1. Easy Red 2
  2. News

Easy Red 2 News

V1.3.8: Stalingrad rework announcement, new animations, trench gun, and more!

[h2]Hi everyone,

A new update has been released, and we have big news to share. Let's go over it all![/h2]

First, the changelogs for this update:

Recent Changes

[h2]New Features[/h2]
  • Improved distant LOD colors for Autumn trees
  • Improved LOD cross fade transition for better graphic quality.
  • Changes in missions
  • Changes in easy difficulty: now all friendly units are marked on you HUD
  • New stalinkas and other soviet structures (you'll see why later in the post!)
  • New Panzerbüchse 39 animations
  • New TPS hit reaction animations
  • New Bofors 40mm Anti-Air vehicle/emplacement
  • New Panzer 3 "J" variant
  • New Winchester Model 12 "Trench Gun" variant
  • Added Tunisia buildings for Map Makers and for upcoming Tunisia Campaign.
  • Added many desert camo variations to tons of vehicles!

[h2]Fixes[/h2]
  • Improved vehicle collision physic with units.
  • Fixed first Kos mission
  • Changes in other missions
  • Fixes with AI when the turret they drive is out of ammo.
  • Fixed wrong daimler ammos.
  • Fixes in Sten MKV.
  • "Force end match" for multiplayer match admin has been moved to pause menu.
  • Many other smaller fixes from user feedbacks.


And now the headliner: the Stalingrad rework.

Stalingrad


Stalingrad have previously been left a bit behind other official maps ever since its release in September 2022, so we wanted to re-make it not only with better performance, but also bring it more up to line with the Easy Red 2 standard in terms of map and mission design. Now, it's featuring at least 14 totally new missions made from the ground up on a whole new map.
The rework will also include fully reworked soviet uniforms.

The original Stalingrad map was wiped totally clean to pave way for this rework-- one where we not only improved performance, but also the visual aesthetic by a multitude of times!

Now, Stalingrad should not only run better and look nicer, but it is also much more accurate in layout to the real deal, with iconic locations like the Fallen Fighters square, the Tram Depot, the Tsaritsa Balka, the Grain Elevator, Pavlov's house, and more! Here's some more preview images:



The Stalingrad rework can be expected to be released hopefully within the next month or so.

Tunisia and the Second Sino-Japanese War


Tunisia production is underway, and you can expect it to release within a couple of months after the Stalingrad rework is out (we'll have a more precise time frame once that is the case). Probably, by the end of this summer! Some locations it will include will be Tunis, Bizerte, Kasserine, Sidi Bou Zid, Faid Pass, and some more!

As for the Second Sino-Japanese War DLC mentioned in previous update posts, it may take at least a few months to get out due to the sheer amount of content that's going to be included with it. We can tell you now at the very least it will include the 5th largest city in the world at the time-- the great Shanghai.

Notice that the assets for the upcoming Stalingrad remake and Tunisia campaign are being added before the release of the campaign, so the Map Makers can already make use of them and can give us feedbacks inside our Discord server.

Console Updates


If you're a console player, we also recently made a bunch of quality of life improvements: improved UI, stability, and a rebindable gamepad to name a few. We're also working with console producers to find a way to get allowed at least a map and mission sharing system, but this may take some time, so please bear with us!

On that note with consoles, we also started working on a Playstation version! December is about the predicted range for when that's in its final stages, though.

New Players


Thank you to the hundreds of new players that came during the recent WW2 sale and gave us tons of feedback and suggestions. It's people like you who keep this game improving, and thanks for coming along! Don't be afraid to join the official Discord server as well to leave even more feedback and suggestions!



Available content

[h3]You can get Battle of the Bulge and France Invasion here[/h3]

https://store.steampowered.com/app/2617770/Easy_Red_2_Ardennes_1940__1944/?beta=0

[previewyoutube][/previewyoutube]


[h3]You can get Normandy campaign here[/h3]

https://store.steampowered.com/app/2317930/Easy_Red_2_Normandy/

[previewyoutube][/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

Reworked gamepad input, changes on UI, new vehicles and much more!

[h3]New features[/h3]
•Reworked controllers to support both Steam Input but also direct controller input.
•It's now possible to rebind controller buttons from pause settings.
•Added vibration and gyro support for controllers both with Steam Input and direct input.
•Improved on-screen input UI.
•Added new optional setting to display the available actions at any moment (To help new players).
•Various changes and imporvements on UI.
•Added M3 Grant and M3 Lee (Desert variants).
•Added crouch sprint.
•Reworks in netcode to improve multiplayer latency and stability.
•Reworked TPS bazooka locomotion animations.
•Added a French Chasseur uniform.
•Added new dead tree prop.
•Added indicators on each spotted Enemy at easy difficulty to help new players recognizing enemy units.
•Added new setting to automatically reload weapons when magazine is empty.

[h3]Fixes[/h3]
•Increase hold breath sounds.
•Reworked deprecated ruined buildings.
•Improved translations.
•Stuka syren now works also at slower speed.
•Improved Springfield reload sounds.
•It's now possible to press R to reload a different projectile on a turret.
•Fixes in missions.
•Several other smaller changes and fixes suggested on the Discord server.

Patch - Reworks in Map Editor and various improvements (05/05/2024)

Hello everyone,

This is a small patch conatining just a few but very interesting changes, expecially for map makers.

