibly sent you to learn piano and now you think that someone should answer for this - take it without thinking. The battalion is assembled so as to have the maximum amount of infantry to control the map, reconnaissance, actions behind the front line and dirty sabotage. Youll have many units, but sensitive ones. And the better your micro skill, the stronger this battalion. If you just frame the units and send them to rush ... well, then this battalion will seem useless to you. But if you know how to pave the way through the enemy's defense line with the auto attack turned off, constantly using DC for throwing grenades, invoking artillery strikes and firing, while not forgetting the other units scattered throughout the map - this will be pain and dirt, dirt and pain, and I dont know ... pain in the dirt. Each battalion has similar peculiarities and can be managed in completely different ways. For example, the first one can play through spamming BT-7As and infantry support, while the second one through sniper superiority and sitting in the bushes. Style, pace, requirements for micro and situational overpowerness of units is determined only by your preferences. Speaking of preferences. Write in the comments which battalions with unusual specialization and combinations of units you would like to see in the game. It is possible that Santa Claus will hear you out. Friends, before saying goodbye, the Best Way team wants to wish you all the best for the coming year. A year that will be interesting and significant for all of us. Be kind, cheerful and exercise much! It is soon now.


[ 2018-12-27 21:09:25 CET ] [ Original post ]


DevDiaries #73: DevFeedback


Link Hi, friends. The time has come for the next Feedback diary. The one who reads could know some about settings, balance, AI, interfaces and matchmaking. There will be a regular rubric about funny bugs too. And we'll show the technology tree of the USSR, because you asked, and we dont mind. In the previous diary we already wrote that now there is the possibility of reconnection to the session, but this is only one of the obvious advantages of the infrastructure changes that Soldiers: Arena has undergone in the past six months. The opportunity to enter the game as a spectator, player rating, matchmaking and optimization are also included. These are those works for which we had to delay the Early Access release. Obviously, nowadays, no one will be surprised by matchmaking systems or reconnect to the games, but in order to implement them on GEM2, we had to work hard. And the time for the execution of these works was very difficult to calculate. Therefore, we had to keep this information secret and hide it behind the words optimization and network code, although we incredibly wanted to share it.
Link Such large-scale changes always bring new bugs and a lot of work on reconfiguring the game, but it was definitely worth it. Time is relative, and the fact that you had to wait for Early access a little longer paid off when creating the session. In 2019 it would be strange if one couldnt plunge himself into battle with the infrastructure not working. Soldiers: Arena should be not just a good game, but also the most responsive and convenient game on the GEM and some of these changes are ready. Now we are already using the matchmaker, but the number of players in the test is not enough for it to work at full strength, so it will definitely be refined after the release. At least now we can answer your questions about how the commanders will be balanced and the opponents can be chosen. Three basic parameters are taken into account:

  • The maximum level of units in players army. It is bad to play with 53-K against Tigers!
  • Battalion specialization. It is bad to play with other four tankmen against five infantrymen! By the way, it is hard to say bad for who.
  • Personal player ratings. It is bad to play bad! The magic of numbers and raw statistics. The better you play, the stronger the opponents.
Need to talk more about the ratings. Everything is quite logical about it. Player keeps climbing progressively until a certain point, and the higher he rises along the food chain, the stronger the opposition and the more he loses for poor performance in a game. But it will be possible to rise in the rating even when losing the game. You know, no balancer will save you from playing with people who do not care what happens in this very game and there are situations when it is almost impossible to win. And those who contribute the most should be rewarded. Since the battles in Soldiers: Arena are not just down to the destruction of enemy units, the statistics will take into account other useful actions: hijacking enemy vehicles, fights for the territory, building capturing, and so on. Obviously, it is easier for some units to destroy the enemy ones, but this does not mean that their contribution to the victory is proportionally the greatest.
Link Work in other areas also did not halt in these months.
  • Interface. Did you notice the new icons and the technology tree? Also we added a second row of hotbar for those who need more than one.
  • Responsiveness of the game. Added in-game hints not only on the gameplay, but also on the interface elements. Making the rules of the game more understandable. Now, if, for example, you shoot with 88-mm at a light tank engine, it will be broken in 100% cases. Breaking the gun barrel is no longer a random event upon hit. You shoot into the barrel - you break the barrel.
  • AI. Units become smarter and annoying moments appears less often. For example, before there were unpleasant interruptions, when units began to run into each other because of the intersection of paths, even when they were far away from each other. Now the traffic rules has been mastered. At your requests (numerous, it is worth saying) tankmen stopped taking their place on the machine gun even before the previous gunner let out his last breath. Now they wait a few seconds, before leaning out of the hatch. This is in addition to being able to order them not to lean out at all.
  • Rules of the game. Significantly accelerated the set of points in the case of capture of 75% of the map. Now, if you have been forced to stay near the respawn, you will not endure shame for too long. The coefficients of the influence of players on the size of the map were changed so that the battle would become a bit more spacious. We configured the storming of buildings. Skill and weapons of a fighter have even more weight. One stormtrooper, for example, may win in a confrontation against an entire detachment of riflemen recruits.
  • Playtests. We tested the game at low levels, since it is from them that new players will start, and it is their balance that must now be given special attention During the last few months the most powerful tanks were Pz.Kpfw.III and T-28. We are glad that at low levels the game does not lose intensity and does not seem boring, but on the contrary has its own charm. Cheaper units make it possible to think less about saving and play more carelessly. On the screenshots of the USSR technology tree, all units of levels 1-3 are open, so that you can understand what we are talking about.



Page 1 Page 2 Page 3 As always, we fought against bugs. More changes - more bugs, you know. There were damn a lot of changes in the last six months, which meant there were quite a lot of bugs ... At first, it was easier to say what works, than what does not work. Now the situation has stabilized, but memories of ringing silence, which fell on select players during the games causing utterly terrible experiences, are still alive in the memory of many. Or for example the smoke screens, because of which the game began to eat twice the resources as usual. Or how about the barrels of guns which broke down even with the slightest contact with the allied vehicles, which gave you the feeling that you were watching a professional football match. And certainly one can never forget if they were unfortunate enough to see at least once how fighters shot in the direction opposite to which they were staring at ... and turned their weapons accordingly. Creepy stuff to see and it feels good knowing that you will never see it. In the next diary we will write in detail about the process of recruiting an army and forming your battalion. We will try to remove all the misunderstandings and clear our understatements so that we have to explain less when showing the gameplay video. We really dont want to do it with an unfinished interface, but it may be necessary. Not to show the gameplay before the start of sales is not an option. In the meantime, wish you all the best, guys!


[ 2018-12-08 18:47:35 CET ] [ Original post ]


DevDiaries #72: What to expect from Early Access


Link Hi, friends. Despite the fact that we now are at an evening, its a new days dawn in the development of Soldiers: Arena. The day, in which Releasedate? will henceforth be turned into the request to Patchdate?. The day, in which there will be more certainty and fewer secrets. The day in which the cocoons of the diaries will turn into butterflies of the patches. And today, at the dawn of this day, let's talk about the nearest plans and some very important developments, about what to expect and what not to expect from the Early Access version.

It's a new dawn it's a new day it's a new life for me. Nina Simone Feeling good


In the past diary it was said that the release slightly delayed by the work on the interface and improving the stability of the network code. We did our best to avoid it, but another small delay is inevitable. As always, we know exactly how to use the extra time to benefit a project. Now it is possible to complete a number of works that wed like to see ... completed ... already at the start of the Early Access (EA). Well, you know, all those little things from which the new day will become a little more encouraging.
Link
  • Control. Make interactive hints on gameplay, session and metagame interfaces. Add a classic RTS mouse mode (LMB for movement, RMB for attack), the ability to drag icons onto the hotbar from the general menu and make controls more intuitive.
  • Metagame. Create battalion autofill templates for those who want to fight as quick as possible. Adjust the price and balance of the ingame currencies: silver and gold. By the way, we are just starting work on the balance of the economic component. And if we assume that the final version is Sunday, then the EA ones will be Wednesday at best. Considering that at first the game will be paid, now the priority is to fill it with content.
  • Statistics. Refine windows with statistics on utility units, session results, game history. There is a small chance that we will have time to finish the replay structure. All this will help analyze the errors and understand where your team lost and which of your units turned out to be the most effective.
  • Commands. Add the ability to create and enter the game teams of real bros, proven over the years, victories and defeats. And of course, adjust the balance of autofit opponents.
  • Campaign! From morning till night we worked so that the campaign for the USSR devoted to the first weeks of the Great Patriotic War was ready for the Early Access. It shall depict the bloody summer of 1941 with all the consequences: the blitzkrieg and audacity of the German attacks, durability, and counterattacks of the Soviet army, pain and hardcore, typical for MoW.

Link

Say you just can't live that negative way, If you know what I mean; Make way for the positive day, 'Cause it's news (new day) news and days. Bob Marley Positive Vibration


According to preliminary, but rather confident forecasts, Soldiers: Arena will be available at the end of January 2019. The cost of the game is still under discussion, but we will try to name it in the next month. Pros that youll get for your hard-earned money:
  • Ability to play earlier than others and support the development with word and deed.
  • New gaming experience. Soldiers: Arena is really very different from other games in the series. To the already familiar and favorite mechanics we added a large list of new ones.
  • Two game nations, more than two hundred units and three dozen commanders with a unique gameplay.
  • Singleplayer/co-op campaign. One at the start of Early Access and another at readiness. We create each mission in such a way that it can be played in cooperative mode with friends, and so that each player can choose which units to call and what to do, cause leftovers from the hosts table isnt enough for true coop experience.
  • Skirmishes and battles against advanced AI, which in most cases will be better than your teammates.

Link
  • Multiplayer game. Weve made the game for this part after all! Meaty 5 VS 5 fights at a pace at which sitting in the bushes will not work. A huge selection of tools and tactics in order to arrange a holiday for you, and a gray hopeless weekday for your opponent. Detailed statistics for each unit to understand which part of your battalion screwed it up. Matchmaking to find rivals and teammates of your level. A balancer who won't throw you in a team against four filthy artillerymen.
  • Support and quick patches. We kept in touch with the community for all three years from the creation of the page and are only going to gain momentum. Your tears, battle roar and the joy of victory will be heard and taken into account. Bugs will die, and features will be added. Early access is just the beginning.
  • First echelon kit. Those who first come to the front must receive well-earned reinforcements. This shall include a premium account for three months, gold for the purchase of several premium units (2-5). The balance of gold is still not definite, so exact figures are hard to say at this point. And most importantly, two exclusive units that cannot be obtained in other ways: Pz.III Ausf.N and T-28E with a L-11 gun.

Link Cons that will come with Early Access:
  • Possible changes and reworking of interfaces.
  • FPS drawdowns and bugs. New patches for the new day. And they will surely come with the occasional and unpleasant bug-surprises.
  • Crashes. Speaking of surprises. We have a lot of enjoyable ones. Crashes in Soldiers: Arena even in the test version are not a common sight and regardless not a critical one. Now, if you are thrown out of the game at the end of the session or at the end of the fourth hour of the mission, you dont need to tear your hair out and sprinkle ashes on the keyboard. Just click reconnect and continue the day of anger.
  • Old models that we will change after the start of the EA. Many new animations and sounds are also in the plans for this period. You should be prepared for such situations.

Link

And a new day will dawn for those who stand long. Led Zeppelin Stairway to Heaven


Friends, we remind you that it makes sense to skip the Early Access stage, when the game will be paid, for those who are not ready for the cons listed above. The game will not be polished to a shining condition. Therefore, we would like to see among the early adopters those who understand the essence of the EA and are ready to look beyond some things. For those who are not ready - in fact, it is better to wait until the game becomes free to play. You will save both money and nerves. Buying the game in Early Access makes sense to those who want to see everything earlier than others, support the development and participate in it. This is an option for those who feel that they always wanted to give a shoulder and lend a helping hand to BW, but did not know how to do it. Well, even for those who are interested to see how Soldiers: Arena is changing and to be able to condescendingly tell beginners that one stormed Best Way office even BEFORE vanilla and the time that seems to be good ol days for today's youth is actually a modern tale compared to what happened back in the day.
Anyone who wants to take advantage of this opportunity is welcome to the development front. And at the front, as you know, its hot and hard, one day is considered for two. Wish you all the best, have a good evening and ... good morning.


[ 2018-11-23 20:47:29 CET ] [ Original post ]


German technology tree.

Hi, guys. Below is the full version of the development tree, as you requested in the comments. So that we have a subject for discussion before the diary (will be next week). Something can and will change, and something is "not implemented", so try not to overthink. Wish you all the best.


Link Link Link


[ 2018-11-15 17:22:19 CET ] [ Original post ]


DevDiaries #71: About the relativity of eternity


Link Hi, friends. Today is one of those diaries in which we won't publish the gameplay video and wont release the game again. Again we wont cure all runny noses in the world, wont finish A song of Ice and Fire and, obviously, wont return the kindness to the Internet. But theres still something to talk about. A good half of the questions in the community about when to release, why so long and how can we dare to delay ourselves in the first place?! Let's try today to understand the conditions of work on Soldiers: Arena, and to hold a small retrospective of past years and delays. Let's talk about development and developers, about why two years are not many, and why two, not three, and even if three, it is still not too long. We will have a diary that can be referenced by seeing the next Release date?!, and you will have screenshots and answers.

Arena development is a miniature eternity Ralph Waldo Emerson


On the Steam forums and in the comments is very easy to find lots of folks solidary with Emerson, but it's just not serious. Do we develop the game long? - Hell no! Do you wait for it long? - Probably, yes. The fact is that the time from the announcement of the game to its release does not equal the development time. In most cases, users will learn that a game is being developed when it is almost ready. Firstly, because at the final stage it is easier to correctly determine the remaining time for development, and secondly, because players do not have to become tired of waiting. After all, there is no shortage of games, and in 2017 alone, almost 7,000 came out on Steam. Keeping a players interest for several years of development is incredibly difficult (well, we are well aware of this), so the time of pre-release activity is usually not more than six months. Game development often takes from 2 to 5 years depending on the complexity of the project. And there is an astounding number of factors capable of increasing the originally planned period. In the case of Soldiers: Arena, these factors were: the cancellation of Nuclear Union and limited resources, the relocation of the studio to another city, the remake turned into a full-fledged game, the search for a new gameplay style, the overall complexity of the project, a small number of employees (less than twenty) and a number of other factors which we do not even want to remember. Oh, friend, we have gone through so much and have done so much for these two years, having so little that talk about way-too-long development and the jokes about the release in 2031 due to the sheer bewilderment. Below we will restore the chronology of events in making of Soldiers: Arena and try to explain why everything is as it is and why it is good.

Development will last long after Khayyam's fame Has passed away, yea, and his very name; Aforetime we were not, and none did heed. When we are dead and gone, devblogll be published same. Omar Khayyam


The Steam store page was created in December 2015 and we immediately decided to keep in touch with the community all the way to the release. Moreover, this release has to happen in three months. In those days, Soldiers: Arena was supposed to be a remake of a multiplayer (and only this) part of Men of War, with steam features support and replacement of some models. Most of our team didn't even work on it but provided support for games from third-party developers using GEM: Battle of Empires, Gates of Hell, Draft Wars, and several others.
Link Already in the first month, it became obvious that after such a long silence you expect something more than a remake from the Best Way. We already got used to the relocation, resumed the processes and, in general, also wanted to do something more. So the whole first and second quarter of 2016, we tried different options, thought over the list of new features, chose the version of the engine, but still, there was no talk about the new game. It was rather a more advanced version of the remake. It was so until the fall of 2016 when a new gameplay began to appear through the list of new mechanics and technical improvements. More precisely its sketch. It was different from the MoW and was both promising and controversial, and so far existed only on paper. The whole team started working on the game exclusively by the fall of 2016. It is this time that should be considered the beginning of work on the Arena-game. Frankly, we could go into silence for the next couple of years and return only to the stage of pre-release activity, which was written above (these 3-6 months). But again we didnt want to disappear, and we thought, why not take a chance to maintain a dialogue with the community from the first days of development? The great perspectives of regular diaries and the most early closed alpha test attracted us with constant feedback and warm motivating words of support from players. And we warmly welcomed these promising perspectives. And they gave us the opportunity to test and refute theories at the earliest stages, correct the mistakes that you find and get rid of what you are not very interested in. Remember that every comment you leave can improve the final game! Huge power in your hands, do not waste it all on Releasedates?!.
Link The time from autumn 2016 to summer 2017 was the hardest. It was then that we tried to understand what the game should be and were looking for core gameplay. Time is interesting but often painful. Soldiers: Arena then looked like a fishing hut, to which we were trying to attach a medium-sized castle. It looked weird and often annoying. There was a lot of unnecessary and temporary, a lot of things that are added to the game, only to make it obvious that they are not needed in it. We tried a lot and refused a lot. By the way, all this can be avoided if you make a sequel or clone of something. In this case, the development is reduced to the replacement of models, animations and the creation of a pair of new campaigns. With such a project it is easy to calculate the time for development and meet the deadlines. It's pretty simple when you do not need to invent a new gaming experience, but we wanted to develop the series, and not treading water. It was at this stage that the basic principles of the new project were formed:
  • Variability of gameplay. Make an army managing a mini-game in which there are no one hundred percent correct or incorrect decisions. So even the craziest set of units had a chance.
  • The primacy of tactics. Proper use of units should be more important than the fastest hand in the whole wild west.
  • Role component. Give the player the opportunity to play his favorite units and encourage him to play the role.
  • Epicness. The battle should consist of a series of epic moments, and not of a sequence of identical actions like: accumulated points on your favorite tank, went on the attack, get wasted, accumulate again or ragequit. Session must be in suspense from the first to the last seconds.
  • Readability battle. If you are killed, you should at least approximately understand by who, why, and how to get revenge.
  • Team play. Cooperation with other players should be maximally encouraged and be the pillar of gameplay.
  • Lots of content. Scope and possibilities! A huge selection of units, perks, and customizations for them, many commanders of various specialties, tons of cooperative. Later, a single-player component was added too, which was not originally in the plans, and which was influenced by you, guys!
  • A continuous fight against useless units. With the development and receipt of new units, the old ones should not become useless. The gameplay of each should be considered a set of mechanic and sometimes mini-games.

Philosophies fall away like sand, creeds follow one another, but Arena development is a joy for all seasons, a possession for all eternity. Oscar Wilde


But it is one thing to formulate, and quite another to implement these principles. After all, the end result is so abstract, and the terms are so approximate! Basically, everything has to be tested empirically. In a readable language: it was necessary to iteratively improve and modify. For example, we now have the fourth revision of HE-shells in our work. Fourth! In most cases, you just cant predict and take everything for granted. Make, test, rework.
Link In the second year of development, the first reports about the waay-too-long development have already appeared! The game at that time was not very stable and poorly optimized, but quite playable and it was already possible to go into Early Access then (in the end, alpha testers have been playing for more than six months already). But we decided that you should not be misled by the lack of interfaces, low fps, drafted models of vehicles and unfaceted gameplay. Yielding to persuasion in June 2017, we named the date - the first quarter of 2018. The development went on, the scale increased, the number of units, commanders and new mechanics grew. From the initial calculation of 60-70 units for each nation, we came to 100+ (and this figure continues to grow).
Link The core gameplay was ready, and most of the features were implemented, work began on the interface, which is still going on to this day. It is worth saying that words like interfaces, optimization or balance, of course, do not convey the number of works behind them. Interface hell, optimization swamp and balancing infinity would be better suited. Make, test, rework. In March, after the publication of the first videos, we saw that most of the community was not ready for fps drawdowns and lags. We were seriously surprised by this because all this time we were talking about getting into Early Access, which does not imply a ready-made, optimized and devoid of bugs game, as water does not imply soup. As in any beta version of the game, there will be bugs and imbalances in it. Ok, its probably worth doing optimization and network code before entering Early Access, we thought and changed the date to the second quarter of 2018. At the same time, we started several tasks from those same themes that were impossible to perform on the GEM engine. It is because of the complexity of these tasks that we had to postpone the release once again to the autumn of 2018. And here we are. The core gameplay is ready, two playable nations too (we will most likely finish the USA after entering the EA), the impossible has become possible, and you can play without a slideshow even from mediocre PCs. Now we are a bit late with interfaces and network code. But in the next month we hope to catch up with it, but the plans, as before, are approximate. As mentioned above, Early Access is just the beginning and each delay makes this beginning more likely. It makes the game better, we become better prepared, and the players who paid their hard-earned money will become happier. Perhaps, we will first release a limited number of keys in order to simultaneously receive support from our most devoted fans, who are ready to treat problems and bugs with understanding and at the same time limit the number of users and keep up with support. Thanks to everyone who supported us on this way, helped with advice and inspired with comments. Guys, you're the best! Release date?!


[ 2018-11-03 19:17:41 CET ] [ Original post ]


DevDiaries #70: Village


Link Hi, friends. Under the last post, g0Dwarrior23 drew attention to the strange fact that you have not yet seen extensive documentation on multiplayer maps. And it was one of those Oh, re-e-e-e-ally moments when you realize that you did not see (didnt show in our case) the forest behind the trees. In the diary about Polesie we talked about the reference search process, map zoning and showed some landscapes, which is interesting by itself, but does not provide an overall picture. To fix the situation (or lack thereof), today we will look at one of the maps from a bird's-eye view and take a walk through the main sights. https://www.youtube.com/watch?v=Y2emqBAp_TE&feature=youtu.be The Village map can be divided into three lanes: dense buildings on the left, open area in the center and the forest on the right. The line of first team fights is usually close to the central group of buildings.
Link The preferable flank is usually determined by the chosen commander and the troops he specializes in. In most games you will have to be in several places at the same time, alternately defending and attacking, retreating and supporting the offensive, and success can greatly depend on the choice of these locations. The better you know the terrain, your units, and the likely enemy tactics, the better you will be able to seize the initiative and unleash the potential of your chosen commander.
Link Infantry dominates on the left flank. An Assault battalion is the most successful in urban fights, since storm troops have an advantage in capturing and defending buildings. Moving between buildings on the left flank, you can capture the territory almost down to the enemys spawn point. Here you can also strengthen the safest positions for howitzers and mortars, completely protected from direct fire.
Link Tanks along the building need to move very carefully, gallantly inviting the infantry forward, avoiding succulent main courses of AT grenades served in bundles. Cannons with direct fire have nothing to do here, since you can only fire at close range and probably only once.
Link The central and the biggest part of the map is the open area, which is the natural habitat for the Tigers, Panthers, and Lynxes. And that means there are many artillerymen who attend the safari there. Open spaces allow you to shoot over large areas, and a battery of anti-tank guns concealed in a good location can stop a tank rush even before it starts. However, the response to the brazen gunners who are shooting at an auto attack comes so fast that you usually dont even have time to suffer. Here, with the support of tanks, infantry can break through faster and farther than anywhere else, since it is much more difficult to tie it up with a fight in an open field.
Link The woodland on the right flank gives a lot of opportunities for tank breakthroughs. Because of the dense vegetation, stones and height differences, anti-tank artillery is almost useless here. So if you dont want to see the enemys vehicles in the rear, its best to mine the narrow passages. In most cases, you hardly meet anyone in the forest, except for mortars hidden behind a stone ridge, so this zone is more often used by saboteurs to cross the front line. So cliche, but still effective.
Playing on all three flanks at once or putting pressure on one alone is up to you, but knowing the terrain and commanders will help make this decision right. For example, it is better to use anti-tank guns as a battery in a place where it will definitely shoot someone, since changing the flank quickly will not happen. Howitzers, on the contrary, are almost not tied to any terrain and can shoot from one side of the map to another, regardless of barriers and distances, although the accuracy with distance decreases significantly. Playing with heavy tanks, you often simply wont have so many units to deploy them across the whole front line, but the infantryman just needs to be present at least in several places at the same time. Before we proceed to inspect the village sights, we remind you that any point on the map can become paramount if the situation requires it. A particular building interferes with your plans? Raze it with your HE-shells. Are you afraid of open spaces? Build your cozy fort from bags, barbed wire, and anti-tank hedgehogs, make a moat of trenches and scatter the mines around. And feel yourself at home.
Link The group of buildings in the center is the local navel of the earth. It can give a huge advantage and serve as a foothold for entering deep into enemy territory or help expand the front by half the map. That is why the clashes never stop here. A similar situation with buildings near the forest. Their capture will allow to see the nearest territory and keep the enemy in stress.
Link In the central part of the map, closer to the rear, both teams have buildings that are simply created to be captured by the paratroopers. In addition, it is one of the best positions for a battery of howitzers, albeit the most obvious one. In addition, any stone and any barrier can be used as a shield or additional armor for your units. The battle in the Frontline goes for the territory, and the better you know it, the easier it is to capture and defend. The easier it is to choose the right place for minefields, trenches or a breakthrough into enemy territory.
And briefly about the most interesting development. Now multiplayer maps will change their size depending on the number of players in the session. When playing 3 vs 3, the map will be cropped narrower than when playing 5 vs 5 and will retain the same combat intensity and an average number of units per map area. We will not go into details further, it will be better for you to try it out by yourselves. So we use every existing one and create new opportunities to make the gameplay in Soldiers: Arena intense and damn diverse. And we are trying very hard so that soon you will try it by yourself. Wish you all the best, guys!


[ 2018-10-18 22:51:21 CET ] [ Original post ]


Postponed Diary


Link Hi, friends. We did not have enough time to prepare a diary this week. Sorry about that. Feel free to use your right and suggest the topic. Wish you all the best.


[ 2018-10-10 20:49:44 CET ] [ Original post ]


DevDiaries #69: DevFeedback


Link Hi, friends. In feedback diaries we usually talk about some results and changes of recent months. About settings, features, models, funny bugs, interface pieces, units, and the rules by which Soldiers: Arena lives. But today we need to talk about the balance also. Talk seriously and sincerely. Under the last diary there was much controversy about whether the stormtroopers are balanced or not, and how the absence of an armored car or flamethrower can destroy everything. Before we proceed to a soothing-explanatory text, pay attention that the Tiger. Pz. VI was already on the cover of the diary about heavy tanks. How do you like this change?

Talking about balance in Soldiers: Arena you don’t need to...


  • ... compare units with similar ones from other games / books / wikipedia. Limiting the range of fire or its absence, the range of the HE action, the disguise, the possibility of retreat, of capturing the vehicle or any other of the hundreds of game features can significantly affect the result. If in another game you can shoot a tank with the machine-gun, this does not mean that you can do it in Soldiers: Arena.
  • ... think that duplicating units is good. It’s a mortal sin to produce the same units, differing only in skins! And it's not just about stormtroopers. StuG III Ausf. G and SU-85 are conditional analogs of each other, but are they the same? The SU-85 shell deals more damage, but StuG III Ausf. G is better at piercing armor at long ranges, has a machine gun and faster reload rate. Which of these characteristics are the most important, will depend on the chosen tactics.
  • ... perceive the unit in isolation from the game. Combat in Soldiers: Arena is not limited to a set of duels. You can even destroy your anti-class if you use the conditions correctly. Do you think that the flamethrower is stronger than a fighter with a submachine gun? But what if the submachine-gun-guy lies in the grass so damn invisible? What if he successfully throws a grenade? What if he has an older tankman brother? This game is about choosing, creating and correctly using favorable situations. Among other things

Link (Let's have some rest and help Dora the Explorer to find the elite sniper)
  • ... forget that every unit has its own tasks! The PM-41 mortar has a bigger caliber than the BS-3, but that does not makes tanks easy targets for mortars. There is no point in comparing the stormtroopers in battle against stormtroopers, because you do not compare how well one air defense weapon destroys another air defense weapon, right? Units are balanced not in comparison with their counterparts, but in relation to whether it is good enough (and whether it isn’t too good) in performing their tasks. And there are always more than one way to accomplish this task. If you like to storm the building on an armored car more than to suppress it with a machine gun and annihilate the defenders with your shotguns, it's your choice. But this does not create an imbalance.
  • ... simplify to the point of absurd. The presence of a flamethrower or an armored car is not the only important characteristic. There are dozens of them and we take into account everything! To give a PTRS-41 or a grenade launcher to every infantryman is not the only way to strengthen it in battle against tanks. We reduced the speed of tank turret rotation and it worked no worse. Added one AT and two AP mines to miners, so it makes artillery and infantry stronger in defense. Is ZIS-2 too strong for its class? You can change its level from the third to the fourth and its natural opponents will change from Pz III and Marder, to Pz IV and StuG. And this did not change its in-game characteristics. So "Let's give everyone a hammer" is not the only option, there are also more elegant ones. The only question is whether you want to look for them. We want.
Friends, we do like disputes about usefulness of units. What can not be said about reproaches that we are deliberately creating an imbalance. When a playable nation loses in one thing, but wins in the other, that's good. This is a balance of strengths and weaknesses. Also this adds some diversity. Do not look at the question so one-sidedly. You do not play one unit for the whole session. You do not have to figure out how to destroy a tank with a sapper shovel. This stuff is for digging trenches! The screenshots below show the composition of two infantry battalions: reconnaissance and sabotage for USSR and assault one for Germany. As you can see, you have a little more than one infantryman for the game.
Link First row: Pak 35/36, Riflemen (Recruits), SMG infantry (recruits), Rocket-launcher infantry Second row: LeIG 18, SMG infantry (Regular army), MG squad MG-34, Flamethrower infantry Third row and fourth row: Separate infantry squad, Riflemen (Veterans), Sd. Kfz. 4/1, Stormtroopers, Medics Sorry guys, but we have no English localization of this piece yet. Both battalions are infantry, but they are used for different tasks. The first should go to rush and attack, and the second should hide in the shadows. By the way, this is still not the final version of the icons and only one of the many options of managing the battalion. Which of them seems more interesting to you and why?
Link First row: Riflemen (Recruits), Sentinels, SMG infantry (recruits), Scouts Second row: Riflemen (Regular Army), Snipers, Scouts, BA-11 Third row and fourth row: Paratroopers, Aerial reconnaissance, Elite Snipers, Saboteurs, Medics

Some settings


In recent months, we are working hard to make the game intuitive, enjoyable and remove as many bugs, lags and drafts as possible. Incredible gameplay, like the inner world - no one will notice, if not to reveal. Of course, you will not go into the game for the sake of the interface or super-beautiful icons, but definitely notice their absence. So we created more than two hundred icons and modified interfaces. All these windows, development trees, backgrounds, scenes and so on. And also redesigned the interface windows to support 4K resolution. In addition to the hints on the loading screens and training missions, you will be introduced to the game with the system of interactive tips. By hovering the cursor over a part of the interface / battlefield / unit, you will see a small brief description about the management, tactics and tricks of the game. It's not easy to make a complex game intuitive. This is a long, painstaking work consisting of thousands of boring things that you will never notice. But unfortunately, this is a damn important part of the development.
Link We tested the first mission of the Soviet campaign, which can be held as a solo, or in a co-op of up to five players. Also, we added a prototype of the new multiplayer map "Kursk fields" with a large number of open spaces. By the way, the landscape also affects the overall balance. On this map, guns with direct fire are stronger, and the life of an infantryman is sadder than usual.

You are not prepared!


Fought off bugs of varying complexity and amusement. In some cases, the level of amusement is so low that it goes into negative. You often rush us with the release, but why? Just imagine such a session. You are retreating on your beloved ISU-152, miraculously leaving the shelling, having repaired the track with the last crew member. You think that you already got the Lord by the beard and ready to laugh at the enemy-loser, when suddenly an armor-piercing-karmic shell shot you. How? Why? Who killed Kenny? It turns out that the retreat icon burned over your unit even in the fog of war, turning your way home into a corridor of shame marked with neon "Hit Me" signboards. And if the players could have no time to react, the AI simply ignored the camouflage mechanics in those days. "There are no eyes - there is no fog." - he thought and fired without unnecessary self-reflections. The fact that AI refuses to comply with the gentleman code is demoralizing, but you are an optimist. You console yourself that you actually love hardcore. When battlefield gives you lemons, you make limonkas but not useless lemonade. You attack in the hope of fulfilling the task of capturing the flag and bring your team victory points. You squeeze out of yourself all the life that is left after the loss of your sweet ISU-152. You attack like the last time in your life and reach the goal! But … for some reason the points are not credited. You feel downfallen, deceived, devastated ... But your team still winning a little and at least the victory will be yours, which will compensate a bit for the suffering. It will be possible to say that you fought against the whole world and won and did not give victory to the dishonest bug-abusing opponent ... And while you think so, the skyey Charybdis opens its mouth deep in the rear and overthrows parachute rain. Because of the bug with victory points, the enemy gets such an advantage, as if he captured the entire map, Moscow, Berlin and Atlantis. Over time, you knock him out of course, because you're good! Unfortunately, the time he won with his dastardly blow is enough to win. You would like to throttle the air in anger and "Fus ro dah" on the whole throat, but the last forces are already given to this fight. You want to go away from the computer, but your legs fail. You fall to your knees in the middle of the room, your mouth is open in a silent cry, and the rain pours directly from the ceiling, hiding your tears. Why? - quietly howling you, curling up on the floor, while the camera moves away, leaving you alone and confused.
Link Do you really need this, my friend? Do you really need a game like right now? Or can we fix at least the most critical bugs? The ones described above, by the way, no longer exist, don’t worry, but their colleagues are still doing their job. And if we get rid of them, then you do not have to go through the seven circles of bugs, and we won’t wander through the icy wastelands of negative reviews obsessively repeating "We warned them". A little more support to finish what was started, and everyone will become a winner. You can do this, guys, cause you are the best!


