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Crossfire: Legion News

DevBlog 05: Commanders Debriefing

Greetings Commanders,
The number one request submitted via our feedback forms during the technical test and Demo is, more! More please. . . So let’s dive into your feedback.

At this early stage of development we see this as great encouragement. Players want to see more from us and we have lots planned. From new units to game modes, we want to feed this hunger for RTS gaming goodness.

[h2]Our feedback on your feedback[/h2]

Again, a massive thank you to all those who completed the feedback form after playing our recent technical test and Demo. Among all the positivity and excitement for a new RTS game. In order of popularity, here is our response to the top 14 improvements suggested by you:

[h3]1. More game content[/h3]
What has been playable so far has been a test or proof of concept. We will release more units, game modes, army customisation and even a mapmaking tool in due time. Stay tuned!

[h3]2. More players[/h3]
At this early stage, you helped us discover flaws in our matchmaker which prevented it from working as intended and so gave the impression of low player numbers. We’re very grateful to all the RTS fans who have joined us at this stage. Of course we plan for even more players once we have resolved such issues, polished the game further and begun promotional activities as we approach full release.

[h3]3. Remove population cap[/h3]
Many requested that we adjust the population cap in our game, feeling that it is too limiting. We’ve come up with two solutions to address this. Firstly, we’ll be hosting internal tests with higher population caps that will allow us to evaluate how the game plays at a bigger scale. Secondly, we will provide players with the ability to decide on a population cap in the lobbies of non-ranked games. However, players should be aware that setting this number higher will result in poorer performance.

[h3]4. More complex base building[/h3]
Some players believe our game's base building is too simplistic. This was intentionally designed to allow players to focus more on other macro elements of the game such as combat. Although we intended to focus on making the game quick, with a sense of tension, we will find ways to expand our base building inorder to provide more depth to the experience.

[h3]5. Better unit balancing[/h3]
Balancing unit power is the most complex aspect of any RTS game. It can be highly subjective and often leads to an endless buff/nerf cycle. With the limited amount of units available during the tests, balancing is not a priority until the faction rosters are more fleshed out and we have compiled more of your feedback. We will soon be establishing a Discord community council to help guide us on this.

[h3]6. Greater camera controls[/h3]
Many have requested greater control over the camera's functions . We’ll be working on bringing settings that will allow the player to have greater control over how the camera moves around the map.

[h3]7. Game is to derivative of others[/h3]
While we clearly wear our old school RTS influences on our sleeves, we also feel there is no point reinventing the wheel. Successful game development naturally builds on what came before. However, the current state of the game does not contain all that we have planned and especially those game elements that differentiate Crossfire: Legion are yet to be publicly released.

[h3]8. Adjust games pacing[/h3]
We've received reports that the pacing in our game can be tightened up in several phases of the game. We’re working on improving our telemetry so we can get objective measurements on how quickly players are reaching the mid and late stages of the game. We’ll be using this information to make changes to various systems within our game.

[h3]9. Add more tutorialization[/h3]
We will certainly look at ways to make gameplay more intuitive and appealing to a newer generation of RTS players. Firstly, upon full release the game will include a single player narrative driven campaign which will guide players progressively through using different factions and units. We also plan a “Mentorship Program” so that more veteran players can help new players get to grips with the game. This, we hope, will raise the general skill level of the player base for the benefit of all.

[h3]10. Better unit pathfinding[/h3]
We’ve received a lot of reports that the pathing behaviour of units needs to be improved. Even during internal playtest sessions we’ve had several instances where our tactical plans failed to execute due to the shortcomings of our pathfinding system. We’ll be working on ways to improve this functionality by hosting internal playtest sessions where we critically analyse the pathing of units in games such as Starcraft and Command and Conquer. We’ll then compare unit behaviour in those games to ours and see how we can better meet player expectations.

[h3]11. Loading Issues[/h3]
Currently our game suffers from a long load time when the player runs the game for the first time on their machine. This is due to several back-end checks that the game is making for user generated features that are not yet in the system. These will be removed for launch and resolved when we make our User Generated Content tools, like the map maker, available to the players

[h3]12. A.I issues[/h3]
Currently, the A.I. in the game will break when encountering certain edge cases. We plan on collecting these edge cases and fixing them throughout the early access period. Moreover, many players requested that the A.I. be given additional layers of difficulty. This is on the way.

[h3]13. Didn’t know how to add A.I[/h3]
We discovered that the user experience of creating a game against bot was unintuitive and requires revision. We have submitted a fix for our open beta that we hope will resolve these issues.

