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Development Update 12

As we work further on our West German content that we showed off in our last development update we've also been working on a few other additions. This includes the addition of vehicles, compass models, barrel heat haze, weapon resting, overpenetration mechanics, scope shadow simulation, scope parallax, and one final, more irregular inclusion, the North Korean Type 88-1 rifle.

Starting off, those who have been following our Twitter page have likely seen our previews of various new vehicle models present at the NATO and Pact ranges in-game; so far these include the BTR-70, T-64BV, Ural-4320, Leopard 1, TPz 1 "Fuchs", and the M939 truck.

BTR-70

T-64BV

Ural-4320

Leopard 1

TPz 1 "Fuchs"

M939 Truck

Currently these vehicles are only stationary and their lower-poly models only temporary, but later on we intend on both improving said models and making them fully functional, allowing you to tear up the battlefield at a faster pace, on a larger scale.



On a much smaller scale, we've also been adding faction-specific compasses, which will function as an actual usable item in-game, instead of just a standard HUD element like many other games (which trivialises map navigation and reduces communication between squad members to quickly shouting out various random exact compass coordinates).



So far we've modelled the Soviet Adrianov compass, which faithfully served the USSR for many years, both in a military and civil capacity, and the East German Marschkompaß (or Marschkompass) F73, which was also widely used for both military and civil matters.



Each faction will have their own appropriate compass design, so keep an eye out for the West German CONAT compass and the United States' famous M-1950 compass soon!

In reality, firing off a large amount of rounds in a short period of time will cause a weapon's barrel to heat up, this results in not only the barrel expanding and reducing accuracy, but if the barrel is hot enough it'll create a heat haze, which will rise from the barrel and affect visibility, as seen here.



If you're thinking about firing rounds on full-auto at all, it pays to have your weapon rested on a surface, which we've also implemented!



In Afterconflict, weapon resting not only steadies your weapon, allowing you to take more precise shots, but it also allows you to freely and smoothly peak over cover, ensuring that you're in the best possible position to fire, whether it be returning fire on an enemy that has opened up on you, or setting an ambush.



We've had a lot of great reception regarding the accuracy of our weapon ballistics, and we thank you greatly for it!



Since reception has been so great, we've been showing off the trajectory of rounds fired in our firing range (including ricochets), along with their velocity, as seen here!



Along with the valid reason for the implementation of this feature being "because it looks cool and people enjoy us posting screenshots and videos of it", it also serves an important purpose in testing another feature we've recently implemented, that being overpenetration.

Here's an example of 7.62x39 being fired from an AKM through wood, brick, and sheet metal.



Penetration varies depending on material, that means that unlike in many other FPSes where basic cover gives you the comfort that you're protected against enemy fire, in Afterconflict you must choose your cover wisely depending on the enemy's position, armament, etc., lest you sit in a wooden shack and it gets hosed by 7.62x51 MG3 fire...



Contrary to indiscriminate machine gun fire, scopes allow for more precise, deliberate shots at long ranges, and we have made it a priority that they are portrayed as accurately in-game as possible, and one of the ways we have recently improved that is by adding a physically accurate scope shadow simulation, making scopes feel like scopes, not just a circle showing a zoomed in picture of whatever's in front of it.



Our dedication to the realistic portrayal of scopes also includes the portrayal of scope parallax; scope parallax occurs when you move your eye position while looking down a scope (especially those with higher magnification), causing the reticle to seemingly shift position (though the reticle itself doesn't move, it's just perception-based), making accurate fire difficult.



We'll be showing this off in more depth during the coming days, so keep an eye on our Twitter feed to see it first.




[h3]We've also been working on something a bit more...[/h3]
[h2]unusual.[/h2]


After being unable to acquire a licence to produce the Soviet Union's AK-74, the Democratic People's Republic of Korea looked for other means of producing their own version of the rifle, which led to surprise among Soviet advisors to North Korea when it was found that the DPRK had requested assistance from the People's Republic of China in creating a Juche AK-74.



The PRC's assistance had proved quite fruitless however, as the Chinese had little success themselves in replicating the 5.45 AK-74 (only succeeding in the late 1980s, ironically being named by Norinco as the Type 88S and a 7.62 version as the Type 88SB), which led to the Soviets intervening and giving official assistance in developing the DPRK's domestic version of the AK-74 which would result in 2 rifles, the standard Type 88, and its folding-stock counterpart, the Type 88-1 (sometimes referred to as the Type 98 and Type 98-1 for modernised versions of the Type 88 and 88-1 respectively), which we have here for you today.



