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Beasts of Steel News

Closed Beta: Update #91

[h3]ADDED:[/h3]
● US 75mm M1A1 pack howitzer (light artillery gun).
● Possibility to spectate once the game ended, as a way to see how the map looks after the battle.
● Grenades now are properly synced over the network (position/rotation).
● Destructability to wooden beams stacks.
● New game setting: Texture streaming. This will drastically reduce RAM usage, at the cost of more CPU power. If your PC is lacking RAM (8 GB or less) but has a beefy CPU, you should turn it ON.

[h3]CHANGED:[/h3]
● Greatly increased projectile dispersion on rocket launchers (more than doubled).
● Despawn time of destroyed tanks increased (60s -> 180s).
● Hitting an obstacle with your weapon while aiming down will no longer make it aim up/on the side.
● Increased max firing rate of semi automatic rifles by 30%.
● Built objects no longer despawn once the game ends, but their sync is disabled instead.
● Post processing changes.
● Score UI presentation.
● Changed a bit the VIDEO menu in the settings menu.
● AI vehicles spawned in will now be eased in when not playing dedicated vehicles battle. No tanks for the first 5 minutes, then only light tanks the next 5 minutes, then heavies and bombers allowed 5 minutes later. This avoids fighting tanks with a bolt action rifle when the game barely started.
● Rewrote full markers code, their network state is now stored and synced differently. Markers will also now properly be synced when joining mid game.
● Rewrote killfeed network sync data type, it is now much more optimized, lightweight, and faster as a whole.

[h3]FIXED:[/h3]
● Grass missing from the map.
● 8.8cm Flak 37 gun max elevation was 45 deg. instead of 85 deg.
● Occlusion culling issues.
● In game tactical map has been updated to reflect newest map changes.
● Some buildable objects would not be parented properly and would never be despawned or synced when players would join mid game.
● The "Change team" and "Respawn" button from the in game menu window are now hidden/removed when the battle ended.
● UI issue which lead to some pretty nasty CPU time wasted on useless stuff.
● StuG III G loader crew member FPS view was bugged.
● Odd physics sometimes with M24 grenade.
● Killing yourself would give you a merit points penalty + kill penalty.
● When a player was joining the game while you were looking at the scoreboard, a new empty slot would be spawned inside it and would be displayed as such until next refresh of the scoreboard.

Closed Beta: Update #90

[h3]CHANGED:[/h3]
● Updated multiplayer API.
● Changed company name from Valentin's studios to War Frogs Studio. All of the files and folders containing your game data will be automatically copied to the new install location.
● Movement disabled for infantry when aiming down sight with bipod enabled and placed.
● AFK marking next to nickname for players in game was wrong.
● When a player bails out its plane, if you have shot at the plane before, you will get the kill attributed to you.
● PC hardware score for hosting calculation changed. Should better reflect a PC's actual performances.
● You will now get a merit points refund any time you get team killed.
● Netcode rework.

[h3]FIXED:[/h3]
● Potentially fixed black screen when joining online game (?).
● AT mines (buildables) would not be synced when going off or being disarmed.
● Game chat showing how every player in the game session joined the game even though they were already there and you just arrived in the session.
● Camera often going through walls or obstacles when in third person with tanks.
● Changing game language in the settings would not refresh plenty of elements in the settings menu.
● Vsync setting was not working properly (always ON).
● Errors when joining an online game midgame.
● Reduced logging garbage linked to AI pathfinding failing sometimes (host player only).
● Network objects authority not properly transferred in online games during host player change.
● Camera movements when closing the game.

Closed Beta: Update #89

[h3]ADDED:[/h3]
● Soviet T-34 M1940 medium tank.
● Soviet T-60 light tank.
● Playable area visual cue (red line with fading) so that you don't leave the allowed area by mistake anymore.
● Default camouflage for vehicles will now be picked automatically based on the biome of the map (unless you have already manually previously picked one yourself).
● Dampening to camera shakes (less rough).
● Merit point cost to planes loadouts.
● Gun's calibre in several gun's names (that only had letters).
● Team tracking for each built object (for more detailed battle stats).
● AI will now pick a camouflage when spawning a vehicle.

