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Closed Beta: Update #95

Regression: APHE and other post pen. rounds will no longer explode inside vehicles after they penetrate. I will fix for next update. This is a result of me not having enough time this week to finalize this in time for the update.

[h3]ADDED:[/h3]
● New soviet light armoured car: BA-10M.
● Projectile penetration possibility to many shields of the static guns.
● Cloth physics to flags.
● Spalling to AP rounds hitting trees and not destructing them.
● Drag to projectiles. Not all projectiles have the same drag, APCR has the most drag (velocity loss over distance).

[h3]CHANGED:[/h3]
● Improved vegetation touch bending.
● Reworked the infantry interactions code.
● Deconstructing objects now equals 50% of the building time of the object.
● Amount of grenades you can carry (total, HE + smoke) is now limited to 6.
● Bombs and rockets will now move through infantry and kill them instantly instead of exploding on their surface.
● Improved colliders fidelity of several static weapons.
● Infantry models will be turned into impostors from a lesser distance.
● Bombs and rockets will now move through soft objects instead of exploding at their surface (example, when dropping a bomb on the roof of a building, the bomb will go through the roof and explode at the bottom or the wall inside it instead of detonating on the surface of the roof).
● Rewrote most of the projectiles code. It is now more optimized (micro) and cleaner (easier to debug). The rewrite was also needed to fix the multiple pen/frame.
● Reworked the size of shell projectiles.
● Upped MG 131 damage a bit (to be on par with other 13mm machine guns).
● Projectiles can now ricochet off trees (angle < 5 degrees).
● Projectiles ricochets off terrain now have a per terrain texture type value (very low for sand/mud, higher for stone/ice for example). Leading to more realistic ricochet results based on terrain surface hit.
● You can now sprint in every directions (left/right/forward/backward).
● Increased ricochet chance for projectiles vs armour (not randomly, but based on damage supposedly dealt and impact angle). At an angle of 10 degrees, only 5% of a shell's energy is actually transferred to the plate it hits, so if the damage is too low already, it will be skipped entirely and ricochet.

[h3]FIXED:[/h3]
● Player count in lobby could show -1 in rare occasions.
● Field of View on spectator canera would never be reset / set to a safe value when enabled (for example, at the end of the game if you were aiming down sight, you would be stuck with very small FOV during spectate).
● Error was thrown when killing an enemy (ally was fine) with a land mine. None of the related code would run after that.
● Some AT guns were missing hittable surfaces.
● UI issue in Frontline gamemode with flag capture progress.
● Frontline UI windows saying 'captured/lost' were often irrelevant/wrong.
● Reviving a player would show 'infantry' on the UI, instead of the player's nickname.
● After reviving a player, the player's nickname would not be shown on the UI.
● Starting aiming down sight while pressing the key to man a static weapon would disable the camera (black screen).
● Sometimes (very rarely) you could be teleported to the ground floor when trying to man a static weapon (when built and manned on the first floor of a building).
● Some projectile errors with flak projectiles in some rare but specific cases.
● Some FOV unplanned changes when using static weapons and a custom FOV value for infantry.
● Grenade flown distance calculations issues.
● Small arms would not stop their despawn routine when laying on the ground and a bleeding player was nearby.
● AI units when outside the map (when bailing out, for example) would not be despawned and would throw pathfinding errors all the time.
● You could send messages in the chat while being in spectator mode.
● Holding the aim button while sprinting and having the action wheel open would make you stop sprinting.
● AI still processing/ticking even when the game was paused.
● You could not deconstruct any buildables other than static weapons when using the hammer + engineer class.
● You could revive/heal players through walls/trees or any other obstacle. It now requires clear path between you and your target.
● Big projectile issue regarding penetration. Any projectile would only run a single penetration check per physics step. Now a projectile will penetrate any amount of colliders during a single physics step (for as long as there is something to go through).
● When dropping bombs, they could collide and explode your plane. Same for rockets in rare cases.
● Infantry impostors.
● Some visual glitches regarding projectiles renderers and ricochets.
● Bush collision SFXs were not using any audio mixer and therefore were being played even when the game's volume was turned OFF.
● Spalling not properly working.