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1.3.6: Huge AI improvements, new squad orders, new animations and more!
Apologies if this update took long, but it was probably one of the biggest rework update we have ever release.
Huge changes on how AI moves around and takes cover.* New "Covert Movements" order to make the AI sneak close to the enemies before opening fire.* New system to make soldiers less visible from enemy AIs when they move crouch or they crawl* Max AI count have been increased by a lot* New AI count system to set custom AI count for each faction.* New tickets count system.* Rework on the way AIs follow paths to have better movements and less issues. Rework on AI aim system to make them turn, aim and fire more realistically.* Various other changes in AIs. Increased squad sizes. New BF-109 Interiors. New TPS animations for revolver reload. New TPS medical animations. Other new TPS animations. It's now possible to see squad member positions from within the mini-map. Reworked Carcano Cavalry model. Changes on the way AI planes execute ground units targeting. Added new smoke grenades for British and Japan. Completly reworked US Marine vests and headgears. Added new clothings for Italian SS. Updates in Italian uniforms. Added new props. Added new vanilla squads. Various changes in sounds. Changed the way AI uses Pointe du Hoc ropes (More dynamically, so allies can fight back from the beach before starting climbing).
Big changes in various maps. Huge improvements on Multiplayer network stability. Despawn time online now is a fixed value for everyone (stability network reasons). Fixed placement of units inside vehicles getting weird sometimes. Spotted squad marker now doesn't point squad leader anymore, but stays in the middle of a squad. Various fixes in items and uniforms. Changes in screen blood effect. Fixes with giving squad orders from within a vehicle. Fixes with AI not firing from within LCVPs MGs. Improvements with Ai vision. Rebalancing and improvements on most missions. Improvements on FPS uniforms. Improvements on Anzio building textures. Improvements with interactions with injured units. Fixed a bug that was not making Roi-Namur torpedo storage exploding in MP. Fixed a bug where it was not possible to shoot your pistol sometimes after ejecting from planes. Fixed a bug that was not refreshing ammos correctly when entering vehicles in MP. Various improvements in performance. Multiplayer is not region-divided anymore to cause less confusion across players. Several other smaller changes and fixes suggested on the Discord server.
Firstly, with improved CPU performance, we're thrilled to announce a significant increase in the maximum AI count. Now, battles can accommodate up to 140 concurrent units, not including forced AI spawns, which can further elevate this number in custom missions; however, even 140 units in vanilla missions yield significant gameplay changes. The revamped AI count operates differently now. Prior to starting a Singleplayer or Multiplayer mission, you can utilize a slider to select the maximum AI count. Naturally, higher AI counts will result in more CPU-intensive gameplay. AI can be scaled proportionally across factions to maintain mission balance and unlock achievements, or customized per faction for a unique experience. The same flexibility applies to ticket counts. This feature was highly requested, and we hope you appreciate this addition. Additionally, we've introduced a new "Covert Movement" squad order. This order directs units within your squad to withhold fire until either a "Fire at Will" command is issued or the enemy becomes "aware of the squad's presence" (i.e., enemies open fire toward the squad, a squad member fires, or squads enter a noisy vehicle). This system synergizes with spotting system adjustments. In fact now, squads are more difficult to spot by enemy AI if the enemies are "unaware of their presence". Being in a crouched or prone position further decreases the squad's visibility when squad is not spotted already. During a "Covert Movements" order, AI will mimic the squad leader's posture, allowing the leader to determine how stealthy the squad should be before engaging. Addressing concerns about AI infantry behavior and targeting, we've made substantial improvements to how AI aims before firing, takes cover, and overall, follows orders and navigates the environment. This marks a significant advancement for our AI, but our work isn't complete! We aim to further enhance and expand infantry AI (including the consideration of new systems such as non-combatant medics) and commence work on improving vehicle AI. Remember to let us know your suggestions for this rework in the dedicated AI-suggestion channel in our Discord server.
We have been already announcing that we are working on a free Tunisia campaign, which was selected by polls run with our community, in fact North Afrika campaigns appeared to be the most requested campaign. We also recently announced that we are working on a Sino-Japanese war DLC . It is too early to determine whether those campaigns will be ready, but they should easily be released both this year, with a bit more priority over Tunisia campaign. We have been teasing Tunisia campaign in the trailer we recently launched: [previewyoutube=wViEylbANg4;full][/previewyoutube]
We are now proceeding to get the updates approved by Xbox and Nintendo to bring them on console versions as soon as possible. Console's update will be up to at least the changes mentioned in this very post.
We're continuously enhancing the game by incorporating new and reworked third-person shooter (TPS) animations on basically every update. If you'd like to stay in the loop on our upcoming animation improvements, you can find a detailed list on our Discord server.