[ 2018-09-28 22:07:42 CET ] [ Original post ]


DevDiaries #68: Stormtroopers


link Hi, friends. The last few months we are preparing Soldiers: Arena to show to the people. There is still much to be done, but as far as it is goes, we’re more or less done with the gameplay and optimization, and now we can work some more on cosmetic improvements. We get rid of temporary solutions, modify interfaces, configure controls, hotkeys, repair uncritical bugs, which usually did not get our attention beforehand. So we polish, decorate, simplify. And in today's diary, we'll talk about some changes in the management and gameplay of infantry, about specialized squads and their differences. We added the possibility to spread the units on the move. Moving the mouse up and down while pressing the RMB, you can specify the distance that the units will keep when moving.
Dispersal in the area not only allows you to quickly capture the territory but not to lose the entire detachment from a single shell or machine-gun fire. And you can also control how close to each other the units will take place in the cover.
We changed the mechanics of an artillery strike. Scouts, saboteurs and elite snipers now have signal grenades that, when exploding, spawn a pillar of smoke. Ten seconds later, in the smoke-marked area, the artillery gives a volley of three 105-mm shells. Since the shot making the artillery "outside the map," no additional cooperation with the allies is required. Only time for observation tower to see your signal and for artillery to aim. Ten seconds is quite a lot in game time, so an attentive player has a chance to react and retreat. Saboteurs, scouts, and snipers do not affect the front line and are visible by other units whey are half-way down the view range. Due to this they can not only get close enough to throw grenades but to also reach the weak points in the enemy’s rear and destroy howitzers, mortars, machine guns, fortifications, and some inattentive tanks.
In Soldiers: Arena, having opened a new unit in the development tree, you do not obtain discounts on the previous one. And we spare no effort to make them realistic, unique and relevant throughout the game. One of the tools to achieve this goal is the fine-tuning of each unit and weapon. Let’s take a close look, for example, to the heavy assault infantry of different nations and how their weapons and tasks differ. Storm Troopers of the USSR, the Rangers of the United States and the German Panzergrenadiers are inhomogeneous squads, with fighters with different equipment. This is an infantry elite that has been in lots of battles, with better survival characteristics, and a bonus to capturing and strengthening buildings.
link Stormtroopers:

  • 3 stormtroopers with a submachine gun (PPS-43, grenades (AP, AT, smoke), dynamite, bulletproof vest)
  • 1 stormtrooper with a flamethrower (Flamethrower, grenades (AP, AT, smoke), bulletproof vest)
  • 1 stormtrooper with a machine gun (BAR, grenades (AP, AT, smoke), bulletproof vest)
In reality, such squads were used as anti-bunker infantry, therefore there is no infantry in the game, which could compete with them during the storming of buildings. Thanks to bulletproof vests, they are less afraid of small arms, and thanks to the flamethrower, they are much more scary to any other infantry. As one of our designers likes to say - "Flamethrower does everything better". Unlike most infantry with assault rifles, they are armed not with PPSh, but with PPS-43, which is characterized by better accuracy, but smaller cartridge. And dynamite with a remote fuse. Just imagine how many unforgettable moments you can give to the enemy!
link Rangers:
  • 2 rangers with submachine gun (Thompson, Bazooka, grenades (AP, HE, smoke), bulletproof vest)
  • 2 rangers with a shotgun (Winchester 1912, grenades (AP, HE, smoke), sandbags, bulletproof vest)
  • 1 ranger with a machine gun (BAR, grenades (AP, HE, smoke), sandbags, body armor)
Body armor, a set of grenades, bazookas and a machine gun make them multifunctional and dangerous for any opponent. The ability to install barricades from bags helps to strengthen on the ground. But the main feature of the rangers is shotguns. In Soldiers: Arena, they are extremely honest and harsh. In close combat (and only in it) one shot from a shotgun can quite kill several enemy infantrymen. So, when it comes to storming trenches, fortifications or close combat, the rangers are unparalleled.
link Panzergrenadiers:
  • APC Sdkfz 251 Ausf C
  • 1 grenadier driver (MP-40, grenades (AP, AT, smoke))
  • 2 grenadiers with a rifle (G43, grenades (AP, AT, smoke))
  • 2 grenadiers with Assault rifle StG 44 (Panzerfaust, grenades (AP, AT, smoke))
  • 2 grenadiers with submachine gun MP-40 (Panzerfaust (x2), grenades (AP, AT, smoke))
  • 1 grenadier with a machine gun (MG-42, grenades (AP, AT, smoke))
Panzergrenadiers are armed somewhat worse than similar detachments of the USSR and the United States and do not have bulletproof vests, but have much greater mobility. Panzerfausts and cumulative grenades will help you cope with any vehicles. Sdkfz 251 Ausf C makes it possible to reduce the distance to an enemy tank, heavy machine gun or fortifications without guaranteed death in the process. And thanks to more infantry in the unit and a wide roster of small arms - this is the strongest unit in the game in sense of the density of anti-personnel fire. As you can see, each of these units has its own characteristics and strengths, despite the fact that their main task is the same - an assault. In our opinion, there should be as few as possible unremarkable units in the game. So we will continue to customize and emphasize the features of them, and you can write down what strengthenings for the infantry you would like to see. Wish you all the best.


[ 2018-09-14 01:37:20 CET ] [ Original post ]


DevDiaries #67: Т-34


link Hi, friends. Today we will continue our acquaintance with the USSR development tree. As promised in the past diary , we will talk about tanks, specifically, the legendary T-34 and its modifications. In addition, we will try to silence the superstitious fear of the F2P model that lives in the community. Once again, we’ll talk about health bars, and why they won't kill the hardcore. We will show you the USSR tank branch in its current state. And, as always, screenshots, friendliness, walls of text.

The T-34 tank excels not so much for its fighting qualities but for the extreme simplicity in production, operation and repair, reliability, low cost and the possibility of mass production at any machine-building plant. Morozov А. А., one of the T-34 creators


T-34 is one of the most recognizable symbols of the Second World War, the most massive tank of that time and it is no wonder that in Soldiers: Arena it occupies an important place. We can say that it is also a symbol of our idea of units that never lose their relevance. Despite the fact that there were tanks with better armor and better weapons, it was the T-34 that accounted for 79% of the total production of tanks in the USSR by the end of 1943. The design combined excellent maneuverability and mobility with a decent gun and adequate armor, but the most important element was its modernization potential, ease of use and production. T-34 was created as the basis for the future tanks, which could change with minimal costs and meet the demands of the time. Thanks to these initially laid down qualities the T-34 remained relevant throughout the war, and the production cost of serial models was constantly decreasing (from 270,000 rubles in 1941 to 142,000 rubles in 1945). In the game, T-34 is represented in almost all of its serial modifications (except perhaps the flamethrower version, but it will probably appear in future) and, like its real counterpart, always remains relevant. The early version of the T-34-76 model of 1940 with the L-11 gun became an unpleasant surprise for the German tankmen. There weren’t enough Pak-40, so almost the only savior was the requisitioned and modified Pak-36 (r), the sad story of which we told earlier. In the early and mid-game T-34-76 models of 1940 and 1941, with the F-34 cannon are simply indispensable and may perfectly cope with the tasks of breaking, protecting and supporting.
link T-34-57 will allow keeping a bit longer distance in the fight against medium and some heavy enemy tanks. The penetration of the ZIS-4 cannon mounted on this version of the T-34 was so strong that the production of the tank was even temporarily suspended due to "excessive power". While firing at enemy artillery or fortifications, the 57-mm projectile is not as dangerous as you would like. And T-34-85 was, in fact, the answer to the appearance of the Tigers and the Panthers on the battlefields, but even with the increase of frontal armor in the T-34-85M version, it couldn’t stand against the 88mm PZ-VI shell. So in the game, the T-34-85 can fight German heavy tanks, but it's a risky business. To become a winner of such a duel you must take full advantage of your speed and maneuverability. And it is even better to use self-propelled guns based on the T-34 to fight heavy enemy tanks: SU-85, SU-100 and SU-122 (located in the artillery branch).

I looked, and behold, a white horse, and he who sat on it had a money; and a premium was given to him, and he went out conquering and to conquer.


In the comments under the last diary, there were many questions about the imbalance which premium units could produce and how they definitely bring the game down into the Pay To Win abyss. We do not really understand how the T-34-76 version with screens or Valentine can own everything. Each unit is configured based on its real characteristics so T-34-76 shoots like a T-34-76 regardless of whether it is premium or not. Armor screens welded on the sides increase a bit its survival rate, but at the same time increase its spawn price. The biggest advantages of the premium units is the ability to earn more experience, their visual uniqueness or some interesting gameplay. If you pay attention to the level of T-34-76 with screens (4th) and try to compare it with other units of the same level, you will definitely notice that it does not look super-strong. There are PZ IV Ausf. G, Stug III Ausf. G and Pak-40 also on this level and they calmly cope with it. The grenade launchers are a unit of the third level, and the miners are of the first one, and they do not care about the extra armor. In the future, the number of premium units may become larger, but the tendency not to make them imbalanced will continue. One of the distinguishing features of our games was the ability of a pennyworth infantryman to deal with the most expensive enemy unit and this is the basis of the balance in Soldiers: Arena. In the past test, we conducted an experiment. One of the game designers played an infantry commander with first-level units in combat, where the ISes and the Tigers played and still managed to stay in the top among all eight players. If the first level infantry holds on somehow, then the other units could do it too.
link

Healthbars was undoubtedly one of the most terrible sins. No, philosopher, I disagree--it is the most terrible sin of all! (с) M.A. Bulgakov


Thank you Pontiy for questions about another community fear - healthbars. Friends, do not rush to take leaflets of the cult of hardcore witnesses and fear the Arcade-Judgment Day. Let's take another look at the examples of the work of healthbars and their contribution to the common good and understandability of the gameplay. Healthbar displays the general state of the tank, and when it drops to zero, the tank becomes a heap of scrap metal. Healthbar can only be restored with the Fallback mechanics. On the battlefield, such repair is impossible. To damage the armor, you need to pierce it, which is possible not from any gun or from any distance. Consider the example. T-34-85 can penetrate the Tiger from a close distance and, if luckily combined, can neutralize it for at least two shots. After the first Tiger will lose up to 75% HP and several crew members, and at the second shot will destroy it. Damage to the HP depends directly on the caliber of the projectile. For example, the 57-mm T-34-57 projectile has the best armor penetration, but the damage caused to the HP will cause less than 76mm of the T-34-76.
link In addition to the removal of HP there are a number of other events while piercing: the explosion of ammunition, damage and breakage of tank parts, tracks disruption, a death of crew members, etc. For example, when shooting from a Faustpatrone and other grenade launchers, there is no big damage to HP, but there is a high chance of crew death or an explosion of ammunition. Burning through armor, the cumulative jet has a chance to destroy the inside of the tank, and causes the crew to suffer from a monstrous pressure drop and a rise in temperature. The tank is not necessarily destroyed, contrary to popular belief. So, in addition to the obvious utility of the bazookas, they have an additional plus - the tank is more likely to be captured. Why break a good thing?
link The penetration from other guns also does not always lead to an explosion and this is also quite realistic. After all, mostly the crew died faster than the tank become completely destroyed. The chances of survival of each tankman are affected by a number of modifiers. For example, a driver's mechanic has a better chance of surviving after the tower piercing than a loader. The chance to survive after penetrating with the 57-mm shell is higher than with the 76-mm, because the second one generates more fragments (both from the armor and from the shell itself). In addition, the hit can lead to a concussion of a crew and a brief stun. The idea is that the healthbar provides an opportunity to understand when a damaged tank will become unrepairable, but it does not cancel all other mechanics. So no fear, guys. What Soviet tanks do you personally lack? What it is necessary to add or remove? Still afraid of HP? Meet you in the comments under the post. Wish you all the best!


[ 2018-08-28 20:47:00 CET ] [ Original post ]


Postponed Diary.

Hi, friends. Immediately after the vacation, we rushed into the work, so there was not enough time to finish the diary. We'll post it in a few days. In the meantime, pay attention to the screenshot from the last issue. Again. And try to find the "Easter egg" standing near the trees. Wish you all the best as usual.
link


[ 2018-08-23 17:38:54 CET ] [ Original post ]


DevDiaries #66: USSR Artillery


link Hi, friends. The theme of today's diary was born from your comments under the last post. We read them all, don’t you know? As Doomykins reasonably noted, the USSR development tree did not appear in the diaries beforehand. Today, we will correct this situation and talk about Soviet artillery in Soldiers: Arena. And so, we’ll tell Egor Tolstoff and the whole community why the difference in one or even several levels is not a huge margin separating the winners from the losers. This is not the final version of the development tree btw. We constantly add new units, change levels or type of existing ones, their places and links with other units, so as not to let imbalanced forces invade your PCs. Vigilantly and relentlessly we stand on the guard of balance.
link We did not include most of the SPGs here, because they are closer to the tanks in the devtree, and we will write about them in the next diary. But even without self-propelled guns, the artilleryman has a wide range of tools to destroy any enemy. Collecting the deck, you can adjust it to your style and add some infantry aggressiveness, self-propelled mobility or howitzer large-caliberness. How to play and how to assemble a commander is up to you. In Soldiers: Arena, the artilleryman does not have to sit in the bushes all the time. Despite the fact that most guns in this group are good at long distances, they can be played aggressively. After all, the closer the distance to the target, the more likely the ‘one-shot’ is, so sometimes it's more profitable to get to a good position for a shot rather than to aim for long - Especially if you support allied forces or they support you. It makes sense to recall the experience of assault troops during the battles for Stalingrad or Koenigsberg, which included sappers, scouts, riflemen, several machine guns, anti-tank guns and cannons. This tactic also works in Soldiers: Arena, and Zis-3 or 53-K, for example, are lightweight and mobile enough to be moved by the forces of their crew and, moving along with the infantry, to support the offensive. Most often, seeing the advancing infantry, the enemy calls something inexpensive and capable of stopping it. Whether it's a machine gun, an armored car or a medium tank, such an assault team will overcome this barrier without hindering the advance. If you were always embarrassed by the contemplation of the artillery gameplay, it's time to reconsider your views. Any deck can be good in Soldiers: Arena, if you know what you are doing.
link

If whale and elephant will fight, who will win?


With the increase in the level and development of the artillery branch, you will gain access to the most threatening weapons such as anti-tank 100 mm BS-3, ML-20, and B-4 howitzers. There is no armor that these monsters can not cope with, and there is no such cover that will save a foe from their domains. The payment for such power is a high level of noise produced, a low rate of fire and heavyweight. In the game, this means that you quickly become visible and evade the retaliatory strike slowly. In addition, the huge caliber does not make the crew more survivable. Grenade, tank tracks, paratroopers, mortars and even small arms - either of these options are deadly. That is why the level of the unit in the tree is not the only determining factor of success in a duel. Often even the most innovative tools can be broken, when you have the correct tactics, skills, experience, and knowledge of the enemy's vulnerabilities. And this is the realism to which we aspire. In previous games of the series, for example, the IS-1 has practically no chance against Pz.Kpfw VI Ausf. H1. In Soldiers: Arena all chances are on the side of the experienced player. Even KV-85 or T-34-85 can compete with the Tiger if they are in better conditions. It creates the room for maneuver when most tank fights are not solved with ‘one-shots’. You can hide into the fog of war after an unsuccessful enemy shot, come from the rear, spot him first, lure it to some mines or just knock down its tracks and allow allied artillery to spank him - all this can lead to the victory of a weaker unit. In addition, the fight is not split into an amount of duels and sometimes there is no time for them. The Tiger may be stronger than KV-85, but is it stronger than KV-85 and BS-3, for which you carefully spotted it? In the previous Diary we compared the F-22 and Pak 36 (r). Indeed Pak 36 (r) is one level above and better copes with the tanks, but the F-22 due to a larger bullet drop can shoot with indirect fire. It turns out that Pak 36 (r) copes better against tanks, but the F-22 copes better against the Paks, and it does not matter what Pak we’re specifically talking about. Which of them is stronger?
link Even the units of the first levels never lose their relevance. The most advanced infantry will die very quickly if it is sent to a fortified position with fire coming from a modest first level Maxim gun. ZIS-2 crew often do not even think about the level of medium tanks they’re facing. And no matter what version of Pak the enemy has, even a 50-mm mortar can handle it, if you give them enough time to it. And of course, BM-37 or 120mm regimental mortar can cut some people to shreds without hesitation. Taking a position in the yards or behind a natural shelter, you can shell the infantry and artillery of the enemy even through the entire game duration. People often underestimate such cheap and, apparently, harmless units. Seeing something powerful and expensive on the map, players forget about everything just to focus on taking the kill. Tankmen are firing from all guns, infantry is leaping about with grenades in their hands and howitzers are firing at tanks hoping to deal the finishing shot. And during this time a mortar crew may destroy half of the enemy's artillery. Also, no matter how powerful are the infantry in the trenches or buildings are, they can not survive the hit of a 76-mm shell of the M1943, and the penny-worth DS-39 suppresses the infantry better than the B-4 because it shoots without prolonged reloadings. We can continue calling out examples, but you have caught the main idea. Whether the unit will dominate the session depends only on your skills and knowledge.
By the way, we have finished the model of 29-K. Changed the body and supports to match the real ones, and added animations. This gif is for you. The next diary will be in three weeks, since from 6th to 19th we have a vacation. All of Best Way at once will take it, just to avoid unnecessary delays and disruption of the schedule. So we’ll see you in three weeks, friends. Wish you all the best.


[ 2018-08-02 19:22:04 CET ] [ Original post ]


DevDiary date changed


Hi, friends. We will post the diary next week. Still thinking about the topic, so it's the right time for your suggestions. Wish you all the best.


[ 2018-07-25 15:42:57 CET ] [ Original post ]


DevDiaries #65: DevFeedback


link Hi, friends. While the Best Way programmers take Soldiers: Arena from the darkness of unoptimization into a stable bright future, the rest of us also have something to do. In today's issue of DevFeedback, we'll talk about some of the minor (and not so minor) fixes, changes and settings that Soldiers: Arena has been subjected to in the last few months. Also we’ll tell some about logic and behavior of AI that did not fit into the previous diary. Over the past few months, AI has grown strongly and moved from the phase of children's entertaining to the phase of teenage rude AI, and we just had to send it to military school to correct its behavior.

There he passed the young fighter’s course and learned how to:


  • Choose the right targets. The threat factor of the enemy and the distance to it are both taken into account. For example, an SPG is much more dangerous for a tank than a grenade launcher or another tank. But, what if the SPG is on the other end of the map, and the grenade launcher is ten steps behind and reloading his weapon? Now the units know what to do in this situation. Machine gun crews know that a car moving straight towards you is a bad sign, and anti-aircraft gun crews know that no ordinary bird can cast such a big shadow.
  • Use weapons on the right situation. Against infantry in a shelter or on a hill, anti-infantry grenades are preferable to small arms, a moving car is better to hit with a HE-shell, and the smoke grenade used in time has a positive effect on the survival rate of the entire squad. And of course they know a few things about the importance of a precision lobbing of a sapper’s shovel - If the shovel of death is in the hand, and the enemy has come close enough - the AI ​​knows what to do!
  • Manage units. And not only how to play with the rushing tank, but also how to play guardedly with howitzers, how to support the allied infantry with fire from light cannons, to withstand the balance between sitting in the rear and breakthroughs of the front line with SPG-s. He learned some tricks about the game with situational and complex units. For example, Willys with bazookas will patrol the territory until enemy tanks go on a breakthrough, and only then will he go into a head-on.

link

While AI learned the tricks of military art, we:


  • Have worked on interfaces. Including updated metagame interface, which we will show in the future. Have made templates for commanders, so that in the tests you can start the game in two clicks.
  • Have set up and deepened shooting mechanics. At medium and long distances, precision was increased for rifles and aiming for mortars. We set up a different radius of auto attacks for cannons and vehicles armed with armor-piercing shells to reduce the amount of random and ineffective shooting and avoid the situation when the AI ​​attacked without even a chance to pierce. For example Pak-35/36 will start shooting only from the distance of guaranteed penetration of the armored car, and BS-3 from the distance with which it will be able to precisely penetrate a medium tank. Fine tuning of each gun in the game continues.
  • Have conducted tests. Including the intensity and duration of the session. Have increased the session time, the number of points needed to win, reduced the limit of units and so on.
  • Have fixed game mechanics. For example, we fixed the ability to dig or not dig trenches on each individual type of terrain to avoid underwater and above-asphalt trenches in the game. With the help of smoke grenades, you can now hide the tank or SPG, but only in the case that it does not create much noise from the shooting and is not spotted on the minimap.
  • Have added new units and replaced the some old models. Amongst which we can find the leFH 18 from the render and Pak 43.

link And as always we fought with bugs. The last two months have passed under the sign of a Drifting Stug. Because of the bug in the settings of the new Stug III Ausf. G and StuH 42 Ausf. G, suspension worked incorrectly, so they moved as if they came from a new part of The Fast and the Furious. At the same time the infantry was forced to cross the swamps of the map of Polesie only by swimming, which greatly complicated the infantry battle, especially in combination with the underwater trenches. And you could go inside almost any object on the map using Direct Control. Imagine a floating infantryman in a freshly dug trench in the middle of a swamp. Add a tank hiding inside the stone and decorate this with the drifting Stug. This rare sight is only comparable in it’s madness with the The Last Judgment by Bosch. Fortunately, all this you are not destined to see.
link

We're part of the same place We're part of the same time (c)


In the development tree, F-22 and Pak 36 (r) cannons have made a sudden appearance. As you know, these two are essentially the same cannon fought for both sides. F-22 was a successful implementation of an unsuccessful concept of a universal anti-aircraft-divisional gun. Although it was created just fine and with the use of the latest technologies, it did not cope with the tasks set. By 1941-42 more than 1250 guns were captured by the Wehrmacht. After studying being conducted by German engineers, it turned out that the F-22 has a good safety margin and is excellent for upgrading to an anti-tank one. That was very useful, because the existing AT-devices could not cope with the Soviet T-34 and KV-1, and the production of Pak-40 had yet to be adjusted. So Pak 36 (r) appeared on the battlefield, for a penny modernized from the F-22 and became formidable only in battles against the side that created it.
link In Soldiers: Arena this sad story is reflected. F-22 is a universal, but in all respects a weak second-level gun in the USSR tree, which has a weak penetration and low rate of fire, and is the predecessor of the ZIS-3 divisional gun. Pak 36 (r) is an anti-tank third-level gun in the German technology tree, successfully coping with Soviet medium tanks and precedes the Pak-40. With such an elegant solution we filled in the gaps in the technology trees, upgraded the Pak-40 level to the fourth (it was too strong for the third one) and saved work on modeling. Isn’t it great?
link Friends, what units that fought for the several parties would you like to see in the game? Preferably, not those that were bespoke designs. Write in the comments and we still wish you all the best.


[ 2018-07-13 19:19:28 CET ] [ Original post ]


DevDiaries #64: May The Bot Be With You


HD link Hi, friends. Today we will talk about AI in Soldiers: Arena. In one of the diaries there was some info about work on the behavior of bots. A lot of things have been done since then, and we decided to tell in detail how the bot is struggling to make the PVE fun, the battle competitive, and itself to look like a real person. You probably know that making a decent AI for strategic games is not an easy feat. The point is not in the reaction and the number of clicks unattainable for a person and not in analytical possibilities. The key to success is in creating interesting game situations. After all, this is a game and it should give pleasure: Including and especially so after a defeat. We are not talking about creating a super-brain with the possibility of self-learning and making its own name. At this stage, our plans are not so ambitious, but also not so resource-intensive. We are talking about creating a set of behavioral instructions, following which AI could call plays which are interesting and unpredictable.

A good bot should be able to:


  • Create different game situations using the same set of tools. For example, a moving tank can be stopped by anti-tank mines, another tank, self-propelled guns, artillery, grenade launchers (and simpler tanks even with AT-rifles), an assault of paratroopers dropped on the turret, anti-tank hedgehogs and so on. So, the bot should not only be able to do it all, but also be able to choose the best of options.
  • Use complex and situational mechanics such as digging trenches, capturing buildings, camouflaging positions, reconnaissance, retreat.
  • To be a part of metagame systems and game mode, which means that its decks should be as logical and diverse as the player’s.
  • Correctly act within a certain game mode and respond to player actions: eliminate breakouts, capture points of interest, cooperate with other bots (or players), and so on.
  • Have flexible customization on the level of complexity and sometimes make mistakes, like a living person.
  • Do not try to win by cheating and use only resources and units with the same limitations as the player. When AI sees through the fog of war, has more units and in general it's armor-piercing weapons are rather more armor-piercing than yours, it causes sadness, which eventually gives way to righteous anger. Yes, and fortune should be equally supportive for both the player and the bot. Who among us did not spin the roulette in the naive hope of hitting the target with an insane 95% hit chance?

HD link

A good bot allows to:


  • Create tutorial and training missions in which the player could hone their skills and master even the most complex of game mechanics.
  • Create interesting single and cooperative doctrines and make them as replayable as possible. Since, from the unpredictability of AI’s actions, it will directly depend on whether you want to replay the mission.
  • To play against those who are interested in the game, but not PVP.
  • Replace the player in a multiplayer session after the disconnection or when you just need a +1, and there is no will to wait more. Now the bot is doing quite well at the level of the average player, and the work is far from complete.
  • Configure comfortable difficulty and combat conditions. To justify the bot existence, it does not necessarily have to win. The main thing is for the bot to fight like a lion, driven into a corner, which is crushed by unemployment, a generic curse, a mortgage, the loss of kittens in a plane crash and the affair of his lioness with a tigress.

HD link

How we tune up the bot.


The tuning work can be divided into three levels: creatures, commander and army. At the creature level the characteristics of the unit and its behavior are tuned, so that each of them improves its combat functions in their own way, starting with the detection of the target and ending with its neutralization. Between these two points there are many other processes: the transfer of information about the target to the allies, the selection of the right weapon for its destruction, the decision to move, the choice of route, etc. At the same level, scripts and functions are configured that allow bots to make specific decisions, such as switching to hand-to-hand combat or throwing a smoke grenade. At the bot-commander level, the systems of managing the deck are being tuned. AI must select units with the same restrictions as the player, but with certain conditions. For example, be balanced for playing in a team and reflect the specifics of the chosen commander. Seems obvious, a heavy tank regiment, spamming machine guns, and light tanks, looks strange. At the same level, we also configure how the bot uses its troops and tracks their number in the session. Here a lot depends on the difficulty level. On a low, for example, the bot can "forget" or be "short of time" to use the entire available limit of units. At the army level, the bots learn how to interact with each other and to make things right within the game mode. Watch that the enemy does not greatly exceed them in firepower and the presence of a certain kind of troops on the battlefield. Conduct joint operations. For example, bots can arrange a local blitzkrieg, and the infantryman-bot will try to support them by at least a few soldiers to seize the territory.
HD link We want the bot to be as much like a living person, despite its scripted essence. Not surprisingly, sometimes this creates funny precedents. Once our game designer needed to attach the text to a certain entity. Hints like "Grab this hill" and "Win bad guys" for training missions became more informative. But along the way, he decided that it would be more convenient for the work to display information about the triggering of the condition not in the console, but directly over the unit. The work was on, the bots were learning, nothing was foreshadowing the troubles ... Until one day, in the game, you came across a cheerful but slightly creepy situation where a bot was driving to crush a cannon and a smiley appeared over the tank … The sad artilleryman in a tankmen’s world crying for his life :(
HD link Friends, what settings would you like to see when creating a game, except for the obvious like a game nation, commander, aggressiveness? In the future, we want the choice of the bot to not only be limited to the basic settings and your wishes will be very helpful. Wish you all the best.


[ 2018-06-28 18:27:58 CET ] [ Original post ]


DevDiaries #63: Suicide Mobile


4K link Hi, friends. Today, we'll talk about the underprivileged, undervalued, complex-in-use and often "single-use” units - cars and motorcycles. You often compare Soldiers: Arena with other games of the series (sometimes even with those we did not make), talking about useful and not so useful units. This is the wrong way to do it, since Soldiers: Arena is very different from GEM games: the organization of combat, the system of managing and spawning units, the constant fight for territory, and so on. Why, for example, take the Kübelwagen VW82, if clearly, an armored car would be a sharper tool in the shed, and more so any light tank of some description? A car has no armor, a weak gun, and will get pummeled from rifle caliber rounds... Sounds like a rather useless piece of equipment.
4K link

He is not skinny, but slim.


From the point of destroying the enemy units, the things said above make sense, but the battle in Soldiers: Arena is not limited to destroying enemy units. The priority task in the game is capturing the territory and ensuring the bridgehead, and in this sense: speed, maneuverability, good line of sight and a low price can be much more important than armor and a large caliber. When you need to capture and begin to strengthen the buildings before the enemy, a Kübelwagen or BMW R75 is preferable to any other unit. While enemy tanks and infantry will be approaching, you will already have placed the machine-gun nests and brew tea, waiting for reinforcements and providing a bonus on the territory and improved visibility from the captured building.
4K link The cheapness of jeeps and motorcycles allows them to be used as a one-way ticket for the aforementioned maneuvers without a large expense on your pocket. And it makes them a less attractive target for fraghunters, after all, they give a very little amount of points when killed. Often the enemy won’t see something too menacing in a racing Willys and will continue on with the chit-chat. And that could be one’s famous last words: A Willys MB with a machine gun may well crush the infantry in the field, regardless of its elitism, and a Willys AT with two bazookas will very quickly reduce both the distance between itself and the tank and between the tank and Valhalla. A Pz. IV will not be able to traverse the turret in time - and the Valkyrie warrior wielding panzegrau will now acquire a dark tone of carbonated metal a hue of burning flesh. Improved view ranges and a bonus to the detection of stealth units make motorcycles especially useful for reconnaissance and spotting the enemy. If the loss of a M72 will make it possible to destroy enemy howitzers or snipers who are feasting on your allies’ blood - who will not rate that as worthy? A good viewport in combination with excellent mobility not only is a great asset for the capture of territory - but also to defend one's own. If the enemy infantry in large strengths run to seize the land and burn the cornfields - surprise them with a sudden appearance of GAZ 67B and their plans will swiftly be no more.
4K link The separation into battalions with their specialties implies some limitations. A pair of cheap jeeps will perfectly complement your infantry deck with mobility. And the artillerymen will be given an excellent budget protection from an airborne landing force. The economic aspect of war has not been canceled, and every exchange of a cheap jeep or motorcycle for an infantry squad or some dashing paratroopers brings you closer to victory.
4K link

Slim with an anti-aircraft gun!


A machine gun mounted on a jeep or a motorcycle cannot be reinforced and sandbagged, but it can escape from dangerous spots or quickly shorten the distance to the enemy. And if a conventional machine gun mounted on a mobile and high-speed chassis has a chance to harm the enemy, then what about a large-caliber machine gun? You, no doubt, paid attention to the triple DShK on the screenshots. This geeser is not just dangerous for infantry, but for aviation, careless artillerymen, & light and medium tanks. A 29K with a 76 mm anti-aircraft gun is his fearsome brother, combining power, rate of fire and mobility. But closing in, comes one of the main disadvantages of artillery - a low movement speed, plus they have a number of other shortcomings. These units can no longer be called cheap and their loss responds with a decent pain down in one’s heart. In addition, to defeat ground targets you need to turn the vehicle, since shooting through the cabin is rather detrimental to the health of the crew. The triple DShK is good basically at close distances, so you will need to shorten the distance, get to the target alive and somehow pull out of the attack run. Due to their rate of fire and high silhouette, they quickly become detected, and unlike light cars, they will be an interesting target for your opponent’s guns. As a consequence, they need to be played very carefully, wait for the right moment, and not shoot constantly in the hope of intimidating the opponent.
4K link We already wrote in the comments that we are forced to move the release. Now we are focusing on autumn 2018. We realize that it's hard for you to wait and sometimes it seems that the development goes unnecessarily long. At such moments, it is important to remember that we are waiting for a release no less than you, guys, but for us Soldiers: Arena is not just another game which we can simply leave to collect dust in the Steam library. This is more than two years of our team’s work and the quintessence of the GEM multiplayer game. So, and we wrote about this earlier, it will be released only when it is ready and will be able to both to give a new gaming experience (in this sense it has long been ready) and to comply with the standards that dictate the Free to Play games market and be stable and optimized. Best Way is not an accidental name. Doing everything the best way possible is a priority for every day. When it is obvious that an unplanned new functionality or work to optimize the engine is necessary - we make them. Yes, and create something new, and not just use the franchise, adding a couple of new models and a single-campaign - the task is not one that is easy to measure. Postpones are born from the desire to make the game better, so we hope for your patience and your fireproof chairs. And we know, you are the best! By the way, what interesting units on the basis of car chassis you would like to see in the game? See you in the comments.


[ 2018-06-14 18:32:52 CET ] [ Original post ]


DevDiary date changed


Hi, friends. With a heavy heart and torrential rain in our souls, we must say, that did not have time to prepare a diary this week. Have to postpone it. You can use the opportunity and suggest the topic in the comments. We will try to answer. Wish you all the best.


[ 2018-06-06 18:46:21 CET ] [ Original post ]


DevDiaries #62: StuG (H)


4K link Hi, friends. Stug III Ausf. G and StuH 42 Ausf. G received new models in one of the latest patches. So far, in the base gray colour, but the historically right one is on the way. In the DevDiary about SPG-s, we spoke in general terms about the role of self-propelled cannons in Soldiers: Arena. Today we will take a closer look at the example of two units from one game category which both use the same chassis, and how their tasks, priorities and gameplay may differ. Plus some words about why the battle is not determined by the caliber and thickness of the armor, but by the tactics and knowledge of the enemy.
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Stug III Ausf. G


Stug III Ausf. G - one of the most successful anti-tank SPG-s of the World War II and the most numerous representative of German armored vehicles (more than 8,000 units were produced). It can handle with light and most of the medium tanks with ease. A 75-mm high-explosive shell makes it possible to destroy gun crews and infantry in the field and in shelters. But shooting infantry with an anti-tank SPG means squandering its potential. You can use cheap mortars to knock out the enemy from buildings. And even better, you can ask howitzers for support. Nobody is going to limit you in the choice of goals, but we are setting up units based on their role in real combat. So using an anti-tank SPG against tanks is quite a logical move, preferably against ones from the same weight category. It is worth considering this, since calling an IS-2 out for a duel or trying to frighten the neighbouring battery of anti-tank guns with your low threatening silhouette might not be the best of endeavours. The battle does not always go according to plan and a suitable opponent may not be on your flank. In this case, it is better to retreat or wait, but do not shoot at sparrows from boredom. It is not worthwhile to go beyond the front line for shootings with tankmen or participate in major scrimmage. The disadvantages of not having a turret are obvious - you can easily become defenseless after a lucky shot that hits your track. The Stug III Ausf. G is a hunter, so try not to frighten off potential preys and wait for the right shot. You have to maintain a balance and stay close to the front line to be able to destroy the enemy tanks with one or two shots, but do not drive too close to get into their viewports and to become visible.
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StuH 42 Ausf. G


The StuH 42 Ausf. G is an assault SPG with a modified 10.5 cm leFH 18/M light howitzer as the main weapon. The creation of this SPG was primarily due to the low effectiveness of the Stug III’s gun against infantry and fortifications, as we mentioned above. As a consequence, the main roles of StuH 42 Ausf. G in the game are: the destruction of the enemy's manpower, fortifications, and artillery crews. Despite the fact that a 105mm caliber shell can cause serious damage to tanks, the indirect fire trajectory, short barrel and a weak piercing rate of the armor-piercing shell put an end to the possibility of hitting a mobile opponent at long distances. Close and personal and with direct fire, the StuH 42 Ausf. G has some chances, but only against tanks of lower tiers. And even if you win a duel - you will most likely be noticed and destroyed. Fights in Soldiers: Arena rarely go one-on-one, and as soon as you become spotted close to the front line - you can say goodbye to your SPG. But being in the rear, the StuH 42 Ausf. G can spoil the whole game to the enemy and be less afraid of being detected. Your priority targets do not have armor, which means that piercing is not important. The 105 mm shell allows to destroy fortifications and infantry inside them. Shooting on with indirect fire makes it possible to neutralize the crews of the firing positions hidden behind the buildings, safe from direct fire units. Even if you have a long aiming against howitzers at the other end of the map - this will make them nervous and change their position. And howitzers, as is known, do not fire on the move. While pressuring them - you can give the chance to straighten shoulders to infantry allies.
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Results.


If you were to add to the screenshot above a PzKpfw III Ausf. F (it has no new model now), then the line of gaming units based on PzKpfw III chassis will be complete. Today we compared only Stug III Ausf. G and StuH 42 Ausf. G, but each of them has its own characteristics, which we will reflect in the game. Let’s sum up:
  • Stug III Ausf. G is used to fighting light and medium tanks near the front line. It's worth playing unnoticeably and carefully. Preferred commanders would be anti-tank and SPG.
  • StuH 42 Ausf. G is designed to fight fortifications, infantry, and artillery. It can play more cocky, standing deep in the rear, and distracting the enemy's fire, while simultaneously clearing the way for the allied infantry. Preferred commanders would be howitzer and SPG.

