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Beasts of Steel News

Closed Beta: Update #33

[h3]ADDED:[/h3]
● KV-2 with full physics and new armour system.
● New 'auto zoom when camera gets closer' setting in the TANKS category of settings. Useful for console users or for lazy people, basically the camera will zoom automatically when you get closer to the camera's target (meaning your vehicle).
● New UI visual cue to let the player know if a weapon can be used or not (red background means weapon is unavailable)

[h3]CHANGED:[/h3]
● Damage UI feedback readability increased.
● Moving the camera closer or further away from the tank when playing a tank is now different. You can no longer manually change the height, the height will automatically be set as you move closer/further away from the tank. This has two effects: 1) Preventing any potential cheating by placing the camera super high to see above the vegetation (I was the first to use it so I don't blame you). 2) Easing controls when playing with a controller.
● Panther D ammo loadout.
● American AT infantry (Bazooka) loadout now has an M1 Garand as secondary weapon.
● Increased max zoom when zooming in with tanks.
● Changes to the Fields of Normandy map, prototype of trenches added. Various texture changes.

[h3]FIXED:[/h3]
● Getting out of a plane while landed on the ground could make you spawn half inside the terrain.
● Auto fill for missing progress data.
● Could not repair tank tracks.
● Broken LODs on some tanks.
● You could use external MGs on tanks from another seat while peeking out than the seat having access to the external MG. Example: Gunner could use commander external MG while peeking out.
● Moving turrets / guns now has proper 'controlled' smoothing of movement. It was a bit random code-wise before, now it is entirely under control and has actual logic to control it.
● Aim dot would be shown when using static weapons and you would be looking behind it.

Closed Beta: Update #32

[h3]ADDED:[/h3]
● Panzer III J with full physics and new armour system.
● IS-1 with full physics and new armour system.
● Top AA MG on Tiger II (H)

[h3]CHANGED:[/h3]
● AI spawning system.
● 3-inch gun M5 damage increased by 15.
● 76mm M1 damage increased by 20.
● 7.5cm PaK 40 damage increased by 10.
● German AT infantry (panzerfaust) now has a kar98 instead of the Luger pistol as primary weapon.
● Increased tank/planes spawn rate (by 15%).
● Tiger II B has been renamed into Tiger II (H).

[h3]FIXED:[/h3]
● Panther D turning issues.
● Issues with destroying trees.
● Antennas physics never got deleted once the vehicle owning the antenna got despawned/destroyed.
● Vehicles which were empty would stay in the players list in the map UI and would be listed as live player although it is empty.
● Tiger II was missing its coaxial MG.

Closed Beta: Update #31

[h3]CHANGED:[/h3]
● Armour local integrity no longer returns 0 when damaged entirely. I have added a minimum of 10% armour, even when entirely destroyed locally. Meaning, if the base armour thickness is 70mm, once it reaches 0 integrity, the armour value returned will be 7mm instead of 0mm.
● I don't know how I forgot this but, it seems all static weapons allowed stance change while being used, which is, you know, wrong haha.
● Improved collider accuracy for the Pz 38t turret.

[h3]FIXED:[/h3]
● Soviet 85mm AA static weapon not having any killfeed icon assigned.
● Possibility to destroy tanks with HE explosions from AA static weapons.
● HE flak explosions did not take place in the right position when exploding NOT mid air.
● Antenna on T-34/76 1943.
● Tanks forward/backward velocity check was wrong and was based on world space instead of local space.
● Tank physics in general with going huphill (Backwards or forward).
● KV-1 1941 had no parking brake.
● Antenna jiggling very strongly when entering the camera's FOV after being disabled for optimization reasons.

Closed Beta: Update #30

[h3]ADDED:[/h3]
● ISU-152 with full physics and new armour system.
● Shooting at infantry with some big caliber (20mm and above) will no longer make the projectile be destroyed upon hitting the infantry. The projectile will continue its course even after hitting and killing an infantry. HE or similar shells will not detonate upon hitting an infantry, it will kill the infantry and fly some more.
● Now showing the amount of damage dealt to modules when you damage a module.

[h3]CHANGED:[/h3]
● Made in game chat window darker to increase readibility.
● Reduced shooting recoil on Panzer II C.
● Clouds shadows effect in the settings is now available again.
● Vehicles explosions damage range has been greatly increased (+100%).
Dot not stay near a tank that is about to blow up. Find another shelter. Or you will get blown up yourself.
● Improved engine sound effect for wheeled vehicles.
● Reduced turn rate of T-34s a little.

[h3]FIXED:[/h3]
● SU-76M rate of fire was too high (25 RPM vs 15 RPM).
● AI navmesh was wrong.
● Wrong baking of the vegetation and its colliders.
● Missing TREE tag on some trees leading to no GFX spawning when firing at them.
● HEAT and APHE shells did not follow the regular mechanics of damaging tracks.
● Wrong navmesh cut applied to destroyed tanks (not using rotation).
● Touch bending with vegetation was not working.
● Picking any other amount of players than 64 in capture the flag created big issues down the road.
● Several tanks had a micro space between their hull and their turret and therefore you could kill crew members by shooting at them with regular MG and hope for a bullet to go in between.
● Bunch of code not running when it should have.
● Mines (AP and AT) did not work.

Closed Beta: Update #29

[h3]ADDED:[/h3]
● Sd Kfz 234/2 Puma with full physics and new armour system.
● Sd Kfz 234/4 Pakwagen with full physics and new armour system.
● Sd Kfz 233 Stummel with full physics and new armour system.
● SU-76M with full physics and new armour system.
● Brand new birch trees and props.

[h3]CHANGED:[/h3]
● Gave all tracks / turrets / guns modules 100 HP.
● Vegetation on the playtest map.
● Vehicles wheels and trees will no longer collide, should solve the physics problem when driving over dead trees.
● Changed spawnpoints and playable area for more replayability.

[h3]FIXED:[/h3]
● Sync issue with static weapons when joining a game mid game.
● If AI bailed out of a tank, the tank gears would not go back to park position and the tank would keep moving.
● Ground vehicles used their forward acceleration time for their reverse acceleration time (leading up to for example the KV-1 almost not going in reverse at all).
● Ground vehicles sometimes flying a little, or sliding when going uphill.


[h3]REMOVED:[/h3]
● Clouds shadows, temporarily disabled, we are having issues with our vegetation shaders and the cloud shadows setup, some kind of conflict.