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Broken Arrow News

Update 1.0.9.1

[p]Dear players,[/p][p][/p][p]We are releasing a small technical update aimed at fixing several issues and improving the overall stability of the game. We hope these adjustments make your experience smoother and more enjoyable.[/p][p]
[/p][p]Fixes include: [/p][p]
• Fixed units’ cooldown in the reinforcement menu not properly appearing after a reconnection in some cases;[/p][p]• Fixed an exploit which allowed to create a mixed team in standard match (we remind everyone that using exploits is against the community code of conduct and can result in a ban [/p][p]https://steamcommunity.com/app/1604270/discussions/0/599654983090094426/);[/p][p]• Fixed an exploit which allowed to fire outside of the playable area in standard and custom matches;[/p][p]• Fixed additional cases where players could get income while disconnected;[/p][p]• Fixed a desynchronisation issue occurring when ordering to pick up infantry with a transport while this infantry unit is entering a building. This led to infantry entering the transport from your point of view but staying in the building from the opponent point of view;[/p][p]• Fixed the issue preventing banned players from seeing their ban duration in the main menu;[/p][p]• Fixed a bug: the option to go back to the editor was not displayed in the pause menu any more after restarting a scenario launched from the editor;[/p][p]• Fixed an issue preventing anti-aircraft units with static radars (Patriots, S300/S350) from moving when stressed;[/p][p]• Fixed an issue preventing players from typing text in the report field "other" if the chat window was open;[/p][p]• Fixed a bug in the deck creation popup which could lead to the UI being stuck.[/p][p][/p][p]We are sincerely thankful for your attention to the project and your continued support. It’s thanks to your engagement that we’re able to spot and resolve shortcomings, as well as develop the game in the right direction.[/p]