4K link You probably noticed that we write a lot about the correct choice of targets, the role of units in combat and how we try to take into account as many of their characteristics as possible. This is because we set up the game so that the fight does not boil down to penetrating/not penetrating. If we consider only the distance, penetration and thickness of the armor, then the infantryman with a grenade has nothing to do on the battlefield. The hit of a 150 mm KV-2 projectile, for example, is dangerous for any unit. In one test last week there was an interesting situation when a team with a motorized battalion and medium tanks won the game against heavy tanks and howitzers. What did armored cars and medium tanks have to do against KV-2, we thought? Nothing unusual! Units moving faster than the KV-2 exceed its turret traverse, and it just didn’t have enough time to aim, it’s territory was captured, and then the players squeezed the infantry both in the houses and in the field. As a result, those who fired from the spawning point stayed and were locked up there. Defeated, but not broken :) In this case, the piercing and thickness of the armor were not important, but the correct choice of tactics was. And finally the question to the community. In Soldiers: Arena there will be unique commanders for each nation that would underline their strengths. The USSR already has a commander with a focus on artillery tanks, and we plan to add a commander with a large number of paratroopers and active use of the airfield capabilities for US. How do you see the unique commander of Germany? See you soon and wish you all the best.


[ 2018-05-24 19:19:24 CET ] [ Original post ]


DevDiaries #61: DevFeedback


link Hi, friends. In the last few months, we have been mainly working on the optimization, interface and responsiveness of Soldiers: Arena. Of course, new models are being created in parallel, maps are being finalized, units are being set up, commanders built, and balance is being corrected, but the priority now is to make the game stable and understandable. Work on the new mechanics is much more interesting than fighting for every +2 fps, intuitive interfacing and no bugs. And, most likely, it would be more interesting for you to read, but hey ... is it not this the essence of feedback, to show things as-is? Now our endeavors involve a complex, damn time-consuming, and rather boring stage, of which without it’s successful completion, you will be much harder to love Soldiers: Arena. Good performance of the game is the norm and hardly anyone decides to say thank you for it. But when the game constantly hangs or is full of bugs... Beware, , developer, cause you can’t escape the wrath of the masses, and even your dearest folks will not hesitate to stone you. The word 'optimization' weakly reflects more than 9000 problems that need to be solved so that everything works, but also does it constantly, without crashes, bugs and accompanying pain.
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A few words about balance.


So we have a similar situation with the balance. We continue to set up commanders to make them unlike each other and emphasize the features of their gameplay. Add and take whole groups of units, change mechanics, test, change again and test again. One of the main tasks of Soldiers: Arena is to show the real interaction of combat units. But this does not mean that you can just write the data into a spreadsheet and everything will fall into place. It's not just the distances, the thickness of armor and the speed of movement. After all, there is no balance in life. And the conflict parties did not start the fight under the same conditions. The vehicles of one side could surpass the enemy in all respects. Soldiers could be tired after a long march and hungry because of potential problems with the delivery of provisions. In addition, the enemy would refuse to fight fairly and unleash all sorts of hell on earth at you. Many of these conditions can not be considered in the game, without turning it into a simulator. Therefore, the balance must be sought and sometimes created where it was not in real life. But we believe that the result is worth it.
link Still from patch to patch, something new appears to give a dose of overpoweredness and suffering. For example, for a long time the explosive action of artillery shells on the armor was insufficient because the tanks sometimes did not notice the direct hit of a 150 mm projectile. It was not realistic, so we changed them and everything would be fine .... but in the same patch came a change in the noise mechanic. So you overdid the settings somewhere, something broke, some already got fixed and yet a new bug reappeared - and we now get permanently invisible howitzers, which present themselves unopposed to proceed to beat the devil out of life and flatten everything on the map. At the same time, the infantry suffered more than others because of low survivability and an abundance of shells in the air. We had to experiment with the health values of the infantry, cannon reloading speeds, power of fragmentation action of shells, protection in fortifications and trenches to find the best ratio. Now howitzers inflict enough damage, but do not go over the top, and infantry manages to breathe for a little longer inside fortifications and do not die from a passing projectile.
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Settings.


Among other things, we set up the rules for capturing the Front Line. Now it is more profitable to break into the enemy territory than to win a narrow strip along the entire front line. So we wanted to encourage risk and make tactics of sabotage and breakthroughs more profitable. Continued work on fine-tuning every gun. From the length of the barrel depends the effectiveness of the gun at long distances, its accuracy and speed of aiming. For example, StuG III Ausf. B, due to the short barrel and low speed of the projectile, has a significantly lower efficiency at long distances than the StuH 42. The plans include the precise adjustment of tank and anti-tank long guns, semi-automatic rifles, bolt action rifles, etc. We were also repairing armor bugs to avoid those uncomfortable moments when the tank can be killed with machine-gun fire by shooting it into the hatch. Despite the fact that even the Death Star had its own Achilles’ hatch, tanks in the game aren’t supposed to have one.We went on adding and customizing new models, both units and entourage assets. In addition to almost three hundred combat units, there are still a lot of buildings, stones, tractors, and other things to be done.
link If you have been waiting for a long time for some particular feature and have not seen it in our diaries, do not rush to call your homies from the block and come forth to our home addresses. The list of the mechanics we planned is impressive, and you offered many interesting things, but they all can wait a little. Still, it's better to have a working and stable game and adding new features with subsequent patches than to have a lot of features and add with patches the mere ability to play. Optimization and elimination of bugs - this is what many developers are burning on, thinking that the game is ready and you can quickly break into the release, reap the glory and money. This is not our option and we better apologize for the next change of the date than a thousand times for selling a game that can not be played. Wish you all the best.
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[ 2018-05-10 20:09:02 CET ] [ Original post ]


Victory Day


link Hi, friends. Best Way wishes peace and tranquility to our community on these days. No matter is it Victory Day in your country or Day of Remembrance and Reconciliation, the main thing is to remember about the sacrifices that our forefathers brought and be grateful for them. Wish you all the best.


[ 2018-05-09 17:06:19 CET ] [ Original post ]


International Worker's Day


link Hi, friends. We wish all the best to those who have a holiday today and even more to those who have not. Sincerely we hope that you have received your portion of sun, good weather and pleasant moments these days . Google says that May the 1st is holiday in more than 140 countries. Still you can easily find those who are working now. Reveal yourselves, brave men and women, who work in Workers's Day. P.S. Guys, we will publish the DevDiary next week. Btw if you feel the power to use google translate here is the pretty big interview with our lead game designer Dmitry Morozov for DTF.


[ 2018-05-01 17:27:24 CET ] [ Original post ]


DevDiaries #60: Metagame Interface


link Hi, friends. There will be no walls of text today. So you can just start with admiring the beauty of Polesie. Last week's playtests run there already. Although the map is not yet ready 100%, the Ukrainian huts and swampy terrain added a variety to the testing process. All these rivulets, islets of greenery, this particular boat, you know ... pleases the eye. By the way, be careful with this screenshot. It causes a strange desire to get a fishing rod, to grab bloodworms and go fishing, even for those who despise the sunshine and are sure that the best place in the world is in the comfort of his own home with air conditioning. If you did not succumb to the temptation to go into the night in a raincoat, then in this diary you can find some info about the metagame interface. Earlier we wrote about the interface in Soldiers: Arena, but mostly about the part of it that the player sees inside the session. The interface of the metagame remained off-screen, partly because it just began to fill up with artwork. In our case, the meta is what happens outside the game session - commanders’ creation, the recruitment of your army, the opening of new units, etc. In the screenshot below you can see the main interface page in its working form. Of course, this is not the final state and it will change again and again, but we promised to keep you informed of the development. We must apologize to our english-speaking community cause there is no english localization in it now.
Any good interface should be adaptive to various screen resolutions, pleasant to look at, as convenient and intuitive as possible, and only after that contain the permissible number of kittens. The player should feel himself comfortable in the meta-game, because he will spend a lot of time there. Depending on how much your deck matches your style and the role you choose will determine on which team will win. In Soldiers: Arena there are no useless units, but not all of them are equally useful for any commander. It takes time to experiment and find your top units. And all this time the player should not be puzzled with where he can find the developers rich inner world for the "OK" button. So we did not overdo it in this aspect, and the interface will be familiar for most players. In some places, of course, you have to break your head in search of a balance between informativeness, functionality and beauty. For example, with the location of the unit on the icon. Which, in your opinion, is optimal?
We continue to draw icons, arts (one of which decorated the interface page a little earlier) and portraits. This is how the portrait of the German commander changed from the first iteration to the last.
link We would not like to end the diary with his stern gaze, so below is another screenshot from Polesie. Wish you all the best and let’s go back to the old ways and rampage to ask about the release date in the comments below :)
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[ 2018-04-19 17:53:20 CET ] [ Original post ]


DevDiaries #59: Choosing The Right Tool


link Hi, friends. Each commander in Soldiers: Arena will have a wide selection of tools. The Infantry courier service will receive new motorized and aerial means of transportation to show you the meaning of haste and be able to quickly deliver grenades, mines and a couple of tears to the foe. Tank brigades will be satisfied with the wide choice of Leicht (and not as much) tractors for dismantling the enemy and demolishing his fortifications. And the chaps organising artillery barrage events, we believe, will be satisfied with the high-precision devices and crackers of varying loudness levels. And today we will talk about new units, artillery and why the fight does not come down to piercing/not piercing. You often ask us about the presence of additional factions in the game. Most often, by the way, about Japan and Great Britain. Are they the most anticipated? In any case, we must first fill in the gaps and bring the basic three to an ideal state. We are already speaking about more than two hundred units in the game, in fact closer to three hundred. Some of them just need to have the models updated, while others need to be created from scratch. As you probably know, the BS-3 and 52-K shown in this diary, are new ones in our games. By adding new units we’re not just performing the acts of filling up gaps in the unit trees and allowing heavy tanks to be turned into gruyere cheese, but we’re also asking to ourselves questions like: will it create interesting game situations? will it add something new to the gameplay? will it make the game differ for different kind of troops, different commanders, etc? It's not just about adding a new model, increasing the caliber, thickening armor. And not always about balance. The unit should give new opportunities and have the potential to create memorable moments that one would like to share, about which you would like to tell, to shoot a video, to hang a screen and frame it on the wall. When your inconspicuous and seemingly harmless mortar destroys more enemy troops than the entire tank battalion of your ally - it's remembered. When it’s possible to exchange a cheap armored car for a couple of artillery crews, an infantry detachment and a medium tank, who did not manage to turn the turret in time, - that’s the one to share. When you capture the important isthmus on the map with paratroopers, and surrounded the foe, cutting his reinforcements and causing the eventual capture of the whole territory - maybe this is the moment for the framing?
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To hammer nails with a microscope? Sounds fun!


Contrary to popular belief, tanks were not created just to fight other tanks and they often were destroyed by AT-cannons. One of them was the BS-3. The 100mm cannon of the 1944 model, although it was called the field gun, was used often to fight tanks, and for success against the "Panthers" and "Tigers" it was called the Grabin’s "beasthunter". However, you mustn’t perceive it exclusively as an AT-gun. It could and it was used for indirect fire, and a 100-mm projectile can cause serious damage not only to the armor of the tank, but also to destroy cover, buildings, collapse trenches, and wipe out the enemy's gun in the dust. Because of the design features, the BS-3 produces a lot of noise and reveals its position quite quickly, hence before shooting a lone infantryman in the field, it is worthwhile to think twice. The game will not limit either the targets or the fighting distances, but what differs the seasoned player from the beginner is the ability to soberly assess the situation on the battlefield and know how to find the sharpest tool in the shed for the right call. The BS-3 projectile can handle different targets, but it will be more correct to demolish the infamous Königstiger with a volley of fire from several guns, rather than use them against the arrogant infantryman oafishly lying about in the middle of the field. Although the risk may be justified, it may threaten you, for example, by unmasking your positions... or simply... Well, you know, looking at you kinda weird ...
link In Soldiers: Arena, not only the caliber of the gun plays a role, but also its rate of fire, visibility, speed of deployment, the speed of the projectile and the ballistic curve. We try to show it all. For example, ZIS-3 is a divisional gun with medium capabilities against armored targets, but excellent in counterbattery combat and support for the advancing infantry. ZIS-2 - a weapon with an excellent penetration. So much that in the early stages of the war it overpenetrated light German tanks from one end to another, often without causing perceptible damage. And was temporarily withdrawn from production "due to excessive armor penetration." That's why you need to use it exclusively against armored targets. Firing a 57-mm shell on fortifications and other cannons is simply wasteful. Because of the low explosive and fragmentation effect, the damage will be only psychological, and the incoming return will be a sight to behold. You can complain as much as you want that you can’t kill the tanks with the anti-aircraft guns, but maybe it was not intended for that purpose? Maybe there is a tool more reliable? For example, 52-K is primarily an air defense weapon. Yes, it belongs to those anti-aircraft guns which were successfully used simultaneously against armoured targets too, but it was more a necessity than a preference. Because of the high silhouette, the complexity of transportation and the bad concealment of it’s position, it can be very quickly detected and killed. This does not negate the fact that the 52-K with its 85-mm shell and excellent rate of fire copes well with medium tanks, it's just worth weighing the risks. With a lot of luck, it can even cope with some heavy ones at close distances, but when entering into such a battle it is to be expected that this fight will be it’s last one. At distances from which the BS-3 will pierce the Tiger, the 52-K will only scratch it, so why not focus on such targets for which armor piercing is not so important. When you see infantry and motorized enemy units moving to you, the rate of fire will do the best. Do not be angry with us for changing the diary dates. Now is that annoying period when there are a lot of important but rather routinely, if not to say boring tasks to do, about which it is difficult to read anything interesting. And we would not like to bog down on stories about what the modelling department ate for lunch or how the birthday of the programmer's daughter went by. Any interesting stuff will definitely be told. Well, except for what's really top secret :) Wish you all the best.


[ 2018-04-05 19:12:44 CET ] [ Original post ]


Changing the DevDiary date.


link Hi, friends. Sorry, but we haven't enough time this week to finish the diary. So we had to shift the date of publication. Wait for it next Thursday. Tnhx for you patience ;)


[ 2018-03-28 18:28:15 CET ] [ Original post ]


DevDiaries #58: special infantry


4k link Hi, friends. Did you pay attention to the cover? Did you find the link for original 4K resolution? Take it pls, have no doubts. Let Soldiers: Arena be not only in your hearts and wishlists, but also on your desktop :) And in this diary we'll talk about the role, tasks and pain that the special infantry can inflict.
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A wise man prefers a parachute to climbing boots.


As you already know from the early diaries, infantry in the game is divided into: basic, support, heavy and special categories. Independant infantry units stand separately by themselves. In Soldiers: Arena, the same task can be performed in different ways, depending on the specialization of the infantry commander. For example, our target is an enemy tank, reinforced by an infantry detachment.
  • The motorized battalion will focus on speed, maneuverability and numerical superiority. He will rush with several armored vehicles in hope that in the midst of battle, the enemy will not spot the grenade wielding soldiers rushing amongst the rest of the turmoil.
  • The sapper battalion will reinforce the defenses and simply wait until the enemy comes forth and blow him up with mines.
  • The assault battalion will cover enemy infantry with shelling from regimental guns and mortars so that grenade launcher infantry can come up close and personal to take the shot.
  • The sabotage-reconnaissance one will prefer to remove the infantry silently using snipers. After that he will crawl silently to the tank with saboteurs and deliver a dynamite parcel.

link You can say that that heavy infantry is a hammer, and a special one is a scalpel. In our case it is an armor-piercing and flame-throwing hammer and an airborne sniper scalpel, but the comparison stays true. Special infantry is good for those who do not like to get caught, since the main advantage of it are stealth and good field of view. The main disadvantage is the inability of all units, except the paratroopers, to seize the territory. However, these guys are created for another job. To maximize the potential of special infantry, you need to choose the right moment, the right location and not get carried away into brutal combat. Maybe you will be able to clean up the trench and storm the fortified building, using scouts. But is it necessary? SMG infantry recruits are equally effective in the assault, and cost half the price. And you’ll be better off cutting enemy reinforcements from arriving and marking artillery positions with your scouts. The gameplay of special infantry should please those who remember with nostalgia the singleplayer campaigns of Soldiers: HoWW2. Those ones where a lone saboteur could neutralize an infantry regiment, blow up a couple of tanks, help the locals with the harvesting, and then set fire to the hay and come back driving the tractor stolen from them (cause the saboteur is an unpredictable chap).
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Oh, how do these snipers suits your deck!


Predisposition to reconnaissance and sabotage activities unites special infantry units so it is logical that sabotage-reconnaissance battalion has a lot of slots for them. However, other commanders also have to think about them. Special forces are able to emphasize with intelligence the protective nature of your deck or shade the sly squint of your eyes with saboteurs. Scouts and jaegers will help in defending positions and stopping enemy paratroopers, detecting firing points and controlling the map. Snipers will decorate any conservative-play deck, adding trouble to the enemy and frags for you, killing the machine gun’s crew, infantry in the field and in trenches. Saboteurs, paratroopers and special forces will give you a rare opportunity not to get into the fight for the front line, because their goals are behind it. Deep in the enemy's rear, careless artillerymen stare with surprise overhead. They are not aware it’s not khaki-colored snow, but in fact your paratroopers landing on their heads. Empty buildings are waiting to be seized by guys with parachutes, to arrange a party at the doorstep with firecrackers and flappers. And the more forces the enemy send to your holiday resort, the less that will remain on the front line. Weakly protected areas of the map are waiting to become a fully-fledged diversionary highway, along which saboteurs and special forces will move through. Risk, trophies and glory are waiting for special forces.
link And we are waiting for your activity. In the development tree there are still a couple of empty places, so suggest in the comments the sabotage units and formations with unique history and the nature of the fighting that must fill these gaps. By the way, we are thinking about adding individual features for top special infantry of each faction. For example, to make NKVD special forces a heavy version of watchmen with better weapons and grenades, so that they could fight with saboteurs of any level. The Devil's Brigade could become an airborne unit, and the Brandenburgers would have the invisibility. And we continue to work on portraits of commanders, so help in finding references will be very useful. Now we are looking for a photo with the form of German artillery, engineering, sanitary and sapper officers. It is desirable with characteristic elements that distinguish them from other kinds of troops. Send your references to PR@bestway.com.ua. In order to cheer you, just below we attach a small video with the stages of work on the art from the cover. In the future, we plan to create another 15-20 arts to fill the loading screens and interface pages. We will share them with you ofc in future. Wish you the best - let’s rush into comments. https://www.youtube.com/watch?v=Ssi4jUiUv40&feature=youtu.be


[ 2018-03-15 20:05:54 CET ] [ Original post ]


International Women's Day

Hi, friends. Best Way wishes all the best to our girls from the community on this International Women's Day. Dream, achieve and never stop. And, guys, we remind you make some pleasant things for the ladies (and not just today). At least buy the flowers today, or you'll have no one to patch your wounds tomorrow.


[ 2018-03-08 16:09:35 CET ] [ Original post ]


DevDiaries #57: DevFeeback


link Hi, friends. Here is the continuation of our constant rubric DevFeedback. How is the development going and how new features are tested, how many iterations of the seven circles of hell you need to go through in search of balance and what are we doing when we are not busy with making healthbars for household utensils and water lilies on a swamp - let's read today's diary

Conceal yourself.


We recently wrote a diary about concealment. Almost always new mechanics change the gameplay and in order to maintain balance you have to revise and adjust some existing ones. Once we gave the camouflage ability to tanks and artillery, the life of infantry, which was never a pleasant one, became even more difficult. In order to compensate unnecessary pain, we proportionally increased the working range of viewports for each infantry type. In order to maintain the normal rate of AT-grenades and bazooka shells in the air - we reduced the circular viewports range of the most of SPG-s and tanks, and the driver's viewport width was cut from 90 to 60 degrees. The life of an infantryman did not become a beach resort, but the chances of their survival increased. Tanks firing from invisibility were still a serious problem, so we increased their concealment time so they take twice as much time to become green compared with cannons. The distortions began to level off, but in order to stabilize the situation it was necessary to revise the noise mechanics. Sometimes there were situations when several conditions stacked together (long range from the front line, small enemy presence, concealment, etc.), and the gun could fire without complacency and remain invisible to the enemy. Constant invisibility isn’t good, you know? Concealed units have become a moderately dangerous targets now, as it was intended.
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Balance. Settings. Stuff.


  • Made a tracking firing mode for the guns with plunged fire trajectory. After the aiming crew of the mortars, regimental guns and howitzers keep their eyes on the enemy and correct the fire, if it starts moving. If the target disappears in the fog - shooting will be conducted at the place where the enemy unit was last seen.
  • The rebalance of the submachine guns characteristics according to their real features was carried out. For example, the PPSh is less accurate at long distances than the MP40, and the M3 has faster recharge speed than Thompson and so on.
  • Added fragmentary shells for armored vehicles with 20 mm autocannons. The life of infantry and artillery became a bit sadder, and light tanks became more popular.
  • Adjusted the chassis and the armor of some more vehicles and worked on the path search for them. Now each tank is manned by a special crew member who is able to pave the way using the cosmic constellation so getting stuck on complex routes and stopping in front of the ravine have ceased to be a problem.
  • Modified the AI. Now he's clever enough to keep artillery away from the front line, entrench himself, conceal his positions and arrange tank retreat, but not smart enough to send Iron Arnie back to the past.
  • Experimented with the optimal average session time, maps with hilly terrains and dense buildings from previous games. Adjusted the camera, so that at the maximum approach the picture was cinematic.

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I've seen things you people wouldn't believe. ©


Fought with bugs, among which were, as always, funny, strange and even touching ones. For example, a number of problems with the behavior of infantry existed in trenches. Sometimes the infantryman, being in the trench, became possessed, stood like a salt pillar after taking a grenade in his hands, firing only with single shots from the machine gun (just to annoy the player, we suppose) and simply refused to dig further, apparently having decided that his mother had brought him to this world for something more than gymnastics with a shovel. At the same time over the heads of the immovable infantry in the trench, airplanes were colliding in the sky due to problems with navigation and uncoordinated routes. But the first place in the past couple of months’ bug ranking goes undoubtedly to a bug with a chicken-silencer. It so happened that the hens, which run all over the place on the Village map, were perceived as a conflicting party by the game. Hearing the sound of the first shot, the hen perceived it, processed it and ... silenced it, not letting it be heard by others. Because of this, some guns did not make the noise and did not come out of the invisibility. If only the chickens could talk, maybe they would tell how C–beams glitter in the darkness at Tannhauser Gate.
link After reading your comments under the last diary, we regretfully understand that players these days are too painful to perceive the fps drawdowns and the lack of optimization in games even at the stage of closed alpha. And it's not very important whether we did or didn’t promise high fps, next gen graphics or the best special effects ever. So we decided to postpone the start of the Early Access for a few months to complete a number of important works that were originally planned for later stages. This will shift the release date to the second quarter of this year, but we all get Soldiers: Arena more stable, optimized and with more content than we could have. And that’s all for today. Wish you all the best, guys.


[ 2018-03-01 19:01:27 CET ] [ Original post ]


DevDiaries #56: We need more videos

Hi, friends. The community asked for more videos, and here they are. We are breaking our usual habits today just to please the brommunity. Today you can rest from thinking about how and with what gun you can pierce the foe’s tank armor, how the bushes on the tank should look like and why hellbars are needed. Sit comfortably in the armchair, wrap yourself around a mantle, pour some cucumber-celery juice into a cold glass, decorate it with an avocado slice, stare comfortably under a sweet umbrella and just watch some videos - we can afford it today.

When you love, you give everything away.


The first thing is - there was a Valentine's Day yesterday, boys and girls. So we wish you to be loved by life, your mates, colleagues and do not hesitate to love and make some good to others. And yeah, do not forget about us when it comes to the reviews. And we will try to provide so much love from us. We irradiate sparks of love in fact. https://www.youtube.com/watch?v=b5n2F6T-p88&feature=youtu.be Meanwhile, we continue to work on the new map, some areas of which you have seen already on screenshots. https://www.youtube.com/watch?v=CA5hBUevznY&feature=youtu.be The weather forecast in Soldiers: Arena is… the usual, you know. Prolonged fights will remain along the isobaric frontline, somеthing stormy is creating high pressure blast regions somewhere over there, richter-scale 5 quakes in the trenches, and Marders still thundering down. https://www.youtube.com/watch?v=rCJeF6hKlv8&feature=youtu.be Twice a week we play with alpha testers to collect more feedback about embedded features, find new bugs, and, of course, to burn ourselves from tricky noobs, who every time cheat on the auto-balance and get together in your team and don’t let you win. Artillerymen, the mostly reckless ones, still suffer in the tests (the last two videos are straight from the replays, so do not judge strictly). https://www.youtube.com/watch?v=FM0Th6v4UyM However, the greedy tankmen isn’t living a happy life either. https://www.youtube.com/watch?v=ajnpIV6NOXI&feature=youtu.be Wanna finish after this ragequit too. Comments welcome. Wish you all the best.


[ 2018-02-15 19:20:35 CET ] [ Original post ]


DevDiaries #55: Conceal yourself or die trying!

Hi, friends. Today we will talk about concealment in Soldiers: Arena. About the importance of staying in the shadows, whether you're far in the enemy's rear, or deep in your own. No armor will save someone who carries a bullseye target on his back. MoW fans know lots about this mechanic and how important it is for survival and successful sabotage. But in Soldiers: Arena, it changed and got some upgrades. We made it more understandable for beginners, expanded the scope of its use and gave the ability to mask positions to some other types of units. After all, not only saboteurs far beyond the front line need to remain unnoticed, but also artillery in the rear.
link Concealment is an important stage in the organization of the firing position, so we simply have to pay attention to this topic. Previously, we already wrote a diary about viewports , stealth artillery gameplay , and wrote a little about reconnaissance aviation. And we didn’t do it for no reason, but because it's a damn important part of the gameplay. The longer you stay out of enemy’s line of sight, and the longer he stays into yours, the greater your chances of winning. The first shot can easily become decisive, so we do our best to make fans of secret and careful game style happy.

You're not how much frags you have (с)


Artillerymen in the tests long ago started to play, trying not to unmask their positions, because they were prevented from shooting on cooldown and keep records of unpunished hits by paratroopers, tank breakthroughs, enemy artillery and mortars. Unmasked crew could write a will. And only the SPG commanders due to a combination of invisibility mechanics, a powerful weapon and good mobility and armor got a second chance. Assault and some specially armored self-propelled guns such as a StuG, SU-85, SU-100 could even afford to trade shells staying at the distance of non-piercing capabilities. Such impudent behavior contained some imbalance in relation to other types of units and a clear disparity to their role on the real battlefield. In fact, when choosing an assault SPGs the player received tanks with invisibility. So we decided not only to decrease the invisibility for self-propelled guns, but also to revise the invisibility and disguise mechanics in order to reflect in the game the moment of firing positions preparation and make more survivable other light SPGs, artillery and type of units. So now artillerymen can mask their positions.
link Artillerymen must choose what is more important for him, mobility or invisibility, and play accordingly. Either you shoot a few shots and change the position until the noise in the shot zone has increased and lighted you up, or you take the roots to the maximum, preparing positions for the enemy assault, blocking the approaches with minefields, hedgehogs and barbed wire, strengthening and masking your cannons, minimizing the noise produced by them and their visibility. In the second case, the longer enemy is searching you, the more damage you can inflict. The enemy will not take a well-fortified flank with little blood, but the preparation of such a position takes time.
link And if you gave it up, then it will not be possible to jump to the other flank and quickly restore your strength. Mobile tactics are better for those who want to play as a hunter, do not like to play defensively, and prefer to be right in the midst of battle. Masking positions with such tactics will be more a waste of time instead of something actually productive. In other words, if you want to destroy the enemy from a distance and without moving, prepare your positions.

Is that you, Mr. Hyde?


To slightly equalize the chances and make the tank gameplay more interesting, we gave the noise mechanics for them too. They unmask much faster and remain visible longer than the artillery, but shooting a couple of times and staying unnoticed is very useful for one’s healthcare, at least that’s what tanksman health blog said. And rejoicing comes to those who have been waiting for ages the opportunity to disguise his tanks in the game. Like for the artillery, the progressbar will start to be filled by pressing the 'disguise' button. As soon as it is filled the tank will be covered with shrubberies and will receive a stealth buff. Of course, the tank must stay in place for this. As soon as it starts moving, the camouflage bushes will fall as quickly as the needles from the New Year’s tree fall in July, and the cooldown of the ability will start. Tank camouflage is much weaker than artillery ones, but still gives a lot of new opportunities.
link
link Infantry disguise changes affected the least. We made it more understandable for a beginner. Now a special icon appears above the infantryman hiding in the bushes.
link The disguised infantry is visible two-thirds down the viewport work range. Units with the original bonus to stealth, become almost imperceptible when masking. For example snipers, who can install camouflage bushes or simply hide amongst other shrubbery bring even more chaos into the ranks of the enemy. We also reduced the impact on the front line for single soldier, so sabotage missions into the enemy's rear is relevant not only for stealth infantry. And, of course, the concealment mechanics underline others already working. So, the concealed infantryman in the trench gets both a bonus to protection and to stealth, becoming a real thorn in ass for attacking forces. This is all for today. Ask your questions under the post and express your wishes regarding the mechanics and how the concealed SPGs, tanks, cannons, trenches should look like. And we still wish you all the best!


[ 2018-02-01 19:32:38 CET ] [ Original post ]


Evening screen


link January streets in Kiev now look very much like a swamp from a new map Polesie. And what about the weather of yours? Is it also light January wind blowing scalp out of your head?


[ 2018-01-30 19:50:37 CET ] [ Original post ]


Changing the DevDiary date.


Picture link Hi, friends. Sorry, but we haven't enough time to finish the diary, so should ask you for one more week. Don't get mad. Look here. This is LeLg18 firing only for you - https://www.youtube.com/watch?v=954HbNducbM&list=PLPcbAzP08i685J2-McUcctwJrCvLyCu3T&index=4 And Coub Version in case you want to watch it more than once - http://coub.com/view/12hk0b


[ 2018-01-25 18:07:46 CET ] [ Original post ]


DevDiaries #54: Say 'Hi' to singleplayer mode!


Hi, friends. That quarter in which we are going to start the sales of Early Access, has already began and we are looking with hope and anticipation into this near future, but still feeling some anxiety. From the discussions in the Steam forum it is clear that there is a misunderstanding in the community about how the game in Early Access will look like, what will be in it besides multiplayer mode, and why Soldiers: Arena is not similar to our previous games. So let’s clarify some of these.

What to expect in the Early Access.


With the beginning of Early Access sales, the game will be available to everybody, but it's worth to remember that by this time it will not be polished and ready one hundred percent. We would like to add and fix lots of things, but for the correct development of a multiplayer game, more players are needed. And now the player already has something to do in Soldiers: Arena. However, people with a harsh allergy to bugs have a reason to refrain from buying (there should have been a sign "Watch out. Work is in progress. Put on a helmet."). We stick to the original plan to create a game together with the community. Therefore, we did not wait long with the announcement. All in all, we try to quickly respond to your requests and implement features, add units, etc. Therefore, we want to go to Early Access as early as possible.
To meet the deadlines and achieve the desired results we often had to abandon some ideas, and to postpone others. Yes, we would also like more game factions, a full singleplayer, dozens of game maps, but not all at once. We are constantly adding new models, special effects, animations, sounds, but in the Early Access version there will still be some old variants. Factions may have gaps in the development tree, and USA devtree will suffer most, but we’ll fix this issue too. The interface will still be partially on the works, and the caring hands of optimization will most likely not get to some particularly dark corners in which bugs will wait for the player, hoping to catch him by surprise, and drag oneself to the path of darkness and hate, whispering for negative reviews about vile and greedy developers. Be strong, friend, do not despair. We will counter them with fast and powerful patches. Even now Soldiers: Arena is playable and the content in it is enough to organize serious team fights and break into the battle as one of a dozen commanders. Most of the planned features are already ready and we began to optimize the game, work on maps for the cooperative game and solve some old and annoying problems. We did not disclose some aspects of the game in the DevDiaries, so you will get a lot of new things to see, including the very combat organization, without the usual and slightly annoying buying points.

PVP vs PVE


A separate paragraph with explanation deserves a multi-user focus of the game. Having defined the genre, we understood that we would need to change a lot: division into classes, combat organization, the basic gamemode, the approach to creating maps, increase the need for teamwork, to fix old engine problems unacceptable in the competitive game, like musketeer lags and the impossibility of reconnection to the session, etc. Something has already been done, something has yet to be done, and something has to be temporarily abandoned. One of the important aspects of the game that had to be sacrificed until better times was the single-player mode. On your questions about the availability of a full-fledged single-player mode in Soldiers: Arena, we usually answered with a confident 'No'. The degree of this 'No' confidence has changed with the formation of the core gameplay. Over time, 'No' has become more like 'It may well be,' and today we can say that we are seriously thinking about some campaigns. The question of having a singleplayer was always a question of economy and the desire to meet deadlines. Until we were sure, we did not want to give up hopes that we could not realize. Now, when the core of the game is formed, we can think about the historical battles, single-player campaigns (with the possibility of playing some missions with friends) and cooperative game modes that will only complement the multiplayer game. These are still far-reaching, but very realistic plans, and for the start of Early Access three maps should be ready for multiplayer games and skirmishes, and a couple of missions for the cooperative game.
PVP still tires faster than PVE, and can not be paused without provoking the rays of hatred from other players, so we would like to give more content for the cooperative and single-player games. Those who do not like brutal PVP, will be able to open all the branches of any development tree, without even going into it (although this is a little insulting to us, but still ok). And if the campaigns are only in the plans, but cooperative missions and smart bots have been in development for a long time. The style of the game, the number and intensity of the actions of bots in missions is adjusted to the chosen complexity, the level of your commander and the number of players in the team. And it's not about these bots that just beat harder and shoot more accurately, but about those who know how to be unpredictable and create interesting game situations.
By the way, we have begun work on a story mission against bots named "Siege of Argentan" for USA commanders. In this mission, the player will need to search and destroy air defense guns, seize the territory, fight massive enemy counterattacks, stop convoys trying to escape and breakthrough the blockade, and advance without stopping, because the success of this operation will determine whether the ‘Falaise pocket’ will be closed. Of course, without forgetting about saving resources and caution. Well, you know as well as we all about a lone infantryman with a grenade in the enemy rear. And you probably noticed that in this diary we are talking about the US faction, not the Allies. We decided to create more space for new gaming factions in the future. And now there are a couple of spaces in the development tree that are worth filling out. What interesting US units would you like to see in Soldiers: Arena? Write under the post, and, as usual, we wish you all the best!


[ 2018-01-11 20:10:30 CET ] [ Original post ]


Merry Orthodox Christmas, guys.



[ 2018-01-07 17:01:39 CET ] [ Original post ]


Happy New Year.

Hi, guys. Happy New Year to all of you. Best Way team wishes you in this upcoming year more reasons for joy (we will try to provide a couple), a lot of kindness (here you need to work too) and a couple of good old wonders (we leave this for Santa Claus). See you in 2018.