Appearing in public for the first time in April 1986, being examined by Kim Il-sung and his son, Kim Jong-il, among a few other examples of newly DPRK-produced equipment and weaponry, the Type 88 and 88-1 would be phased into service with the Korean People's Army from the late 80s into the early 90s, initially with elite units, and eventually trickling down into the equipment stocks of the Worker-Peasant Red Guards.



While the standard full-stock Type 88 is quite similar to the Soviet AK-74, ignoring a lot of the more minor details, the Type 88-1 (which the KPA seemingly prefers over the standard Type 88) has an unusual side-folding stock which, rather than folding to the left like most conventional side-folding AK rifle stocks, instead folds to the right, similar to the Chinese Type 56-2's comparably awkward folding stock design, perhaps a vestigial feature of China's involvement in the Type 88-1's development?



After many hours of meticulous research, we have been sure to faithfully recreate every detail of the 88-1, from its unique side-folding stock to various different minor eccentricities, constructing the most accurate recreation of the Type 88-1 rifle to date, and we'd love to hear your thoughts.



Enjoy, and, as ever, stay tuned.





On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs, and our Patreon-exclusive Discord channel, "The Bunker", is where we post exclusive WIP content that our patrons will be able to see before anyone else!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

Development Update 11

As 2020 comes to a close we'd like to further update you on the state of our WIP West German weaponry, Standortschießanlage map, and a summary of some of the progress we've made in the year!

With no time to spare, we'll jump straight into our first showing, the textured G3A3!







While the G3A3 we showed off previously only had the more modern, plastic furniture option that became standard for most G3 rifles since the introduction of the G3A2 in June 1962, wooden G3 furniture stayed in Bundeswehr stocks along with a lot of original G3 rifles well into the 1990s, and so because of this we've added wooden furniture for the G3A3 as a customisation option.

This was a frequently requested addition, so we hope you enjoy it!

If there are any additional G3 customisation options/variants that you'd like to see (such as the original G3, G3A1, G3A2, etc.), be sure to tell us either on our Discord server or Twitter!









Second up we have the P1 pistol, showing from its new acceptance marks that it is ready to serve (West) Germany, as its hardy design had for over 40 years prior.









A far less uniformly liked design however was the Bundeswehr's "M68" Kampfmesser, now showing off its distinctive green plastic grips not known for being particularly strong.

However, jab somebody hard enough with a sharp piece of metal and it'll kill them, right?



Germany has always been renown for its efficiency, and a Germany cloven into two as East and West Germany is no exception to this, so it shouldn't be a surprise that this same efficiency carries over to the Bundeswehr's choices of grenades, choosing to streamline the DM41, DM21, and others into a single design that can be switched from a standard fragmentation grenade, to a high-explosive grenade with a simple twist at the base.

You can now see the DM51's markings displayed not only on its fragmentation sleeve and spoon, but also on its high-explosive core.

As a side note, do you think we should add the DM41, DM21, etc. too, or even the DM41A1 which possesses the same fuse as the DM51, the DM82 (the DM51A1 would then be upgraded to use the DM82A1B1)?



In addition to weaponry, we've also been working on our first West German character model; though they're not yet textured we do have a few high-poly models for you to appreciate and critique, such as the "Modell 1A1 modifiziert" stahlhelm ("M1A1 mod." for short) and early-style rubber G3 magazine pouches!

What do you think?





Finally, we've been working further on our new NATO/West German firing range map that'll be released alongside the first release of the West German faction. This firing range is modelled after the "Standortschießanlage" (StOSchAnl), a type of firing range used by the Bundeswehr for training soldiers in marksmanship, a well-regarded trait for NATO forces.

You'll be seeing more of this firing range as we show more previews of our West German faction very soon!





This year Afterconflict has made great strides, from the of the KS-23 and AKM being added earlier in the year, to the addition of various gameplay features such as blind firing and staged reloading, to introducing the DDR/East German faction!

[previewyoutube][/previewyoutube]

As seen in our roadmap, we're now moving into DEFCON 4, we'll be working far more on NATO faction content, so be sure to stay tuned for that!



We also launched our Patreon fund this year which has helped us in making sure Afterconflict is being developed at the pace we'd like, we're truly grateful for those of you who have donated to our cause and those that are considering doing so into 2021!