Broken Arrow - FAQ

[p]Hi all! Many players have been asking us about what our most immediate plans for the game are. We’d like to use this week’s post to go through many of the open areas of the game.
[/p][p]Will 1v1 and 2v2 multiplayer modes be added?[/p][p]The last update allowed players to choose different map sizes in custom lobbies, so it is definitely possible now to play 1v1 or with smaller teams than 5v5 on all the maps.[/p][p]Also users have also created many variants of the multiplayer maps that can be downloaded from the workshop and played in a scenario lobby. If the other players don’t have this scenario downloaded it’s not a problem, the game will propose to download it when they join the lobby.[/p][p]As for adding this option to standard matches and creating different leagues basically, we’re thinking about it but one thing must be clear: the more team sizes we propose, the more we split the pool of players and thus the harder it will be to find a team of equivalent level.
That’s why we have focused on 5v5 and kept the other team sizes for custom lobbies for the moment.
[/p][p]Will there be an option to save progress in the single-player campaign?[/p][p]At the moment, the save system for the single-player campaign is in the design stage. We had not originally planned for this feature, but decided to develop it after seeing your requests.[/p][p]The team is working on a technical expansion of our internal framework – a necessary step to implement a stable and reliable save system within the game’s current architecture. This is not a simple task, as it requires significant changes to the technical structure and the internal system logic, which makes its release further down the line.[/p][p]We will keep you updated on our progress and let you know when we have a more concrete timeline.[/p][p]
Will mines or trenches be added to the game?[/p][p]The idea of adding mines, trenches, and similar elements has been raised by the community multiple times throughout the development period. However, at this stage, the team does not plan to implement them in the main game modes. Such elements do not align with the current pace of gameplay and could negatively affect match dynamics.[/p][p]That said, these mechanics are not completely excluded. They remain on our “optional” list and may appear as an experiment in single-player scenarios.
[/p][p]What anti-cheat measures are in place?[/p][p]The anti cheat system is preventing a large array of cheats to be used in the game. Of course cheaters are actively working on trying to bypass these protections so this is not a problem that you fix and then it’s done. It’s a constant fight between cheat and anti-cheat.[/p][p]Currently the anti-cheat is indistinctly banning cheaters whether they are using cheats in multiplayer or “trainers” in solo.
We will improve our system to make this distinction soon, leaving those who want to use them in solo free to do so, and leaving no excuse for those using them in multiplayer.[/p][p]We understand that many players use trainers exclusively in single-player campaigns or custom scenarios to experiment with mechanics, refine their strategies, or simply enjoy the game at their own pace.[/p][p]In the near future, we plan to allow the use of trainers strictly in modes where they do not affect the competitive aspect or the fairness of matches. At the same time, we will strengthen multiplayer protection to completely eliminate the possibility of using cheats in online games. For those who attempt to gain an unfair advantage over other players, there will be no excuses and no exceptions – such behavior will continue to be met with strict penalties.
[/p][p]Will there be penalties for leaving matches?[/p][p]A system gradually penalizing leavers is currently in development. This system will come along with a new function allowing players to start a vote to propose the surrender of their team.[/p][p]People leaving the matches without using the surrender function will be prevented from playing for increasingly longer periods of time the more they do it.
[/p][p]About adding replays[/p][p]We fully understand how important this feature is. Replays are a valuable tool both for analyzing your own performance and for sharing experiences with other players. We are closely following your feedback and see how often this topic is raised.[/p][p]Currently, we are working on the technical feasibility of implementing a replay system within the game’s current architecture. This requires the development of several auxiliary systems to ensure stable and accurate match playback. Unfortunately, this feature will not be available in the near future, but we are putting maximum effort into making it happen. Based on our estimates, it will take at least two months.[/p][p]It is worth noting that the spectator mode will be released earlier, as it requires less extensive preliminary development. This will be the first step towards a fully functional game-viewing feature.
