1. Beasts of Steel
  2. News

Beasts of Steel News

Closed Beta: Update #51

[h3]ADDED:[/h3]
● New Conquest setup for 64 players.


[h3]CHANGED:[/h3]
● Changed Frontline gamemode map setup.
● AI infantry flee mechanics (away from tanks).


[h3]FIXED:[/h3]
● Planes FPS sights glass material was blended with atmospheric fog.
● AI tanks (SPGs) had troubles staying on target and aiming, they would almost all the time do 'left right left right' to stay aligned.
● AI AT infantry (with anti tank rifles) sometimes would not target some tanks.
● AI SPGs (KV-2, etc) would never shoot when targetting enemy tanks.
● Some network things broke after v49 was pushed.
● Trajectory prediction and map UI issues, the trajectory was off.

Closed Beta: Update #50

[h3]ADDED:[/h3]
● Added convergence to all planes' guns which would technically support it (wing guns).
I have set the default distance to be 500 meters.
Currently, it is impossible to edit this value, I will find a way for the UI to allow that in the near future.
● New death UI screen. You have the basic info on who killed you, with what. Bleeding out time is also indicated, as well as closest medic.


[h3]CHANGED:[/h3]
● Look of the BK 3.7 projectiles.
● Look of the BK 5 projectiles.
● Look of the BK 7.5 projectiles.
● AI will now use its AA to target tanks if it can damage it using AP shells.
● Updated the DshK weapon icon for when mounted on vehicles.
● All marker types except enemy ping now last twice as long as before (30s vs 15s).


[h3]FIXED:[/h3]
● Bullets graphics were drawn under the atmospheric fog.
● Hs 129 B-2 pilot camera position issue.
● Hs 129 B-3 pilot camera position issue.
● Light emission from plane sights in first person was too high creating some blurry edges.
● Rare AI freeze.
● You could not use static weapons if you had discarded all of your equipment and your hands were completely empty.
● Rare AI issue when AI was downed, revived, and it used a static weapon (directly linked to the above).
● You could no longer crouch when using static weapons that allowed you to (Regression).
● M2 Browning had the wrong weapon icon (Regression).
● When a static weapon was out of ammunition (physical ammo like rockets on the Nebelwerfer), the aim dot would not go away and would stay frozen where it last was when last used.
● Defensive MGs on planes were moving too slowly (deceleration rate was set too high).
● AI getting stuck in the static weapon it just built.
● AI planes (bombers) could get carried away and end up very far from the map and never coming back.


[h3]REMOVED:[/h3]
● Recoil effect on both Lafette 34/42.
I'm not happy with how it looks.
● Accurate third person aiming for planes. Removed some UI elements.

Closed Beta: Update #49

[h3]ADDED:[/h3]
● AI can now build AT guns, the last kind of buildable static weapon.
● Crosshair now changes based on wether or not you are using bombs/rockets when flying a plane.
● Added a small aim dot for when the marker wheel is open. Should make aiming easier.
● In the marker wheel, you can now left click on an item and it will place that marker down.
● AI will now request ammo when out of ammo while using a static weapon. This has for effect to trigger AI engineer behaviour to come and build an ammo crate nearby to supply the static weapon.


[h3]CHANGED:[/h3]
● Improved the orientation/direction of AI built static weapons.
● Removed the dot for aiming with planes when using rockets or bombs, prediction was too accurate when playing in third person mode.
● Made shooting RPCs slightly smaller in size. Could maybe help with network bandwidth.
● While the marker wheel is open and you are using a static weapon, the camera/gun will stop trying to move towards your mouse as you are trying to place down a marker.


[h3]FIXED:[/h3]
● AI freeze instance.
● You could prone while using some static weapons that did not support use while proning.
● AI built static weapons were not perpendicular to ground.
● AI never built artillery, it now will.
● AI could build static weapons too close from each other, even in very rare cases on top of each other.
● When validating a marker from the marker wheel while using a static weapon, this would trigger a shot being fired.
● T-34 1943 had movement issues.
● AI freeze when building an ammo box request by human player.
● Big performance issues when playing long games: Markers would never be destroyed, only disabled, and processed even while disabled. Huge performance killer in long games.
● Some wooden pillboxes in Normandy Fields would not graphically be destroyed once destroyed.

Closed Beta: Update #48

[h3]ADDED:[/h3]
● Small side plates on Panther D (5mm thickness right above tracks).


[h3]CHANGED:[/h3]
● Changed AI pathfinding paths generation a bit.
● Made killfeed weapons icons more visible.
● Hetzer, Panther D, Panzer 38(t) now have proper perfect shape colliders.
● Some changes to how the AI behaves when enemy is getting closer to its static weapon.
(Better and more realistic / accurate behaviour, ditching the weapon if it's an MG that needs to be reloaded, for example).
● Conquest gamemode map setup (spawnpoints, flags etc).


[h3]FIXED:[/h3]
● AI and static weapon usage issue.
● AI weird paths generation (not logical).
● Hetzer had no lower glacis armour.
● AI will no longer use static weapons from the other team.
● AI built static weapons will now properly be built facing the general direction of the enemy team.
● AI medics did not crouch while reviving allies.
● SPGs landing position of the projectile not being as accurate as it should have been.
● ISU-152 Dshk external machine gun could not be used.
● Minor spawnpoint UI icon visual issue (could be shown half on screen sometimes).

Closed Beta: Update #47

[h3]ADDED:[/h3]
● Added Marder I with new armour setup and physics.
● Added Sturmtiger with new armour setup and physics.
● Added Jagdpanzer IV L70 and IV L48 with new armour setup and physics.
● Failsafe for AI processing. It should no longer freeze at the first error in the code, it should continue.
● Side plates / extra armour mechanics.
Brummbar now has its side plates, very useful VS AT rifles, will provide some reduced damage vs HEAT or APHE shells.
● AI engineers will now build Anti Air guns, Machine guns, Mortars and Artillery.


[h3]CHANGED:[/h3]
● Your nickname now will have a char. limit (20 max).
● Vehicles in the Encyclopedia will now only be those that are ready to be played with and have been set up with the new physics and armour system.


[h3]FIXED:[/h3]
● Planes full speed propellers were often hidden by the fog (transparency rendering issue).
● Aim dot not properly showing when using static weapons other than artillery.
● British 6-pdr AT gun did not have any casing ejection strength.
● AI freeze issues.
● Healing an AI while he was building something or manning a static weapon would cause him to start moving and leave in some cases.
● Craters texturing issue sometimes when generated close to two or more terrain mesh border.
● Vegetation masking upon crater generation issue.
● Flak GFX were drawn behind the volumetric fog.
● Flak fuse UI number still changing several times a second. Now it's fixed for good!
● Camera bug with zooming in when aiming down sight with infantry after you reloaded, you would need to lift your finger up then press the key again.