[h3]14. Resource gathering[/h3]
Players wanted additional automation options for the resource gathering portions of our game. Some players also reported wishing to be able to set limitations on resources themselves in the lobby. We’ll be providing these options later on in our early access campaign.


[h2]Community[/h2]

Crossfire: Legion needs you!
We’re happy to announce application to join that our Discord community council are now open:
  • Apply by completing the form here: https://dyno.gg/form/8ad9491f
Deadline is Monday the 28th of March

Community Council Commanders will get:
  • Direct access to the developers and private test builds
  • A chance to play with us on streams
  • A unique Discord role
  • 1000 internet points with our eternal gratitude

You will commit to:
  • Providing detailed feedback, e.g. helping with balance
  • Signing an NDA
  • Moderation responsibilities
  • Being a pillar of the Crossfire: Legion community


We also have a Fan Kit available with artwork, unit cards, logos and all you content creators need here: https://static.kochmedia.com/yac_sites/crossfire/cfl_fankit.zip

Maintain your communication and surveillance networks by joining us here on:


And here is a reminder of our development progress.

As you can see, we're ploughing on ahead and taking your feedback into consideration and we polish the game before release. Stay tuned for next weeks DevBlog about our Card system and army customisation.

Crossfire: Legion DevStream. Let's play with you and our new RTS faction


[h3]RTS Crossfire: Legion 3rd Faction Is Here![/h3]

We're playing with you, open lobby, anythings goes. Come hang out and join the Scifi RTS battlefield shenanigans.

Game designer Maurice will be join us to answer your question and get rekted by RTS fans old and new.

[h3]Join us on Twitch to celebrate here:[/h3]
https://www.twitch.tv/crossfirelegion

We'll steam for 2 hours from 3pm GMT / 4pm CET / 7am PST on February



[h3]FanKit[/h3]
For all those hwo love to Stream, create video and any kind of fancontent we have a FanKit for you here:
https://static.kochmedia.com/yac_sites/crossfire/cfl_fankit.zip

We'll be comp stomping, speculating on this new intel and just generally chilling with you guys.

See what else is coming up in our Q1 2022 Roadmap here:


Join in and help us build a new RTS community by following us on these social channels:

DevBlog 04: New Horizon Reveal, Demo and DevStream

[h3]Greetings Commanders,[/h3]

Today we unveil the newest addition to the lore of Crossfire's universe. New Horizon enters the fray and will challenge the closely held ideals of Global Risk and Black List.
[previewyoutube][/previewyoutube]

[h2]New Horizon[/h2]

Intentionally, not much is known of New Horizon. Although their origins are shrouded in mystery, this new player, and its ideology, is starting to make its mark on world affairs. It’s almost as if they have been waiting for this moment to strike.

What is clear so far is that New Horizon is a global syndicate of corporations intent on transcending the limitations of humanity through the advancement, implementation, and integration of A.I. technology within all aspects of society. New Horizon's goal is to facilitate a more efficient, more productive, and safer society. Transforming all aspects of people’s daily lives for the better while freeing them from the burden of autonomy. A noble intent that seems non-negotiable and they seem all too happy to enforce.

Those who have survived their early forays report that New Horizon specializes in extreme power and durability. Although slow and expensive, their forces succeed even when outnumbered two-to-one... or more.

As the events of Crossfire: Legion play out, more stories will filter back from the theaters of war and a more detailed picture will surely emerge. You will no doubt discover new tactics and strategies as you find your preference with these three commanders and the abilities they bring to the fore.

[h3]New Horizon Commanders:[/h3]

[h3]Angel[/h3]

She's a master manipulator and so utilizes New Horizon technology to deploy different types of energy fields in battle. These can be used to reduce damage to allies or deal damage to enemies over time.

Null Field Ability: Friendly units in the target area temporarily take less damage from all sources.



Radiation Zone Ability: Bursts of radiation are blasted at the target location damaging any enemies in range.

[h3]Viper [/h3]

He wants to be everywhere, always, and so has augmented his senses. Using his neural uplinks he deploys support drones to track enemy movements and protect allies.

Support Drone Ability: Command his drones to swarm an area and attack enemy targets until they run out of energy.

Drone Swarm Ability: Activates combat mode on all deployed support drones. They will fly to the target location and attack the closest enemies. Drones will self-destruct once they run out of energy.