[/p][p]About Connection Issues[/p][p]Some issues have already been addressed, and corresponding improvements were included in recent updates. However, the work is not yet complete. To speed up the process and improve the quality of our network infrastructure, we are expanding the team and bringing in new specialists to help us develop stable solutions.[/p][p]We are continuing systematic work on network mechanisms to reduce the risk of disconnects and make the multiplayer experience as stable and comfortable as possible.[/p][p]Thank you for sharing your observations – your input helps us move in the right direction. We will continue to keep you informed and will let you know as soon as we have new solutions and improvements to share.[/p]

On balance

[p]Dear Players,[/p][p][/p][p]We understand your interest and concern regarding the balance between factions in the game. Ensuring fair gameplay is one of our top priorities, and we regularly monitor statistics to maintain equal conditions for all participants.[/p][p]
What’s more, the developers themselves are active players: each of us has spent thousands of hours in the game, and our experience in the genre goes back to the days of World in Conflict and Wargame Red Dragon. We don’t just analyze the data – we test balance changes firsthand by playing matches, trying out adjustments in real combat situations, and experiencing them just like you do.[/p][p]
And now — on to the numbers:[/p][p][/p][h3]Player distribution and faction win rate statistics[/h3][p]
At present, 224,860 players have played at least one multiplayer match. On this graph you can see the ratings distribution of all these players. We are using an Elo ratings system but configured slightly differently from what you are used to seeing. In a classic Elo system new players start with a value of 1500 and win or lose points until they reach a value corresponding to their level. As a result, totally new players can be matched against experienced players winning 50% of their matches instead of other new players, generally resulting in their first matches being a series of gruesome defeats.[/p][p]
This is prevented in our system because the starting value is 300 and players tend to win more points than they lose to help them reach the average ratings. As a result players’ ratings tend to move up as they play, leaving the lowest ratings only for totally new players. Of course winning more makes you progress faster and once you reach the higher ratings this boost doesn’t exist any more so quality takes over quantity.
[/p][p][/p][p][/p][p]Across 656,149 matches played, the following faction win rates have been recorded:[/p][p] • USA – 48.97% wins (321,348 matches)[/p][p] • Russia – 51.03% wins (334,801 matches)[/p][p]
[/p][h3]Current state of game balance and next steps[/h3][p]
Analysis of the presented data shows that the game balance between factions is currently at a very good level. The win rate difference between factions is only 2.06% across more than 656 thousand matches. Such a difference falls within the acceptable margin of statistical deviation for multiplayer games and does not indicate a clear advantage for either side.[/p][p][/p][p][/p][p]
That said, we recognize that balance is not just about numbers, but also about how the gameplay feels to the players themselves. Our work does not stop here. We continue to closely monitor match statistics, analyze changes in the meta, compare player behavior across different rating brackets, and review community feedback. Every balance adjustment is based not only on numerical data, but also on the real gameplay experience you share with us through social media and feedback channels.[/p][p][/p][p]We greatly value your activity and engagement, as open dialogue with players helps us gain deeper insights into what happens during matches and identify potential imbalances at an early stage. All information we receive undergoes thorough review and is used to make well-informed decisions.[/p][p]
Our goal is to maintain a fair and stable game environment, and we will continue working to refine the balance system so that every match is engaging and offers equal chances for both sides.[/p][p][/p][p]Some finals words:[/p][p]We know many of you are eagerly waiting for news about future updates. That subject will be addressed next week, when we'll expand on what the team is working on next and on the content of the next update.[/p]