[ 2017-12-31 15:04:37 CET ] [ Original post ]


DevDiaries #53: Last Christmas... Feedback


Hi, friends. Last time this year we gave feedback about the job done until that time. And this is the last diary, the same for this year. And some last screenshots. The year is coming to an end, you know. But the next one is coming, in which there will be new diaries, videos, occasions to flame and the release of Early Access. 2018 promises to be important and interesting in the life of our modest game company and its friendly community. (firecrackers)
Within the battle, besides the explosion of landmines, the cries of the wounded and machine-gun bursts, the roar of aircraft engines are a new arrival to the not-so-philharmonic battle orchestra. Still relying on old models and in several basic support functions, but the struggle for air superiority has already begun! How did it all start? We decided that once again we should listen to the requests of the community and make sure that the paratroopers did not fall out of of nowhere in the sky. Now after your spawn them, there will be a plane aspiring from your edge of the map to the place where brave paratroopers will hit the silk, armed to the teeth to grant delightful gifts to the enemy. But, the reconnaissance is not slumbering and at the same time the flying plane is displayed on the map, and the chat starts grumbling: ‘Beware. The enemy aircraft is approaching’. As soon as the first birds appeared in the sky, we had to give the appropriate slingshots to the units. So we gave anti-aircraft guns the air-defense mode, when enabled, the gun get a bonus to the range of aircraft detection and perceives them as priority targets. We still had to adjust the healthbars of aircraft and set some damage dependencies. So some of the paratroopers can die if the plane is fired upon and the number of the paratroopers will depend directly on the hp of the aircraft at the time of the airdrop. The battlefield with broken planes gives one hundred points on the epic scale to the usual battlefield. In general, it worth to add them, at least for the sake of entertainment. Entertainment and airdrops, yes .... and reconnaissance! No doubt, reconnaissance aircraft would be useful to you, my friend. So we added them. So they fly, they recon. They show enemy artillery, destroy the clever attack plans, and point the caches of the Third Reich with treasures. Useful, you know.
The work on the commanders continues and we added a few new ones: the commander of a heavy assault tank regiment (available only for the USSR), specializing in artillery tanks such as BT-7a and KV-2, and one commander of each class without any obvious specialization. This latter ones will be useful to those players that do not like to limit themselves in the choice of means and believe that it is better to have a modest SPG, a quiet AT-gun and a small howitzer instead of all sorts of big and loud howitzers. Almost all units within the class are available to these commanders, except top specialization units. We also added a separate slot for supportive units to artillery commanders, where only miners, engineers, doctors, etc. can be placed. Now they do not need to compete with anyone for the right to be in the pack to save and strengthen. In addition, commanders have acquired modifiers that affect the cost of units of their specialization and when creating a roster, the profile units look even more attractive now.
And here's another things we worked on:

  • Players' ratings with winrate and detailed statistics on the outcome of the battle.
  • The interface for metagame (all that you will see outside of the game session), which, we hope, will soon be able to show.
  • A new screen for perks of the unit was prepared so we can start our work in that field and soon you can customize your soldiers.
  • Changed and adjusted the accrual of points on the map to increase the chance of comeback in the second half of the game and victory by kills. Now it is more profitable to organize a deep breakthrough to the rear, and not to butt over a small but long piece along the front line, and the game of defense now makes more sense.
  • Added the ability to install heavy machine guns in rifle cells of trenches, so you can proudly demonstrate ‘no pasarán’.
  • Made the button "Do not stick out of the hatch without a command" at the request of the community, which prohibits curious tankmen to get hold of an anti-aircraft machine gun and die one by one from malicious snipers and even angry explosions.
  • We taught bots and AI some useful tricks, among which is the correct choice of targets. When firing at a trench or house, the unit will aim at the nearest part of it to the enemy unit, and when firing with small arms they aim at cannon crew, but not the cannon itself. Now they are aware that it is much more effective.
  • As always, new vehicle models were added (T-40 with large-caliber machine gun DShK, Marder 3, BT-7, etc.), animations, special effects and textures.
GIF link And we are testing the matchmaker. It’s currently in the lobby for now, but not with the auto-search (haven’t got enough players for now, and servers aren’t ready), but its appearance has become quite a blessing already. At the click of a button, the overlord of the lobby mixes teams based on the personal ranking, the chosen commander, the maximum level of units in the deck, and so on. It so happened that in the test we had a much more often winning team A. No one really likes to lose, right? So the best players tried to stay together and quickly took their places. In Team B there were those who are less worried about the victory and those who recently joined the test and did not know that the outcome of the fight is predetermined in advance. With the appearance of the matchmaker, the shadow schemes of the testers came to an end, and now at the push of a button the soulless machine gives an equal number of seasoned players and beginners to each team. Thus came the end of the games ‘on one-way street’ and the era of competitive games began. So the happiness came to the narrator's house, which often took an artillery commander and joined the B team, cause he believed that the easy way is not the best. This is all for today. You can wait for the next diary on the eleventh of January (everyone needs a small New Year break) and you can easily order a topic in the comments, since we aren’t thinking about anything specific. In the meantime, Merry Christmas, my friends. We in Best Way wish you all the best. Enjoy the snow, be happy, and most importantly healthy (we still need you in Soldiers: Arena next year). Spend some time with your family, call your mother, store your money in a jam box, what else can we wish? See you.


[ 2017-12-25 18:11:59 CET ] [ Original post ]


Changing the DevDiary date


Hi, friends. We did not have time to prepare a diary by Thursday, so we had to shift the date of publication. Wait for it on Monday the 25th.


[ 2017-12-21 17:21:49 CET ] [ Original post ]


DevDiaries #52: SPG

render link Hi, friends. It's strange that haven’t talked about mobile artillery for so long. After all, it’s the only thing that unites the realms of tankmen and artillerymen. They both recognize SPG as their own, and even the infantry has to admit that there is something in mobile artillery.

Pimp my cannon


The history of self-propelled artillery originates during the Thirty Years' War in the 17th century, and according to some sources even during the Hundred Years War in the 15th century. But they used to call it Horse artillery those days. But there was an evident problem that had to be solved- insufficient mobility for artillery. This could be approached by installing the gun on a movable base, whether it is the chassis of a tank, a cart or a camel’s back - it follows the same principle. photo link As you can see from the photo with the Zamburak (and his rider), artillerymen of those different times did not like to sit on the ground in anticipation of a counterstrike and tried their best to keep up with the advancing allies. The main role of an SPG is to provide direct fire support for tanks and infantry in the battle, and they have enough equipment for this job, because the self-propelled guns picked the best bits from artillery and tanks. The majority of SPGs have a gun more powerful than an equivalent main battle tank’s one, due to the longer barrel and more sophisticated targeting and sighting equipment, and it’s also able to perform indirect fire, while tanks are forced to restrict themselves to direct fire only. Unlike towed artillery, SPGs are able to accompany allied forces during deep breakthroughs of the enemy defenses, and can also quickly retreat from the firing positions before the enemy can detect it. Thus, mobile artillery are much more effective in the artillery offensive actions, for which the “Infantry tactical manual of the Red Army (1942 edition)” defines: ‘The artillery offense consists in the continuous support of the infantry with a massive artillery and mortar fire during the entire period of the offensive. Artillery and mortar fire must lead the infantry and tanks in the attack from one object of defense to another.’ These qualities can often become decisive when choosing a favorite commander. However, one must also remember the disadvantages: support for the allies in the offensive does not mean an offensive solely on your own, your armour doesn’t stack up against a similar tank’s one, but the cost is no longer the cost of artillery.

An artilleryman who doesn't want to be a self-propelled artilleryman is a bad artilleryman.


In the game, we try to reflect the entire diversity of the SPGs of WW2 and their strengths and weaknesses. The gun of the mobile artillery has greater armor piercing capabilities and an effective range of fire compared to a similar tank’s one. Some of the units in this category also have very good armor. No doubt, the SU-152 or Jagdpanther, even from afar, do not resemble a ‘day-off’ car with an open top. While the crew of a cannon has to go guns blazing upon the sight of enemy infantry to make sure they can deal as much damage as they can, while they can, the SPG crew can retreat or respond with fire themselves (although it is still more reliable to retreat). The self-propelled guns do not depend on tractors for towing, and the time of their combat deployment is much lower, plus they do not start to be visible after the first shot, like tanks. So if you have all the advantages of artillery invisibility and tank armor, you can destroy tanks with armor-piercing shells, and enemy howitzers with HE-shells, while being relatively safe. And you can be greedy, shooting in plain sight and hoping for luck, which smiles much more often to mobile artillery than to the rest. Most likely you will manage to survive most of the high-explosive shells and some armor-piercing, and with a high probability you will win in a counterbattery duel. But do not consider the SPG as the solution of all problems. Armor of the majority of these units (except for the late-war and especially expensive ones) are only sufficient to stop rifle-caliber bullets, and the open-top does may not even be able to stand up to that. And no matter how good you are at killing the enemy, it is unlikely you will go much deeper into his territory. Attacking without the support of an ally-infantryman is plain suicide. The grenade launchers will very quickly lecture you on why advancing head-on is a bad idea, especially so since you have disappointing circular viewports and often lacking machine guns. And indeed we can say that the thickness of your armor really is not a matter of concern for those geeses. screenshot link Every unit in the game has it’s own role, and if you are given tracks and invisibility - use both of them! The rest of the artillery commanders emphasize strengthening their positions, but the SPG commander needs to be mobile and constantly change location. You found a target, made several shots, began to spawn circles - step back. You saw that there is an incoming plane with paratroopers - step back. You saw that you almost got into the enemy's viewport - step back immediately! The choice of targets is no less important than the choice of position, and the commander of self-propelled guns can be created in different ways. You can focus on the AT-SPG and have the ability to fire 'from the fog' and destroy even the heaviest, expensive and seemingly invincible enemy tank. Or focus on assault SPGs and be a worst nightmare of infantry and artillery. Or take a little bit of everything and ... well, at least you can ride some. However, who knows? Soldiers: Arena is still a team game and such a universal commander can be the right addition for your clan super-duper strategy. Sometimes it happens that a couple of destroyed machine guns and AT-cannons far beyond the front line can help the ally to a larger extent than killing the most expensive enemy unit. In the end, what can such clumsy tanks do when surrounded? Earlier we already wrote that we are not trying to mirror the units, and we are doing our best to make the game for one commander very different depending on from the chosen faction. We believe that this will be both more realistic and interesting. For example, Soviet mobile artillery are almost always an assault or direct support cannon, with the most powerful frontal armor, and an gun more powerful than that of an enemy of the same class, but almost always without machine guns. While almost every SPG of the Allies is equipped with a 50-caliber machine gun and has a rotating but open-top tower. In addition, playing for the Allies in the early game you don't need to be afraid of the counterstrike of artillery and howitzers, thanks to the M8 Scott’s armor. And Germany has a self-propelled gun of any weight and form for almost every task, in the early game you can rely on Sturmpanzer and Wespe, and in late on Jagdtiger and Sturmtiger assault gun. This is all for today. As always, do not hesitate to write in the comments, which units from the category under discussion you are waiting for. It may be that they will appear in the game. Still wish you all the best of luck!


[ 2017-12-07 19:28:33 CET ] [ Original post ]


DevDiaries #51: Development Tree


Hi, friends. You asked us to tell about the development tree, about the difference between common and premium units, and how many grinds and level-ups you need to make every day to make your fighters strong, smart and with ruddy cheeks. All of these questions already have answers, because most of the mechanics are implemented. At the same time, the system is still being improved, so your wishes and comments will be welcome. The whole concept of the player's development is difficult to explain in one diary, so today we will talk mainly about the development tree, types and groups of units, commanders - the metagame in general.

Commanders and experience


At the very beginning, you can play with three starter commanders: an artilleryman, a tankman, an infantryman. Each with a small number of base units that will help you get acquainted with the game and understand which class is best for you. After playing several games with the base commanders and having completed the training, you will already have enough experience to open a couple of new units and several commanders with an explicit specialization. Commanders were created to emphasize the unique gameplay of different kinds of troops, which each have their advantages and disadvantages and their priority goals on the battlefield. For example, a sapper battalion is good at building defenses and strengthening positions, and a heavy tank commander is indispensable in breaking through this defense, while howitzer battalions will erase any fortifications to dust. The trouble is that as long as these guys will break through and erase to dust, sabotage-reconnaissance or motorized battalions will already be in their rear to destroy the artillery. This plan would be torn down of course, If only medium tank battalions were ready at hand to stop them on the approach to the front line... and so on.
link During the battle, each unit that takes part in it earns a certain amount of devtree experience. As soon as the riflemen recruits get enough, you can open snipers or sappers. It is only possible to open new troops successively. To get stormtroopers your machine gunner vets need to work hard first. Of course, the more effective the unit was in combat, and the more you used it, the more it will earn experience. All as in the proverb - ‘As the days grow longer, the Nebelwerfer comes closer’. In addition to the devtree experience, after the battle, some amount of free experience will be available to you, which can be used to open any conventional unit (the rule of successive opening is preserved). A free experience can be added to open a unit for which there is not enough devtree experience or a unit in a branch that you don’t play often. For example, you are a tankman to the core, but would like to have a pair of infantry squads for reconnaissance and assistance in breaking the front line. In that case, when running along with feeble basic infantry below your own dignity - use free experience. Also, experience will be required to open perks for squads, which we will discuss next time. In a nutshell - it's an opportunity to rearm and customize the units for your playing gaming style.

Development tree and unit types


Part of the development tree, as it is presented above, are not final or even currently in-game, but an example was created to show the available German infantry squads. The development tree is common to all commanders, but this doesn’t mean that you will be able to pick all the tanks using your sapper battalion, hoping to surprise the enemy. The inscription and the number on the bottom of the unit plate are its type and level. They must match the type of slot in which you want to put it and its maximum level so that the commander can use it. The game now features such types of units as: support, artillery, firing point, special firing point, support, basic, special and heavy infantry, independent infantry units, armored cars, light, medium and heavy tanks, SPG and AT-SPG. In addition, the units are divided into: common, premium and collector. The overwhelming majority are common units which you can open with devtree experience. Premium (yellow background), as it happens to be, opens with real money and gives the opportunity to start in a new branch not from the very beginning (as you might have noticed in the tree they have a connection with common units). Prem-units are not super cool, but represent some modified versions of usual ones and introduce variety into the gameplay. In case you are bored with Nashorn and Jagdtiger, you can try new tactics with premium Ferdinand. However, without premium you still have more than fifty units for each faction. Collector’s units are not represented in the tree at all and can not be opened. So we want to put some rare units into the game, which would be very strange to see in every fight and make their presence realistic. Among them are Luchs, Willys with a Maxim machine gun, KV-1 with a ZIS-5 gun and so on. The player will receive a reward for every fight played, in which there may be common or premium units from those not yet open, and rarely collector’s units. It is worth noting that this will not unblock the unit forever, but only grant the possibility of using it in several battles. So far this is the only way to get collector’s units, but as you remember, the system is still changing.

Early access and threatening letters


There is one more important point that we would like to dwell on. A couple of months ago we updated the information on the Steam page, but most likely many people did not pay attention to it. This is not unusual, because who will re-read the description of the game? Among other things, we indicated there that we plan to sell the Early access version. We did not abandon the f2p model and after the full release the game will be free. Early Access is aimed towards the community that is tired of only reading about Soldiers: Arena and requires the opportunity to play. In this version of the game, bugs and work-in-progress elements will be unavoidable, its development will continue at full speed. In general, it will not be for everyone. So we want to invite more people from the community to participate in the creation of the game, but to slightly limit the number of those who are not quite aware of what we have been doing all this time. In addition, we would not like to go completely to support and fixing balance and bugs, but have time to add new features, models and other content, which, with our small team and a large number of players, could become an impossible task. So Early access for us is the ability to continue to develop the game in a relatively narrow circle of ‘bro’, stopping by to receive letters from you with threats such as ‘Either you filthy scumbag release the game and let me play with my friends, or I’ll buy a train ticket and a baseball bat. And believe me, I do not aim to practice good passes and home runs.’ Seriously, guys, stop it. For you, Early Access is an opportunity to play before others and in fact to be among those who created the game. This is all for today. Write your suggestions in the comments, fill all the space under this post with your polite and respectful holy wars and we wish you all the best. And we have a pleasant surprise for connoisseurs of our games and the GEM engine.


[ 2017-11-23 20:24:52 CET ] [ Original post ]


Changing the DevDiary #51 date


Here is the link in case you can't see the image. Hi, friends. It's also such cloudy and rainy in our hearts, cause we did not have time to prepare a diary and need to postpone its publication to next Thursday. What would you like to know from it? Which of the veils of secrecy have to be opened? Dilute your resentment with wishes. Wish you all the best of luck!


[ 2017-11-16 17:30:31 CET ] [ Original post ]


DevDiaries #50: Armored car - proudly living to it's name!


Hi, friends. Today is a jubilee, fiftieth diary. This much all over again - and we can start the Early Access :) When speaking seriously, we look with pleasant surprise at the work done for this time, we think with joy about the perspectives and with thrill about the opportunity to show the game to you. And, of course, we hope that, like us, players will rejoice at victories, feel harshly because of defeats and work hardly on creating the ideal setup for your very best commander. And today, as you already guessed from the title and BA-20 render, we'll talk about the place of armored vehicles in Soldiers: Arena and the commander of a motorized infantry battalion, which may be the best choice for those who feel an apparent lack of mobility when playing infantry.

Armored car isn’t subtank.


In comparison with other types of armored vehicles, armored cars had weak armament and inferior protection, but they were much cheaper to manufacture, easier to service, and in speed they were superior to light tanks. Without armored personnel carriers, which were intended primarily for the transport and evacuation of personnel, any offensive operation could be overwhelmed. In Soldiers: Arena emphasis is placed on the cheapness, speed and multifunctionality of armored cars. Further on the text, we will talk about armored cars as a group of units, which in fact includes APCs, some cars, self-propelled units based on armored cars, etc. Almost any commander can use these units, but they will be most useful in supporting the infantry, compensating its main disadvantages: speed and low survival rate. Considering that infantry commanders can’t use tanks in the battle, armored cars can become a very important reinforcement. However, it would be a wrong move to perceive them as a budget-friendly substitute for light tanks, because the range of their use is much broader. And how can you transport a squad of riflemen with your tank in one ride, uh? If you want to have at least some kind of armor while playing with the infantry and the ability to transfer detachments quickly to the other end of the battlefield - the motorized battalion is the right choice. The main advantages of armored cars in the game are: mobility, low cost and a good line of sight. Using them correctly you can stop infantry rushes, and with a good roll of the dice you may win the fight with the light and some medium enemy tanks, carry out reconnaissance, find weaknesses in the opponents’ defense, and send sabotage squads there to capture the territory and neutralize the firing points. But most importantly, you can support your own and allied infantry in almost any fight. A wide selection of cars will help with that, starting with the self-propelled mortar Sd. Kfz.251/2, and ending with an always reliable Willys with two bazookas. The game focusing on armored cars is a game with a high risk share, given their weak protection, but also a big share of fun. What could be more pleasant than exchanging a expensive enemy unit for a cheap one? Quickly reduce the distance to some sluggish heavy tank, drop an infantry squad from your APC, send a pair of AT-grenades and prove that no one is large enough to frighten your men. Victory is built from such moments, isn’t it? Or capture the building in the rear, breaking through the front line and spoiling the enemy blood for a good half of the game, bringing the enemy out of balance and force him to make mistakes. And if on the way back you can capture and hijack an enemy cannon, we can assume that the day is not for nothing. You turn on your PC for such moments, my friend, don’t you?

There is a task - there is an instrument.


Each of the game factions, in addition to similar has its own unique units. This means that the game for the same commander will be seriously different depending on the chosen side of the conflict. Balancing and correctly picking up units is quite difficult, but damn interesting. For example, when introducing the above-mentioned Willys, we are not trying to attach bazookas to GAZ-67 or add flamethrowers to BA-20. Each side has its own advantages, and they will be shown in the game. Self-propelled flamethrower Sd. Kfz. 251/16 is especially useful because the Allies and USSR does not have it, which creates interesting situations on the battlefield and the variability of the gameplay. Speaking about Sd. Kfz.251... Let's look at the German armored cars and some units based on them that are already in the game.
As you can see, here are presented the lightest units such as BMW R12 and Kübelwagen, and the eleven-ton Puma with a 50-mm cannon. Here you can see Italian Autoblinda 41 and seven modifications of the most successful armored car of World War II: Sd. Kfz. 251, among which we can highlight the self-propelled anti-aircraft gun Sd. Kfz.251/17 with an anti-aircraft gun Flak 38, and a self-propelled howitzer Sd. Kfz.251/9 with a short-barrel 75-mm gun KwK 37 mounted on it, and an anti-tank version Sd. Kfz.251/22 with a 75 mm Pak 40/1, capable of spoiling the armor of the medium tanks and nerves of tankmen. Most of these units, despite being part of the same group, are used for different tasks. Light and cheap Sd.Kfz.222 and 223 are well suited for reconnaissance, and the flamethrower version of 251st - for the destruction of infantry both in the field and in buildings. Heavy armored cars can withstand light tanks at long ranges and armed with anti-aircraft guns are very good at close ones, where maneuverability and speed plays a decisive role. Mortar and howitzer modifications of the Sd. Kfz.251 are simply created for artillerymen who do not want to wait for the returning fire. We will expand the list of armored cars in the future and now we are thinking about adding a heavy self-propelled MRLS Wurfrahmen 40 based on the same Sd. Kfz.251.
And what armored cars do you personally lack, guys? Feel free to share your thoughts and, quite possibly, will soon see their implementation in Soldiers: Arena. Still wish you the best!


[ 2017-11-02 19:40:55 CET ] [ Original post ]


DevDiaries #49: Even More FeedBack


Hi, friends. The last time we posted [url = http: //steamcommunity.com/games/421010/announcements/detail/1455080932981238358]feedback diary[/ url] almost two months ago. During these two months, we have changed a lot in game balance, defeated lots of bugs and introduced several worth saying features that aren’t big enough to write a full diary about. Now Soldiers: Arena is already in the phase when the main functionality is almost ready and some time has been freed up for non-critical, but still important, changes which we want to implement before the start of of Early Access. We did the context menu of actions for the selected unit and began to configure it. By holding the LMB on a target or surface, you will bring up a menu that shows possible actions for this target / surface. We continue to supplement statistics and information with the outcome of the battle. Now you can see how much damage in the session caused each type of your units, how many opponents he killed, how much experience he got etc. In near future we want to add the win rate for each unit. Added a menu of quick chat phrases, without reference to the point on the map and markers. Pressing Y, you can wish 'Good luck' before the fight, scream 'Help' into the emptiness of you teammate’s hearts, give the ‘Attack’ order which your allies most likely will ignore :) We also changed the loading screen and started creating hints for it. It will show you a screenshot and information about the specifics of use and technical characteristics of units, tactical decisions, features of the game mode, etc. This is how the working version of the new loading screen looks like.
Changed the logic of behavior and movement of the new infantry squads. Now they are moving in the given direction until someone starts to shoot them. Having encountered resistance, they will lie down or crawl into the hideout if there any in close proximity. A few seconds after the cessation of the shelling, the squad will stand up and continue moving. Independent infantry squads began to take into account the forces of the ally and the enemy on the territory closest to them. Having received the order to attack the fortified positions without adequate support, this squad will lay down and will hold the position. In order for them to begin the offensive, you can either eliminate the threat, or bring more forces to the attack zone, or send them to kill themselves in an irretreivably stupid (or brave) attack by using the ‘Charge’ order. Also we have added ‘Entrench’ order, after receiving which, the detachment will begin to dig trenches and dig into the ground. We also:

  • Created a new commander with an emphasis on anti-aircraft guns, which is especially good now in countering light tanks and armored vehicles.
  • Gave the ability to land at any point of the map some paratroopers, including in enemy territory.
  • Had been working the damage of shells, the chances of one shot kill using the armor-piercing projectiles, the principles of high-explosive and fragmentation action. Now the damage from the high-explosive action on the infantry is considered separately. Damage from high caliber shell also ignores the protection from shelters, trenches, buildings in the epicenter and close range of the explosion.
  • Added dependence on the position of the fighter when calculating the shell damage. The clever and attentive infantryman had time to lie down and survived the shelling. And his inattentive standing comrade - no.
  • Removed annoying braking for vehicles overriding the small stumps and fences when using direct control.
  • Set up the rotation angles and path search for some units so they did not have to deploy the field headquarters and gather a military council to solve the problem of 'bypassing the stone'.
  • Added new models, including Panzerjäger I from the cover and a five-tower infantry annihilator T35.

As always we fought with bugs. Minesweepers, for example, exploded on mines. The shells, not wanting to restrain themselves with frames, fell outside the circle of dispersion, saying decisive ‘No’ to conformism. Improvements almost always give birth to bugs. For example, after some works on optimization of tanks movement and target selection, the AI ​​became so clever that, having mastered the essential works of humanist writers, refused to fire on most targets, and often did not even turn the barrel toward the enemy, so as not to inflict either physical or even moral trauma. And the blast wave from the explosive action of the projectile, rounded the component of the armor closest to the epicenter of the explosion and inflicted damage through the hatch cover or some other weak point. Although we have not written about this for a long time, but we are constantly working on replacing effects and animations. The gif below shows special effects from the explosion of the Sturmtiger projectile. New models of vehicles and cannons received animations of interaction with them: climbing to the armor of the tank, animations for additional units in the increased artillery crew. Added animations for infantry, lying down after running with different types of weapons, installation of AT-hedgehogs, barbed wire, barriers from bags, repair techniques, some idle and death animations. Added textures of burning iterations for trees, shrubs, vineyards and much more. Wish you the best as usual!


[ 2017-10-19 18:32:57 CET ] [ Original post ]


DevDiaries #48: Polesie


Hi, friends. Today, we'll talk about working process on a new map that has already been mentioned here. Its working name is Polesie, so you can easily guess which region is taken as a basis for it. We wanted to create another village map, which could be used in the future for cooperative missions about the first months of combat operations in Ukraine during WW2. But stopping at a particular village would mean - putting yourself in a tight frame. First of all, this is a map for a team multiplayer game, which means that it should give the same opportunities for both sides. In life, this happens rarely.
An additional argument in favour of the village map was that some of the resources and models were already completed, so we would not have to make it from scratch. At this stage, this argument can not be ignored, because there are still a decent number of models that are waiting for a replacement in the game. Now we sometimes use old maps like Depo or Bazerville during the tests to slightly change the process and simplify the bugs search, but we can’t fully use them in Soldiers: Arena. Lots of work need to be done before that. Perhaps even more than with creating new ones. The map should not only be atmospheric and beautiful, but still meet the standards that dictate the new gameplay. We have different commanders in the game, so there must be zones on the map for the use of each unit: open areas for tank battles, areas with dense buildings for infantry fighting, bottlenecks for mining and using engineers, etc. Fighting for territory requires the presence of places of increased interest, where you can get a serious advantage if you gain a foothold. In addition, the height map should be easily readable so as not to cause irritation when player’s shell hits an inconspicuous elevation. And everything should be equally balanced for both sides of the conflict. Once we decided the region, we began to discuss its plan. This is how the rough draft version of the map looks. It will be corrected and refined in the process of work, that’s for sure.
A large village in the center of the map, as the subject of the main dispute. Surrounded by fields and wide forest belts, where tanks and artillery can move freely. On the right side you can see the mill and miller's house (with the possibility of strengthening it), which are located on a raised platform. This is the main point of interest on this flank. Infantry can climb to the hill without problems, but the vehicles can only do so through narrow entrances, so that the player who is fortified on this island gets a good advantage in the defense. At the top and bottom of the map you can see abandoned farmsteads (forts on the map), which, like the mill, are on a small hill and have a clearly marked entrance. These locations are particularly interesting for artillery, since the entrances to them can easily be blocked by anti-tank hedgehogs or mined. However, this is not a secret for your enemy so he can shoot you with howitzers, send saboteurs, or simply surround. And there is not much place for maneuver, so artillery will start to unmask faster and faster because of the noise mechanics. The left part of the map is a swamped forest, in which tanks and infantry move slower, and the battle will go over the parts of solid ground. Only on them the player can dig trenches, install mines and barrages, so you always have to choose: advance slowly with the risk of getting into an ambush, or with the usual speed and explode on the minefield. On the left flank of the map we want to realize interesting opportunities for infantry gameplay. Once we have decided the region and the initial layout of the map, it is time to look for references to convey the atmosphere of the area and show it believable. After all, buildings and entourage are seriously different from region to region. Someone even had to sacrifice a piece of vacation to visit the outdoor Museum of Folk Architecture and Life of Ukraine, look at the huts with his own eyes and collect more information. Here are a couple of examples of implementing these references in the game.



So that’s all for now. Maybe you have favorite maps from past games that you would like to see in Soldiers: Arena? Also, feel free to write your wishes about zoning of Polesie, while work on it is still under way. And as usual we wish you the best!


[ 2017-10-05 17:58:39 CET ] [ Original post ]


Evening screen

Have a great weekend, guys!


[ 2017-09-29 17:57:47 CET ] [ Original post ]


DevDiaries #47: All you want to know about infantry but are afraid to ask


Hi, friends. We noticed that much more often we write about changes in artillery and tank gameplay, but much less often about infantry. Which is quite strange, because in battle it’s the infantry who suffers most but still does most acts of bravery. So in our games, it has always kept an honorable place, and Soldiers: Arena is no exception.

Teamwork is essential, it gives them someone else to shoot at.


We also often write that we want to reflect in the game the real behavior and cooperations of the armies in real combat. Maybe even too often. But what to do, if it is an idee fixe for our team? If someone could look at falling asleep game designers, he would see how their lips moved, repeating: troops behavior, teamplay, competitiveness, skill-oriented, variability. And all of the above we are trying to reflect in the infantry gameplay. That’s how, for example, the Infantry tactical manual of the Red Army (1942 edition) describes the main tasks of the infantry: - in offensive combat, - skillfully combining fire and movement, approach the enemy, attack it, destroy it in hand-to-hand combat or capture, and secure the captured territory; - in a defensive combat - by powerful and accurate fire and resolute counterattacks to repel attacks by enemy infantry and tanks, inflict heavy losses on him and retain the defended terrain.
In the game, the infantry commander performs all the above tasks and some others, considering that in his submission there are still sabotage, reconnaissance, engineering detachments, etc. The infantry have a lot to do, because it is applicable to ANY task in the game. The main thing is to choose the right squad for the right task. The statement ‘the land is not considered liberated or conquered until the infantryman set his foot there’, in Soldiers: Arena is literally reflected. Infantry is the best for occupying territories, but as for the fortifications, buildings, trenches and previously freed from enemies, cannons and vehicles - it is exclusively infantry that can do that. However, it would be strange to control a cannon sitting in a tank ... In defense, the task of the infantry is to strengthen and entrench, to stop the enemy's attack, and in the worst case to hold out until the relief comes from allied artillery and tank units. Infantry commanders are the most demanding of microcontrol and the gaming skill due to the greater number of units and their reduced survivability. We, of course, are working to improve AI and try to make the infantry smart, saving the player from unnecessary clicks as much as possible, but it won’t be able to win by itself. Infantry is always the first to take a blow, it is not protected by armor and is often in sight of the enemy. Its survival depends on you. Most likely the gap between a novice and an seasoned player will be most noticeable among the infantry commanders. Only your reaction, microcontrol skills and ability to read the game will determine whether your units will turn into ‘meat’ enemy troops, or become ‘meat’ themselves. Probably, it will be little bit of this and that.

A ‘sucking chest wound’ is nature's way of telling you to slow down.


Now we have the basic, stormtrooper, motorized infantry, engineering and sabotage-reconnaissance infantry battalions in the game and each of them can force the enemy to ‘slow down’. At their disposal are four types of infantry: the base one (riflemen and submachine gunners), the support (miners, medics, engineers), special (spotters, scouts, saboteurs) and heavy (flamethrowers, grenade thrower, stormtroopers). Of course, in addition to infantry, commanders have a number of slots for support cannons and armored vehicles. Each of the commanders is strong in its own way and has different priorities in the battle. But also some restrictions on the types and the number of units in submission. Choosing a commander, you actually choose what type of infantry he will have more of, and which of the ‘elite’ units he can use. For example, a basic commander is needed in order to give you a feel for the infantry gameplay before choosing a specialization. He does not have some actual accents in the development, but a little of everything. The engineering battalion has a defensive specialization, so he has the most slots for support infantry. He can create a deeply echeloned defense faster than others, and in the future will receive mechanized engineering units capable of evacuating damaged and unmanned vehicles in the rear. But with a clear advantage in defense, such a commander will be very inferior in attacking, especially in comparison to the stormtrooper and motorized infantry battalions. In turn, the motorized infantry commander has very few special units, less base infantry and absolutely no support cannons, but he compensates these shortcomings with his mobility and the availability of specialized armored cars that are inaccessible to other battalions. A fire-flame armored vehicle is worth a lot! The reconnaissance-sabotage battalion spends most of the time behind the enemy lines, therefore, it hardly has heavy infantry. But it has elite snipers, scouts and saboteurs, which are kept stealthy until the unit penetrates half of the line of sight distance. And, most importantly, the opportunity to drop the paratroopers to any point on the map and create a zone of increased unrest there.

The enemy diversion you have been ignoring will be the main attack.


Despite the fact that the main purpose of infantry is to fight for territory, there are lots of tactics and ways to achieve this purpose. To be effective in combat, you need to consider which commanders are playing against you, which ones in your team; which front line breakthrough you need to react and which one to ignore; where the enemy attacks, and where it tests you for strength. You can, while playing for a basic or engineering commander, try to ensure the presence of your team at the maximum length of the front line and control every building and dig out every possible trench, react to each appearance of the light enemy vehicles and saboteurs, stopping them and defending allied artillery. Or you can organize small detachments along the front lines, lead enemy light tanks into ambushes and do everything to exhaust the opponent. You can play through fast rushes with motorized infantry or assault battalions. Break through the sectors of the front that are least defended, trying to move as far as possible to pull the enemy's forces into this area and later retreat when further efforts will lead to unbearable losses. Or you can fill the armored car with submachine gunners and AT-gunners, to go as deep as possible into the enemy territory, to occupy the buildings there and hold ground until the last fighter, showing the position of enemy cannons, distracting the foe from the place of the main attack and keeping the opponent in constant tension. And how many more tactics will you have to invent, my friend, to emphasize your unique style? By the way, how do you feel about commander portraits? Did you notice the utter sad sight shining through the artilleryman? This is a strange coincidence, because the artist was not aware of suffering memes. If this post gets at least modest 150 likes - it will be a sign that you are interested in seeing portraits of a sapper, a sniper and a medic. And we will post them without delay. As usual, we wish you the best!


[ 2017-09-21 19:06:48 CET ] [ Original post ]


DevDiaries #46: independent infantry units


Hello, friends. When you compare the state of the game mechanics in their first mention in the Diaries with how they currently are, you realize how much time and effort has been invested in the game and how far Soldiers: Arena has advanced. Just remember the trenches. We could write a medium-sized epos about how they were created and how many times they have changed. But we are not tired and we are not going to stop. And today we will tell you about a new type of infantry squad, on which we recently started to work. It’s Difficult and promising. Just as we love it.

What are these squads?


As it was written earlier, in Soldiers: Arena we want to strengthen the role-playing component and make the gameplay unique for each army type. But whoever you play, you can not forget about the infantry. Tanks need intelligence, and artillery constantly needs defense from saboteurs and everybody needs someone to capture and hold their rightful territory. Your team is unlikely to go into battle without an infantry commander, but the allies help those who help themselves. Friends may not have time to help, may not have have free troops or they might simply be engaged in something they deem more important than protecting your positions. If you don’t want to be helpless in a game, it's worthwhile to take not only big guns, but also a couple of infantry squads to cover positions, conduct reconnaissance or assault relatively safe sectors of the front. Tank and artillery gameplay is very different from the infantry one and have different focuses of attention, goals, requirements for micro-control and the game tempo. The player constantly has to switch focus of interest, which makes the gameplay uneven and complicates the immersion and playing the role. In addition, in Soldiers: Arena the skirmishes go all along the entire front line and often the player needs to be present simultaneously in several places, placing his infantry to protect one sector of the front and attacking in the other, while still using direct control sometimes. So we developed the independent infantry units that can partially relieve you of the hectic affairs and allow you to settle your sight on your centre of interest. The squad leader will command the soldiers and direct their attack, leading the bitter fighting that will relieve the player of constant attention gaps in the front.