[h3]CHANGED:[/h3]
● Big AA static guns have their ammo reduced from 60 total to 50 total and 30HE / 20 AP.
● Merit points cost of several vehicles (balance).
● When localization strings are missing, instead of showing "missing translation" it will now show the string key.
● Barbed wire material brightness (was almost shining in shadowy areas).
● Updated barbed wires impostors, better looking now.
● AI will give up when bleeding out if there is no medic within 50 meters (vs 100 meters before). Meaning faster AI repop when max has been spawned already.
● Some netcode rework.
● Rewrote the nickname UI code entirely.
● Nickname length cannot be less than 3 characters.
● Increased ricochets dispersion.

[h3]FIXED:[/h3]
● Trees destruction issue (only a handful, but this had a huge performance impact).
● End of game stats fix did not work for proxies, only for the host (regression from last patch that was supposed to have fixed it).
● Player count in lobby is now properly implemented and no longer relying on chat subscribers.
● Buildable objects schemes placing issues, especially indoors.
● Sometimes, the "hurt" icon would be overlapping with the player's nickname text UI element.
● Private session icon (lock) would not show up in the online games list.
● Planes gears would collide with the ground even though they were in the UP position.
● All revived infantry would display "infantry" as their nickname on the UI (except for the host of the game).
● Small arms laying around on the ground on game's end would not be despawned.
● Sturmtiger hole in superstructure mesh because of antenna (small).
● Not breaking trees when being immobile and trying to move forward with land vehicles (basically when your speed is zero).
● Crews (loaders) issues when having external crews, sight UI would be enabled.
● Jagdpanther loader and gunner crews had UI issues.
● Ferdinand loader crew members had no FPS view.
● StuG III G loader crew member had the cupola view.
● IL-2M3 was missing some weapon data in its last weapons loadout (x4 FAB100 bombs).

[h3]REMOVED:[/h3]
● Multicrew, temporarily, until properly fixed.

Closed Beta: Update #88

[h3]ADDED:[/h3]
● Cooldown from supply areas is now shown on the UI element.
● Camera shake when landing after jumping.
● Reloading rocket launchers (static weapons) now takes time, cooldown implemented. You cannot fire salvos forever for as long as you have ammo.
● Winter camouflage for the british OQF 25-pounder.
● Winter camouflage for the US 3-inch gun M5.
● Bipod aim lock. When aiming down with a weapon that has a bipod and when the bipod is anchored, the weapon will now rotate around the bipod position giving you much better control.

[h3]CHANGED:[/h3]
● Buildable spawnpoints build limit brought back down from 2 to 1 per player.
● Gun shells now use twice the amount of ammo from ammo crates.
● Cooldown from supply areas brought down from 5 minutes to 3 minutes.
● Camera movement when spawning/despawning (smoother lerp).
● You can now properly destroy trees with artillery when shooting at them.
● Networking code changes, reduced bandwidth usage.
● Reduced rocket launchers max sound hear distance.
● Ammo crates UI elements now scale with distance to the world object.
● Rewrote the camouflage code/system.
● Mounting/Removing the scope on your rifle as marksman no longer takes you out of the aiming state.
● Reduced by 50% the fade in/out when aiming with 2D scope on snipers.
● Added suppression effect when taking damage from barbed wire.