What we're essentially saying is:
[h2]"You're pretty good."[/h2]



And, of course:
A Happy New Year to You!


So-far we have been developing Afterconflict out of our own pockets, and while we intend to continue developing Afterconflict no matter what, the ability to be comfortable in the knowledge that our rent is paid, food is on our tables, and any hardware issues we may face can be promptly fixed goes a long way in enabling us to be more focused on developing and expanding the game.



One of our Patreon rewards is exclusive access to a channel on our Discord server, which we'd like to invite you to join!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs, and the Patreon-exclusive Discord channel is called "The Bunker", and it's where we post exclusive WIP content that you'll be able to see before anyone else!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

Development Update 10

In this development update we have what a lot of you have been waiting for, high-poly previews of our first set of standard-issue NATO equipment, specifically that of the West German Bundeswehr!

For said standard-issue equipment we have 4 pieces to show you, the G3A3, the Bundeswehr's standard-issue battle rifle, the P1, a post-WW2 version of the P38 that served as the Bundeswehr's standard pistol, the Bundeswehr's Kampfmesser, commonly called the M68, and the multi-purpose DM51 grenade.

Starting off with the G3A3, what can really be said about it, after being refused the ability to build the G1 rifle under licence (the G1 only continuing the service in the Bundesgrenzschutz), the Bundeswehr instead selected the CETME rifle to be made under licensed production as the G3 with various improvements and supplied as the standard rifle for Bundeswehr soldiers.





Our first G3 is the G3A3, likely the most recognisable variant of the G3, with polymer furniture and drum sights that would faithfully serve the Bundeswehr into the 1990s. We will add other versions over time such as the G3A3ZF, G3A4, G3A2, etc., but for now enjoy our G3A3 in all of its high-poly glory!





Next up is the P1 pistol, effectively the same gun as the P38 used by the Wehrmacht during World War 2 with a few minor improvements, the most notable of which being its grip design in a distinctive black plastic being made military standard.





Like the G3, the P1 served the Bundeswehr into the 1990s, a reliable workhorse that proved its worth over 50 years of service.





Next up is the Bundeswehr's combat knife, or "Kampfmesser", commonly named the M68 reflecting its year of introduction, 1968.





When introduced, the M68 wasn't particularly popular, being seen more as a utility knife than a combat knife, though it did gain some notoriety as a trade item with soldiers of other NATO countries.



However, soldiers from the Bundeswehr didn't really have much other options as their G3s didn't possess bayonet lugs as standard and though bayonets were officially adopted and manufactured, they weren't actually issued, only sometimes taken out of stockpiles by individuals that were able to get their hands on one.



Finally, we have the DM51, the Bundeswehr's standard frag grenade which you may've previously seen in Development Update 8, we are showing it again here for the sake of bringing all of the West German faction high-polys together in one update!



While we've identified features of these models that'll need to be fixed/improved when textured and added to the game (such as the DM51's high explosive core needing 6 sides, not 4), we'd very much appreciate for you to note anything incorrect you see to be sure it'll be fixed before they're added to the game, no detail is too small!

We'd also like to mention that after discussing the matter with members of our Discord server along with the standard "Moleskin" uniforms used by the Bundeswehr, we'll first be adding the M1A1 Stahlhelm and older style field equipment like that featured in these images:





This was chosen on the basis of it both being iconic, and that these pieces of equipment were still the main ones in use going into the mid-1990s, despite Flecktarn, the M92 helmet, KTS-90 webbing etc. being phased into use.



We still eventually intend to do Flecktarn uniforms, KTS-90, etc., and if you have any ideas for any other equipment you'd like to be featured in-game, please suggest it in our Discord server!



So-far we have been developing Afterconflict out of our own pockets, and while we intend to continue developing Afterconflict no matter what, the ability to be comfortable in the knowledge that our rent is paid, food is on our tables, and any hardware issues we may face can be promptly fixed goes a long way in enabling us to be more focused on developing and expanding the game.

We also recently added a new Patreon tier, the "Officer" tier which further supports us developing Afterconflict without worries regarding food, rent, etc., those who support at said tier will also have their names added to the world of Afterconflict through such features as a piece of war graffiti!