Now's the time to try Broken Arrow, Command and Conquer's most brutal successor

Balancing games is important. It's no fun if one unit is overpowered, one character deals twice as much damage as another, or something is plain broken. That goes double for RTS games like Broken Arrow, which attempt to simulate army movements and intense warzones with equal parts efficiency and accuracy. However, Broken Arrow had a bit of a broken launch (nominative determinism at its finest there), receiving mixed reviews on Steam. Developer Steel Balalaika has been playing catch-up since. The latest attempt to listen to player feedback is Broken Arrow Patch 1.0.9, which rebalances pretty much all of the game's factions.


Read the rest of the story...


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Update 1.0.9 Changelog

[h3]Update 1.0.9[/h3][h3][/h3][p]We are releasing a new update, 1.0.9. As mentioned last week, it is primarily a balance patch. You can find all changes below in the changelog and were decided after analyzing feedback and metrics.[/p][p]On top of this, new PvE scenarios and main menu tab have been added, as well as an improved lobby creation menu.[/p][p]Finally, in terms of highlights, it contains improvements to the localization in Chinese. A big thank you to the players who reported these issues![/p][p]
[/p][h3]What are we working on?[/h3][h3][/h3][p]Work on the following areas will continue, as per last week’s post:[/p]
  • [p]Server stability[/p]
  • [p]Anti-cheat system[/p]
  • [p]Balance[/p]
  • [p]Surrender option[/p]
  • [p]Punishment for leavers[/p]
[p][/p][p]Our commitment to improving the game will never wane and we welcome all the feedback that you can give us.[/p][p]
Update 1.0.9 Full Changelog:[/p][p]
Added:[/p]
  • [p]Added "Restart mission" option in Esc menu (where applicable);[/p]
  • [p]Added new lobby creation menu better highlighting the different types of lobby;[/p]
  • [p]Added new PvE (1-3p) Scenarios: Narva, River & Ignalina;[/p]
  • [p]Added new design for scenarios tab (available in main menu);[/p]
  • [p]Added an opportunity to select any player and check his losses/kills history in the History tab (on post-match screen).[/p]
  • [p]Added new weapons icons for player profile customization that can be unlocked beyond level 73.[/p]
  • [p]Added different map ambients (night, day, morning). In standard game mode this setting is random, while in custom lobby player can change it manually in additional options menu;[/p]
  • [p]Profile background textures reorganised. Three textures are unlocked every time you reach the maximum of a rank (so every 5 XP levels)[/p]
[p][/p][p]General fixes & improvements:[/p]
  • [p]Disconnected player won't get any income until his reconnection;[/p]
  • [p]Additional tuning for matchmaking: game should wait a bit more for a better (elo-wise) opponents;[/p]
  • [p]Fixed some customization frames unlock conditions;[/p]
  • [p]Anti-cheat won't mark you as a cheater in campaign mode anymore (Be aware: you must restart the game if you want to play in other modes after using a cheat in the campaign);[/p]
  • [p]Fixed some edge cases preventing "Reconnect" button from appearing;[/p]
  • [p]Fixed an issue when units’ quantity in shop UI was out of sync after reconnect;[/p]
  • [p]Skirmish AI now can properly capture supply dumps;[/p]
  • [p]Fixed an issue in skirmish mode where only the host could see the radar status of AI’s units.[/p]
  • [p]Cancelled multiplayer matches no longer affects win/loss ratio;[/p]
  • [p]Supply labels are now always displayed under units labels;[/p]
  • [p]Various improvements to the report player’s window;[/p]
  • [p]Fixed an issue with missiles being stuck in the air;[/p]
  • [p]Fixed MLRS and arty tracers and VFXs not showing in some cases;[/p]
  • [p]Adjusted napalm and incendiary areas position sync, especially when they hit buildings and other obstacles.[/p]
  • [p]Fixed B-1B wing trails staying on the same position when the wings are folded;[/p]
  • [p]Fixed some autocannons angles which didn't have enough depression and couldn't shoot at small targets at very short range;[/p]
  • [p]Fixed vehicles not turning their chassis toward the threat when using some of their weapons, even if the weapon didn't need the help of the chassis to reach its target;[/p]
  • [p]Mission editor node "On Unit Refunded" got a new pin for amount of refunded supply;[/p]
  • [p]Fixed Highways of Death map not working for multiplayer custom matches;[/p]
[p]
Campaign fixes & improvements:[/p]
  • [p]"Big Wave” mission:[/p]
  • [p]Fixed gold medal being impossible to achieve.[/p]
  • [p]"Airbase Heist" mission:[/p]
  • [p]Fixed gold medal being impossible to achieve.[/p]
  • [p]"Heavy Rain" mission:[/p]
  • [p]Fixed Bronze medal being impossible to achieve.[/p]
  • [p]"Road to Fiddler's Green" mission:[/p]
  • [p]Fixed Silver medal being impossible to achieve.[/p]
  • [p] "Self Service" mission: The amount of supplies refunded is counted instead of the player's money to win the mission. [/p][p][/p]
[p]Balance:[/p][p][/p][p]General:[/p]
  • [p]Active protection systems cooldown increased from 5 to 6 seconds (Re-loadable RPGs can shoot again before the end of the cooldown if the unit is not stressed);[/p]
  • [p]Incendiary munitions penetration value reduced from 20 to 15 resulting in slightly less damage against infantry but much less damage against armored vehicles with 20+ top armor;[/p]
  • [p]Fast cargo planes (C-17, Il-76, AN-72) agility increased;[/p]
  • [p]Helicopter launched anti-radiation missiles are fired in quicker succession;[/p]
  • [p]Low altitude bombs' arming distance increased. Changing the position of the strike too close to the target will result in the plane having to turn around to make a new approach;[/p]
  • [p]Laser range for vehicles increased from 2400m to 3000m.[/p]
[p]