[h3]FIXED:[/h3]
● AI infantry getting stuck in rocks.
● Conquest 32 players flags were both As.
● Ju-87 B-2 diving siren sound not properly working.
● Shadows in Encyclopedia scene.
● Stuttering when manning some static weapons (due to colliders collisions between the player and the weapon).
● Infantry being (rarely) stuck between 2 stance states. Or with weapon being stuck not where it should be.
● Shooting sound from static rocket launchers would be parented to the player and follow him around.
● Infantry would count trigger colliders in when checking for being grounded (bushes, any areas, etc).
● AI tanks would shoot using external MGs even though their tank crews were not in external mode.
● Occlusion Culling baking issues (stuff would disappear when looking through windows).
● Rocks being spawned on roads.
● Johnson M1941 LMG was missing its impostor for its LOD.
● When looking up as british infantry, your weapon could think it was hitting an obstacle, where in reality it was your own helmet.
● Dying because of barbed wires with infantry would not show you any respawn menu (UI).
● Hosting more than 1 game in a row, while the previous one was still going (with people in it) would make you join that game again, even when trying to host a new one.
● Clicks on UI going through when loading a new scene (from main menu).
● End of game stats are now properly synced for everyone (and not only the game host).
● When killing bots with a headshot, the death would not be registered (stat).
● Footstep sounds being those of walking on the terrain when walking on a vehicle (tank/plane) or on the edge of a wall.

[h3]REMOVED:[/h3]
● AI infantry medics reviving capabilities (temporary, it was not working anyway they were shooting at teammates instead). Removing it until I fix it.

Closed Beta: Update #87

[h3]ADDED:[/h3]
● Brand new British and Soviet tank, the Valentine Mk IX.
● Jump/Land footsteps SFXs for infantry (with proper material/surface sound).

[h3]CHANGED:[/h3]
● Conquest 32 players setup. Brand new map location with even more urban combat!
● Optimized the 1140 footsteps SFXs to use as little RAM and CPU as possible.
● Increased destructible stone walls HP from 200 to 300.
● Reduced min weight to drive over and destroy destructible stone walls from 15 tons to 10 tons.
● Allowed up to 64 players as stable for multiplayer.
● Ammo cost of certain weapons when resupplying from an ammo crate.
● Post processing changes, weat and other vegetation items are now visible from further away.
● Updated some tanks orientation miniatures.
● Small shadows tweak.
● Human players UI icon.
● Various code optimizations.

[h3]FIXED:[/h3]
● Pak 43-41 was missing its killfeed icon.
● Buildable spawnpoints were not working (you could never spawn at them/they would never appear on the UI).
● Many player game stats used for end of game nominations were not registered at all.
● Sometimes vehicle map icons would not have their regular large scale, they would be very small.
● Black screen bug when joining an online game (second time joining only).
● Last Stand achievement could not be unlocked.
● Leaving and getting inside a vehicle in multiplayer would make you despawn.
● Terrain mesh stiching issues when digging holes near the border of 2 terrains.
● Logic flaw in killfeed weapon icon retrieval.
● Small arms not despawning in rare cases (falling under the map).
● Destroyed walls spawn rotation could be wrong sometimes.
● Camera aim position issues with tanks.
● Churchill Mk VII antennas pivot issue.
● Game crash when building specific static weapons in multiplayer.
● You could not deal real damage to planes with machine guns from other planes.
● Door opening/closing animation glitching.
● Tank commanders that were also happening to be gunners would not have any UI sight available when playing in first person.
● Cromwell Mk V cupola collider was not following the turret.
● One instance of AI freeze linked to meleeing.
● A second instance of AI freeze linked to scavenging weapons for ammo.
● AI when using static weapons would never try to rotate them to correct their aim, making their use very limited/restricted to the weapon's native traverse.
● AI would not shoot with artillery guns (some of them).
● AI would build stuff outside of the valid playable bounds for its team.
● Tanks killed stat not properly being counted.
● When a vehicle ran out of fuel, the engine would still run.
● You could turn your engine ON if you had ran out of fuel with your vehicle.
● Bipod icon on the UI not properly fading IN/OUT (often getting stuck in the middle).

[h3]REMOVED:[/h3]
● Frontline gamemode/setup from Normandy Farm.
● Airborne Assault gamemode/setup from Normandy Farm.