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Beasts of Steel News

Closed Beta: Update #36

[h3]ADDED:[/h3]
● AI will now build mobile spawnpoints, just as the player.
● Added a new mouse lockstate: Confined.
This should solve some issues people were having with multiple displays.
Let me know if it helps, or not.
● AI will now sprint.


[h3]CHANGED:[/h3]
● Increased proning speed by 5%.
● Reduced jumping stamina cost by 30%.
● Increased stamina recover rate by around 75%.
● Transport planes are no longer available to spawn during other gamemodes than 'Paratroopers Attack'.
● Stamina bar for infantry UI is now always shown, unless it is full. It will fade out when full.


[h3]FIXED:[/h3]
● Static weapons with auto-aim ON (AA) were taking trigger colliders into account (bushes etc...) and this led to issues with the fuse time (too close).
● Potentially fixed for good the possibility to kill tank crews by spraying tanks with bullets and hope for a ricochet glitch through the tank collider.
● Improved the AI 'unstuck' process.
● AI target acquirement issues.

Closed Beta: Update #35

[h3]ADDED:[/h3]
● Visual feedback of where you are trying to ping an enemy (but returning nothing).
● AP shells (and alike) will now shatter on impact if they cannot ricochet properly. This will throw shrapnel in every direction and potentially harm (deadly) any infantry around :)
● AI infantry will now target enemy mobile spawnpoints. Beware!


[h3]CHANGED:[/h3]
● Reduced construction time of AP and AT mines from 3s to 1s.
I have tried to use them during our games, but it took so long to place, and you need such a dense minefield to actually have any effect that they were worthless to be used. Now, hopefully, since their construction time has been sped up by 300% I hope they will be worth the investment!
● Increased readability of inputfield of in game chat.
● Reduced deceleration smoothing on static weapons of type machine gun.
● Improved readability of the in game chat (yet again!).
● Your latest battle preset is now saved in between sessions so you don't have to set it every time.
● Increased ejection force on empty casings on Sd. Kfz. 234 Stummel (they were staying on the back of the vehicle).
● Increased blast radius of bombs


[h3]FIXED:[/h3]
● 'Paratroopers Attack' gamemode broken due to a bug while exiting transport vehicle (plane).
● Empty 'OTHER' section in the settings.
● Devs messages were not highlighted in yellow in the in game chat.
● For the end of game rewards, the category 'furthest kill' does not take into account tanks or planes anymore. It now only is infantry with small arms. Having a 1000+ meters kill because you dropped a bomb isn't really something worth rewarding you for on the eyes of all the players.
● When using a static weapon of machine gun type, the aiming dot would be shown on the screen, but it was useless because you have the aim down sight.
● Bleeding icon for medic was not shown properly on the UI.
● Pinging an enemy infantry using a machine gun or a mortar would result in a blank image instead of the proper icon.
● Infinite repair as crewman when starting a repair while looking at the broken part, then looking elsewhere, the repair would continue and never end.
● Added auto resizing for nicknames on the scoreboard (some of you had longer nicknames than I had anticipated).
The auto resize works to some extent (-5 points max).
● Craters on maps were staying in between battles. Only way to make them go away was to restart the game.
● 'Sharing is caring' achievement was unlocked even though you never resupplied anyone or built a single ammo crate.
● Bombs/rockets no longer dealt real damage to vehicles.
● Trying to tag/mark/ping an enemy vehicle while looking at its tracks/wheels would not work.

Closed Beta: Update #34

[h3]ADDED:[/h3]
● M8 Greyhound with full physics and new armour system.
● New icons for vehicles to explain why this or that weapon cannot be used (dead crew, used by someone else, gun destroyed, etc).
● Rubber hit GFX to wheels on vehicles.


[h3]CHANGED:[/h3]
● Change log no longer showing useless categories if nothing was added, changed, or removed.
● Brand new crater generation system. New and improved! WAY more performant, and now supports both deformation (scaling on X and Z axis) to make oval craters for example, as well as multi-terrain generation (when a crater must be spawned at the borders/crossing of 2 or more terrains).
● Further increased readability for damage feedback.
● Parachutes will no longer be animated and falling on the ground when you fall on a tree, it will stay up in the tree at the same place/rotation.


[h3]FIXED:[/h3]
● HEAT shells took into account effective armour.
It should not have.
It will now ignore the effective armour modifier unless hitting at very small angle (10 deg. and less, meaning almost flat).
● Infantry interaction system not always working / picking up colliders, especially with vehicles while being close up.
● Potential issue where AI tanks never stopped to fire and continued to move even while engaging.
● AI tanks would enable its MGs when targetting enemy tanks.
● (Crew) mention in killfeed was white instead of taking the color of the crew who died.
● Vegetation mask not wide enough around craters, some grass would still be present on the crater texture.
● StuG III G commander had access to the external MG-42 made for the gunner.
● AI stopped shooting at its target if its current gun ran out of one type of ammo. It never swapped to another type of ammo.
● AI tank stopped moving once one of its crew member died.
● AI tank would stay in their tank with broken track because their hull HP was 100%. They would not get out to fix the track.

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.