What do I need them for?


Independent platoons, companies are used to perform special tasks and do not directly obey the command of the military unit in which they operate. So in the game you can take them to the "deck", spawn in battle, and give the basic order. How to complete the orders is better for the squad leader to consider. Such detachments are more numerous and cheaper than the usual ones, but they have some limitations. You will not be able to select a specific target for them to attack, only a general direction. Such a squad can not be divided or controlled with DC. They carry out only basic orders. Now they are ‘Attack’, ‘Retreat’ and ‘Charge’. For example, receiving the order ‘Attack’, the squad will advance in the given direction until it meets serious resistance of the enemy and begins to incur losses. In this case, the advance will stop, and may turn into a retreat if the losses are too big. If you give the Charge order, then it will advance in spite of the losses, until it completes the task, or falls entirely. In the future, we plan to add orders like Capture the territory / building / trench and Strengthen, according to which the infantry will begin to dig trenches and prepare for the defense. Independent infantry units consist of the same units as the regular ones (recruits, regular army soldiers and vets) and will be both homogeneous (submachine gunners, riflemen) and combined. The inability to fully control them can be both their strength and weakness, depending on your micro-control skills. If you do not have time to be on all sectors of the front at the same time, call such a squad and switch your attention to something else. Yes, most likely they will not capture the Reichstag by themselves, but it will try from all its artificially intelligent capabilities!

How will they help me dominate?


For the first time we tried this mechanics on the orders of sappers and engineers. The player only gives them an order to place mines or dig trenches (put hedgehogs, barricades from bags and so on) and indicate the place, after which the squad spawns, executes the order and fall back all by itself. In the case of independent infantry units, we had to refine the logic of their behavior and prescribe a lot of dependencies on the situation on the battlefield, but we are sure that it's worth it. After all, now you can balance your battalion based on your own capabilities, wishes and chosen tactics even more precisely. And there are enough options for using them in combat. For example, you can give an order to attack and switch to direct control with your tank. Did you see your squad stopped moving? Help them kill the enemy and move on. Do you like to crush with quantity? Send a few independent infantry units forward and, hiding high-level infantry among them, you will get a chance for the direct assault even on well-fortified positions. Do you want to concentrate on the game with artillery, but you are afraid of saboteurs? Summon a pair of such squads and give orders to strengthen your positions. Of course, it is not necessary to use independent infantry units, and if you have enough time for everything and can skip on them - that’s great. However, you still can’t fill all slots with such units, because the number of them will be limited. There is no chance to sin in Soldiers: Arena while watching it with popcorn. This is all for today. We are grateful for your activity in the comments and we hope that this will continue. What do you think about the new infantry squads? Do you have any questions? We are ready to respond.


[ 2017-09-07 18:33:55 CET ] [ Original post ]


DevDiaries #45: You know, what we did this summer


Hi, friends. This is one of those diaries in which we report on the work done over the last couple of months. What kind of balance changes were made, what was added newly and how we are working on the game, which is worth waiting for. Read below about all these and some more.

We think of you. On these serene summer nights ...


Community required the option to hide healthbars and we are ready to provide it. Now in the game settings you can remove them over your, allied and enemy vehicles, permanently or until selection or aiming. And highlights, markers and almost all the elements of the interface also. So it's more difficult to understand what is happening, but we know that a truly hardcore player with a gentle soul might be scared of healthbars much more than the 1st of September :)
Worked with the trenches, so you could bent them and choose the distance between the shooting cells while building. We taught the infantry to use and treat them as a friend, because at first, units build their way avoiding trenches, preferring to die with proud head and clean boots. After visiting the lecture "Trench - my winding way into a happy tomorrow", the infantry learned to shoot, move, throw grenades, fight hand to hand, but not leave the shelter without unnecessary need. In case when enemy infiltrate the trench, the infantryman knows what to do without player’s orders. If enemy armored vehicles are approaching the trenches, a unit with a AT-rifle will stand for shooting. Same unit that didn’t stick out when his comrades fought with the infantry. Unfortunately, you can’t hide in the foxhole from all the sorrows of the world. The trenches can now be destroyed by drifting on them with your armored monsters, or in the old manner, - sending a land mine. We made a separate seismic wave so that we could set up the damage to the trenches for each projectile. Yeah, yeah, we made this for you!

’Some of this and that and everything else’.


We continue to work on the "Front Line" gamemode to make the fight more interesting, added several factors that affect the victory. Twice during the session there is an order for each team to attack on a certain section of the front line. For the breakthrough and seizure of this territory, the attacking party receives additional points, thereby bringing his victory nearer. Now the victory is also affected by killing enemy units. Even if you have little infantry and have nothing to capture the territory, you can stop the breakthroughs, blow up tanks, put mines. Sometimes it’s more useful to stop the enemy than to mindlessly attack. And we did some more…
  • Set up machine guns, increasing their rate of fire to real indicators, but slightly reducing the damage and suppressing effect to keep their effectiveness at the same level and the infantry did not feel helpless.
  • Changed the rules of armor piercing, so that shells with a caliber much larger than the thickness of the armor have more chances to pierce and less to ricochet.
  • Set up the shell normalization, so now armor piercing projectile change it’s trajectory for 4.5 degrees.
  • Did nonlinear aiming. At close ranges, cannon aiming is at the maximum value after the first shot. At longer ranges, the number of shots to aim and the minimum radius reduction both grow.
  • We set up the noise mechanics, which we talked about earlier for snipers, and the aiming with time for riflemen, so that at long distances they have a clear advantage against the submachine gunners.
  • We created a test polygon in which you can shoot from everything, and a marker that allows you to see the armor rate under the cursor. That helped a lot with finding bugs in models.
  • Added new commanders with their unique style gameplay: light mechanized brigade and reconnaissance-sabotage battalion.
  • Entered into the game new units, such as T-28 from the cover image, lend-lease Valentine to the USSR tree, elite snipers for each of the factions with self-loading rifles and camouflage, and others.

So good that I'm not afraid of death.


As always, fixed bugs, one of which we want to share with you, because it’s ... pretty creepy. We started work on creating bots for coop gamemodes. And we wanted the bot to win not by cheating, but by unpredictability, so that they went through many revisions and iterations, refinements, improvements, and sometimes worsening, disputes, anger and cats hecatombs, until one day the chosen ones rose up, that didn’t want to die. Well, you know that what is dead, may never die. We tested a new adaptive spawn system that adjusts to the situation on the battlefield and calls the units based on what is missing. At the time of the explosion of the gun, the crew sometimes flies up from the blast wave and the health of the infantrymen goes into minus, but they are dead only when they fall to the ground. As you may have guessed, the bot spawned these lucky ones with minus health, so that they took their places by the cannon. Hell, even death did not relieve the artillerymen from suffering! Over time, it turned out one more detail, complementing the picture of the zombie apocalypse - they could be killed only by snap-shooting on the head or by fire, as these actions cause the script to "die" regardless of the amount of current health. So even if you actually were not going to make a game about zombies, you still have no choice! This is all for today. Maybe a couple of questions more. Do you need other tasks like attack orders in the session? If so, which ones? Wish you the best!


[ 2017-08-24 23:36:48 CET ] [ Original post ]


DevDiaries #44: Indirect fire


Hello friends. Today's diary continues the topic of the past one, so we shall tell you about some of the changes in the artillery gameplay. If you ever had to throw apples over a fence in the hope of hitting the neighbor's dog - you already know something about plunging fire. This diary deepens your knowledge.

Type of shells in Soldiers: Arena


In the future we are going to introduce all the main types of shells into the game, but now the units use only armor-piercing and high-explosive fragmentation (HEF) shells. Today we will focus on the work we done to enhance the HEF shells and their mechanics. The main objective of the fragmentation projectiles is to defeat the enemy's manpower and unarmored light engineering vehicles, while the high-explosive shell is used for the destruction of fortified assets and other protective structures. Now we use HEF shells as a universal weapon for hitting more targets and we still doubt whether it makes sense to divide it into high-explosive and fragmentation ones. We think this add some difficulties into the gameplay and only a few tactical features. When calculating the damage, the explosive and fragmentation damage capabilities are calculating separately. For example, 37-45 mm caliber projectiles have a very weak high explosive effect, and fragmentation one, comparable to the explosion of anti-personnel grenade. Using the HEF shell with your Pak 35/36, you can destroy the enemy artillery crew or infantry "in the field", but it’s no sense in shooting trenches in the hope of their collapse. Shells with a caliber of 75 mm do not yet have enough explosive to create a powerful shock wave, so you can’t destroy buildings with merely a few shots. But the fragmentation action of such shells is already serious and capable of sweeping enemy infantry in a substantial radius. The explosive action of shells from 100 mm represents a serious danger for a landscape of any type. So any infantry and armored vehicles caught in the general direction of the epicenter of mentioned explosions isn’t very good for your health!

Firing positions


In Soldiers: Arena units can shoot both with direct (when the target is visible) and indirect fire (when the target is out of line of sight from the firing position). In Soldiers: Arena we want to reflect the individual characteristics of each unit as fully as possible, therefore, when setting them up we take into account not only the caliber, but also the weight of the gun, the speed and trajectory of the projectile, the noise created by the muzzle brake, the rate of fire and, of course, the angle of the horizontal and vertical aiming. Let’s take for comparison two guns with an almost identical caliber, but completely different tasks on the battlefield. LeIG 18 is a 75 mm infantry support gun with a 3.5 km max range of fire in reality and a good vertical aiming angle from -10 to +75. This cannon is lightweight, which allows it to be moved quickly by the crew. And the speed of the projectile is quite low, which makes it possible to use indirect fire while near the target. But because of the low speed of the projectile it has a weak armor-piercing and low accuracy at long distances. A large range of angles of vertical aiming makes it ideal for plunging fire, and its priority targets are infantry in the field (with less success infantry in shelters because of the small explosive action of the shell), enemy’s cannon crews and unarmored vehicles. ZIS-3 - a divisional gun of 76.2 mm caliber with a maximum range of 13 km, and less flexibility of vertical aiming angles compared to LeIG18 (from -5 to +35 degrees). The greater weight of the powder charge and the high speed of the shell make it possible for the ZIS-3 to hit light and medium tanks without problems, but makes the flight trajectory of the projectile more sloping, which, in combination with a small maximum vertical angle, makes it impossible to infiltrate close targets with indirect fire. In addition, her muzzle brake raises lots of dust when shooting and gives away the position with ease. ZIS-3 will prove its maximum potential when shooting direct fire on armored targets and destroying other cannons in the field of its visibility. An attempt to destroy the mortar hidden behind the building is a thoughtless waste of this weapon’s potential, because first you will need to flatten the building itself.

Plunging fire


Trying to reflect in the game the advantages of units on a real battlefield, we ran into the problem of howitzers. In Soldiers: Arena cannons have no limits on the range, but the chance to hit still falls with distance. But what in that case to do with howitzers? After all, they are created to hit hard from the rear, clearing the bridgehead for the attack and to be sufficiently accurate, because in the melee they do not really shine. Also howitzers shoot shells of large calibers that can destroy almost any target. You can not argue the fact that it is difficult to ignore the direct hit of a 203 mm projectile fired from the B-4 no matter how tough your armor is. In addition, artillery is invisible now! All signs of the imbalanced class are present. But in the war howitzers using the indirect fire, aiming on the location rather than a specific target. It's not so easy to hit into a moving tank from a distance of more than 10 kilometers, and even beyond the line of sight. We decided to develop thought in this direction.
So we enhanced the trajectories of shells for howitzers and later all cannons that are able for plunging fire got it. Now the artillery does not hit the target, but the location. In the screenshot above, you can see the aiming circle that displays the location in which the projectile can fall. When you select the zone for fire, the cannon will begin to aim, which will cause the circle to decrease. This gives you the opportunity to choose: to shoot now, hoping for luck, or to wait and increase your chances of hitting the target. In addition, with each new shot in the same zone, the circle decreases until it reaches its minimum size, which is still much larger than a lone target. The minimum aiming zone is not a constant and increases with increasing distance to the target. When choosing a new location for the fire, the circle will begin to grow, cause your artillerymen needs to zero-in again on the target. You should concentrate on static targets that can be destroyed by a blast wave and do not try to catch up the fleeing car with a direct hit, because your accuracy drops with the changing of the firing zone, and even with the maximum aim rate, you still may need several shots to get to a specific point. The mechanics described above solve several problems at once. The howitzers strike painfully and fairly accurately, but not too much to hit the open hatch of the moving tank from the other side of the map, and cause a high-explosive effect in the epicenter of the explosion and powerful fragmentation damage in a large radius. The fragmentation damage of howitzers is huge and even the entrenched infantry is likely to die, and at best it will be stunned and withdrawn from the battle for a time. Heavy fragments easily penetrate bulletproof armored personnel carriers and thin anti-ballistic armor of light and medium tanks at the case of close blasts. It's still possible to shoot a direct approaching tank with a direct fire, and a 40kg shell is unlikely to go unnoticed for even the heaviest of them, but here it is worth to evaluate the risks twice, because if the gun fires from close range, it will be immediately unmasked to the enemy. Who knows, maybe this is what the enemy is waiting for? In addition, there are no more flights over the edge of the map due to direct fire. The projectile is guaranteed to fall within the aiming circle. And most importantly, guns with a plunging trajectory of shooting have their own role, unique gameplay and their tasks in combat. This is all for today. Friends, do you think it makes sense to introduce additional types of ammunition into the game and if so, which ones? Don’t be shy to write your comments. And, as usual, we wish you the best!


[ 2017-08-10 18:58:25 CET ] [ Original post ]


DevDiaries #43: Artilleryman for life


Hi, friends. Today’s diary is about how we see the artillery gameplay and why we are sure that each type of forces should have its own unique gameplay. And do not forget, our dear reader, that this gameplay should be not just another different one, but also interesting in it’s own. If you leave the art in its previous form and bring it to a separate class, then you should admit that it will be a rather boring class. In addition, the big problem of artillery was its "one-off" style of usage. Spawn-shoot-backoff. And when you have more units to play besides artillery, this state of affairs is tolerable. But what to do when it's a whole class and most of the troops in your battalion are just like that? Leave everything as is and put up with the fact that the game for the third part of the units in Soldiers: Arena boils down to a wait-and-see sitting in the bushes? Damn it, no!

… ad astra doloribus itur © Prudentius


We have written many times that we want to strengthen the role-playing component of the game. We can say that we adhered to the classic Warrior-Wizard-Rogue scheme. Tank battalion is obviously a warrior with the best armor and powerful blows. Infantry shall be wizard with a spell/grenade for each enemy, who with due skill, can create real magic on the battlefield. And the rogue is, of course, artillery. So, we gave him invisibility. An attentive reader could have guessed this from a diary about an artillery commander. And no, this is not that invisibility. The artillerymen does not throw smoke bombs under his feet, so that in a moment he shall be vanished with the howitzer in their hands to appear behind the enemy's rear in a moment's notice.

Artillerymen would run away from each other if they knew the true essence of each other © Immanuel Kant


Each weapon that does not fall into enemy viewports is considered hidden, but when fired, creates a noise zone, with the maximum value of noise in the center and smallest - with distance from it. The radius of the noise zone is now ten gaming meters. The noise level increases with each shot, decreases with time and depends on the type and caliber of gun (for example, howitzers and SPGs create more noise, and the handsome one from the cover or Katyusha becomes unmasked for one volley). Each shooting gun adds noise, and the closer to each other they are, the faster they become visible. Moreover, the noise zone is remembered and decays for a long time, so if you do not relocate, then the guns start to give out their position more quickly. The noise level begins to drop right after the shot and decreases from maximum to zero in thirty seconds. We are testing this mechanic and modifying it, so that the interface pieces and icons associated with it are in their "working" form.
The green lamp - the gun starts to pick up noise, but remains invisible to the enemy.
When the lamp changes to red, the cannons will remain invisible for enemy, but the circles-markers will start to spawn, giving an idea of the approximate location of the ‘gods of war’ picnic.
Da Vinci said that "The eye, the window of the soul, is the chief means whereby the understanding can most fully and abundantly appreciate the infinite works of Nature". But if you are appreciating THIS kind of eye, be aware, cause probably your artillerymen already has appreciated their own and their windows of the soul will soon open to pass on to another life unless you act quickly. The gun is unmasked and displayed both on the opponent’s screen and minimap.

What does this give me as a player?


We knew that you would ask! This makes the game for artillery and against it more interesting, but does not make it unbalanced. Counter-battery fights, search raids in the enemy rear and so on. Artillerymen now need to constantly change the position and outsmart the enemy. Appear, destroy and go again into silence mode. No more boring vigils over a pair of guns in anticipation of a worthy goal. Now you need to connect both hands to successfully manage your cannons. We try to display in the behavior of the units their advantages and disadvantages on the real battlefield. Shooting from the “hidden positions” fully meets this goal. And here are some more:
  • Artillery guns are a bit more accurate and significantly quicker in comparison with similar tank ones.
  • Artillery has become mobile and now each cannon can be called attached to a car if the appropriate perk was earned.
  • If you have taken a position, then make it impregnable! AT-hedgehogs, barbed wire, mines and trenches. A good artilleryman always has something to do.
  • The right choice of targets. Howitzers and mortars are good for destroying the enemy's manpower and its fortifications, but a wide spread of plunging fire makes the destruction of mobile units a tough task. Using such weapons, you need to knock the ground out from under the enemy's feet, and not try to knock the helmet off his head.
  • Battery fire. If you are playing with artillery, then play it right! Selecting, for example, AT-artillery you must do what it is really supposed to do - destroy tanks. So why don’t combine the three guns into a battery? And instead of making three shots from one gun, do one from three and go into silence to enjoy the shredded ruins and look for a new victim.
Artillery went through a lot of suffering to be reborn, and in one diary we can’t tell about it properly. In the next diary we will tell you about shooting modes, types of shells, the correct choice of targets and how to play plunging fire guns. But we need to say that the next diary will be in three weeks too. Do not be angry, friends, it will not become a tradition :) After it we will return to the normal regime. And btw we began to make short training videos for each of the units, which you can watch without leaving the game, to learn its main characteristics, pros and cons. This video is more like a test and will not go "to print." It has a bit more action than we need in the training video, but sometimes one should hold oneself to the good bits :) Wish you all the best! https://www.youtube.com/watch?v=y4UuAUT8Yj4&feature=youtu.be


[ 2017-07-21 02:47:57 CET ] [ Original post ]


Changing the DevDiary43 date

Hi, friends. In connection with the lots of works planned, did not have time to prepare a diary for this week :( So we apologize for that. Feel free to use the opportunity and put pressure on us to made us write the next diary about what you want :) But no gameplay videos. All the best for you!


[ 2017-07-13 16:12:19 CET ] [ Original post ]


DevDiaries #42: The Ultimate Question of Life, the Universe, and Everything

Time is an illusion. Release time doubly so.


© Douglas Adams about Soldiers:Arena Hi, friends. Today's diary is quite important one. I bet that you will not need 10 million years to understand what kind of question we are talking about. We will also talk about how and when playtests are going, about holy wars and memes of the Alpha and how they help us to find the right solution amongst a lot of wrong ones. Here's a working version of the portrait of an infantry commander to stretch your eyes before reading.

Played, understood nothing, but I will play again


Twice a week we gather alpha testers for playtests to get feedback from them about the innovations in the game. Further down we’ll include the best quotes from these reviews. These are our first critics and we appreciate their help immensely. Among them there are both seasoned players and baby seals. There are those who without regret cast their lives on the altar of the game-god, and there are those who play for a couple of hours a week. To someone, the game seems too fast, to someone else, on the contrary, too slow. Often this opinion is the result of the player's temperament multiplied by the chosen commander. ’He plays the slowest commander. A fast combat in this case is possible only if you misclicked and accidentally picked up something lighter than IS-3’ - about one fan of heavy tanks. Artillery for fans of infantry combat: ’Played this stuff, too calm for me. Lazy clicking all the game’. Someone hates the building assaults, because ’Have you seen how the buildings are being stormed? Crushing with tanks! TANKS, Carl!’. For others, storming is not a problem in the presence of high-explosive AT-grenades, flamethrowers, or simply ’take ten to fifteen submachine gunners and arrange an exterminatus for the whole area.’ Someone tries to avoid the fights in the field, while someone with tears in his eyes remembers the infantrymen who were thrown into the meat grinder of city battles ’I remember one fight where 50 people were killed in one f***ing house".’ One thinks that the infantry is too strong, the other that ’if the enemy gives you the opportunity to kick his ass with infantry only- it's his own fault’, and only one thing is important for the third one - ’artillerymen must suffer!’.
While artillerymen suffer for themselves, someone suffers from suppression, trenches, storming buildings, slow-moving guns or too mobile tanks. Some suffer from health bars, but they no longer sharpen their pitchforks, cause ’health bars aren’t so terrible as they look like’. We collect user reviews in special albums, decorate them with stickers and reread them in rare moments of rest. ‘I like that the game gives a big set of roles: an anti-tankman, an artilleryman, an infantryman, a heavy-tankman, a defensive guy and attacking guy, and at the same time is aimed precisely at the teamplay’. ‘Well, I ran into the house with 15 submachine gunners - but f***ing calliope rolled out from the corner and blew up everyone. That’s how cooperation works’. ‘I like: bots, that fight better than the personal guard of Ivan the Terrible; lot’s of units already at the stage of closed alpha; the artillerymen sufferings. I dislike: healthbars of the tanks and cannons, artillerymen as a class’.
Feel free to speak in defense (or vice versa) of artillerymen and share your pics on our facebook page.

...it has the words Don’t Panic inscribed in large friendly letters on its cover


© Douglas Adams again The described disputes and contradictions are the essence of the development process. Do not think that the alpha test is an opportunity to play before everyone else. No, friends, this is work, and quite nervous work in fact. But this is an opportunity also to participate in the development of the game and to influence the final result. Many features have been changed under the pressure of the alpha testers, and some of them appeared only thanks to them. Now we see that the main gameplay is formed and the game gives different opportunities to different players within the same session. Everyone can find his place and his tempo in the game. The same combat mission can be performed in a variety of ways, depending on the nature of the player, his preferences in units, the chosen commander, team-mates, etc. And most importantly, it requires cooperation. This means that the game becomes that which we envisaged in our dreams. Earlier, we said that as soon as we determine the date of early access - you will know it first. Our spouses and children are still unaware waiting with the hope of the release date, as a happy time when their loved ones will be freed from night hours and festive bail-outs. Do not tell them that after the release even more work will appear... Please. We plan to enter early access in the first quarter of 2018. If someone seems to think that the development of the game has been going on for a very long time and the key to it should have been at your email yesterday or even earlier - here's a small thesis on why unicorns do not exist:
  • We are a small team working without a publisher.
  • It takes a lot of time and effort to create a game in which the user will spend a lot of time with pleasure and enthusiasm, instead of simply plunging into his pillow and pray to Apollo to have his eyes mercifully shed with divine arrows after the first game to never see such a sickness ever again.
  • We burn ourselves on games with early access and believe that at this stage the game should give joy from something more than finding a bug.
The exact date of early access start, we can say 2-3 months before its release. Do not get lost, everything will only become more interesting. Wish you all the best!


[ 2017-06-29 18:26:26 CET ] [ Original post ]


DevDiaries #41: Hello lagger, my old friend

Hello, Friend. What have we done for you lately? Hey-hey, everything is written right here, in the diary. Read, please. We worked on the performance of Soldiers: Arena. We switched to 64-bit client, for example. Steam says that as of May 2017, about 7% of users are playing with 32-bit OS, but their number is constantly falling. Friends, are there any of us who need the 32-bit version of the client? We optimized the transfer of information between units in combat, which saves resources and is especially felt in mass battles. Changed the server rules when one of the players lags. Previously, the server, guided by the musketeer’s principle, forced all to wait for one, or slowed the game, allowing the laggers to catch up the rest. In the first case, we "enjoyed" the pause in the culmination moment, in the second we watched another Wachowski film (same spectacular and slow mo). Now the server does not stop the game because of one lagger, because "the needs of the many outweigh the needs of the few”. The game for the others goes on as usual, like a caravan of tanks, aspiring to a cloudless and happy future.
The game for the lagging guy is recovering as much as possible, trying to catch up what’s lost and find what’s gone. Rushing at a gallop and moving to the trot only when catch up the server. Lagger at this time alone in his lagging sad world, like a caravan of desperate tanks, lost among the dull country roads.

Playing God, do not overdo all settings


We configured Soldiers: Arena. Changed the calculation of damage for armor-piercing shells. Now both the muzzle and potential energy of the projectile are taken into account. For example ZIS-2 has excellent armor penetration, but ZIS-3 deals more damage. Drew markers for fast messages. Now each of the contextual messages has its own visualization, which helps to quickly understand what the ally wants from you, without distracting yourself by looking at the chat.
We fought with strange bugs. There was a time when machine-guns have mythical durability and could withstand a direct hit of 75-mm (and even more) landmines. In those harsh times even glass in the windows were tougher than the chains of Fenrir. The rifles of the defending infantry could not even scratch it. But the tanks jumped on the mines joyfully and high, like mongrels at the sight of meat. Especially lucky ones even could finish the jumping streak with a gymnastic stand on the tank tower.

Want to see beauty, Burning my life in the game, Beauty I need. Now!


We filled the map with objects. It’s configuration should provide opportunities for the use of all kinds of troops: open areas for tanks and artillery, areas with dense buildings for mortars, light vehicles and infantry, hideouts and locations for maneuver battles, etc. Based on these criteria, the model of the next soviet village map was also created. Added a new type of surface - "deep snow", which slows down the movement and makes mobile units even more useful. So we made winter versions of maps for tests. Configured environments. We want the player to remember with joy the hours spent in the battles on each map, so that one would like to admire them as cherry blossoms and write haiku. Note how the mood of the “Village” map changes with the using of different environment. Can’t you hear the third set of roosters, looking at this farmland morning?
Do you feel how the sun scorches the landscape on this summer day?
How does your back ache in the evening after hiking for mushrooms?
Maybe you want to make tea and read A.E.Poe, looking at this rainy weather?
If you feel something like this it’s ok. It's nice. But don’t forget these desires must not dislodge your passion to show your skills in the battlefield. Cherish this feeling. This fighter’s enthusiasm will be in need. And finally we have a couple of questions. How do you feel about bots? Where are they good, and where are they not? To train skills only, or do you need them to replace disconnected players, for example? Would it be interesting to test your skill in cooperative battles against AI in the "hardcore and his brother INSANITY" mode? Blurt out your plain truth below! Wish you all the best!


[ 2017-06-15 17:57:11 CET ] [ Original post ]


DevDiaries #40: GEM2 - myths and reality

GEM2 is dead, long live GEM2.


Come closer to the fire, my friends. I'll tell you a story. A story of struggle, death and rebirth of one brave game engine. In the comments, you can often read that you can’t look onto the annoying second GEM and suffering from the need to see the third one, and, preferably, better soon that sorrow. For how long will you release and remake these things on this engine when you can potentially work on something else. Stop using the dead GEM2. For how long will we need to wait! We need to do something! It's time to take a stand! Friends, do not rush to take protest posters in your hands. Most likely it's a banal misunderstanding. This whole thing with the engines is not as simple as it seems. Some people think that the engine is something that "renders great models with cool shaders and so on." Others that it completely determines what kind of game will be. The third ones think that GEM3 is better than GEM2 because ? you know… It’s obvious! The third is always better.
Apparently some moments need to be clarified. Wikipedia tells us that "A game engine is a software framework designed for the creation and development of video games. The core functionality typically provided by a game engine..." So the main part here is “core” one. And this core can be quite flexible. This is easy to understand if you just compare the games that developed using the same engine. Hardly anyone would say that Lineage II and Star Wars: Republic Commando are very similar. Tyranny and Fallout Shelter can’t be called twins too. And even now Men of War…
… differs from Soldiers:Arena.

GEM2 is alive!


The engine determines the basic rules, and greatly simplifies the work on creating the game, because you do not need to do everything from scratch. But do not forget that this is a tool and quite changeable tool in skilled hands. Most of what we write about in the diaries is the editing of the engine. All these trenches, medics, fortifications, interface, the new gamemodes and so on - that what had to be added. By the number of changes that we made, it has long ceased to be the GEM2 that you remember. A year ago we talked about version 2.3 and even then it was rather conditional label. Since then, it has changed many times and will change more to match the goals set for Soldiers: Arena and it is not so important what number you can add after the name. If it helps you get the answers you need, you can call it even GEM42. And we talked mainly about the gameplay functionality earlier. In addition, there is a huge piece of work, which is not so interesting to read (and write, too btw). Partly because such topics are very difficult to normally describe in an understandable language, without using a mass of terms and abbreviations. Yes, yes, jokes about the "programmer's answer" here would be ok. And these invisible, but important works go on constantly. GEM2 learned a lot.
  • Carefully support partial and complete localization. At the moment almost everything except right-to-left languages.
  • To inform the player about his success in the session, ratings, available commanders and their experience.
  • To work with memory according to C ++ 11 standards. The selection, release, counting of the number of references to objects now passes better using the new stuff.
  • Improved the system of quantizing units. And what has we say earlier? Terms in da house. This makes it possible to set a more realistic rate of fire for machine guns, cannons etc. And AI began to think faster.
  • To recognize a highly detailed map of heights in the right places. Specially made this one to make possible to shoot an apple from the infantryman's head sitting in the trench using your Pak40.
  • To understand Rim shading, Ambient bounced, HDR, LUT, gamma-correction and stuff.
  • Gathered the tools to create games against bots, both single and multiplayer.
  • Learned to be tolerant to different platforms. At the last test, our coders finally managed to play in the general session using the Linux and no longer feel hurt.
This list will continue to grow and GEM2 will absorb everything Soldiers: Arena needs. Guys, most of the problems that came from previous games of the series are not unsolvable. Complicated and resource-consuming, but not unbearable. The infantry already taught to themselves the complex science of not asking philosophical question before throwing a grenade. Do you remember? - they learned how to jump over fences. We know about the old problems and we try to fix them as much as possible. We realize that it is strange for the game not to have support for 64-bit processors and new graphics processing technologies in 2017 . But now gameplay features have the higher priority. And as soon as most of the functionality is ready - we will start the optimization and cosmetic works. In the meantime, we ask you to remember that GEM2 is our bro and it makes its five sets every day to become even more powerful :) Wish you all the best and we attach PZ.IV. [img] https://puu.sh/w7NiU/925a4350f3.jpg [/img


[ 2017-06-01 18:46:44 CET ] [ Original post ]


DevDiaries #39: Regimental guns

Hello friends. In today's diary, we will talk about the tasks and advantages of regimental cannons in Soldiers: Arena. There will be some text (yeah, sometimes we can write short diary) and three renders: the legendary M-30 howitzer and two regimental guns. So do not rush to wear your "reading glasses". Let your eyes rest. Admire the curves and angles of the cannons our modellers have been working on.

Regimental cannons in reality and in the game.


Earlier we already wrote that we want the Soldiers: Arena units to fulfill their roles as close as possible to the real ones. The regimental cannons, originally intended to support infantry with “fire and wheels”. For example, "Quick Service Guide" for the 76 mm regimental gun M1927 tells us that it was intended for such purposes:
  • the destruction of the enemy's manpower - in open field and in trenches;
  • suppression of enemy firearms;
  • fighting with mechanized enemy corps;
  • destruction of wire barriers
You can see our proofs below. Unfortunately there are no English variant of this brochure, so your only option is to believe us :)
In Soldiers: Arena, they fulfill the same goals, the main one is still primarily infantry support. The artilleryman can take them to the deck too, but in the hands of an infantryman, limited by a small selection of cannons, they are simply irreplaceable: in supporting the offensive actions, suppressing the attacking infantry, destroying the enemy's artillery (at relatively close distances). Considering their mobility, rate of fire and flexibility of usage, regimental cannons will be useful at any stage of the game.
  • Is the enemy trying to drag you into an infantry shootout? Don’t play his game spamming more infantry, it's better to call the gun instead.
  • Was your attack stopped because of the enemy's stronghold and your comrades are in no hurry to help you? Take your soldiers to the rear and summon a "battery" of regimental cannons that will clear your way. And after that, occupy the territory with infantry.
  • Are the enemy's mortars covering your positions? Make the artillerymen suffer!

A few facts about the cannons shown.


Although the serial production of the M-30 was completed in 1955 (a total of 19266 guns were manufactured), the howitzer is still produced in China under the designation of the 122mm howitzer Type 54 and in the self-propelled modification Type 54-1. Le IG 18 had a mountain modification (7.5 cm le.GebIG 18), which could be divided into 6-10 parts, the heaviest of which weighed 74.9 kg, which made it possible not only for horses but also for humans to carry it. 76 mm regimental gun M1927 in the soldier's vocabulary called "polkovushka" or emotionally "bobik" (which means mutt dog) Why “bobik”? Who knows... Maybe because the gunfire was sharp, resembling a dog's bark, maybe because the cannon jumped upon shooting, like a dog on a chain, or maybe - resembling it’s short barrel, from a chopped "nose" - just like the bobik's from the yard. But we loved it for no less, and even more than the same "Zosia", or "Farewell, Motherland". Vyacheslav Ivanovich Chaliy, commander of regimental cannons battery explained the appearance of the nickname. (С) Svirin M.N. "Bobik". Pages of life.
On this sentimental note, we say goodbye. Wish you the best!


[ 2017-05-18 17:56:13 CET ] [ Original post ]


DevDiaries #38: Devs Feedback

Hi, friends. Our today's DevDiary is about (you'll be surprised) how development of Soldiers: Arena is going. We want to give you some feedback, like in the pre-New Year's diary. Tell you a little about the work days of the Best Way, what problems we face constantly, what part of the development process is the most difficult, and how unexpectedly funny bugs could be.

What did we do all this time? Do you mean, except rest in Monte Carlo?


There is no point in trying to describe everything that has been done in the last four months. It's just too much. In addition, some of the features are still at a stage when it is early to talk about them. And some things just has no sense for those who have never played the game to absorb the info. So today's diary is about that small part of the changes that we think are most interesting and fun (everyone knows that developers have a strange sense of humor). We continue to add to the game some new icons (for example, for abandoned vehicles, for infantry suppressed and "unconscious" and others), vehicle models and skins for special infantry.
We test the size of the map and the Frontline gamemode with different number of players in the session in search of the best variant. We do not want players looking for an opponent to fight half a game. But he should not feel himself like in a supermarket in the midst of a black Friday. We Added the preparation phase before the start of the fight, to allow the player to look around and select their flank and the starting units. At the end of the session, the game will show you the "Battle Results", where you can see how much experience each unit has earned and how much damage he has inflicted to the enemy. Why guess who of your units is the most useful, and who does not fit your strategy, when you can see the numbers? And the boldly re-adquired enemy tanks must go somewhere, right? Created a special "hangar" for this case. Remember, we wrote that in the fight for territory, every building will be the center of your foreseeable universe? So, in order to meet their high goals, we constantly make changes and add new mechanics related to their work. AI must allocate units inside the house based on the situation on the battlefield. But how often does he have to change their positions, how long does it take to move them? Should the units interrupt the building strengthening process, for example, to fire back? The answers to such questions can only be obtained empirically, by testing, making mistakes, and eventually finding the best option. Well, of course, we needed to create fortified form for each of the buildings.