We can keep developing this game mostly thanks to people that are supporting us getting the base game and the DLCs. As we are doing with Tunisia, last year we developed three campaigns based on polls directed to our community, where Normandy, Battle of the Bulge and early war France Invasion were within the most requested campaigns.
https://store.steampowered.com/app/2617770/Easy_Red_2_Ardennes_1940__1944/?beta=0 [previewyoutube=7pN2CvzNz7g;full][/previewyoutube]
https://store.steampowered.com/app/2317930/Easy_Red_2_Normandy/ [previewyoutube=6lBxH8Hq2PA;full][/previewyoutube]
In case you didn't know we have defined a precise roadmap for the next months of development and you can read it here. We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server. Thank you all, Marco
[ 2024-04-21 11:33:13 CET ] [ Original post ]
Hi everyone,
We just released a good amount of AI changes and many other features, so first, here's all the changelogs!
Apologies if this update took long, but it was probably one of the biggest rework update we have ever release.
Recent changes
New features
Huge changes on how AI moves around and takes cover.* New "Covert Movements" order to make the AI sneak close to the enemies before opening fire.* New system to make soldiers less visible from enemy AIs when they move crouch or they crawl* Max AI count have been increased by a lot* New AI count system to set custom AI count for each faction.* New tickets count system.* Rework on the way AIs follow paths to have better movements and less issues. Rework on AI aim system to make them turn, aim and fire more realistically.* Various other changes in AIs. Increased squad sizes. New BF-109 Interiors. New TPS animations for revolver reload. New TPS medical animations. Other new TPS animations. It's now possible to see squad member positions from within the mini-map. Reworked Carcano Cavalry model. Changes on the way AI planes execute ground units targeting. Added new smoke grenades for British and Japan. Completly reworked US Marine vests and headgears. Added new clothings for Italian SS. Updates in Italian uniforms. Added new props. Added new vanilla squads. Various changes in sounds. Changed the way AI uses Pointe du Hoc ropes (More dynamically, so allies can fight back from the beach before starting climbing).
Fixes
Big changes in various maps. Huge improvements on Multiplayer network stability. Despawn time online now is a fixed value for everyone (stability network reasons). Fixed placement of units inside vehicles getting weird sometimes. Spotted squad marker now doesn't point squad leader anymore, but stays in the middle of a squad. Various fixes in items and uniforms. Changes in screen blood effect. Fixes with giving squad orders from within a vehicle. Fixes with AI not firing from within LCVPs MGs. Improvements with Ai vision. Rebalancing and improvements on most missions. Improvements on FPS uniforms. Improvements on Anzio building textures. Improvements with interactions with injured units. Fixed a bug that was not making Roi-Namur torpedo storage exploding in MP. Fixed a bug where it was not possible to shoot your pistol sometimes after ejecting from planes. Fixed a bug that was not refreshing ammos correctly when entering vehicles in MP. Various improvements in performance. Multiplayer is not region-divided anymore to cause less confusion across players. Several other smaller changes and fixes suggested on the Discord server.
AI Rework
Thanks to ongoing AI rework, we've implemented substantial changes and enhancements to the AI system, as detailed in the changelogs.*
Firstly, with improved CPU performance, we're thrilled to announce a significant increase in the maximum AI count. Now, battles can accommodate up to 140 concurrent units, not including forced AI spawns, which can further elevate this number in custom missions; however, even 140 units in vanilla missions yield significant gameplay changes. The revamped AI count operates differently now. Prior to starting a Singleplayer or Multiplayer mission, you can utilize a slider to select the maximum AI count. Naturally, higher AI counts will result in more CPU-intensive gameplay. AI can be scaled proportionally across factions to maintain mission balance and unlock achievements, or customized per faction for a unique experience. The same flexibility applies to ticket counts. This feature was highly requested, and we hope you appreciate this addition. Additionally, we've introduced a new "Covert Movement" squad order. This order directs units within your squad to withhold fire until either a "Fire at Will" command is issued or the enemy becomes "aware of the squad's presence" (i.e., enemies open fire toward the squad, a squad member fires, or squads enter a noisy vehicle). This system synergizes with spotting system adjustments. In fact now, squads are more difficult to spot by enemy AI if the enemies are "unaware of their presence". Being in a crouched or prone position further decreases the squad's visibility when squad is not spotted already. During a "Covert Movements" order, AI will mimic the squad leader's posture, allowing the leader to determine how stealthy the squad should be before engaging. Addressing concerns about AI infantry behavior and targeting, we've made substantial improvements to how AI aims before firing, takes cover, and overall, follows orders and navigates the environment. This marks a significant advancement for our AI, but our work isn't complete! We aim to further enhance and expand infantry AI (including the consideration of new systems such as non-combatant medics) and commence work on improving vehicle AI. Remember to let us know your suggestions for this rework in the dedicated AI-suggestion channel in our Discord server.
Tunisia and Second Sino Japanese War
We have been already announcing that we are working on a free Tunisia campaign, which was selected by polls run with our community, in fact North Afrika campaigns appeared to be the most requested campaign. We also recently announced that we are working on a Sino-Japanese war DLC . It is too early to determine whether those campaigns will be ready, but they should easily be released both this year, with a bit more priority over Tunisia campaign. We have been teasing Tunisia campaign in the trailer we recently launched: [previewyoutube=wViEylbANg4;full][/previewyoutube]
Xbox and Nintendo Switch updates
We are now proceeding to get the updates approved by Xbox and Nintendo to bring them on console versions as soon as possible. Console's update will be up to at least the changes mentioned in this very post.