[h3]Cipher[/h3]

Cipher has eyes and ears everywhere as she controls the vast network of New Horizon’s orbital satellites. She can use surveillance satellites to track enemies or orbital lasers to fire massive energy beams at enemy targets.

Sat Tracking Ability: Target enemy is tracked by a surveillance satellite for a short duration, granting sight of its surroundings. Tracked units take increased damage.

Solar Flare Ability: Fires an orbital laser at the target location for a short duration. The target designator can be selected and moved while the laser is active.

[h2]Steam Next Fest and Demo[/h2]

We’ve a new technical test Demo running and it’s live now!
https://store.steampowered.com/app/1072190/Crossfire_Legion/?beta=1

Until Jan 28th, 7pm CET, you can be among the 1st to play with New Horizon and Commander Angel.



She brings seven new units:
  • Vampire (infantry)
  • Infantry (infantry)
  • Orion (vehicle)
  • Cyclops (tank)
  • Titan (mech)
  • Pegasus (air)
  • Typhon (air)

This Demo also brings a new 2v2 map, Typhoon.

We’ve been enjoying going through your community feedback from the 1st technical test and although we’ve had no time to implement changes, we have learned a lot. There is an opportunity again here with the new faction and map to provide feedback and shape the game's future.

[h3]How did our technical go and what did we learn?[/h3]

For 2 weeks at the end of January we ran a technical test and diligently observed you play and interact with the game. We read every Discord comment and every feedback survey form that was kindly submitted. Here’ what we learned:
  • Players are enjoying the game so far, and see its potential.
  • You guys and gals have a great appetite for more content!
  • Base building could be more complex.
  • Players have various issues with the pace of the game
  • As expected, and why we test, balancing is off.
  • Issues with our matchmaking tools resulted in the perception that players aren’t playing the game.
  • Lack of tutorial stopped players from enjoying the game. Stay tuned for our mentorship program.
  • Some players feel the total population cap of units is too low.
  • Some players feel our game is too derivative of our inspirations.
  • Some units have poor pathfinding.
  • As expected, Initial loading times are far too long.
  • Some players had difficulty finding how to add the AI to games.
[h3]What we plan to do with your feedback moving forward:[/h3]
  • Commit a round of balance revisions to the current units. Their range, damage output, armor usage and population cost will be reviewed.
  • Review limitations on commander ability
  • Revise aesthetics (camera, model scale)
  • Look into Matchmaking functionality
  • Expand game options in the lobby to allow players to set resource limits and population cap in non-ranked games
  • Continue to monitor your feedback and work with the community

[h2]Community and DevStream[/h2]

We’ll be Streaming the first game play of New Horizon and we are joined by Game Designer Maruice from Blackbird Interactive

[h3]Join us live at 6pm GMT / 7pm CET / 10am PST or watch the replay at:[/h3] https://www.twitch.tv/crossfirelegion



Maintain your communication and surveillance networks by joining us here on:

And here's a reminder of our development progress. We’re already halfway towards our public Open Beta.


That’s all the global players of Crossfire:Legion revealed but we’re only just starting to uncover the reality of battle and the challenges of this world. Stay tuned for our next DevBlog in March on Ranked Games and our competitive plans.

Have fun,
- Your Crossfire: Legion Team

Crossfire: Legion Live Stream 3rd Faction Teaser

[h3]RTS Crossfire: Legion 3rd Faction Teaser Stream.[/h3]
>status:online
/enter [Phase1]
/run script:takeover RTS CrossfireLegion
/stream: 3pm GMT / 4pm CET / 9am PST

[previewyoutube][/previewyoutube]

[h3]Join us on twitch here:[/h3]
https://www.twitch.tv/crossfirelegion

We'll be comp stomping, speculating on this new intel and just generally chilling with you guys.

See what else is coming up in our Q1 2022 Roadmap here:


Join in and help us build a new RTS community by following us on these social channels:

Crossfire: Legion Live DevStream 05

[h3]RTS Crossfire: Legion Black List Stream.[/h3]
All good things must come to end so let's get some last battles in!
Starting 3pm GMT, 4pm CET, and 9am PST.

[h3]Join us on twitch here:[/h3]
https://www.twitch.tv/crossfirelegion



The technical test will end after this stream so that we can consolidate all the amazing feedback you've been giving us. We'll work on it and the next test will be wit our next game update at the end of Feburary.

See what else is coming up in out Q1 2022 Roadmap here:


Join in and help us build a new RTS community by following us on these social channels: