1. Battle Realms: Zen Edition
  2. News
  3. Open Beta 1.57.9 - More Screen Resolutions & Open Beta Testing!

Open Beta 1.57.9 - More Screen Resolutions & Open Beta Testing!

[h2][ Last Updated: September 1, 2021 - Please, read before jumping back into open beta! ][/h2]

Greetings, warriors!

We're excited to announce that it's about time we open up the beta testing for everyone who would like to participate!

Now every player who is interested in helping us improve and speed up the development of the game can opt into the beta and playtest everything either on their own or with friends! However, please keep in mind that "Open Beta" is still work-in-progress and not the actual finished release.

If that very fact does not bother you, feel free to help us contribute by reporting any bugs and issues you may encounter in the appropriate section of our Steam forum or in the specific channel in our Discord server. We can't stress enough how valuable your feedback is for our team and we would like to thank you in advance for taking the time to help us out.

Starting from today, you will be able to find the new "Open Beta" branch under the BETAS tab in the game's properties. If you're unsure where that is, here's a short instruction on how to get there along with a short video:

  • Open your game library in the Steam Client.
  • Select Battle Realms Zen Edition from the list of your games.
  • Right click on the game and choose "Properties".
  • In the newly opened window, navigate to BETAS tab.
  • From the dropdown list, select the branch that says "Open Beta".
  • Don't forget to update the game in Steam after that.

    Notice:
  • In order to opt into the current release version, repeat the same process, but select "None" instead of "Open Beta".

https://youtu.be/_FvofyyMBTQ

With that out of the way, let's see what you can find in this beta update:

[h2]1.57.9 Open Beta Changelog:[/h2]

Technical:
  • LAN and Direct IP Multiplayer modes have been removed. Now, by clicking 'Multiplayer', the player will be taken directly to the Steam Lobbies.

    Unfortunately both of those game modes provide security issues that currently can't be resolved due to the game's age and Steam network not really properly supporting LAN.

    While ruling out Direct IP was a rather easy decision to make, we did want to save the 'old school' spirit by leaving LAN intact, looked for possible solutions but couldn't come up with anything substantial. So it will also have to go unfortunately.

    Steam Multiplayer should by now be an overall better way to play online, but yes, it requires internet connection.

  • Added native support for the following long requested resolutions: 1152x864, 1280x720, 1280x960, 1366x768, 1600x900, 1600x1200.



  • Fixed a hang-crash on loading that randomly occurred when starting a multiplayer match.

  • Fixed zoom issues on journey cinematics for 16:9 resolutions.

  • Improved performance in Multiplayer and fixed minor lobby listing issues.

  • Fixed an issue in lobby listing that brought only "nearby" lobbies instead of displaying all lobbies worldwide.

Gameplay:

[h2]Global Unit Behavior & Movement:[/h2]

5 important global unit control changes:
  • Units will now force-move by default (won't be auto-aggressive during movement).
  • Units will now run by default instead of walking.

  • CTRL modifier key will make units attack-move (instead of force-move- its previous behavior.
  • ALT modifier key will make units walk (instead of making them run - its previous behavior).
  • CAPSLOCK key will display units' health bars.
By popular request and as QoL change, we've reversed default unit movement controls, previously in order to "force-move" units without them attacking things in their way one had to hold the CTRL modifier key, and in order for units to run one had to hold the ALT modifier key (or double-right-click, which wasn't always reliable especially during lags in multiplayer).

We have reversed these keys to modify movement in the opposite ways, closer to the traditional RTS games. Now one will only need to press CTRL or ALT when they want their units to attack-move or walk respectively. Double click has been completely removed as a way to modify movement.

That means by default all units will force-move and run instead of attack-moving and walking.

This will take some getting used to, more so for our seasoned players (muscle memory is no joke!), but overall we think it's a step in the right direction when it comes to unit controls.


  • When all units are ordered to run, if one or more units run out of stamina in the same selection (group) as the rest, remaining units with stamina will continue running, leaving the "walkers" behind.

  • Units under "Behavior Control Orders" won't chase after other units if engaged.
Stand Ground and Passiveness orders will now be properly memorized by units, and they will retain them even after being engaged in combat (they were previously reset resulting in units wandering away).

Note that units without behavior controls will still act aggressively and wander away on the first sign of trouble.


  • Fixed a bug that made units go back into battle even if the player had ordered to move away (without the use of CTRL (force move) key).
This is only relevant for attack-move. Previously the behavior was overridden, which resulted in units not always listening to move commands.

  • Units on watchtowers will change target if their current target is idling on range, this is to prevent player from sending strong units and idle to "tank" towers.
The logic is a bit raw and will needs some time to be fully fleshed out.

[h2]Horse/Rider Damage Ratio made clearer:[/h2]
  • All melee units will deal 100% damage to horses, all ranged units will deal 100% damage to riders, and all Area Of Effect damage (including Battle Gears) will deal 100% to horse and rider both (200% in total).
We've tested this system extensively and came to a conclusion that it does not benefit the game as it is now and is rather unclear for players. We've made some changes to it that should now be pretty straightforward.

[h2]Healer Behavior Changes:[/h2]
  • Healers won't ignore stand ground order if they find someone in range to heal, they will heal but won't move if target is beyond heal range.
By default, healers on Stand Ground would ignore the said order and walk around to heal allied troops. This has been fixed and all healers will now stand their ground and heal according to their healing range.

In order for healers to move around and heal you will have to put them on the "Guard" order or just click the ground freeing up their behavior controls.

  • Healers won't heal untamed horses.

[h2]Horse changes:[/h2]
  • Horses will now properly show on the minimap depending on their team status: e.g. if they have an owner they will show the player's colors (like units), if not they will show as default brown dots.
  • Horses LOS highly has been reduced (this prevents horses summoned by Garrin's BG from revealing everything they run across, or hidden owned horses idling as scouts.

[h2]AI:[/h2]
  • AI won't destroy its buildings anymore when relocating.
  • AI will use Dragon Monument more accurately now.
  • AI will use its siege units smarter when burning buildings, it will rotate units among buildings to burn them all.
  • AI will gather distant units from same war parties if under attack.

[h2]Miscellaneous:[/h2]
  • Restored height advantages and disadvantages for straight line projectiles (musks, warlocks, etc..).
  • Wolf units with Shale Armor will keep the armor if sent to train in a building.
  • When a player loses the game, their buildings will completely disappear from the minimap instead of leaving their remains.


Have fun, but please remember: It's only an open beta. It's absolutely normal if you prefer to wait for the final public release. But if you're interested in helping us to get there faster, we'll appreciate all of your feedback in the appropriate section of our Steam forum or in the specific channel in our Discord server.

[h2]Miscellaneous info:[/h2]

  

Join the official server for the game, the universe and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.

Populated by nearly 4000 warriors, it is a solid communication bridge between us and all of you.
If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!

[h2]Follow Battle Realms:[/h2]

[h3]Stay tuned for more updates!

- The Battle Realms Team
[/h3]