Balance is the king!


And we have similar situation with each new mechanics. Particularly difficult in this sense was the case of digging trenches. After digging foxholes, we taught the infantry to connect them with trenches, and engineers to dig these trenches faster than others.
You introduce a cool feature and domino effect immediately reminds for himself. Do you want to dig trenches? And how will other units fight with them? How well will the infantry be protected in them? What units can dig them (Saboteurs with shovels? Seriously?)? How fast? Will the type of surface influence on the process (Our adamantium shovels aren’t afraid of asphalt and stones)? Which units will be able to move over them and which ones are not (Artillerymen with jump-packs will carry howitzers in their hands, and motorcyclists will master the motocross)? How will the AI ​​behave in the trenches? And many similar questions will not be answered fast and easy. You make protection in the trenches too strong and the speed of digging is too fast and on the nearest test you see someone advancing with trenches. Advancing, man! Once again, thanks to alpha testers for their help and selfless search of any opportunities for exploits. You make the defense rate too low and no one is digging no more. And do not forget about the correlation with the rest of the mechanics of the game! For example, infantrymen teleporting to the rear during the retreat or grenades, faithful as a labrador, which do not want to leave the master and explode only at his feet. By the way, talking about the feet - the infantry has finally mastered the basics of parkour and without problems overcomes low fences. Finds the best route without complicated manipulations from the player. https://www.youtube.com/watch?v=b0vKwM7BGVw For some, it may seem that the game development process always follows a well-defined plan, all features are specified and prescribed, all collaborations are built, and no alterations are expected. This is partly true only when you create a clone of something created earlier. And even then only partially. In the case of something new, you have to go through the bug minefield and the process of implement-test-fix-test. Periodically encountering ridiculous bugs. For example, when the artillery crew of the cannon goes into minus on health, but refuses to die and give up positions, apparently because the Valkyries have a day off. Or when an assaulted building suddenly does not affect the front line (not all the domains of captured land were received, we think). Or a destroyed tank forever circling around dancing the Samba. And how do you feel about extra non-clinging ghost-tankman spawning separately from the tank and at any distance annihilating the whole team of the tank if you hit him with a fougasse? We liked him! This is just a couple of examples of what was done and a few curiosities, but we would like to know if you are interested in such a format of a diary? Do you want more informative and fun stories from the life of Best Way? Maybe you need videos and screenshot-reports about the most unexpected bugs? Let the indicator of your interest be your likes and comments with your answers so that we know whether to prepare the next such material and how soon. Wish you all the best!


[ 2017-05-04 18:40:50 CET ] [ Original post ]


DevDiaries #37: Commanders

Hi, friends. We have already talked earlier about commanders in Soldiers: Arena. About what they are and what their advantages on the battlefield are. Today we will tell you more specifics about the very concept of the commanders, but do not forget, that concept means possible changes.

Commanders? I am the only commander here!


I have three words for you (or rather two words and one phrase): tactics, role-playing component, teamplay. The idea of creating a tactical game with a focus on teamwork was born long ago. Even in the Men of War multiplayer were laid a lot of its components. But the format of the session, game modes, and some overcomplexity of the gameplay didn’t allow the tactical part to unfold completely. The base of the tactical component was excellent, but we wanted to enrich it, add a role-playing element and team interaction. And over time, we stopped on the commanders concept, which, coupled with the development tree, could help to achieve our goals. Let's consider the issue in more detail. The commander is a specialization of the user within the gaming session. Basic specializations are represented by an infantryman, artilleryman and tankman. In addition to the basic, there are commanders with deeper specialization, which become available with the development of the player. For example, for an artilleryman they are: the howitzers commander, the SPGs commander and the anti-tank commander. We want 3-4 ready commanders for each type of troops before the OBT release. The unit tree (we are sure, everything is clear about it in general, and more specific we shall speak about it in future) is common for all commanders within the nation. But each commander has his own "preferences" and restrictions on the use of units. The number of units that you can take into battle is limited and often it is less than the number of units available for hire. So sometimes you have to choose - whether to take a couple more cannons or insure yourself with engineering teams. And some units are simply not available for use by certain commanders. So, for example, a tankman can take into battle a lot of tanks, several infantry squads and none of artillery units at all. The commander of heavy tanks has an even deeper specialization and operates a large number of heavy tanks than the basic commander, but has less light and medium tanks, which makes him well protected and indispensable for breakthroughs of the front line, but generally slow and disclosing his best sides close to the middle of the game. Each commander has its own characteristics and even some game mechanics inaccessible to others. For example, the support sapper commander has twice as many engineers and they dig trenches and strengthen buildings much more quickly, and his medics can evacuate not only their own, but also allied wounded. The howitzers under the control of the appropriate commander will be able to use the special firing mode with a gunlayer. Engineer troops of the tank commander will be able to evacuate to the rear any vehicles left without crew, both allied and enemy. Special commanders do a good job for which they are intended and do worse anything else. In the game there are both balanced commanders who do a good job with most tasks, and highly specialized, which are strong in something one. But you can be sure that there are no such commanders in Soldiers: Arena, who dominate all.

Is it necessary? It was ok for me before!


Tactical part. By introducing commanders into the game, we want to create a kind of "faction within the faction" and significantly increase the number of possible tactical solutions within the session. We don’t want the game limited to waiting for the last minutes of the fight, when you can order the best cannons and tanks and finally fight. No, Soldiers: Arena must be tense every minute of the fight. Some specializations dominate only in the beginning and middle of the game, others have no such aim as domination at all, but rather help allies. We want the player to invent more and more options for victory based on the situation on the battlefield and the composition of the teams, rather than waiting for his Königstiger for the whole game. The role-playing component. It is often perceived as leveling and customization, but first of all it is about acting the role. And in Soldiers: Arena, with the introduction of commanders, the importance of following these roles and their number have grown dramatically. Even now during the tests we see how rarely two players choosing the same units even while choosing the same commander. Some constantly rushing with the tanks at the beginning of the game and tries to tear off a bigger piece of the enemy land and give the allies opportunity to strengthen there. Some on the contrary bites into the ground and builds walls around their positions. Some using their maneuverability is constantly looking for unprotected enemy areas. Having the opportunity to choose different commanders and different troops to them, you will be able to find the role that suits best to you. And when it is bored - switch to another commander and another role. Teamplay. When you have no hammer for every in-game nail - you have to play your role and wait for the same from the allies. We want to create a non-linear game balance in Soldiers: Arena and stimulate the teamplay, create the need to complement the ally’s minuses with your pluses. You can have many howitzers and cannons, but they cost nothing without proper cover. And killing enemies couldn’t always grant you win, especially if you did not cover the ally at the right moment and now he have no infantry to capture the territory. This is not all that we would like to tell on the topic, and we will continue later, but for now watch the video with the work of the new suspension and rest some. Good luck! https://www.youtube.com/watch?v=DmqPIwISNRs&feature=youtu.be


[ 2017-04-20 18:32:42 CET ] [ Original post ]


DevDiaries #36: new interface, part two

Hello friends. In today's diary, we will tell you a little about the section of user interface that helps you to control your units: hotbar and quick access bar. But remember, my friend, that everything shown on the screenshots is a working concept. To bring the interface to it’s fullest potential, we need all features to be implemented and this is possible only closer to the release. So, looking at the screenshots, remember what Confucius said at this point "If you hate an alpha-build, then you’re defeated by alpha-build”.

Why change? The old one was native and cozy!


Indeed so! But the industry does not stand still, standards change, and, most importantly, in Soldiers: Arena, the pace of the game is a little faster. These means making the interface responsive and intuitive is the priority task. The old interface was occupying a good quarter of the entire screen and was doing this without days off and holidays. Most of the important buttons were in the lower left part of the command panel, which made you constantly distracted from the fight. And you had little possibilities to configure this panel. In addition, it even displayed impossible-to-use commands, which misled the newcomer and was simply inconvenient. In Soldiers: Arena the number of possible commands has become even bigger, as many new features have been added to the old functionality: entrenching, strengthening buildings, sending medics, suppressing fire, and active perks are on their way. With so many commands, it was impossible to make it work properly without the reworking the interface. We realized that the interface should be informative, intuitive and flexible. To ensure that a beginner won’t lose his mind with a staggering amount of information, and in addition we’re looking forward to enable the seasoned players to customize the interface for themselves so as to use all twenty fingers on their four hands. We have already achieved some successes in this field, but there is still a lot of work to be made.

Easy to learn, comfy to dominate.


Hotbar in Soldiers: Arena looks like this.
As you can see, only the available commands are highlighted. Unavailable at the moment are darkened. If we select another unit - hotbar will change and display other commands.
Now the hotbars are configured by types: infantry, tank, artillery. In the future, we plan to deepen this system so that each unit has its own hotbar and the player will only see the commands of the selected unit. So darkening is a temporary half-measure, but even with it you are not distracted by buttons that are inaccessible to use. While it is not entirely clear whether we will be able to do this until the start of the beta, but we are trying to do so. The possibilities for customizing the hotbar have also expanded significantly. Now you can add the commands you need from the extensive list shown below.
To call the quick access bar you need to press F button. This bar is divided into four groups. In the screenshot below, we see that a group with common commands is selected, which includes the commands of movement, shooting, inspection and so on.
A group with specific commands for vehicles / artillery, where you can choose the type of projectile, change the position from combat to marching, strengthen, etc.
Here is the group of system commands, where you can customize the displaying of other interface details: maps, battle statistics, highlighting units and so on.
As you can see some commands even have the “working” names :) And here is the group of commands for the infantry.
Hot keys are binded now, not on the functional F1-12, but the numbers 1-0. We try to make the interface intuitively understandable, and most of us still used to see hot keys binded to numbers. And F-keys are now occupied by commands for allies. Clicking them you can put a marker on the map and send a message to the chat with a call to action. So it became even easier to ask something. "Attack", "Intelligence is needed", "Urgent need of whining about health bars" - the choice of commands will satisfy up to the most refined tastes.
This does not cover all the interface, because there is also a start menu, a context menu, a development tree and the associated tool for creating an army and much more. And we will tell you about everything, but not this time. Bye!


[ 2017-04-06 18:00:01 CET ] [ Original post ]


DevDiaries #35: PzKpfw III with it's family


Hello friends. Today we will talk about medium tanks. Their role in Soldiers: Arena, their strengths, and review some usual ways of getting your ideas to the enemy with the example of the PzKpfw III’s family.

It’s good to be strong, but double as good to be fast.


A commander specializing in medium tanks is an excellent choice for those who appreciate the balance between maneuverability and firepower. Do you prefer a set of overall tools for all occasions instead a narrow focus on a particular aspect? Then the medium tank commander is what you need. When the enemy strikes you mounted on a powerful but slow Tiger - we'll take two PzKpfw IV’s and break through his flank. The speed of medium tanks allows you to choose a maneuverable fighting style, appearing from your hidden locations only to strike the enemy. You shall deliver a rather meaningful strike, because medium tank guns are usually sufficient to defeat most of the enemy's firing points. Choosing medium tanks you must fight aggressively and quickly. You should be especially active in the early and middle stages of the battle. That's your moment of glory, when you can inflict maximum damage to the enemy, pinning down the infantry, levelling the fortifications to the bitter pieces and helping teammates to break through the enemy's defenses. You should always be in the midst of battle!. Trying to shoot with heavy tanks or artillery through the entire map is a bad idea. But if you make proper use of your resources, the game will already be in your hands, when the enemy heavy tanks appear.

Your first medium tank


In the game, this handsome little one from the cover art is currently represented in two modifications: F and J. There are three more self-propelled guns based on PzKpfw III: StuG III ausf. B, StuG III ausf. G and StuH 42 ausf. G, but we will not talk about them now. Containing all the advantages and disadvantages of medium tanks, PzKpfw III has one additional excellence. This is the only medium tank available in the early game. And this means that even from the first minutes of the battle it is possible to hunt artillery tanks such as BT-7A, which are so fond of shooting from afar. And the rest of the light tanks don’t even need to be mentioned. In the heat of combat, supported by your comrades, PzKpfw III even in the early game can snatch one third of the map. https://youtu.be/p9PECvI4ao0 And then: strengthening, defending, pushing again. Repeat until victory. But we do not recommend to be impudent. After all, the enemy team may have a commander of the anti-tank regiment. Against these guys any tank is prone to become a steel coffin.

Did you know that …


By the time of the invasion to the USSR PzKpfw III was the main battle tank of the Wehrmacht. On June 22, 1941, in divisions directed to the USSR, there were about 1000 machines of this type, which amassed around a 25 to 34% of the total number of tanks sent to the USSR.
At the end of the summer of 1940, 168 Panzerkampfwagen III tanks of F, G and H modifications were converted for underwater travel and were to be used for landing on the English coast. The depth of the dive was 15 m; Fresh air was supplied by a hose length of 18 m and a diameter of 20 cm. This miracle of engineering had the name Tauchpanzer III.
In addition to twelve modifications and an underwater tank based on the Panzerkampfwagen III, there were the Panzerbefehlswagen III commander's tank, the observation armored car of artillery, several German SPGs and three Soviet ones (SU-76i, SU-85i, SG-122) and, of course, the flamethrower tank Flammpanzer III Sd.Kfz. 141/3).
And what modifications of PzKpfw III do you want to see in Soldiers: Arena?


[ 2017-03-23 19:39:24 CET ] [ Original post ]


DevDiaries #34: Viewports


Hi, friends. We continue to share with you the latest development results. Now we are working on a system of visibility zones (further viewports) in Soldiers:Arena. We have repeatedly said that between balance and realism, we will rather choose the former. But this is only in a situation where the choice is inevitable. In most cases, you can get both. And our today's diary about a similar case. Any unit in Soldiers:Arena has its own set of viewports and we now writing and changing for them some general and particular rules. We add viewports to the commander's machine guns and usual ones, to all observation slots. We added dependence on the unit type. For example, the SPG with closed superstructure sees much less compared to an open-top one.

A couple of text examples.


Each unit has a viewport suitable for its combat tasks, strengths and weaknesses. For example, the best round viewport will be found in the motorcycles and special infantry like jaegers ( you helped to find the name for them). Units, that rely on brains, scouting and reconnaissance more than a fistful of steel. And heavy tanks have the worst in comparison. That's why they need more support than others. As we already wrote earlier, the cannon crews are now not so visible when shooting. In fact, their exact location is unknown until they reach the enemy's field of vision. In addition, they have better gun viewports in comparison with the tank ones. This combination makes them dangerous on long distances. But if you let the tank close enough - this particular cannon will soon be no more. There are some types of infantry in the game with a camouflage skill and most other units can only see them from a close distance. Besides jaegers, special forces, officers and saboteurs who can detect them on the entire field of view. It should be noted that loud shooting unmasks any fighter. Therefore, in the arsenal of some squads there is a silenced weapon, shooting from which doesn’t lead to detection.

And a couple of visual examples.


Next, for a better visualization of the process, we’ll show some screenshots from the editor, which show the viewports in their debug mode. You won’t see any unnecessary lines in the game ofc. So here is the specific visual example. Here is our KV-1.
It is so lonely and lifeless. But by just putting a soldier in it will trigger the round and driver’s viewports to start functioning.
We'll send two more guys there and viewports of the main gun and rear turret machine gun will start to work.
And here, for example, an armored vehicle, fully loaded with infantry, ready to kill any living creatures offending or defending.
Viewports are now at the development stage, so do not hesitate to write your suggestions in comments.


[ 2017-03-09 18:05:19 CET ] [ Original post ]


Did you congratulate your beloved women on the holiday?

Best wishes from Best Way! We love you! Honestly, honestly :)


[ 2017-03-08 17:52:51 CET ] [ Original post ]


"Find the name" contest results

Hello friends. Thank you for your activity and a lot of variants of names for hunters. We decided not to use certain division names and so on, to avoid embarrassment in case when these guys would fight where they could not fight. We have summed the results and the winners are: Germany - Jaegers. Skyrimjoe suggested via Steam 16 FEB 10:02pm. Allies - Pathfinders Da ork boy suggested via Steam 16 FEB 10:06pm USSR - Дозорные ( not sure now about the proper translation ) Suggested Павел Курганов via VK 16 FEB в 10:26pm Winners knock to friends ( http://steamcommunity.com/profiles/76561198026692491 ) and write me your name and surname for credits. Many thanks to others and cheer up - this isn't the last contest!


[ 2017-03-02 20:37:10 CET ] [ Original post ]


DevDiaries #33: Supressed, not stirred


Hi, friends! We were very pleased about your brisk reaction to the competition. There are more active players in our community than we had hoped. The only thing we want to remind - do not forget in creative fury, that the essence of the competition is to find a suitable name for hunters which correlates with real formations of World War 2. Maybe we want to add dragoons on raptors or heavy infantry with gatling lasers, but sometimes you need to say “stop”. We must remain in the setting. To win you need to choose the name, not imagine it :) So Advancing forces witnesses, Sharp-eyed boys with binoculars or Sherwood natives don’t fit. There is still time until the end of February and the we are not limiting you in number or variants for the competition. Although it makes no sense to repeat other’s, since the win will go to the first who suggest a suitable name.
And now about changes in Soldiers: Arena. Last week, we have increased the number of artillerymen in the crews. Now cannon crew consists of four people, six for the howitzers (in the future this number can vary). There are several reasons for this change. Firstly it is more realistic, and it becomes more pleasant to play with artillery. Often the crew were killed by a single shell and the cannon stand just like an orphan in the middle of the military landscape. It is very annoying when you playing artillery, so, to make it more survivable, and as a result more useful in combat, we added more artillerymen to the crews.
Especially successful shell can kill even six men, but there are a few chances for such thing, and in most cases there is someone to replace fallen comrades. And while leveling you can make your artillerymen even more dangerous for the advancing infantry.
At the start gunners armed only with pistols, but after upgrades you will be able to equip them with rifles or machine guns.
We also added the ability to suppress the infantry in cover to make possible to counter the fans of strengthening each square meter. So when you see the enemy which overgrown with hedgehogs, trenches and blocked all the entrances to the buildings - pin him to the ground with your heavy fire from all guns.
Suppressed enemy will fall to the ground and won’t be able to shoot back with full power. So he will quietly sniffle with anger in his trench, until you (with a reduced, but still risk) will be able to get close, to send a grenade-telegram or begin storming the building. Currently suppression works only for the units in fortifications. We doubt whether it makes sense to implement the ability to suppress advancing infantry. It seems that it is quite logical evolution for this mechanics, and btw it’s more pleasant to be suppressed in the mud in the open air. But it can cause an unacceptable level of rage for the player, because of his unit is immobilized and can not run on a tank in full growth. What do you think about this? Do you want to have an opportunity to suppress all anywhere and everywhere or only in fortifications, to counter the enemy which strengthen his positions?


[ 2017-02-23 18:18:06 CET ] [ Original post ]


"Find the name" contest

Hello, friends. Today we start a little contest. Where are you, creative ones? History experts, answer our call! We introduced a new unit into the game with a "hunters" working title. But the trouble is that "hunters" do not sound good enough. To win the contest you need to pick up an authentic name for hunters. We need one for each faction (Allies, USSR, Germany). In fact hunters are riflemen, armed with self-loading rifles, but they have better field of vision, can cross the front line secretly. In defense, used to see the and kill enemy infantry, in case of a breakthrough can quickly eliminate the enemy. In offense they similar to the saboteurs (but weaker). With proper skill they can neutralize the sniper or cannon crew. We expect three winners (in the case if we could find appropriate names). Each winner will earn the honoured place in the credits ("Thanks to" part) for his contribution to the common cause, and one premium unit at his choise after the release of the game. The results will be summarized at the end of February. And to encourage your intellectual work - here are some screenshots from the alpha test.



[ 2017-02-16 20:04:54 CET ] [ Original post ]


DevDiaries #32: Infantryman


I'm convinced that the infantry is the group in the army which gives more and gets less than anybody else.


© Bill Mauldin G'evening, sir Look how arrogant those nincompoops are! Those “elites” have been hanging medals on themselves like they all know what it takes. Like it ain’t war, but a damn circus. Hidden behind their armor, or all hiding behind the rear about to send a shell over past the fence. Making a tea-party there, while we take all the paddlin’! Oh, sir, they just wanna know who is stronger and better. Ha, no answers needed! It's no secret to anyone that without our brothers, they are all lame, and they could not see a barn door if they stood in front of it. And with us, as the saying goes, the sheep stay intact and the wolves are sitting calm and silent. Cause afraid to catch a grenade. They even remembered the ol’ man Fuller: "Artillery conquers and infantry occupies." indeed so, but all your conquests are worthless when there is no one ready to do the occupying part. It’s us, brothers, who free the cities and villages, and without too much chaos by the way. It’s our main sense and value. However, that’s what we good at but ain’t the only thing. Right, for example, the tank - mighty, large and fearsome. But let me sneak to him with a grenade, and it is a lying duck. The same thing goes with those puny cannons. While it’s shooting - just beware and hide, but, ya know, it does not shoot often, and if it’s not crewed, let me put it like we like to say “a boat in a river of excrement with no means of propulsion”. Go around it and the job is done - cannon ain’t just a cannon, but a trophy! We have a tool for every task here in the infantry battalion. And, we’re fighters attached to handy tools, who are ready to fight the enemy while standing on his feet, and slow down enemy movements, when they no longer have the strength to stand. We also have machine guns, mortars, sappers, engineers and antitank platoons, as well as medics’ office. We have everything that is needed, although, in limited quantities at first.

When in doubt empty the magazine


So, as you gain experience and look around here, I advise you to think about “career guidance”, so to speak. Every subordinate commander of yours has its own specialization. But it takes time to provide them according to the latest military "fashion". The deficit on the front is a common thing, so we shall fiercely limit ourselves at first. But the more successful will be our actions, the more wins will be on the account, so the headquarters will be more “responsive” to us, believe me. And we’ll have better ammunition, equipment and vehicles. And then we’ll roll! Now a few words about our prospects. Motorized infantry battalion, for example, is better than others equipped with armored vehicles, and thus more maneuverable and faster. With proper commander it is great at suppressing enemy infantry, neutralization of machine-gun teams, and sometimes armoured vehicles even can destroy cannons. Only with a skilled driver, of course. The infantryman is always a brother to another infantryman. But, you know, always older brothers exist, to whom we have more honor and respect. Stormtrooper is the elder brother of ours. These guys are one of those that you can’t hurt easily. The assault battalion has more stormtrooper platoons. In addition, they are better equipped: mortars, infantry regimental guns, machine guns, bazookas and captured panzerfausts, bulletproof vests and so on. They are armed to the teeth, and as you might guess from the name, all their sense is in the assault. Whether it's fortifications, living quarters or whatever - even the devil is not a threat to them. If you want to hit the enemy in the weakspot - choose the sabotage-reconnaissance battalion. Those fellows can make a lot of noise without exchanging losses in the process. The enemy artillery fear them like death, cause they are death indeed. Besides sabotaging and destroying firing positions they can provide intelligence and help our gunners with guidance. Engineeringing battalion - is our main support. You know, like Ovid said, Gutta cavat lapidem. What? Where did i pick up this? We’re rather dull but not stupid. So, the guys from the engineering battalion are those who always lend a shoulder. Dig trenches, place the hedgehogs, stretch the barbwire, find mines (and place ours), build fortifications, pillboxes - any work is familiar for them. And most importantly, that they will do it better than others. And they have a medical service more experienced and numerous. Thus can save not only their own, but also allied guys.

The easy way is always mined


There are other specializations, but you still have time to get acquainted with them. It is sad, but we have only a number of battles in our lifetime. Don’t chose the easy way to brawl with your allies while the combat goes - stay calm. Fight for them like for yourself, even he is the artilleryman. Combat law is simple enough - win or else or no man’s. And, ya know, it’s more handy to find out who hits stronger or nicely goes down on parades after the victory of the combat.


[ 2017-02-10 11:13:30 CET ] [ Original post ]


DevDiaries #31: Alpha team


Hello, friends. You know, the main advantage of working in game development is an opportunity to work while playing. Now when you are on the edge, trying to punish those guy from the game design department or testers which constantly reel up your artillery on your poor tank tracks ( yes, you know, what I mean), screaming with anger and helplessness or beating yourself on the chest in a moment of triumph… And when someone asks you, what the hell is going on and why so much noise is generated from your room, you’d usually continue playing quietly... But Oh, no, this time you proudly and emphatically say - I’m testing!

Those who are about to test salute you! (с) Оbiriron


Today we will tell a little about how the Soldiers: Arena closed alpha is going on. At this time fifteen people working on our testing plantations, collecting harvest of bugs and suggestions. As mentioned earlier , in the beginning we were more interested in playtests rather than in testing in the full sense of the word. Now tests with group Alpha (let's call it so) have become a permanent part of the development process, familiar and very useful part, I’d say. We constantly receive feedback from players on each embedded feature and each change of the in-game balance, which is great. Now we feel that it is time to add more people. And the first thing we’ll do is write to the guys, who left their requests here . In the near future we plan to invite 15-20 people more, but will do this gradually. Foreshadowing questions, we respond immediately that we base on the data that you specified in the questionnaire, while selecting. There are no secret department of selection and growing the super-testers, it's all rumors. In that building we have... eeee... cafeteria. Ignore the sign board.
We thank the guys for their help in testing, finding bugs, and for their wishes and requests ( some of them are damn prolific and it can not but gladden). To all other now part of the testing concerns moved to Alpha-team and the work goes even faster. We are wildly happy that, even in the raw pre-alpha form the Soldiers: Arena gameplay is causing so many discussions amongst testers. Sometimes you decide to relax on a Friday night, and on Saturday morning more than 500 messages of skype skirmishes are awaiting for you. On topics ranging from the behavior of the infantry AI during shelling, movement, or firing and ending with the reaction of tanks to the hit of different types of shells. And all this with passion, resentment and drama, worthy of the Aeschylus pen. What other proof is needed to understand that the course is set up correctly? We said earlier that we want to expand the number of fortifications and now implement the engineers into the game, which we are testing now, amongst other things. We are looking for bugs, check how they complement the gameplay of the different commanders. Now they can put anti-tank hedgehogs, breastworks, barbed wire and dig trenches, but in the future we are likely to add some work. They are cool and make the game for artillery commander more comfortable increasing his survival rate even without proper help from teammates. At least you have a chance to protect yourself with the hedgehogs and barbed wire from the advancing enemy. And moreover they are greatly expanding the role of supporting commanders in the game, but we’ll tell more about them at some later stage. Now you’d better look how they were tested.
As you can see, we're not just playing games, we are also making patterns of anti-tank hedgehogs and doing other incredibly important things.
And deploying mines... Turn back, Dorothy! This is not your yellow brick road.
Finally, we invite you to warm up your imagination and suggest a funny name for the last screenshot. Here are a few options from us.
  • Lifetime barricade .
  • There will be no problems with Capulets if we’d have one!
  • Germans take too much time making perfect lines of things.


[ 2017-01-26 19:31:20 CET ] [ Original post ]


DevDiaries #30: Some like it heavy


I’ll take the category “Tanks over 30t”


Hi, friends. In the first diary of this year, we will talk about the role of the heavy tanks on the battlefields of Soldiers: Arena. How, where, and why you can use them. Do you think that size matters? Do you like when the enemy is separated from you by the biggest distances and by thicker armor? Would you like to have a guarantee, that you’ll have enough time to shoot after the enemy noticed you? My friend, this evening is my gift to you! In the capable hands heavy tanks take a place of honor at the top of the hierarchy of combat vehicles. In incapable hands - useless knocks with gunfire on the bottom of the cesspool of life, a magical place where all unrealized opportunities find their rest.

Try to joke about Freud NOW!


As we said earlier, the units in Soldiers: Arena performed on the battlefield roles as close as possible to the real ones. The basic tasks of the heavy tank in the Second World War, as well as in the game are: breakthrough the fortified defensive positions of the enemy, fire support of medium tanks, fight the enemy tank forces at long range. In other words, these heavy guys can annihilate everything in their path both movable and stationary. Heavy Tank, as a Swiss army knife - has a tool for every situation. A pair of machine guns to stack the enemy infantry in sheaves. The main weapon of serious caliber to open enemy tin cans from a safe distance. Perfect armor to hide, when laughing at the enemy. Heavy tanks are available near the end the fighting. They are, though similar to each other in the game style, not the same. They have different speed, weight, caliber, armor, and methods of use. For example, a Tiger is more convenient to place it as a rhombus so to ricochet projectiles, because of its “square” armor. In addition, it is one of the few heavy tanks available in the middle of the game, and when used properly, it could destroy half of the enemy forces before they could understand what is happening. Heavy tank has armor so it is perfectly suited for the role, even if it sounds punning, of the "tank" on the battlefield. As long as you distract the enemy with your tracked monster, destroying along the way the entrenchments and squashing with caterpillars their resistance and pride, your comrades could capture another part of the map or destroy the enemy, while hiding behind your armor. They are simply more tenacious and give you a chance to catch a couple of shells and not die. But...

We have the Red Flower for this tiger too!


Hey Hey! Soldiers: Arena is not only about tanks! - you might say. And you're damn right. There are quite enough games about tanks. You will always have something to counter any units in the game. So purchased KV-2 or Pershing couldn’t guarantee the victory. And heavy tanks have enough minuses. They are less maneuverable and more visible than lighter tanks. They are extremely expensive to manufacture and appear in the late game mostly. And purchasing T-29 or so, you need to be more careful than usual. If it is destroyed - you probably can’t compensate the loss. Even worse, if the tank crew will be killed and the tank will be stolen - such an advantage may turn the tide of battle. And, you know… the women with the bell shouting “SHAME!” and so on. Those who focuses on heavy tanks should not forget that when it comes to their turn - the game can already be played. Heavy, as well as other tanks are vulnerable against the artillery. The only difference is that you need one hell of a cannon to correctly ‘scratch the paint’ off the Tiger. Howitzers, minefields and other heavy tanks ( and even some medium ones with the proper game style ) can leave you in tears over the broken toy. And we should not forget about the infantry. A couple of at-grenades, bazooka shots or a casual Panzerfaust squad will argue that they are not invulnerable.

Action? Give me two!


By the way. We have added a first-person mode for some units ( so far only for tanks and self-propelled guns ) and the level of enjoyment from the tank gameplay has increased enormously.
Smoke, soot, and the sailors with grenades running out of the corner became even livelier. Of course standard direct control mode has remained. We will not write a lot about this. You’d better look at our cool super-serious graph with the results of the research on this topic. Everything is very clearly described there.
And in the end a couple of interesting facts about Tiger, render a new model which you can see just above.
  • The 56-calibre long 8.8 cm KwK 36 was one of the most successful models of tank guns of its time. In British wartime firing trials, five successive hits were scored on a 410 by 460 mm (16 by 18 in) target at a range of 1,100 metres (3,600 ft).
  • In terms of money "Tiger-I” tank cost was more than 800,000 Reichsmarks ( a monthly salary of about 7,000 workers ). Labor intensity of the production of one tank was near 300 000 working hours, which is equivalent to a week's work of 6000 workers. These figures were known by the tank crew because they were carefully placed in the manual.
  • The manual for Pz.VI was a bit unusual. To interest the tank team to read the it ( in fact no one likes to read boring tutorials, huh? ), Guderian gave the green light to the creation of Tigerfibel. This manual contains in addition to the boring diagrams funny diagrams too, interleaved by erotic illustrations and jokes. It is good soulful guide, as we think! You can see the full Tigerfibel here . Have a nice day and happy reading!


[ 2017-01-12 18:35:07 CET ] [ Original post ]


DevDiaries #29: Results of the year.


Hi, friends. We are people too, so the desire to draw a line under the ending year is close to us. Therefore today's blog is a trip into the past year plus a couple of words about our plans for the future. Anyone who has followed the development from the beginning, knows that our steam game page was created in December, 2015. So a year of work on Soldiers: Arena coincides with the calendar year up to a couple of weeks. A lot has happened this year. In December, 2015 Soldiers: Arena was a remake of the Men of War multiplayer with some "extensions". We created new animations, tinted the sky, fixed cameras and worked on special effects. In other words, smartened the game. Plus we did some changes in the engine in order to set up the game for the needs of the Steam platform. We didn’t want the repeat of a history with GameSpy, but there was not the slightest sense in making of our own “BWPlay” or “Arena. net”. Time passed and the number of "extensions" was growing. It became clear that we can give players a new gaming experience. Make multiplayer richer, and strengthen the role-playing component and teamplay. Add more hurricane action and we’ll have ... well, not the remake of the Men of War, that’s for sure. So we decided to do a full multiplayer game, which we wanted and we all deserved. It was in June, 2016. Oh, how many beautiful sleepless nights happened ever since! Let us recall how it has gone:

  • We have created a system of character development and, in fact, the characters to develop. Now we are testing and fixing them. And as soon as we will be confident, that the only the cosmetic changes had left - we’ll tell you in detail how to level up your commander.
  • Okay, we have commanders now. Next we created the "hangar", which is mentioned in the diary about the tanksman. There you can choose the perks and additional equipment for your troops, form a "deck" of the units for the next fight and so on.
  • Further, it was necessary to choose the monetization model. We selected free-to-play. This is a risky step and unusual concept for our games, but we are sure that the most appropriate. There were a lot of issues with implementation, but most of them have already closed and we started the tests. All you have already noticed the test "Gold" on the shop page :)
  • We have created a new gamemode and multiplayer maps that underline the gameplay to which we are going. And the new co-op mode ( we’ll tell about it later ) with the transcendent level of epicness and a number of maps for it are ready! Now we write and design training missions, both informative and interesting. So young beardless rookies that come to our community will stay with us forever.
  • Move from global to local. We added lots of new features. Now you can entrench and strengthen positions ( it works only with infantry now, but we plan to introduce the possibility to place and build other fortifications, such as the breastworks, artillery foxholes, hedgehogs, barbed wire, etc.). Now we are testing the new engineer troops. And you know what? They are awesome! Medics rushed into the gameplay and have forever changed the infantry tactics. And much more.
  • We made a number of additional edits. Connected backend ( statistics server ) for the game, for keeping statistics of games, commanders and so on. Connected the ability to record and view replays, without leaving the game. Backlight for units, visualization of commands, icons, revision of the visibility and detection units in the fog of war and much more.
  • Changing some of the sounds. The sounds of small arms are now even more "juicy and metal." We continue to change and create animations: movement, shooting, reloading weapons, melee fight, death, mine laying and digging trenches, transit animations and many many others.
  • Work is humming on new models. We have almost two hundred of units for three game factions, which need to be remodelled. And don’t forget about small and heavy weapons, projectiles, entourage, flora, buildings and other. Plus we are introducing to the game about thirty fully new units. Part of them are modifications of the existing, but most of them a new in the series: cannons, tanks, self-propelled guns and some infantry.
  • And another huge piece of work on the balance. This is the invisible but terribly time-consuming part of the workflow. Edits-tests-edits and so on.
  • At the end of the year we started the public (although closed for now) alpha test, and we needed to prepare for it urgently adding some new functionalities and fixing it for testing through the Steam.
If desired, this list could be greatly expanded, but we do not want to turn the diary into the design document and making it impossibly boring. We are confident that next year will be even more interesting. Follow our diaries in 2017 in which we will talk about things that mentioned today and things that are closely guarded secrets for now. We, the Best Way team, wish all of you the strength and energy to realize your dreams in the next year and hope that you wish the same to us! Happy New Year, friends!


[ 2016-12-29 19:43:12 CET ] [ Original post ]


Merry Christmas, guys and girls!