TPS Animations Rework
We're continuously enhancing the game by incorporating new and reworked third-person shooter (TPS) animations on basically every update. If you'd like to stay in the loop on our upcoming animation improvements, you can find a detailed list on our Discord server.
Previously released campaigns
We can keep developing this game mostly thanks to people that are supporting us getting the base game and the DLCs. As we are doing with Tunisia, last year we developed three campaigns based on polls directed to our community, where Normandy, Battle of the Bulge and early war France Invasion were within the most requested campaigns.
You can get Battle of the Bulge and France Invasion here
https://store.steampowered.com/app/2617770/Easy_Red_2_Ardennes_1940__1944/?beta=0 [previewyoutube=7pN2CvzNz7g;full][/previewyoutube]
You can get Normandy campaign here
https://store.steampowered.com/app/2317930/Easy_Red_2_Normandy/ [previewyoutube=6lBxH8Hq2PA;full][/previewyoutube]
Extra informations
In case you didn't know we have defined a precise roadmap for the next months of development and you can read it here. We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server. Thank you all, Marco
[ 2024-04-21 11:33:13 CET ] [ Original post ]
Easy Red 2
Marco Amadei
Developer
Corvostudio di Amadei Marco
Publisher
2020-11-10
Release
Game News Posts:
141
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(5159 reviews)
Public Linux Depots:
- Easy Red 2 LINUX [2.48 G]
Easy Red 2 is the game for who knows what he wants from a World War 2 Game: Simulation in weapons and movements, historical accuracy in battles, huge maps with a lot of deployed units, vehicles dominating the battlefields and a realistic combat approach.
In this new version of Easy red we wrote everything from scratch to reach quality in game mechanics, and optimization to manage a new great looking design running even on low end machines.
And we are taking you in Italy, from the shores of Anzio, to the bombed peaks of Montecassino, and in Japan in the middle of the Battle for Kwajalein.
And we are ready to add more battles in the future.
In this new version of Easy red we wrote everything from scratch to reach quality in game mechanics, and optimization to manage a new great looking design running even on low end machines.
And we are taking you in Italy, from the shores of Anzio, to the bombed peaks of Montecassino, and in Japan in the middle of the Battle for Kwajalein.
And we are ready to add more battles in the future.
- Simulation and immersivity
That's what we want for Easy Red 2. We try to let the player feel all the emotions that soldiers live in the confusion and adrenaline of a battlefield. Explosions, devastation, orders, shot fires will be all around the player, that will be rewarded by the game not for his number of kills, but for his strategic and survival skills. - Large battles and historical locations
All campaign will take place in large Open-World maps that reproduces the real places of the fights, and battles plans are faithful to the events that have historically occurred. However, the player won't only be challenged from surviving the fighting, but could have to follow definite orders that could change the sort of the entire mission. - Squad based gameplay
No one can go to war alone; A good tactic require a good team work.
So be the squad leader, or the medic, or maybe the radioman: You will always have a job to do inside your squad.
We especially focused on creating sub-objectives that differs from main mission objectives. While the main objective of a team may be to have to conquer a specific area, a sub-objective could be assigned following the radio requests of a tank to clear its way from an anti-tank gun that has been sighted. So gameplay has radically improved in a more realistic and dynamic way. - Vehicles
War machines have changed the war forever, and World War 2 proved that in an unequivocal way, so Prepare to jump in you Panzer 4, Sherman, M3 lee, or any tank that dominated the real battles fought in the game.
We decided to let the player have a full control of the crew of the vehicles; He will be able to drive and shoot tanks, as long as there are crew members on the seats to use each armament. Also battles doesn't stop when a tank is disabled. Lot of tank crews in World War 2 had time to escape from unusable tanks and survive the battles, and so it will in Easy Red 2: If you lost your tank in a fight you will need to bring safely your crew back to your lines. - Devastation
Explosions, will destroy sandbags, walls, fences, vehicles, defenses, and the battlefield could radically change during all the fight.
Also, enemy fire will constantly suppress you and your squad. Learn how to move safely in a real combat scenario, and keep your helmet on your head. - Optimizations
We want a smooth war simulation, so we designed our own graphic style to bring great animations, textures and effects, with the compromise of having a high and stable Frame-Rate. This means that many more units and vehicles will be able to appear on the screen, contributing to the immersion of the fight.
MINIMAL SETUP
- OS: Linux
- Processor: Intel PentiumMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: Intel HD 600
- Storage: 2 GB available space
- OS: Linux
- Processor: Intel i3Memory: 2000 MB RAM
- Memory: 2000 MB RAM
- Graphics: Intel GT750ti
- Storage: 2 GB available space
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