One of our Patreon rewards is exclusive access to a channel on our Discord server, which we'd like to invite you to join!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs, and the Patreon-exclusive Discord channel is called "The Bunker", and it's where we post exclusive WIP content that you'll be able to see before anyone else!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

Development Update 9

In this new update we have various new additions to Afterconflict, this time largely mostly on the gameplay front with various new ways to interact with your weapons, from being able to inspect your magazine and the bullets within, to the addition of inspection animations, and even more minor additions such as different ammunition types such as subsonic ammunition now realistically being depicted with less recoil, and continuing to add staged reloads to more weapons since we discussed them last update.

On the content front, we still have some interesting additions, from the PBS-4 for the AKS-74U to convert it to the AKS-74UB, to some minor additions that we previously overlooked while developing other content such as the AK-74N and night iron sights to go alongside it.

We also have a new map to show you that we've recently been showing to our Patreon supporters, those of you interested in more classic Soviet housing architecture will surely be interested in it, so stay tuned.

To start off, a feature that has been a frequent suggestion for us to add, we've implemented the ability to inspect your weapon's magazine to go alongside our switch from player ammo being changed from bullet-based to magazine-based, now instead of simply seeing your ammunition be displayed as a constantly-updating numeric value, you'll now have to check your magazine and get an approximation of how many bullets are left in your magazine.



With this, you can now also visually see an accurate representation of the bullets in your magazine, which also differ depending on ammo type, amount of rounds fired, etc.

Here's a fresh magazine of 7.62x39 tracer rounds, ready to be fired:


We've also been adding staged reloads to the rest of our current in-game weapons such as the SVD and PM, which now take into account conditions such as the SVD's bolt hold-open and the various conditions of the PM's slide and hammer.



If you haven't already seen it, here's a video we made on staged reloading in Afterconflict, check it out:
[previewyoutube][/previewyoutube]

In addition to this, where relevant different types of ammunition now have different levels of recoil, namely firing sub-sonic ammo now imparts less recoil on the shooter, giving more of an advantage in the usage of sub-sonic ammunition and suppressors beyond merely reducing the sound of firing.

On the topic of suppressors and sub-sonic ammunition, we've recently also added the PBS-4 suppressor for the AKS-74U which converts it into the AKS-74UB, a useful tool at close-quarters when a more subtle approach is needed.



We'll also be adding the AKS-74UB's unique iron sights later on, likely when we make iron sight adjustment animated which we plan to do soon, so keep an eye out for that.

We also have a few recent additions that we previously somewhat overlooked, those being the AK-74N and the AK-74's illuminated night iron sights, these giving the Soviet AK-74 the ability to mount scopes and having its iron sights visible at night.





And now, something our Patreon supporters have seen previews of over the past month or so, a new multiplayer map we've been working on to provide some variation from the thus far very open, rural locations we've also worked on.

This map will also mark the debut of the khrushchyovka apartment building in Afterconflict, a type of building anyone aware of Soviet mass-housing architecture will no doubt be familiar with, an icon of the Soviet Union seen in various forms all across the Eastern Bloc.











So-far we have been developing Afterconflict out of our own pockets, and while we intend to continue developing Afterconflict no matter what, the ability to be comfortable in the knowledge that our rent is paid, food is on our tables, and any hardware issues we may face can be promptly fixed goes a long way in enabling us to be more focused on developing and expanding the game.

We also recently added a new Patreon tier, the "Officer" tier which further supports us developing Afterconflict without worries regarding food, rent, etc., those who support at said tier will also have their names added to the world of Afterconflict through such features as a piece of war graffiti!



One of our Patreon rewards is exclusive access to a channel on our Discord server, which we'd like to invite you to join!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs, and the Patreon-exclusive Discord channel is called "The Bunker", and it's where we post exclusive WIP content that you'll be able to see before anyone else!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

Development Update 8

In this new update we have plenty of new additions to Afterconflict we think you'll enjoy, from character-related improvements such as staged reloading, new recoil, and velocity-based sprinting, to various pieces of equipment such as the new and improved Obr. 1988 uniform in Afghanka, Barvikha, Butan, and Berezka, the MPi-KM with early production wooden furniture, the AK-74 with wooden furniture, the AKS-74, the AKS-74U, the DM51, and an update about where we are currently on our roadmap!

We'd like to start this development update with showing off some improvements we've made to various aspects of weapon and player handling, the first of-which we'd like to show off is staged reloads!

