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Closed Beta: Update #60

It's been a long while!

But we are resuming our weekly playtest now!

If you still aren't a member of our Discord, then consider joining it to take part in the playtests :)

Here's the changelog for this new version:

[h3]ADDED:[/h3]
● Brand new map. Made from scratch. Normandy Farm.
It is still in a 'rough' state, as it is missing some props, but that will come soon.
● Brand new dispersion system for all weapons.
Instead of bullets being like 'laser beams' (as in their trajectory was absolutely perfect) now dispersion will add some sort of 'randomness' to the projectile's trajectory.
No, this isn't turning the game into an RNG, don't worry, we are still sticking to realistic results :)
● New graphics setting: Screen Space Reflections.
● Lens flare visual effect (light).
● Lens dust when looking at bright source of light visual effect (light).


[h3]CHANGED:[/h3]
● Fullscreen setting (toggle) has been turned into a dropdown offering the possibility to play in either fullscreen mode of your choice: Extensive Fullscreen, Windowed, Borderless.
● Several changes to the multiplayer API (frequency of data being exchanged, 32Hz --> 16Hz).
Less bandwidth required to play online.
● Several graphical changes, as well as environmental ones. New roads, new vegetation (wheat, etc).
● Camera rendering path: Forward --> Deferred.
Improves performances by a bit!


[h3]FIXED:[/h3]
● Camera flicker when changing seat in third person.
● Singleplayer not working/suttering.
● Penetration of shields on static weapons. Projectile will now normally penetrate the weapon, damage it, and kill anybody standing behind it, given the weapon is powerful enough to go through the shield.


[h3]REMOVED:[/h3]
● Light component from projectiles. Not really needed during the day, will enable back only for night time scenarios/setups (which don't exist yet).
● Old Normandy Fields map.