Photo by Fox Photos/Getty Images


[ 2016-12-25 11:36:46 CET ] [ Original post ]


About the 29th Diary

Hello, friends! The next DevDiary will be released on 29, December. Good luck!


[ 2016-12-20 18:26:59 CET ] [ Original post ]


DevDiaries #28: O nurseman, where art thou?

A wise physician, skill’d our wounds to heal, is more than armies to the public weal. - Homer


Hello friends. Despite the the New Year is still far away, gift cannon is already firing. Today's Diary is about the embodied desires and implemented requests. Who ordered the medics? Here the are. You can take these guys to the team, while playing for any of the commanders. The hospital is needed by everybody, right? Defeated infantrymen have a chance to stay alive with them. In the case of being knocked unconscious by wounds this icon will appear above it. Well ... perhaps not. Icons and models are "work in progress" ;)
By clicking on it medic, assistance will be on it’s way. Icon will change.
If all goes well, and doctor won’t get shot, he will deliver the casualty to the hospital.
With the medics in your team you have a chance to return a valuable unit to fight another day (eg. bazooka-guy or sniper). Medical detachments do not need to be controlled separately. Just give the order to evacuate the wounded. Medics know what to do. But there are some restrictions on the use of the physicians so as conditional as well as unconditional.
  • Over time, the injured unit will die and could be resurrected only by the most skilled clerics ... uh ... wait ... Actually. The dead don’t need medics.
  • Medics can only be called on your territory. If your soldiers died in the enemy field you firstly need to capture it.
  • You can save only your own units. Not the allied or enemy soldiers. We haven’t got enough medications even for our own guys!
  • Everyone is mortal! Even the most valuable units are not worth saving, if that means throwing medics into the meat grinder. You’ll lose both.
  • Before the unit can return to the front to avenge his wounds, some time has to pass. Our medics are great, but not miracle workers.
When we implemented the opportunity to pull units to the rear with the ability to recall them again, we decided not to stop and develop the idea further. So now units in Soldiers: Arena can at any time during the battle you can order your units to retreat. And if they can move, they’ll do so. Unit (no matter tank, infantry or artillery) will leave the war zone and go to the rear. After a while, he will be available again. This gameplay mechanic offers a number of opportunities.
  • You can redeploy units from one flank to the other, bypassing the hearths of especially fierce fightings, without worrying that your squad will rest in a minefield or meet the enemy squad (unless you have the enemy squad in the rear ... but you know, that’s a different story).
  • Do you have the holes the size of a fist in your tank armour? Full-back and you could return after repairing, jolly good.
  • Did you shoot all the missiles, threw all grenades or installed all the mines? Retreat and replenish ammo.
  • And the most cheerful part: you can retreat not only with your units, but also with captured ones ;) Trophy tanks? Gimme some more!


[ 2016-12-08 18:27:23 CET ] [ Original post ]


DevDiaries #27: closed alpha started

Hi, friends! New DevDiary straight from our DevHearts is already here! As we promised, closed alpha testing has begun before the end of the quarter. And it is both joyful and anxious since we’ll get the first feedback. We recruited about ten alpha-testers (at this stage we need very few) and in due course we’ll add a couple more. Now it is more important to get a general impression of the basic gameplay, rather than finding all bugs. Our games are quite complex, and we are proud of it :) But the tough side of hardcore games is that if you didn’t listen the lecture course by your friend about how to dominate in the game session - well , it is likely that you will enter the game and just die. Then again ... and again and again. As it should be, you are not in Disneyland, son. But the defeat should be understandable. In a case with MoW games ... you continue to suffer until someone says to you: Buddy, direct control was invented for a reason. And sometimes even longer. Previously, it was singleplayer part of the game, where you could pass through the gentle tutorial, then you could struggle in the campaign and only after go to the multiplayer session and feel your helplessness. There will be no singleplayer in Soldiers: Arena. Tutorial is therefore present and it is fun and interesting, but how to lure the player into it? And then , does anyone beleive that the classic run-of-the-mill player who comes into the multiplayer game, expecting fierce PVP, sees the "Tutorial" button and speaks to himself: "Oh hell! There is a training part here! I’d rather play into it"?. We don’t know such people. Tutorial is needed the most for the guy who already realized that this game is what he wants to play, and wants to understand it! So now we're focusing on how to make the game understandable to the beginner, without affecting its hardcore-part. That is why in a closed alpha there are only a few people from the community. Now we need to understand if the core gameplay of the game is clear for the newcomer. After all, it’s better to change something in the gameplay now if needed. And in order to make this chilly evening (for us, at least, it is so) more cozier… Here is the brand new render of the 5 cm leGrW 36 straight from the loving hands of our modellers and some facts about it. 1. The Rheinmetall-Borsig AG was the company that manufactured this technically advanced, but too tricky piece of equipment. It manufactured tractors among other things. Uh ... wait ... no, it was tanks ... But since under the terms of the Versailles Treaty there were some limitations as to producing tanks in Germany, they called them ( for the purpose of conspiracy ) «Kleintraktor» ( ger. "Small tractor"), Grosstraktor (ger. "Big tractor") etc. Although Kleintraktor sounds like a new book about the adventures of Karlsson-on-the-Roof, it was still the light tank VK31. 2. The mine had such a gentle and vulnerable fuze that it was prohibited to fire the mortar in heavy rain - the mine could explode upon loading. 3. 5 cm leGrW 36 was a compact, lightweight mortar (only 14 kg and 46.5 cm in height) with a good firing rate (experienced team could fire from 15 to 25 shots per minute). But it was considered too complex and intricate by the infantry, mainly because of its sigh system which was hard to master. Partly due to the fact that under the conditions of trench warfare, it did not fulfill its goals satisfactory. Likewise, its production was rather expensive, and it was halted in 1943.


[ 2016-11-24 17:36:53 CET ] [ Original post ]


DevDiaries #26: Artilleryman


I do not have to tell you who won the war. You know, the artillery did. – Gen George S. Patton


Greetings, sir! Just take a look at this insolent asshat! He sounds very positive and all this and that, but I think he missed something! Us, the gods of war! These tankers seem to easily forget that without our support for each meter they advance they would otherwise have to pay twice. With no artillery barrages any assault will be cut to shreds! And, by the way, it’s us, who maintain stability at the front line, and it’s casually us who create a bridgehead for infantry breakthrough! Now is the time to remind this to all of you. And you can choose to whom you wish to remind this more often than not. Forming our request to headquarters, we can focus on several types of artillery, different in their purpose and use in the field. Of course, the choice of tactics and tools is completely up to you, Sire. To successfully counter the enemy infantry both advancing and defending - you need to focus on the howitzers, mortars and large caliber cannons. So you can always destroy the infantry in shelter, and the shelter itself, if required. In fact, plunging fire weapons are the most reliable means against entrenched enemy. These trench rats will be exposed to a downwards spiral of existential apathy once they realise they have no escape, Sire. And then they probably perish. There are no means, foxhole or building, where our beloved parcels of justice will not reach. And unlike tank or infantry squads, we will hit them from a safe distance. As General Fuller said: "Artillery conquers and infantry occupies." You can focus on anti-tank and self-propelled guns. Then those so-called "tank aces", will suddenly realise they are no longer at the top of the food chain here. We will complete the instance of their miserable existence, turning the enemy tanks in what they really are - a junk of a grave! While those nincompoop windy wallets driving their tanks are poking for a fight, raising clouds of dust, filling the air with the roar of guns; we are waiting for the right moment. We are waiting to strike and erect a smoking monument to our triumph right there, where his shiny new "toy" was! Undoubtedly, they are more maneuverable. Developing the role of the anti-tank commander you will have to resist the enemy in the whole field of battle, not on a specific part of it. But the choice of correct positioning, and the rightfully accurate first shot - can turn the tide in your favour! We know that in a real fight there is no place for cinematic tank battles. In the real fight against a skilled gunner - the enemy don’t even notice from where his doom came, and he will be no more. And finally, we can also focus on supporting troops. While our cannons beat the enemy, engineers can strengthen our positions and create fortifications out of sandbags, place antitank hedgehogs, create minefields, dig trenches and so on. Rest assured, once enemy lost the territory, he will not see it again. After capturing and gaining a foothold, we will make any piece of land an impregnable castle. Why chase the enemy, when he himself, sooner or later, will invariably come into our hands. In the past, the artillery used to be the only force of countering the tank threat. In addition, we were vulnerable and artillery crew survivability was a gamble, and then often were killed if re-positioning didn’t take place. No matter how painful it is, we have to admit it, our brothers in the artillery guild had serious lack of camouflage skills. We spent retraining and our new experts start to work today. Believe me, they will not disappoint you! This is the elite of our troops, ready to destroy the enemy, not only efficiently and massively, but without too much risk for the crew, without revealing their position. The enemy will only approximately know from where the shell came. More precisely only with the help of officers, special troops and great intelligence service. In addition, our guys have mastered the fire preparation. Artillery crew can produce a few shots with increased speed and go into the preparation mode of fire, reloading and preparing gun. This tactic allows you to destroy the enemy and change the disposition, avoiding retaliation. We were also able to increase the the firing rate of our artillery, and our cannons fire more often than the same tank ones. Firing rate, accuracy, secrecy! I allowed myself to order you a sneak peak with such engraving. These are our main advantages on the battlefield, and our guiding lights! P.S. Huge thanks to Cule for his help with the English text adaptation)


[ 2016-11-10 19:20:16 CET ] [ Original post ]


DevDiaries #25: My home is my castle

Hello friends! Our 25th diary continues to talk about the fortification theme, that we started here . It’s about buildings in Soldiers: Arena, something changed and now new mechanics have appeared for their usage. Buildings in the early games of the series wasn’t often perceived as a completely tactical object and had very limited functionality. In the Front Line gamemode, where the place of decisive battles can take place over any part of the map - captured building become the center of gameplay. Previously, you could only order your units to go into the building and link them manually to the windows. Considerable skill with questionable utility was required for such actions, because those clicks often could be spent on something more important. In the Soldiers: Arena we want to see the building as a completely defensive object, easily controlled and functional. First of all, we have added a visualization of fire zones, so player can always see the firing zones and the blind ones. Now you will see the fire sector by clicking on the building .
Now you can understand, without too much of a fuss, what flanks should be urgently strengthened, so that the enemy can’t take the building without paying a hard price.
In the future, we want to make the management of the buildings and fighters inside them more automatic. The defending infantry will choose the position for shooting by themselves, depending on the type of threat. For example, if tanks appear in the field of view, soldiers with bazookas or AT-guns will move to this side of the building. While shooters will stand at the convenient positions against the advancing infantry. The building will be "manageable" and you would be able to order it (or rather units inside) to attack the enemy of your choice, and soldiers who can most effectively confront this enemy will change their positions accordingly. We added the opportunity to strengthen the buildings. So the enemy can not break into the building by means of a cluttered entrance and boarded-up windows. Such structure becomes a real fort, and its defenders obtain much more (compared with unfortified ones) defensive bonus. The strengthening will take some time, but the more units that are inside, the faster this process will take. Some auxiliary units (e.g. engineers) will make it faster, but it would be better to replace them for the further defense of the building, as their fighting characteristics aren’t high enough to kill normal infantry.
But this does not mean that the gaming session will be limited to digging trenches and strengthening buildings. In Soldiers: Arena you will always have something to counter that annoying lover of fortifying everything. In the early games it was easier to destroy the building than fight for it. And it was fun, no doubt! But now you will be able to send your soldiers to storm the building by double-clicking on it (or by pressing the appropriate menu button). To succeed you will need the numerical superiority, because the defenders will have a good bonus to defense. Not all soldiers are equally good for the storming of buildings (the same situation with the defense). For example the units armed with automatic weapons (and anti-personnel grenades greatly assists) in the storming of the building will be much better than soldiers with rifles. AT-guns and bazookas in this battle will be almost useless, especially against the special assault troops.
If the defense or storming of the building didn’t go according to the plan, you can always give a command to retreat. But remember that soldiers can’t retreat instantly. In the case of fortified and barricaded building assault, this function will not be available. You’ll need to demolish the wall and organize the place for a breakthrough. When you’ve done with the wall, you can shoot the defenders from the outside, cause, you know, non-existent wall gives no bonuses.
You can throw a few grenades in the window, (it’s especially important to find blind spots in the enemy defenses in such tactics), burn down the enemy with flamethrowers or demolish the house with dynamite. You can also spoil the enemy’s Tea Party by rushing into the building on board your tank. Or, maybe, order an airstrike :)


[ 2016-10-27 17:12:11 CET ] [ Original post ]


DevDiaries #24: ZIS-3

“God fights on the side with the best artillery” (c) Napoleon Bonaparte



Hi, friends! Our today's diary is dedicated to the legendary ZIS-3 and its place in Soldiers: Arena. This is the cannon that was the most massively used in the RKKA, and one of the few that were used with equal success both in the division and anti-tank artillery. Soviet soldiers, for the simplicity and reliability tenderly called her - "Zosia". For the rate of fire (up to 25 shots in a minute) the abbreviation was sometimes deciphered as “Zalp imeni Stalina” (Volley named after Stalin), while Wehrmacht soldiers called the cannon «Ratsch-Bumm» - «Ratchet", because the sound of the projectile, flying on supersonic speed, came some earlier than the sound of the shot (and it seems, they heard them often… when looking on the number of issued cannons). ZIS-3 was the world's first artillery cannon which has been put on the conveyor. 48 016 of it were produced in the version of divisional cannon and 18 601 - in the modification of the gun for SU-76 and SU-76M. This number makes the ZIS-3 a champion in the history of artillery, because no cannon in the world, either before or after "Zosia" had not been produced in such numbers.
Such figures were achieved, above all, due to the optimization of production. As Grabin (chief designer) would later write in his book "Design of the details should be so simple that they can be processed using simplest devices and simplest tool. And another condition: mechanisms and units should be collected individually and consist of nodes, which gather independently. The main factor in all the work became the economic demands with the unconditional preservation of service qualities of the cannon."
And the quality was maintained. Prior to 1943, ZIS-3 on the distance of fire of 500-700 meters was able to pierce in the front part almost any sample of German armored vehicles with rare exceptions (eg, StuG III Ausf F with a 80-mm frontal armor). Against the later medium and heavy tanks, this cannon was practically useless when shooting in the front. But since replacing it in the required quantity wasn’t possible, it continued to be used in anti-tank forces. As we have mentioned previously, we try to show in the game the basic principles of action and interaction of troops, to draw parallels with the roles that they played on a real battlefield. For example a significant advantage of the artillery over the tanks and AT SPG’s, is their "invisibility". In Soldiers: Arena cannons, machine guns, and artillery, as a whole, will be "light up" significantly less while shooting, so this gives them a chance against more mobile machinery. ZIS-3 is accessible, inexpensive cannon, which is great for the early and mid game. The big advantage of it, is the relative ease, making it possible to move with the the help of artillery crew only. It is just like its real analogue has little to oppose to middle and nothing - to heavy tanks, but has enough features to stomp in the mud enemy light vehicles and infantry, rooted in the buildings. But it’s main function is to support the infantry, both in defense and offense. You know, Soldiers: Arena is a team game and you can do nothing without a proper support! In the comments under the previous diary, you asked us, will it be possible to entrench or strengthen artillery? Yes, it will! We are ready, already with several variants of fortifications for cannons. And in addition, we want to bring into the game more shell types, but we will tell more about this later. In the diary about the artillery commander, and his role in Soldiers: Arena.


[ 2016-10-13 16:50:24 CET ] [ Original post ]


DevDiaries #23: Trench is your best friend, soldier!

Ah, you can easily retrench me!.. I’m happy to retrench myself! (с) :)


Hello everybody. Our today's diary, as you may have guessed, is dedicated to the trenches, as one of the possible ways to prolong life and increase the efficiency of your infantry. The possibility of digging them suggested itself for a long time, and was repeatedly asked by you. We want Soldiers: Arena to be as diverse as possible, and infantry that can be used beyond transporting AT-grenades to the enemy vehicles, exploration and capturing buildings. Construction of simple fortifications would allow infantry commander to be equally dangerous both in attack and defense.
Digging a trench under enemy fire. In war, soldier began to dig in, without waiting for the commander’s order, because he knew, that soldier that deliberates is lost. In Soldiers: Arena you too, try not to linger, if you want to keep the captured area. First of all infantryman digs a trench for shooting in a lying position, which gives him a little protection, and could be created quite quickly.
After that he can strengthen position and create a trench for shooting prone, that provides medium protection, but also takes longer to dig.
Entrenching further can provide a trench in standing position, which is a great asset to prepare a surprise for the attacking enemy.
When creating some of these positions you can combine them with trenches, creating your own underground fortress :)
Remember, that you can kill the entrenched infantry only with the help of plunging fire weapons and when you hit directly in the trench or in the immediate neighbourhood. It will be a little sense in guns with direct fire and small arms in such situation. And yeah, try not to rush with tanks on full speed, since it is unknown how many AT-grenades the enemy has lying around. As we said earlier, we believe the balance is king in Soldiers: Arena. And with the ability to entrench, we want to give a chance to infantry against enemy howitzers and heavy mortars that are simply humiliating infantry in the mid and late game. You know, we could simply reduce the damage of the shells or increase the inaccuracy for the vehicles’ fire. Or in an absolutely primitive way we could raise the infantrymen life, but that would make them almost immune to the machine guns, so attacking tanks in the midst of battle would be a walk around the park for an enemy AT infantry. Digging trenches is a cool solution, in addition to the fact that it's fun :), makes the gameplay more varied and active. Now, your goal is to knock out the enemy before he can strengthen itself.
But do not think, that an entrenched infantryman becomes invulnerable. These trenches have drawbacks. Entrenched fighter can fire in a strictly specified sector, so you couldn’t capture the half of the map with a single squad. And he is easy target for the attacks from the rear. Best Way wants to thank all the fans for their patience and participation. We read all your wishes, evaluate ways to meet them and some of them, even implement. One, but not the only one, of these features is the ability to dig trenches. Due to the large amount of works planned by us at the moment we can’t release the early access in the third quarter of 2016. The next milestone, which we have set to ourselves - is a closed beta test, which we will start until the end of the fourth quarter. We are almost ready for it, but want to take some reserve time. Of course after the closed beta would be the open one. As for the game release date - we can’t say it now. We have high hopes for Soldiers: Arena, we can’t release it raw, or be in the early access for a long time. Follow the Diaries and you won’t miss anything important.


[ 2016-09-29 17:35:22 CET ] [ Original post ]




DevDiaries #22: Front line

Hello everyone! Today we will talk about the "Front Line" gamemode and how it differs fundamentally from the old ones. We wrote about the new map for it here . "We want our game to be hardcore and action-based at the same time. Ok, then our basic gamemode should reflect all of these"- it is the first thing we thought, before picking up the tools (keyboard and mouse, basically, but calling it “The tools” sound more like a term to be reckoned with).
First we abandoned the very idea of predetermined control points (as it was previously in "Battle Zones") since they significantly restrict the tactics you can select. We decided that all the map must be a battlefield, not just individual areas of interest. In the new iteration we decided to create a real front line dividing the warring parties. So now every successful attack drives the enemy back, and the front line will reflect your progress by how much it has moved.
For those, who like to carry out sabotage operations behind enemy lines, or simply don’t like to going anywhere without the scouting - we have special. types of infantry, which do not affect the front line. Such units cross it without notice. Each object on the map, which you think you can use to your advantage SHOULD be used to harm the enemy. If you are sure that that a ruined barn deep behind enemy lines will be the great place to capture and strengthen your position, creating a constant crossfire for the enemy - just do it (but remember, being surrounded and split away from your forces means will not be able to replenish ammunition and medical supplies, or evacuate injured troops).
If you think that a quick rush on a less fortified flank will give more advantages than disadvantages from the potential loss of units, - go for it!
Did you focus on support infantry like miners, engineers and spotters while creating the preset for your infantry commander (assigned set of units to use in the battle)? Oh, we got it! You have an artilleryman-friend and wanna be he who stops a horde of enemies, as the Greeks at Thermopylae - ok, sounds like a great plan! Especially if your team successfully attacked the other flank, and the naive enemy continues to spit the manpower in it’s divergent fronts, trying in to beat you in vain. The most important thing is to create an opportunity to fight multiple times on the same area without getting tired of it. And now, every fight is truly unique, because the team will always be different in composition and set of units. Now you would be able to prove the enemy over and over again that there is no ground for him! By using more and more new ways to achieve the same goal - to show everyone that the entire battlefield is yours, and the front line should be close to the enemy spawn.
Even now "Front Line" is much more diverse and dynamic than the earlier gamemodes of the series, and in fact some of the innovations are just in test phase (and several new gamemodes based on the "Front line". Don’t you think think that the new regime will be the only one, don’t you? ). But do not worry, as soon as they are ready - we’ll remove the curtain :)


[ 2016-09-15 18:12:04 CET ] [ Original post ]


An open letter from the Best Way to community

Hello everyone. Friends, today we would like to give you some explanations about the course that we selected in the development of Soldiers: Arena, because we believe, that we are doing it for you, not just for ourselves :) As we wrote earlier , the game becomes wider, longer and, in general, different one. We mistakenly thought, that you read our thoughts and understood everything up to the last mind-symbol :) We, Best Way, want to apologize for didn’t dot the i’s. When we started to work on Soldiers: Arena we really wanted this project to be similar to the Faces of War multiplayer, but modified, with the features that we eager to implement long ago, but couldn’t. This course was meant, first and foremost, a great similarity of game settings. But we changed this course, because realized that many of you are waiting for not just a remake, but a serious quality changes in the series. The "dominance" of the remakes of the recent times and your reaction to them assures us that such a course makes sense :) Therefore, we have set ourselves a few more challenging goals for the Soldiers: Arena:

  • to make a competitive multiplayer project, with the developmentent tree for players
  • to improve the gameplay and team work inside the game session, and deeper interaction of the army types.
  • each branch (infantry, artillery, and tanks) must perform on the battlefield its own, different from other types of troops, role and have different playing style. And their role in our game corresponds (as far as possible in the strategic game) to role, that they perform on a real battlefield. By this we mean not the shooting ranges or the presence/absence of a health bar, but HOW they will act in the game.
  • to improve the dynamics of the game, its entertainment and perspicuity level, make an ordinary player of average skills to able effectively deal with all the basic gaming opportunities. At the same time, giving the seasoned player a chance to show off his skills using complex or non-obvious tactics.
For example, in the development process we have come to understanding that FoW mechanics and much more the AS2 ones, without major changes, are not suitable for the project in the genre of competitive multiplayer, and do not allow us to achieve these goals. Therefore, we have changed and continue to change some mechanics, for example, we are trying to get rid of the tanks one-shot mechanics, experimenting with accuracy and spread rates of weapons, with the 3rd and 1st person view etc. We are looking for opportunities to make every kind of weapon effective and playable with possibility of countering it. And this is not a complete list. Reading your comments about all these non-realistic health bars and so on, we want to remind you that we have never been obsessed about realism, especially in Soldiers: Arena, where gameplay and balance are highlights of the program. Now we see that the game is still similar to our older games, but very different from them in some ways. So we kindly ask you not perceive it as a copy of FoW. This is a completely different game and we really want it to give you positive emotions, as well as our previous projects. Believe us, there you can find out familiar outlines but under a completely new angles. Health bars, if remain, will be this little "evil" in the name good and light. And it is possible that we will add the opportunity to hide them. We feel the need to write this letter, since realized that the expectations of community to see our new project as a reincarnation of the classic MoW-game, odds with our vision, and we do not want to cheat anybody's expectations. If you like only games with classical Men of War mechanics, we ask you to hold from the posting of negative reviews. And please do not express an opinion such as "developers are wrong / bastards / they spit in my soup (underline the desired degree of insult) because their new project is not the the old time original MoW". At least until the moment you will be able to make an objective opinion and play Soldiers: Arena. But if you are interested in what we breathe and what we do, what new features will be in the game, and what we are absolutely do not want to see, or want to be the first to “touch” the game and solve the mysteries - be sure, we have something to make you happy.


[ 2016-09-06 19:03:27 CET ] [ Original post ]


DevDiaries #21: Armor fatique and tanks survival rate

Hello everyone. Today we have a video for you - https://youtu.be/1HPb2RriPf4 ... And some explanation with it. In this clip we wanted to show an armor weakening principle ( "fatigue" ) (or - ), which is well familiar to fans of the series. When hitting the armor, projectile penetrates it or makes it (not the whole sheet, but the specific affected area) more vulnerable to the following hits, including for smaller caliber shells. This works, of course, only for projectiles that can damage or weaken this armor. We have also increased the survival rate of tanks. Now they are not destroyed with the first penetration. Damage mechanics remained the same: injuries, deaths of the crew, components breakdown, engine ignition, and explosion of ammunition are still possible. The last one, still leads to the destruction of the unit, but, in general, it became more difficult to one-shot the tank. We are confident that you could notice the bars above the tanks that appeared in this video. We hope you also noticed that these bars are not the health bars in their conventional sense, rather the visualization of damage inflicted to the vehicle, feedback to the player. Not any damage and not every hit can affect the "health" bar of the tank and the game is still skill-based. We hope that you noticed all this earlier than your palm caused significant damage to your forehead, spoiling your mood :) We know how important and thorny this question is, but … Soldiers: Arena is a multiplayer, dynamic game and this fact implies some changes in the gameplay. This slight shift away from the realism toward greater playability is deliberate. Now you’ll have an opportunity to react, after catching the first projectile, and fall back to the rear, or change your tactics. This is especially useful, when playing with the heavy tanks, when the loss of each unit is a tragedy. One-shot is a definitive thing and can’t be frequent, because Soldiers: Arena is not only about ambushes and patience. It's also about rush, infantry and tank raids, tactics, reaction, strengthening your positions, mutual assistance and much much more.


[ 2016-09-01 18:13:44 CET ] [ Original post ]


DevDiaries #20: War, pastoral and the new map

Hi everyone. Today we decided to give you a break from the tanks, theories and give you some workflow screenshots to please the eye.
As we have mentioned here - http://steamcommunity.com/games/421010/announcements/detail/990036078191948660 and have shown here - http://steamcommunity.com/games/421010/announcements/detail/990035444561522793 , we are planning to add a new mode. And now we are creating a new map, which would underline the new gameplay. Our designers use accepted international practices when developing new levels. Initially, we build the location plan and some areas in draft form. Then we make the skeleton with the common features, based on the main game metrics, Create blank models, maintaining the proportions and using carefully selected references. Next, we move a sketch to the game and test to be sure that everything worked as it should.
Creating the map for this mode, we have to take into account the characteristics of the planned gameplay. The map design must underline and deepen gameplay. Each hill is important, every square meter can be the One, each building can decide the outcome of the fight, so we have to carefully analyze the location of the buildings, hills and other objects on the map. We strive for balance, which will give you the same chance to win regardless of the side on which you start the fight. At the same time area should look natural.
In addition to attacks on the enemy positions, players will need to be strengthened the captured ones, complicating the enemy counterattack by all means. The map must provide the player with so much different tactics for holding the important points as possible, without obscuring the view, and without cluttering up the game field at the same time.
And, among other things, it should be nice and memorable)


[ 2016-08-18 18:04:44 CET ] [ Original post ]


DevDiaries #19: Pz.Kpfw.38 (t) and it's place in SA


What do I know about Panzerkampfwagens 38 (t)? Don't they come from Czechoslovakia? Historical reference. Pz.Kpfw.38 (t) (also known as LT (Light Tank) vz. (Model) 38), was the most famous and widely used Czechoslovakian tank manufactured by ČKD (Ceskoslovensko-Kolben-Danek) and Škoda Works. The very same Škoda, that notoriously produces cars, made the tank’s main weapon - the 37 mm Skoda A7 gun. This light tank was involved in many conflicts and was exported in various modifications to countries such as Sweden, Iran, Peru, Switzerland, Lithuania and Germany. Unfortunately, for Czechoslovakia, this tank didn’t serve it’s own country. At the time of June 1, 1941, there were 779 Pz.Kpfw.38 (t) in the Wehrmacht’s tank roster. Along with the 198 captured LT-35 (produced by the same Škoda) they formed a 17% of the total roster. This number is particularly impressive because the German tanks of that time conceded to Pz.Kpfw.38 (t). About 1300 Pz.Kpfw.38 (t) were manufactured for Germany and its allies in total. By the way Pz.Kpfw.38 (t) was Field Marshall Erwin Rommel’s favourite tank as he clearly noted in his memories, especially nimble in the desert. Additional tank fame was acquired thanks to its simple and solid chassis, which later was widely used to create self-propelled guns, armored vehicles, recovery vehicles, etc. The gun was replaced with a flamethrower and even was a candidate project for the production of an amphibious tank based on Pz.Kpfw.38 (t), but was canceled. The "tank destroyers" like "Hetzer" were produced in about 2500-2800 units from 1944 and until the end of the war. For comparison, the most common German AT-SPG StuG III Ausf. G had 8,400 units manufactured. Pz.Kpfw.38 (t) in Soldiers: Arena Pz.Kpfw. 38 (t) is a light tank in the branch of German development tree. Thanks to balanced characteristics, it can be a real workhorse for the tank commanders of the Wehrmacht. It’s 37mm gun ensures a high rate of fire along with good efficiency. 50mm of frontal armor is a safe bet to become an unpleasant surprise for the naive enemy who expects to turn the Pz.Kpfw. 38 (t) into burning ashes from afar. Of course, this tank is only effective when faced with opponents of his weight category and moderately brisk armored vehicles. But this tank has a negligible chance to deal with the harder tracked monsters. Because of its low price and mobility, Pz.Kpfw 38 (t) reaches it’s utility peak in the mid-game. Thanks to a good dynamic characteristics and with a certain commander’s skill, this machine can be put out of the fight and throw to a more favorable positions. Amaze enemy infantry assault squads trying to intrude the front line! Two machine guns will come in handy;) Due to the refined combat system, and possibility to enhance units (which will be introduced later) once common or rarely-used military units will sparkle with new colors and will appear more often in a fight. So you could try new tactics, gain new experience and the game will become even more dynamic. In their moment of glory, these units will show the best sides. Who knows, maybe Pz.Kpfw.38 (t) will be your favorite.


[ 2016-08-04 18:02:13 CET ] [ Original post ]


DevDiaries #18: Tank commander


Greetings, tank ace. I know you've been waiting for a long time. You’ve been waiting for news, new challenges, new opportunities to rest back your shoulders and rush into battle. You didn’t sit with your arms crossed waiting for “Only tanks” mode, oh no! You were training in other games, learning new tactics sharpening your reflexes. You couldn’t afford low spirits, because you know your time to shine in the dance of fire, metal and pain will inevitably come. When the fight starts you will be where you are most needed, claiming your "god of war" title, injecting chaos and panic into the ranks of the enemy infantry, putting things in order and imposing respect just by your mear presence within the troops. You have no doubt on whose side victory is. I am your tank commander, your right fist on the battlefield. I am the one who challenges the foe that dares get in the way. We have many ways to make them suffer. You can focus on the light tank branch and break through the enemy flanks, destroying enemy infantry detachments, howitzers and cannons, and retreating enemies at the rear. Yes, with such tactics not everyone has a two way ticket... Yes, there is little we can do against the heavy and medium enemy tanks. We are vulnerable to anti-tank weapons, but we’ll field many more vehicles. We can make the emphasis on the heavy tanks and force the enemy to panic from the line of sight with our dreadnoughts. We’ll need to take care of them - it's a fact, but neither building nor fortifications will stand in our way. We will hit them hard, accurately, from afar. Heavy tanks are often armed with two or three machine guns hence are strong against infantry, but vulnerable without adequate cover because of their weak view ranges. We need the help of the infantry - one more fact, but we’ll not be alone on the battlefield! If your mind is cold and the conviction that victory is achieved with patience is your cup of tea, - it makes sense to choose the anti-tank SPG as your main instrument. We will not be so mobile and aggressive in battle, but after all someone has to show this high-handed enemy that our rears are strong. No pasarán! AT-SPG specialization makes us a renowned expert in the destruction of medium and heavy enemy tanks at long range. We will be good at the aft lines shaping the landscape and managing crater services where recently enemy forces were spotted. The Achilles heel of such tactic are the flank attacks. Often without the turret, and sometimes even without a roof over the fighting compartment your SPGs will be vulnerable against fast and maneuverable enemies. All of this is just the basic patterns, my friend. You will have the opportunity to create your own style and write a picture of destruction as you please. By combining and managing the infantry, artillery or both. But remember - there is no entirely winning tactic, such as no the hopelessly stupid enemy. Before leaving, it is strongly recommended that you read the note from the technician. "The component-wise damage system and the armor-weakening system, as well as before, work on the battlefield. As usual, the armor and gun components can be repaired under combat conditions. A serious threat for our vehicles are the enemy anti-tank weapons capable of destroying the crew partially or fully, depending on the power of the projectile.While at-gun shots can injure or kill someone from the crew, a large projectile will precisely kill one crew member and with a high probability wound a few of them as well. Each crew member has its own function, thus your tank will loose view range if the commander is killed, loss of the radio operator or gunner causes inability to fire with a frontal machine gun and so on. Each member of the crew is qualified to manage the basic parts of your vehicle, so when mission-critical for movement and firing soldiers are killed their place are taken by other members of the crew, thus preventing a total loss of the fighting capacity of the tank, but your vehicle is most effective with the full crew." Make your choice. I'm waiting in the hangar.


[ 2016-07-21 18:32:08 CET ] [ Original post ]


DevDiaries #17 Small arms renders, part three

Hi everyone. Today we have the third and final part of the small arms renders straight from Soldiers: Arena. And again a little quiz for cinema experts, but something more complicated than the last one. You need (if you want) to guess a celebrity on the screenshot. We, of course, give you hints, but not a fact that they will help.

Gewehr 43 rifle and ...


  • Martin Scorsese.
  • Ray Charles ... or some other singer, who looks like him.
  • Julio Iglesias, because of 36% match.


Karabiner 98k rifle and the guy holding it is …


  • Hugh Grant! That’s for sure!
  • Sergei Bodrov Jr.
  • I know him! This is the dancer from the Fatboy Slim video, never knew his name.


МР-40 submachine gun


  • It’s not a question at all! It’s Grigory Leps, no doubts!
  • Jean Reno… or maybe no… but the Frenchman definitely.
  • Penelope Cruz ... just hunched somehow ...


And for those, who wanted gameplay news greatly, we hasten to joyfully announce, that in the next diary we will begin to introduce some of the gameplay novelties. Great weekends and weekdays to all!


[ 2016-07-07 18:38:02 CET ] [ Original post ]


Poll results

Thanks to all, who participated in the survey. Here are the results. All comments were read, numbered, weighed and found substantial enough) Please don’t be nervous ahead of time, cause easier doesn’t mean worse. Simpler in managing does not mean that the game will be easier. Unless you can dominate only a neophyte who does not know how to throw a grenade?) Operations with the inventory and special items (jerry can, repair kits, etc.); - 18% Direct control feature and it’s pluses and minuses; - 10% Complexity of the interface with lots of buttons and indicators; - 10,7% Controlling the troops in general and execution of orders by them (AI, running with the shooting, and without it, throwing grenades, etc.) - 29,65% Complex rules of units military cooperation (shelters, ricochets, "fatigue" of the armor) - 13.6% My own answer in the comments. - 17%


[ 2016-07-05 19:22:30 CET ] [ Original post ]


Best Way needs your oppinion!