[/p][p]Maps:[/p]
  • [p]Kaliningrad multiplayer layout modified to add a second spawn location for ground units. [/p][p][/p]
[p]Coastal troops: [/p]
  • [p]BTR-90 number of seats increased from 6 to 7;[/p]
  • [p]BTR-90 Bakhcha-U turret upgrade price 20>15;[/p]
  • [p]Ka-52K helicopter aim time with Kh-35 cruise missiles increased by 3 seconds. Time between missiles increased by 1 second;[/p]
  • [p]Iskander ballistic missiles resupply time reduced from 60sec to 45sec;[/p]
  • [p]BRDM Kvartet missile reserve increased from 8 to 12 missiles;[/p]
  • [p]A222 Bereg direct fire range increased from 1300m to 1400m against ground targets, accuracy against helicopters slightly increased.[/p]
[p][/p][p]Motorized infantry: [/p]
  • [p]Su-24M2 now has a unique label icon to differentiate it from the Su-24MP;
    GRAD with smoke rocket price reduced from 150 to 100;[/p]
  • [p]GRAD with incendiary rocket price increased from 225 to 250;[/p]
  • [p]GRAD incendiary's missile damage reduced from 10 to 8;[/p]
  • [p]GRAD incendiary's missile DoT duration reduced from 10 to 8;[/p]
  • [p]GRAD dispersion doesn't reduces as much when shooting at short distance;[/p]
  • [p]Spetznaz GRU with AT loadout priced increased from 130 to 145;[/p]
  • [p]Su-25T can now guide 2 Vikhr missiles per target at up to 2 targets (so up to 4 missiles);[/p]
  • [p]Mig-29SMT: R-60 missiles price reduced from 35 to 30;[/p][p][/p]
[p]Guard Tanks:[/p]
  • [p]Barbaris 30mm and 57mm variants price increased from 225-290 to 250-300;[/p]
  • [p]Khrizantema upgrade price increased from 20 to 25;[/p]
  • [p]Ingenery Shturmoviki CQC price increased from 70 to 75;[/p]
  • [p]Koalitsiya-SV price increased from 220 to 225, extended range upgrade price increased from 30 to 35.[/p]
  • [p]TOS-1/1A price increased from 200-225 to 250-300;[/p][p][/p]
[p]Special operation forces:[/p]
  • [p]AC-130 availability reduced from 2 to 1;[/p]
  • [p]Killer Egg Stinger upgrade price increased from 15 to 20 (per pylon);
    Delta force CQC price 100>110; Delta force standoff price 120>110;[/p]
  • [p]RQ-170 price increased from 170 to 200;[/p]
  • [p]Rangers MAAWS price increased from 90 to 100;[/p]
  • [p]Pararescue price increased from 60 to 70;[/p]
  • [p]Rangers CQC loadout receives an additional M72A10 LAW anti-infantry rocket launcher;[/p]
  • [p]Rangers RRC close quarters loadout price increased to 80$ like the standoff loadout;[/p]
[p][/p][p]Armored brigade:[/p]
  • [p]Iron thunder upgrade price increased from 50 to 65 (210>225);[/p]
  • [p]Patriot PAC-2: 4 missiles upgrade price increased from 60 to 80;[/p]
  • [p]AMPV Javelin upgrade price increased from 45 to 50;[/p]
  • [p]AMPV reactive armor upgrade price increased from 15 to 20;[/p]
  • [p]AMPV Iron fist APS upgrade price increased from 40 to 45;[/p]
  • [p]ATACMS ballistic missiles resupply time reduced from 60sec to 45sec;[/p]
[p][/p][p]Stryker cavalry regiment:[/p]
  • [p]All strykers variants: active protection upgrade doesn't reduce the speed further compared to ERA upgrade;[/p]
  • [p]Stryker ATGM active protection upgrade price increased from 30 to 35;[/p]
  • [p]Stryker SHORAD APS upgrade price increased from 70 to 75;[/p]
  • [p]Stryker RV Bushmaster+Javelin upgrade price increased from 50 to 55;[/p]
  • [p]M985 Battleship gets 2 extra bunker buster TOW missiles per launcher;[/p]
  • [p]US Combat Engineers now have their own unique icon;[/p]
[p]
Airborne infantry:[/p]
  • [p]Airborne squads with standard loadout now carry an extra AT4 rocket launcher;[/p]
  • [p]Airborne NGSW: M7 rifles damage increased from 1.1 to 1.2;[/p]
  • [p]B-1B pitch rotation speed reduced to avoid suicide in its own nuclear bomb;[/p][p][/p]
[p]Mechanized infantry:[/p]
  • [p]BTO transport vehicle rate of fire with RPO thermobaric rockets increased;[/p]