New features
•Added multi prop selection in Map Editor (Either with Shift+Click or using drag cursor box)
•New tools to deform terrain preserving prop elevation.
•New tools to move props preserving their elevation.
•New tools and shortcuts to manipulate and duplicate selected props.
•New selection outline effect for Map and Mission editor props.
•It's now possible to select props in Map and Mission editor by clicking on the prop itself instead of it's label.
•New hold breath sounds (Realistic difficulty)

Fixes
•Now AI planes make sure to finish all the main weapon ammos before going to refill.
•Adjustments in missions.
•Fixes with AI spawning on top of bushes sometimes.
•Some improvements in sounds.

1.3.6: Huge AI improvements, new squad orders, new animations and more!

[h3]Hi everyone,[/h3]

[h3]We just released a good amount of AI changes and many other features, so first, here's all the changelogs![/h3]
Apologies if this update took long, but it was probably one of the biggest rework update we have ever release.

Recent changes

[h3]New features[/h3]
•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).

[h3]Fixes[/h3]
•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

[h3]Thanks to ongoing AI rework, we've implemented substantial changes and enhancements to the AI system, as detailed in the changelogs.*[/h3]

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][/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.


[h3]You can get Battle of the Bulge and France Invasion here[/h3]

https://store.steampowered.com/app/2617770/Easy_Red_2_Ardennes_1940__1944/?beta=0

[previewyoutube][/previewyoutube]


[h3]You can get Normandy campaign here[/h3]

https://store.steampowered.com/app/2317930/Easy_Red_2_Normandy/

[previewyoutube][/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

1.3.5: Progresses in AI Rework, announcement for new campaigns, and more!

[h3]Hi everyone,[/h3]

[h3]In this post we are going to show huge news about AI rework and announce a new work-in-progress campaign[/h3]

[h3]But first, here are the latest changes to Easy Red 2.[/h3]

Recent changes

[h3]New features[/h3]
•Complete rework of the Pathfinding system (Changes are described in the AI rework section of this post).
•Reworked US Marine uniform (vests will come later)
•Reworked Italian SS uniform (vests will come later)
•Reworked Italian Infantry uniform (vests will come later)
•Reworked French uniforms and vests.
•New TPS animations.
•Added new ammo types.
•Added new system to easily find correct ammo type in squad editor.
•Added new grenade types for Italian and Soviet troops.


[h3]Fixes[/h3]
•Fixes with music slider.
•Changes in sound FXs.
•Fixes in some icons.
•Fixes in Map Editor.
•Fixes in FPS uniforms.
•Fixes in Steam invite system for MP.
•Improvements in scroll views for both mouse and gamepad.
•Fixed scroll view issues with the server list.
•Resolved a bug where switching seats in a vehicle or selecting ammo was possible while the game was paused or the inventory was open.
•Fixed a bug allowing faction switching in the shooting range during a multiplayer session.
•Corrected a bug where units spawned in T-Pose on vehicles when the vehicle was spawned far from the camera.
•Further improvements in various translations.
•Continued UI reworks.
•Fixes applied to squad loadouts, maps and missions.
•Rectified a bug where the enter vehicle animation sometimes played when taking control of planes already in the sky.
•UI Blur enhancements.
•Fixes applied to UI navigation.
•Adjustments made to fog issues.
•Several other smaller changes and fixes suggested on the Discord server.



AI Rework

[h3]Finally a big aspect of the AI rework have been completed: The Pathfinding system have been remade from scratch.[/h3]
The new system will bring:

Much better performance for AIs, so probably the maximum AI count in battles can be increased soon by increasing squad sizes to more correct numbers and possibly also bringing more squads into missions (for console version as well).
Less zig-zag paths; In the screenshot below you can see the new paths (white) compared to the previous system (yellow). This will allow units to move in a more natural way, and will help avoiding vehicles getting stuck and will make them reach the objective faster.
More precise paths that should avoid vaulting over unexpected objects or ending on top of sandbags or other strange positions.


We plan to expand the pathfinding system even more, potentially rewriting the way AIs choose their covers, and allowing the introduction of a ladder system that AI can use as well.

This is a huge step up, but it's just the beginning of the AI rework. Once pathfinding is 100% reworked, we will move more into the actual logic of AIs for soldiers and vehicles. 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 Tunisia campaign, which was selected by polls run with our community, in fact North Afrika campaigns appeared to be the most requested campaign.

[h3]However today we are announcing another campaign that will be worked on this year: The Second Sino-Japanese War![/h3]
Here we have already some of the clothing that will be used for Chinese infantry.



The work on the two campaigns is not going to slow down AI rework or other general improvements and fixes in the game as those are works made by different parts of the team.

We already confirmed Tunisia as free campaign, and we will try to bring Sino-Japanese camapaign for free as well, however this will depend on the financial state of the project by the time the campaign is nearly complete, as we would like to keep developing the game as long as budget will allow us. Also notice that 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][/previewyoutube]


Xbox and Nintendo Switch updates
Last week we updated Xbox and Nintendo Switch versions. However today's PC update already brings some new features that will come to consoles during their next update cycle.
Currently consoles are updated to the version released on the 29th of March (2024).
You can see the changelogs up to that date in the usual changelogs 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.


[h3]You can get Battle of the Bulge and France Invasion here[/h3]

https://store.steampowered.com/app/2617770/Easy_Red_2_Ardennes_1940__1944/?beta=0

[previewyoutube][/previewyoutube]


[h3]You can get Normandy campaign here[/h3]

https://store.steampowered.com/app/2317930/Easy_Red_2_Normandy/

[previewyoutube][/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