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Beasts of Steel News

Closed Beta: Update #21

Hello everyone!

It's me again, I'm back, it's been a long while, I know.

I was scuba diving in the Bahamas, but seriously hard at work on our previous title. I have released the biggest update for the game to this day, and it required a LOT of time to pull out.

I think I should be back working more regularly on BoS now :)


[h3]ADDED:[/h3]
● New vegetation.

[h3]CHANGED:[/h3]
● Vegetation improvements. Should improve target acquisition and enemy visibility as a whole. Less clutter.
● Units encyclopedia scene got a little ugprade.

[h3]FIXED:[/h3]
● Tank destroyers were missing their translation.
● When deploying/opening your parachute, if you were reloading at the same time the weapon would stay stuck in the reloading animation.
● Black Screen of Death final instance fixed. Was happening only in Realistic Mode ON.
● When firing with quad AA, 4 GFX would be spawned when only one would truly be needed, impacting performances.
● Casings should stop rolling on for ever. I increased their angular drag.


[h3]REMOVED:[/h3]
● Backtrace (Error and Crash reporting tools This could potentially improve performances.

Closed Beta: Update #20

10 days! That's the amount of time that went by between now, and the last update. Why?
Because I am currently working on a MASSIVE update for our first game (Hex of Steel)
And since I am the only programmer, well, I cannot be programming 2 games at the same time, at least not until Elon Musk put a chip in my brain...! Haha

So, yeah, I do not think I will have time to work on BoS until the end of the month, as I said, doing one last final big-big and clean update for HoS.

In the meantime, here is the changelog for version 20...

[h3]ADDED:[/h3]
● (in game) 2D / UI bomber sight.
● (key binding) Toggle Bomber Sight.
● (UI) Localization of the different maps/scenes.

[h3]CHANGED:[/h3]
● (in game) Number of available transport planes spawning in PARATROOPERS ATTACK gamemode will be scaled with max players count. For a 64 players match, only 3 will spawn at a time. For more players, all 9 (3x3) will spawn.
● (in game) Shadows rendering.
● (in game) Removed ricochets off terrain for any shell bigger than 122mm.

[h3]FIXED:[/h3]
● (General) One instance of steamworks would be created every tim you got back to the main menu. This could have lead to any kind of unexpected behaviour.
● (in game) Error loop when being a machine gunner and having your parachute open.
● (in game) No units selectable in unit selection when playing online games.
● (in game) AI stopped spawning when a new player joined your game in online games.
● (main menu) Your nickname was not saved in the main menu in some cases.


[h3]REMOVED:[/h3]
● Nothing.


Thanks for your patience and understanding!

Closed Beta: Update #19

Game first trailer is in the works...

[h3]ADDED:[/h3]
● (campaign) Organized battle results losses by unit type. Cleaner this way.
● (campaign) Now showing army name in the battle result panel.
● (campaign) You can now press 'Escape' to close the reserve panel.
● (in game) Free cam for screenshots and trailer purposes.

[h3]CHANGED:[/h3]
● (game) Tried to have the AI (infantry) flee more 'randomly' when an enemy tank is spotted (so that t hey don't all flee in the same direction).
● (game) Machine gunners can no longer aim down sight while standing and if their bipod is not active. Hip fire remains available.
● (campaign) Battle results panel style.
● (campaign) Very first turn when creating a new campaign is now turn 1 instead of turn 0.
● (campaign) Improved readibility in Pre Battle panel.
● (campaign) Updated some icons in the store panel.

[h3]FIXED:[/h3]
● (campaign) AI would no longer purchase infantry after the changes I made from previous update (regression).
● (campaign) Campaign would not be properly reset when generating a new campaign (it would sorta keep info from the previous one).
● (main menu) No loading screen was shown when loading the campaign scene.


[h3]REMOVED:[/h3]
● Nothing.

Closed Beta: Update #18

Hi all!

Hope everyone is doing good :)

I was very busy IRL for the last 2 days so I had absolutely no time to perform any update.
Work has been made, and this change log reflects it!

Have fun ;)


[h3]ADDED:[/h3]
● Custom loading screens for each scene being loaded.
Extra info displayed for game scenes (such as map name, gamemode, and more)
● (campaign) Army names are now shown in the pre battle window.
● (campaign) Retreat button in the pre battle window, allowing you to flee and refuse to fight (Currently penalty free).
● (campaign) Changed 'To Battle' and 'Auto Resolve' buttons to be icons.
● (unit) SU-122 for the USSR.
● (campaign) Now showing turn count in the top left of the UI.

[h3]CHANGED:[/h3]
● (campaign) Planes only battles will now be resolved as Deathmatch (gamemode) as it did not make any sense to have them as 'Conquest'.
● (campaign) Upon scene loading, camera will now have the proper zoom level.
● (campaign) Gamemode used for generating battles: Conquest for Victory Points tiles, deathmatch otherwise (for regular balanced battles).
● (campaign) For Conquest battles, the amount of points to earn to win is now scaled with the ratio of the defending army vs attacking army.
● (campaign) Improved the retreat behaviour and actually made the unit retreating move away from the tile it was instead of randomly moving to a neighbouring tile.
● (campaign) AI will no longer buy outdated units (no more panzer Is or IIs in 1944 scenarios).
● (game) StuG III G has been changed from regular tank to tank destroyer role.
● (campaign) Changed the wording of the headers in the battle results.
● (campaign) Sorted battle results by unit categories.
● (in game) Respawning while your unit is still alive will no longer 'consume' it and will send it back to the stockpile of available units.

[h3]FIXED:[/h3]
● (in game) 'Quit to main menu' button missing at the end of a battle if the battle was a campaign battle but the client was not the host.
● (in game) Killfeed distance text was almost unreadable.
● (in game) When an explosive shell ricocheyed off the ground, an explosive GFX was spawned on the ground.
● (campaign) Loading panel being half loaded when loading a new scene.
● (campaign) Readibility issues with unit names when selecting specific units from an army.
● (in game) Score on the UI was sometimes simply not refreshed until a first kill was made. So you would see '0 and 0' instead of the actual ticket count.
● (in game) You could unselect your selected army while the pre battle panel was open.
● (in game) You could select any other of your units while the pre battle panel was open.
● (in game) You could split armies while the pre battle panel was open.
● (in game) Armies overviews were not refreshed after doing an 'auto resolve' battle.
● (campaign) Battle icon + selected unit icon were not removed if the selected army was destroyed during an auto battle.
● (campaign) Potentially fixed no header details in battle results.


[h3]REMOVED:[/h3]
● (host panel) Season dropdown. Doesn't make sense to be able to pick a date like June and have Winter season. Season will now automatically be generated based on the date chosen.


All currently ongoing campaigns will be broken due to some core changes to the code. I apologize for that!

Please start a new campaign.

Closed Beta: Update #17

[h3]ADDED:[/h3]
● New gamemode (automatic, you cannot choose it): Aerial Assault. This specific gamemode will be triggered in campaign only when one team has only planes and the other team has some ground units (not limited to).
This way, victory still can be achieved.

[h3]CHANGED:[/h3]
● (Campaign) Armies made out of planes only cannot capture Victory Points (hexes) anymore. You need ground troops to capture territory.
● (In game) AI planes would not detect static weapons when they are firing and therefore would never target them.

[h3]FIXED:[/h3]
● (In game) Roads will now properly be destroyed when a crater is formed underneath them (Thank you @Tigrian for the help!)
● (In game) Ju-88 A-4 loadout issues (the end, no more issues).


[h3]REMOVED:[/h3]
● Nothing.