Hi. As you know, one of the problems of the series (SoldiersMoWFoW etc) is it's "unfriendly" behavior to the the beginner and great complexity in understanding laws and rules of the game. In Soldiers: Arena we want to change this situation, but to do this we need help of our community. Today we ask you to answer only one question. The main thing is to try to ignore what you didn't like or hate and remember what was the most difficult to understand. Best Way beforehand thanks you warmly and wishes all the best. Here's the link - https://surveymonkey.com/r/B5SF3VT


[ 2016-06-30 19:31:17 CET ] [ Original post ]


DevDiaries #16 Small arms renders, part two

Hello everyone. Today, we will continue to show you renders of small arms, but we don’ want to overload you with information at the end of a hot summer week, so - more photos, few letters. The unofficial theme of today's issue is “Guns and cinema”. Try to guess the film looking on screenshots and choosing from the offered variants.

Shotgun Winchester Model 1912


  • "From dawn to dusk"
  • “The Passion of the Christ”
  • In snobbish style “It's actually painted aquafortis from the Renaissance time, not a screenshot. Shame on you! "


Garand M1 Rifle


  • "Where is my lawn, dude?"
  • "Fifty Shades of Gray"
  • "Gran Torino"


PPSh-41


  • "Two Soldiers"
  • "Ram Aur Shyam"
  • "You made a mess again. This is a frame from the Kanye West’s video "Diamonds from Sierra Leone"


Best Way heartily wish all our subscribers fine weather days and great evenings. See you soon.


[ 2016-06-23 19:07:32 CET ] [ Original post ]


DevDiaries #15: Small arms renders

Hello everybody. Today, after a rather long break, we have a new edition of the diary, in which we show the first renders of small arms from Soldiers: Arena, backing them with a couple of interesting historical facts.
SVT-40 (or "Svetka," as it was called by soldiers) was adopted in 1940 (April, 13). On the famous painting "Defence of Sevastopol" by Deineka both sides are armed with SVT. The artist could not have deal with the guns, but in this case he was right, because feeling the lack of small arms, particularly automatic, the German army is often used captured SVT, as a "limited standard". In German Army SVT-40 received designation Selbstladegewehr 259 (r), and sniper SVT - SI Gcw ZO60(r)
MR-35. Theodore Begrmann was born in 1850 in Bavaria. He started his business with the production of bicycles and later the early cars, but in 1893, Bergmann Industriewerke, as an side project, began to produce semi-automatic weapons. Weapons had very limited success, but still sold much better than cars, so Bergmann eventually sold part of its factory to one little-known young man named Karl Benz.
Some facts about the Thompson submachine gun.

  • Before becoming a Thompson submachine gun, he was "The Annihilator"
  • Thompson's other nicknames were: “Tommy Gun”, “Trench Broom”, “Trench Sweeper”, “Chicago Piano”, “Chicago Style”,” Chicago Organ Grinder” or simply “The Chopper”.
  • The first batch of Thompson for the First World War was made only to the Armistice Day.
  • Tommy Gun was available for purchase to all ... all who have enough money, cause it cost about $ 200 (while the price of a brand new Ford was near $ 400). We shall try not to disappear for a long time, so that in the next couple of weeks, you can expect the “sequel” of this Diary. Victories and restraint for everyone!


[ 2016-06-09 18:33:18 CET ] [ Original post ]


DevDiaries shedule changed

Hello. It’s Thursday again, but without the DevDiaries today. We have strongly decided to change the format and move away from the practice of weekly diaries. We don’t leave you with no information, of course, but we will publish them less often. In the early stages of development we had a critical need of feedback from the players, so we decided to give information about the game and collect your requests at least once per week. We got a great feedback from your, and charted a course. Now we are working with the sleeves rolled up, because this game pretend to be more ambitious than we had planned at the beginning, and it logically implies the following:

  • Now we need to focus on the playtests of the new features. This involves much work and a lack of confidence in each stage. This is the main reason for the change of the diaries shedule - we can not afford to give you conflicting information from stage to stage.
  • It takes time to implement and test all of the planned features and capabilities, so Early Access release postponed to autumn 2016. Do not be afraid, it does not mean that the summer holidays for developers began so early. During the playtests we have groped a new and very promising theme, so we can safely say that a new and very exciting gaming experience waiting for you. But we need tests, tests and tests again!
So we have a lot of work to do, but the Soldiers: Arena promises to be more exciting, nice and exciting, than we could imagine.


[ 2016-04-14 18:12:48 CET ] [ Original post ]


DevDiaries #14: USSR infantry models

Hello everyone. The renders of USSR infantry models arrived today, which you have been waiting for, and some even began to doubt the existence of the Soviet Union, as a game faction. Fortunately, fan of theories didn’t reach the point that the Third Reich will fight the invaders from other planets, but we still want to dispel doubts - do not be afraid, we have no desire to retreat far away from the historicity, and yet staying close to the format of three basic fractions, about which we wrote earlier. Question to experts: Which of the the following types of troops was not presented in the Men of War game? Tankman
Shooter
Stormtrooper
Paratrooper
Marine


[ 2016-04-07 18:06:06 CET ] [ Original post ]


It’s a time for some April Fools jokes.

Hello everyone! It is gratifying to know that our subscribers have caught our pre-April Fool's joke. But we feel that some clarifications needed anyway. Yes, we really thinking about f2p model, but in yesterday's blog, we wanted to show the worst of all possible variants of its use. There are a lot of pessimists among our subscribers, who believe that everything that is done is always done in even worse way than they imagine. We wanted to test are we meet their expectations? :) To make people believe in the joke it should carry a charge of truth, is not it? Something from what was written yesterday we will actually put in the game, if we dwell on f2p-model, but of course not in such a terribly exaggerated and close to stupidity form. Of course, we will not create a marked imbalance in the game giving the opportunity to buy for real money the maximum level or units directly in combat. This would have undermined our efforts and killed the gameplay. And we don’t want to do this, so as you, judging by yesterday's comments. It’s April, 1 today, so we offer you a few more "features", which will be in the game. Or maybe not :)

  • Support for Steam controller and adaptationof the game interface for it. No more complicated and cumbersome panels. You will be able to manage your units quickly and easily, using only a half of your fingers!
  • Direct control is now even more direct! We have long thought over the main feature of the series - direct control, and have decided not to stop on achieved. Now the player can take control of one soldier and switch to first-person view, bind its equipment on the hotkeys and purchase weapons specifically for this fighter at any moment! In first-person mode reinforcements points can now be spent not only for buying new units, but for the revival of old ones. Animators are already working hard on animations for hands holding, aiming and reloading different types of weapons, and modelers making more detailed types of weapons especially for this purpose. We were inspired by Battlefield, Heroes and Generals etc. When we tested the new camera ( we have wrote about it earlier), we tested the game in the first person mode, and we all were delighted. Thereis an idea to throw out all the tactical component fro, the game and give our players a whole new experience. We are confident that by doing so we can increase the online and go beyond the audience of strategies.
  • Soldiers: Arena has always been planned as a skills-oriented action strategy, but we want to deepen further the action-component, so now during the battle you can periodically see key combinations on the screen pressing properly and sufficiently quick on which you can add reinforcements points, run Slow Mo mode, or even get the charge of "KillEmAll" skill!
  • Open World and non-linear plot. Yes, we add a global map into the game on which you will be able to travel completing quests from your command or neutral fractions. The outcome of the war now depends on each of your decision!
  • We often read that the gameplay of a series has not changed since 2004, so we want to add some innovations. Now, during the battle you will be able to take the quests from your command.You can now enhance the experience rate or open the desired units by completing them. We spent some money and hired as a screenwriter one famous writer, whose first name we are not yet ready to name, but his last name is Martin and he will be ready to start in the near future, immediately after the close end of his own project. So we promise you a lot of interesting and bloody quests in the shortest possible time. Destroy, come and talk, collect, break down…
All this and much much more!


[ 2016-04-01 18:16:49 CET ] [ Original post ]


DevDiaries #13: Monetization principles in Soldiers: Arena

Hello! Thursday again and the 13th issue of the Diary is ready. Today we have important and interesting news, because it will be about the principles of monetization in Soldiers: Arena. As mentioned earlier, we've been looking in the direction of f2p-model and now finally understand that the future belongs to it. In the current reality, the player is not ready and, let's be honest, simply one lsoses the habit of paying for online game. There is a mass of examples proving this point, but examples confirming the success of pay to play model have been constantly been reduced in recent years. Best Way is often blamed for the fact that we often go our special way, and this time we decided to comply with the requests of the players and to keep up with the nowadays times. Free to Play - so the game will be completely free. For everyone. You can always invite a friend into the game and not have to worry that he had already spent pocket money for another indie project. More players - more fun! Boosters - here we have already mentioned, that we plan to implement the global system of progress for player and we are going to make boosters that will give you the opportunity to gain experience faster for a certain time. x2, x5, x10 or maybe the maximum level at once, if you can afford such a package? Do you remember the joke, "while you sleeping, your enemy is leveling"? Not a problem for you any more. Premium pack - the opportunity to buy a premium package of Soldiers: Arena with the activation of of all possible and currently available DLCs for the duration of the package. Besides the premium pack (granting the ”admiral epaulettes") will give you the opportunity to gain experience twice as fast for the entire duration of your subscription, and this is month, quarter or whole year. Plus some special features that we will describe later. Online Shop - certainly for ease of playing and committing transactions, we will create in-game store, access to which you will have at any moment of the game. Many of us lived through the moment when the superior enemy forces clamped your troops near the spawn and you have absolutely no hope for a tide turn. We will put an end to this! Now you can always go to the store and buy any tank or unit, even from the ones outside the reach of your lvl lock. Right now, in this specific battle, get the opportunity to have your revenge, and drive the enemy back! Customization - we made it possible to customize vehicles and infantry. You will be able to buy a new camouflage for your troops or replace some tanks or infantry schemes, or create new paint for your army from scratch. We very much hope that this particular option will be to the liking of fans of historicity in the games, because now they can repaint by themselves any units in the necessary and historically correct colors! Fans of bizarre color combinations also will be satisfied. At the moment we have not yet decided on the cost of boosters, subscriptions and other things, but will do this as soon as possible. Stay tuned because there are still a lot of innovations!


[ 2016-03-31 17:58:02 CET ] [ Original post ]


DevDiaries #12: German revanche and reloading animations

Hello everyone. This week, we have a very few text, because we have something better. We asked our filmmaker to record video, which would show the German infantry and the new reloading animations for firearms in the most spectacular way, so today we have a "video diary". Just watch! https://youtu.be/VzfXA0xYZxE


[ 2016-03-24 19:12:20 CET ] [ Original post ]


DevDiaries #11: The new interface, part one

Hello friends. Today we are launching a series of Soldiers: Arena diaries, devoted to the changes in the interface. For a start, we will talk about its general concept. It's no secret that in the “Men of War” series of games, a lot of players complained about the cumbersome interface, that looked like a fighter jet cockpit. He covered a large part of the game space, and frightened off beginners just at the first sight. The new interface concept makes it possible to solve all these problems by adding more convenience to the players in the management and hiding the elements, which unnecessary at the moment. So, when creating this concept, we proceeded from the following five principles: The interface must be understandable to the user on a subconscious level. Therefore it is necessary to get rid of or change all non obvious elements. It is necessary to minimize the interface, while not limiting the convenience of its use. The user should be able to customize the interface for himself to manage the game as comfortable as possible for him. With all of this interface must be informative. Player must have an opportunity to assess the situation on the battlefield and take the necessary decisions with a cursory glance. To do this, he must understand the conditions, limitations and capabilities of his units (all this had to be kept in mind before). Player needs to respond quickly to changing situations, so he needs a quick access to all currently commands. So interface in Soldiers: Arena are looking like this now
(it is worth noting that the graphics part of the interface is not final). In future issues we will explain in detail about all the innovations of the interface due to the chosen concept. It is obvious that at first everything new and unusual is viewed with suspicion. But we are confident that, ultimately, you will like the result.


[ 2016-03-17 19:06:13 CET ] [ Original post ]


Preview video from Saucy Network

Hello everybody. Meet Saucy Network with their preview video of Soldiers: Arena. The attention of bloggers is very pleasant for us, so we share a video with you! https://www.youtube.com/watch?v=K-zax5246Is


[ 2016-03-17 16:30:10 CET ] [ Original post ]


DevDiaries #10-2: Kind answers to mean questions

Question: The game slows even in the presentation video on the developer machine. What is waiting for regular users? Will it be a slideshow? Answer: Firstly, there is no presentation video. From the very beginning of Soldiers: Arena development, we have headed for the most open and honest communication with our fans. We see no sense to follow the general trend and to record super-cool staging videos made in frame by frame mode on the machine designed specifically for rendering to force users to drip saliva on the keyboard with anticipation ... and then demand their money back with disappointment. It was a piece of the real test of combat, recorded with Fraps on such configuration: Intel C200 6 / GeForce GTX 550, and upload on Youtube. With all the repsective consequences. If you’re interested, the average Fps during the battle on this machine at 1920x1200 is 32-36. Yes, this is not the ultimate dream, but you can play quite comfortably. Question: What's with Early Access? Will it be in the first quarter of 2016 or not? Answer: Arena will not be released in the first quarter of 2016. And here is why... Reason One: as we have said, the game’s interface has completely changed, and this applies to all of its aspects - starting with the type of minimap icons and units, ending with conceptually new solutions, such as context-based action menu. Functionally, the interface is ready, and we will release a series of diaries about this soon, now goes its refinement in terms of usability. We want to release the game, where users can easily and comfortably manage all aspects, and it takes some time. Reason Two: the gradual user introduction into the game. We want to implement the global progress system for player. Under this system, a new player will start with a small set of units and capabilities, the list of which will be gradually expanded with the growth of the player's skills. Of course, matches auto-fit will be operated in such a way that the seasoned players with a maximum set of opportunities will fight with the same experienced players. Simplistically, it looks like this: each level of the game corresponds to one or another commander with his own list of units available for order. Moreover, we do not want to limit the players with some certain prepared sets, and considering the possibility of forming armies by the players, but this idea is at the stage of early testing now, and talking about some specific decisions on this issue is premature. If all goes as we invisige it, you will find plenty of different opponents and tactics. Though we believe, that these innovations can solve a whole bunch of problems with matchmaking and the situation, when newcomers do not have any chance in the game with seasoned veterans and results in a wild ‘seal club’, the ideas themselves can be perceived controversially, so we want to test them at the stage of early access. As a result, the list of works necessary for the releasing the Early Access has grown significantly, and there is no physical time to do everything by March or April.


[ 2016-03-11 16:25:13 CET ] [ Original post ]


DevDiaries #10-1: Kind answers to mean questions

Well, friends, it is Thursday today, and therefore the new issue of DevDiary is here. This time we feel the need to answer your questions, which we got a lot, after publishing the last video . So, here we go! Question: What is this line on the ground? Why does it look so strange? Answer: At the moment, when this video was filmed, our game designers tested one of the new modes, the purpose of which is area control. The team which captures and holds the greatest portion of the map’s territory receives victory points. The line looks strange, because it follows a purely technical purpose. Aesthetically correct visuals with respect to this line is not critical for testing of new modes of gameplay (what we are doing). Therefore, the task of changing the line has a low priority, at this point in time, but, of course, will be complete by the time of game’s release. Question: What if I want to make a diversion in the rear of the enemy? Will the line shift? Answer: Behavior of the front line is configured so that a single unit has almost no effect on it. At the same time, if in the enemy's rear there is a whole infantry squad, and there are no enemy units at the forefront to keep the front line - the line would shift. In addition, the game provides you with a specialized infantry for sabotage operations (such as Scouts), which can in no way affect the line configuration. Question: How can you sell the same game for so many years? I have the impression that nothing new has arised after watching the video - still the same "Men of War". Answer: Perhaps it is, because we have not sought to show something new in this video, and specially cut off all possible interfaces. And yeah, nothing new, except the gaming mode, behavior of cameras, special effects, infantry with its animations, status icons above units, environment models (buildings, flora, entourage), and so on. And if there is nothing new you can see - it means we're going the right way: all the global changes, that we have made with great care, do not break familiar to our players original gameplay and visuals. Although if "nothing new" is the common position of the community, we can go the other way. But then we’ll have a bunch of angry forum posts like "return, as it was!". But we’ll not return. On the basis of this response. Question: So much time has passed, and the gameplay has not changed. What are you doing there all this time? Answer: Yes, the basic gameplay remains almost unchanged. And is it bad? It would be possible to alter the game in the image and likeness of CoH, it was possible to make a bias towards the WoT, it was possible to ... But what is the meaning of these alterations? Saving the base gameplay - this is our deliberate step. Generally, Soldiers: Arena - is a response to numerous requests for releasing the “Men of War” Steam-remake. However, we are implementing a lot of features to the game, that we wanted to make for a long time. They mainly relate to improving the quality of the gameplay, clarity of what is happening and lowering the entry learning curve for newcomers. Continued tomorrow night ...


[ 2016-03-10 19:23:20 CET ] [ Original post ]


DevDiaries #9: The first gameplay video

Hello everyone. Today we have something tasty. It’s not much to talk, so we just simply show you the first short gameplay video of Soldiers: Arena. https://youtu.be/UZzmGPpwpZU In it, as you can see, intentionally not shown a new interface, because it is a separate topic for discussion with the massive text, links, quotes and so on. And it (ie, text) will be fairly soon, but for now we do not want to mix everything together. Plus, we are afraid of Masons, whose one dream is, to steal our new UI). P. S. Administration requests to take into account also the fact that it is pre-alpha and the game is in the stage of developing and improvement. Optimization of the game and increasing of fps are in full swing in all possible ways.


[ 2016-03-03 19:08:35 CET ] [ Original post ]


DevDiaries #8: Camera, sky and optimization

Hello! And once again in touch with you are the developers of Men of War/Soldiers:Heroes of WWII with our the new project - Soldiers: Arena. At this time, we will talk about the of games’s optimization. It is no secret that the low FPS turns intense dynamic battles into turn-based boring slideshows, that gets your eyes tired fast. Taking into account the characteristics of the game’s type of synchronization, where each individual event occurs for all players at the same time (as we wrote in our previous diaries), the question of optimization comes important. But the optimization itself is quite extensive work and consists of many factors. Let's look at some of them separately.

Code optimization


Part of the work in this direction has already been done for the BoE: 1914-1918 project, developed on the same game engine Gem 2. The creators of the game desired to realize large-scale battles of the First World War and these led to the fact that the average number of soldiers and equipment on the battlefield is double times higher than in the Men of War. So first of all, our programmers upgraded the rendering system of units, which should take into account this feature. Furthermore, they added some useful graphic features from the new engine Gem3 into Soldiers: Arena, and transferred functions for optimization of graphics calculations from there (e.g. restriction for drawing particles while a large number of special effects on stage). Game works much more fluiudly, while the visual quality of the picture is not affected.

Configuring the the appearance of objects, map levels, lods


As mentioned earlier, we are implementing a more detailed models and special effects into the game, using the high-resolution textures. Their proper configuration and optimization lay down as a heavy burden on the professionals in relevant departments. It concerns also to the configuration of distances at which objects begin to appear in front of the camera, and configuration of the distances, at which models are replaced by lower poly iterations, and the creation of simplified models themselves.

Automatic adjustment of maps and modes for the number of players


One of the Men of War multiplayer’s problems is unreasonably large number of maps, designed for a different number of players. Some maps have turned out more successful, some didn’t fully meet the needs of the gameplay. This led to the fact, that the actual number of used maps was small, and the choice, what map to play wasn’t determined by its quality, but the number of players in the session. In Soldiers: Arena, we decided to reconsider the approach to the creation of maps: now each of them and each game mode adapts to the size of the team. The excess part of the area cuts off, spawn and capture points (flags) adapt to the size of the gaming session. This approach solves several problems: makes optimum use of the map, cuts unnecessary objects, thereby increasing performance, simplifies the process of searching and creating of the game session. And as a bonus - saving team’s resources and directing its efforts to create better maps to the suit the numbers.

Game camera improvements


Game camera in Soldiers: Arena is now behaves a little differently. Unlike other games in the series, where the scrolling of the camera with the mouse wheel moved the camera in a straight line relative to the center of the screen (zoom in/ zoom out), now it will move along a trajectory specified by the player by setting the desired tilt angle. For example, no one now will not prevent you to manage your units from a third person - you need only tilt the camera to the desired angle, then you can easily switch to a strategic view and back by using the mouse wheel. Do you like to do things the old way? No problem: set the camera almost at right angle to a unit, and it will behave as before. You can see here, how it works: https://youtu.be/Q4KVKUNgItM Such camera work allows us to solve a number of unrelated problems: increase the ease of operation, reduce the number of objects simultaneously entering the screen, thereby speeding up the drawing of the scene, and correct the imbalance of the bird's-eye view (when you could see the half of the map, zooming out at maximum). And as an extra candy, we have changed the visualization of the sky and its interaction with the fog limiting the vision of the map. Map’s borders look more natural now. It is worth noting that ALL the innovations relate directly to Soldiers: Arena. Classic Men of War’s multiplayer, which we include in the project for the fans of the series, will be, as promised, unchanged. Classic means classic!


[ 2016-02-25 19:08:45 CET ] [ Original post ]


DevDiaries #7: Special effects

Hello everyone. The topic of today's diary is new special effects in Soldiers: Arena. We touched this theme in the first trailer of the Arena , where we showed in comparison graphics of Men of War and Soldiers: Arena. So, details now. Despite the fact that the toolkit for creating effects inside the engine has not changed and has not been improved, since the previous games of series, we made every effort to create special effects that will be worthy looking, and will enrich the Soldiers Project: Arena picture. Absolutely all effects were remade from large, as explosions, shots and projectiles hits to small, such as cigarette smoke or falling leaves. New, more detailed textures were also drawn for these effects, designed to add more realism and effectiveness to all that explodes, burns, emits smoke and crumbling. Moreover, thanks to new textures we could reduce the number of particles for effects compared to the previous games, so we can assume, that the optimization has been done for this part of the work. Special effects of explosions, shots, flares and exploding projectiles firstly had to be hyperbolized, in an attempt to make the general picture of the game, as much as possible juicy and impressive But not everyone in our team liked such an exaggerated form and size of new effects, and after numerous gaming tests and discussions, it was decided to slightly revise the concept, and as a result to remake and reduce most of the special effects. Nevertheless, even after these changes, picture of the game looks rather impressive, dynamic and bright.



[ 2016-02-18 18:58:51 CET ] [ Original post ]


DevDiaries #6: German infantry models

Hello. We're back with the sixth issue of DevDiary. Last week, we wrote quite a lot of text, so today we are going to talk less and show more. So briefly and to the the point. Creating models, we finally switched to the new unit complementation system, based on the constructor principle, which we conceived long time ago. It was necessary to take into account the specificity of the old skeleton, which we used in GEM2. After considering the various embodiments we stopped at the "block" equipment system (it is fully disclosed in Outfront project on a new engine). In this approach, each kit is located at a predetermined position of the character, which allows their use together with other possible objects, such as body armor for ex. And we want to tell you about the making of nonstandard unit in "ghillie suit" camouflage. "Ghillie" is a set of plane meshes, imposed on each other in a certain sequence. We had to figure out how these meshes will behave in motion, and in animations. The task was complicated by the fact that it was necessary to put the meshes so as to keep the volume of the camouflage. Moreover, with a simple flat stacking textures are blurred and meshes are mixed into a single form, which did not allow expressively highlight details. As a result, an option has been selected, in which common parts were flat, but complemented by a separate polygons, which emphasized texture. Then was the segmentation of planes into parts with attaching them to certain parts, followed by skinning with the blend in places of bends. And we invite you to enjoy the results of our efforts, relax in your chair and forget about the cares of the world. Because renders of German infantry already here.






[ 2016-02-11 19:11:42 CET ] [ Original post ]


Valentine's Day contest!

Hello, guys! There is a contest in social networks made by us. We hope it's fun. Hurry up, cause you can win Battle of Empires 1914-1918! Winners are separate in VK and Facebook. https://vk.com/soldiers_arena?w=wall-107170712_1477 https://www.facebook.com/soldiersarena/posts/1691557534457397


[ 2016-02-09 13:42:13 CET ] [ Original post ]


DevDiaries #5-2: Answers to questions of the community.

Question 4: WIll such nations as Italy or Japan available for players? How about a battle between the forces of the Allies and Japan in Southeast Asia, or the Battle of Kasserine Pass with Italians? Answer: Partial this question affects the single player campaigns one, answer to which has been given above. So it would be logical to reformulate it as: "Will Italian and Japanese units in multiplayer mode be available?". Well, as has been stated previously, we plan to complete the three factions till the game's release: the Allies (US + UK), the USSR and Germany. Make more with the proper level of quality, we just physically can’t to do good, and don’t want to do it in other way. At the same time, if the project will prove to be successful and reach its goals (for example, to achieve simultaneous online above 5,000), this will be the first sign that our efforts are not in vain and we should develop the game further. So it all depends, first of all, on you. Question 5: Will the matchmaking system is implemented in such a way that when you create a session , the host will be created on the player’s local machine or will be dedicated servers for this purpose? Answer: In our opinion, stable dedicated server is required to create multiplayer games in a project such as Soldiers: Arena. Now we are trying to identify the most successful solution for creating games and support of the running game session. Question 6: Are you pay more attention to the realism of what is happening, or focusing on how to make the game easier and more balanced, when creating the game? For example, howitzers and artillery - people are complaining that they are very easy to manage and they are prohibitively effective. May be its necessary to make the process of their use is somewhat more complicated, as it was in reality? Answer: Our games are known for a high degree of realism despite the fact that we have never tried to make a "simulation of the fighting." First of all - this is a game. The game should be fun. For some players enjoy lies in the possibility to put into practice their ideas about the Second World War, for some it’s a "Kabooom!!!" type of fun. It must be said, that there are many times more the second ones. So it's a question of compromises. Soldiers: Arena - is not the game about the angles of inclination and thickness of armor of soldier’s helmet. At the same time, it is not about the uber-soldiers, destroying dozens of tanks with healthbars. We want to keep a middle ground between the realism of what is happening, and ease of management. It is obvious that in this direction is still a lot to be done, and we are ready for it. Question 7: Will the game support the 64-bit systems? Will full 3D-space (navigation mesh) be added to the engine, to give an opportunity to go under bridges, buildings, etc. Answer: Not in the near future. This question affects the depth of the engine’s architecture and currently we do not have neither the time nor the opportunity to revise it. More precisely, we have already done this, and Gem 3 engine was born . But he is now in the process of developing and Soldiers: Arena project has no relation to it, as opposed to Outfront project. Question 8: Do I understand correctly that Soldiers: Arena - is a multiplayer part of the game, and the Gates Of Hell - it’s single component? Answer: Projects "Gates of Hell" and the recent "Battle of Empires" are not the Best Way’s games. They are made by third party developers on our engine (GEM2). Here we act as publishers and consultants in the gameplay and technology, which use these talented teams. So the short answer is "no." These are completely different projects developed by completely different teams.


[ 2016-02-04 20:01:32 CET ] [ Original post ]


DevDiaries #5-1: Answers to questions of the community.

In the fifth issue of the diary, we, as promised, answer your questions from here . On some of them we have already answered in the most discussion on some we would like answer more fully. Question 1: Do you plan the implementation of possibility to reconnect to the gaming session in the case of departure from it, and Is it technically possible? Answer: The problem of recconection is closely linked with the method of synchronization of the game, which is used in the Gem 2. Currently we used full synchronization of all game events for all participants. This method has some advantages over the others: the game cheats through the use of third-party software on the client machines are excluded (the game will detect a mismatch of resources at the first event of synchronization and exclude the player from the session). Moreover, the game runs identically at each time point on all machines , i.e. each event occurs at the same time for each player. In case of disconnect, will need to provide for the disconnected player the same state of the gaming scene, as other players have, to restore the session. To put it bluntly, the game will need to collect a huge patch about all states of all units, all of the objects in the scene and send it to the disconnected player. This process is very time-consuming and huge by the amount of information transmitted. For the players it will be as follows: when one of the players disconnected - the game will forcibly put to a pause, stopping all new events - all sit and wait until the disconnected player fix the internet, until his client will gather all the data for synchronization and apply them. In the end, even if we spend a significant amount of time refactoring base code, the result will be quite controversial. We think that would be much more useful to focus our efforts on solving a priority and unambiguous problems. Nevertheless, we are aware of this problem and have some thoughts about its solution. Question 2: The troops will continue to appear in the spawn point, or will come from behind the edge of the map? Answer: Yes, the units still appear at a certain point which planned by the game designer. Primarily, this is done for the convenience of the users themselves. We are confident that fans of realism can easily make a couple of mods, where spawn of the units will occur out of the map. Question 3: Should we wait for single campaigns and cooperative scenarios, where the death of a key character leads to the failure of the mission? Answer: Soldiers: Arena - is, first and foremost, the multiplayer project and single campaigns are not currently planned. At the same time, we understand that players like to use their skills to solve all sorts of tactical tasks set by game designers. Therefore, we have developed several cooperative missions, in which the group of players will need to solve such problems for successful completion. And this is not the limit - in the future direction of the PvE game will be developed alongside with the development of PvP modes. Will they be small and tactical or big and massive? Most likely, both. We think, all of our players can find such gameplay, which is closest to them. And it is very important link between the players and the people, who make the game. Why else we are releasing DevDiaries. ;)


[ 2016-02-04 20:00:21 CET ] [ Original post ]


DevDiaries #4: improved infantry movement

Hello friends. It's Thursday, which means the new issue of developer diaries here and now. This time our topics are: new animations and improved infantry movement. So, first about animations. We have replaced the key groups of animations responsible for units movement, hideouts occupation and fighting. In addition, we added a series of idle animations, so infantry behaved naturally now in a state of relative calm. Filming of these animations was made using motion capture technology and implemented with the participation of professional actors. Everybody was satisfied with the result, so it become possible to move on to the implementation phase. But implementation of new animations, created in a completely different principle into the engine, is impossible, as you know. In order to make it work were needed the efforts of various specialists. Firstly, the models of units themselves have been significantly improved (you can read about it in our last diary http://steamcommunity.com/games/421010/announcements/detail/988905733436625930 ), and then animator-rigger worked on them in addition : skins were customized and units poses were redesigned. Secondly, our programmers had to be pretty sweat over finalizing the code of movement and the basic logic of animations playback. All this allows to show with a greater degree of accuracy the realities of infantry battle and considerably enlivened the picture, so that we can say, our efforts in this field were not in vain. It is quite difficult to describe the result with just words, so we advise you to see everything with your own eyes: https://youtu.be/AeM2aF2GTjs We shall answer your questions from this topic (http://steamcommunity.com/app/421010/discussions/0/458606248628387484/ ) in the next issue of the diary.


[ 2016-01-28 19:08:52 CET ] [ Original post ]


DevDiaries #3: Allies infantry models

Hello everybody! Thursday again, and new issue of developer diaries. We hope that you enjoy this incipient tradition. Today we have very juicy topic on the agenda: the new models of infantry. We will talk a little about the process of creation and give you some figures. At first we had the idea to simply replace the existing textures on the models at a highly detailed, but after several attempts, it became clear that the result does not meet the expectations. The process of recycling old models imposes certain restrictions. Therefore it was decided to make all models of infantry from the ground up, which allowed us to not only replace infantry models for new ones, but also to make better and nicerl animations. At the moment, we plan three playable factions in the game: the Soviet Union, Germany and the Allies. We decided not to divide the allied forces on individual nations, but in the future this decision will possibly be reconsidered. Model’s creation process is quite long and troublesome one: for ex. one unique model of infantryman takes about two or three weeks of skilled modeller’s work. We hope that this figure will give to subscribers an understanding of why we do not have plans for the near future to replace all models of vehicles too (for comparison: one cannon takes about 2 weeks, and tank needs at least 4). In other words, changing of all models will require a lot of time and resources, which in turn dramatically pushes back the release date). First of all, we have compiled a list of all necessary units for the game, described their characteristics and equipment. Distinguished such categories of infantry units: common, elite, assault and various kinds of special infantry, such as a miner, an army and elite sniper, saboteur, etc. On the basis of these categories were formed a unit-list of 21-23 infantry-units for each fraction. In addition, we've got something for the future. At the next stage, we have compiled the document for modellers (see. fragments from it in the attached photo), where we described the appearance and equipment for every infantryman. Information was gathered from open sources: photos, historical reenactors forums and various shops selling reconditioned parts of uniforms and equipment. Some of the units were discussed for a long time, and it does not always succeed to reach a compromise without bloodshed. Primarily we focused on the maximum "staginess" of the unit, but without without departing from the historical component. As a result, we have raised the authenticity bar for infantry skins in comparison with our previous projects. But, it is better to see once, than 100 times to read. Who’s there? Aren’t the US infantry?)









[ 2016-01-21 19:07:57 CET ] [ Original post ]


DevDiaries #2: F2P model

Hello! We are here again with the second issue of the Developer Diary. In the first one we mentioned some innovations of Soldiers: Arena. Starting with this issue onwards, we will talk in more detail about what is featured in the game, what we are working at, and what we would wish to fulfill. Judging by the comments in social networks over the last week, the most serious concerns of the players relate to micro-transaction and, in fact, F2P, generally. We have already mentioned earlier, that the mere introduction of this model is questionable. The main reason for the uncertainty is that this is a new experience for us. As you all know, the game series has never been influenced by this model. We are very devoted to the original gameplay and do not want to turn it into something unrecognizable. Free-to-Play model in this case is not an goal by itself, but rather a possible pathway to achieve goals. The priority for us is to craft a big simultaneous online experience, while maintaining the unique gaming qualities of the project. You will never be able to buy for real money the "Schwerer Gustav" and dominate the battlefield. No, the game does not imply such premium packages as "press X to win". We stand firmly and respond "NO" to Pay-to-Win model! We won’t sell anything that could give an advantage to the owner while in the game. When we talk about monetization, we are talking about alternative units (buys) of similar value from the base unit-list, skins, stickers, scenario missions for cooperative game and other small features. They diversify the gameplay, but will not give you an unbalanced opportunity over the other players in order to humiliate everyone and leave nothing standing, leaving behind only decay and ashes. Yes, perhaps you cause your opponent to tear his hair apart and eject smoke from his ears, but it goes down exclusively to your gaming skills. We foresee Soldiers: Arena as a long-playing and perspective project, that we want to develop and improve. We are confident that the perfect solution is not found immediately, it will need polishing and evolution - and you help us, right? :) In conclusion, we want to state, that the selection of candidates for the alpha test (which will begin soon) is going on at the moment, Thanks to all who replied to our call (there are a lot of them, to our great delight). Unfortunately, we can not send keys for testing to all of them, because alpha is a closed event with a limited number of participants. Ask your questions in the post. Ask about the aspects of the game, about what aspects would you like to know more, and we will definitely reply your appeals in future editions of the diary. P.S. And small allusion to the theme of the next issue of the diary.


[ 2016-01-14 19:17:57 CET ] [ Original post ]



Soldiers: Arena
Best Way
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  • The Game includes VR Support

    Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.

    Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.

    Features:

    • Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
    • Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
    • The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
    • Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
    • Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
    • Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
    • Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
    • Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
    • Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
    • Conceptual new interface for convenient control.
    • Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
    • OSX, Mac. Linux support.
    • Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.
    MINIMAL SETUP
    • OS: Ubuntu 12.04
    • Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
    • Storage: 5 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 15.04
    • Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
    • Storage: 5 GB available space
    GAMEBILLET

    [ 5951 ]

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    11.03$ (78%)
    GAMERSGATE

    [ 3198 ]

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    0.53$ (92%)
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    5.78$ (71%)
    4.49$ (55%)
    0.64$ (87%)

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