As we want Afterconflict's gunplay to be realistic, we didn't think it'd make sense to continue using the standard reloading model where interrupting a reload by switching to another weapon or sprinting results in said reload being reset and having to be done all over again, even if actions like removing an empty magazine and putting a new one in has already been done. To remedy this, we've introduced staged reloading, meaning at any point during a reload you can cancel it, whether that be to fire the bullet still in the chamber, switch to a side-arm when confronted by the enemy at an inconvenient moment, or even to change ammo type (such as continually interrupting a shotgun's reload to load alternating slugs and buckshot for example).

We posted a video to our YouTube channel showing this feature off, check it out here:
[previewyoutube][link][/previewyoutube]

We've also improved on our recoil system, as various facilities are now re-opening as a result of relaxing COVID-19 restrictions, we went to the range to have the feeling of recoil fresh in our minds as we created it, and it came out very well.



Rather than simply make the recoil a load of arbitrary values such as "X makes Y go Z" (which is often where a lot of unrealistic "GUN GO UP"-style recoil comes from), it's instead a collection of various different intricate values that are difficult to explain regarding what exactly they do so you'll just have to trust us that it'll result in a far more realistic final product!

On a less flashy but still equally important note, we've also introduced velocity-based sprinting, meaning that rather than being able to instantly pivot in another direction while sprinting, it takes time to re-orient yourself, avoid the issue many other games have with players being able to sprint and instantly turn around to shoot an enemy when realistically the laws of physics would make it very difficult to do so.



Equipment-wise, starting with what we left on in Development Update 7, we have our updated Obr. 1988 uniform model, now fully textured and usable in-game!



We updated not only the Afghanka , but all the other camouflage patterns too!







The MPi-KM is a very straight-forward rifle, a utilitarian tool used by the NVA that remained largely unchanged throughout its near 25 year production span. However, one change that many people are unaware of is that before it would gain its distinctive plastic furniture, during its first 2 years of serial production (1965-1966) the MPi-KM had wooden furniture. Gradually all of the wooden furniture would be replaced, in 1966 the upper handguard and grip were replaced with plastic, in 1967 the stock was replaced with plastic, and eventually in 1980 the lower handguard was replaced with a "bakelite" one.

Here's a 1966 example:


We have now not only included early-production wooden MPi-KM furniture in Afterconflict, but we've even made a video illustrating the evolution of the MPi-KM over time!

[previewyoutube][/previewyoutube]

On the topic of wooden furniture, we've also added wooden furniture to the AK-74, something many people were asking for to give a more vintage look!



In addition, we've also added the AKS-74, as was standard issue to paratroopers, along with vehicle crew members that didn't have our next addition...



Following on from the AKS-74, we have the AKS-74U, developed as an even shorter variant of the AKS-74 built not only for paratroopers but for rear-line units that likely didn't require full-length rifles such as vehicle crewmen, pilots, etc., a similar role to the APS before it.



This variant is a later production with unvented handguards, a change in production that occurred around 1988 since the vented handguards were deemed excessive when there was already ventilation through the front ring. However, we do plan to still include the option to use the earlier vented handguards, along with an option not as well known, so stay tuned for that.



We now also have a preview of our first wave of NATO gear, starting with the West German DM51, the Bundeswehr's standard hand grenade that was first introduced in the mid-70s to replace separate offensive and defensive grenades such as the DM41 and DM21 respectively with a modular grenade that can quickly be turned from a defensive fragmentation grenade to an offensive high explosive grenade simply by removing the fragmentation sleeve.



Though this is only the high-poly and it'll be tweaked before we add it to the game, you may be able to tell that we absolutely intend to give the DM51 its full functionality to be converted into an offensive grenade in-game, as in real life.

As we move on to NATO equipment, we can say we're now moving into DEFCON 4 on our road to Early Access, so be on the look out for our coming updates showing off the equipment of the US Army and the Bundeswehr!



Don't worry, the APS and Karabiner-S will be done at some point, we just thought it better to now shift more of our focus to NATO factions now both the USSR and East Germany have a good share of weaponry between them that covers the basics.

So-far we have been developing Afterconflict out of our own pockets, and while we intend to continue developing Afterconflict no matter what, the ability to be comfortable in the knowledge that our rent is paid, food is on our tables, and any hardware issues we may face can be promptly fixed goes a long way in enabling us to be more focused on developing and expanding the game.



One of our Patreon rewards is exclusive access to a channel on our Discord server, which we'd like to invite you to join!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs, and the Patreon-exclusive Discord channel is called "The Bunker", and it's where we post exclusive WIP content that you'll be able to see before anyone else!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.