1. Beasts of Steel
  2. News

Beasts of Steel News

Closed Beta: Update #81

[h3]ADDED:[/h3]
● End of game battle stats (amount of shots fired, total amount of deaths, and more).


[h3]CHANGED:[/h3]
● Merged/Streamlined some network objects data.
● Turned ban procedure into fully networked system. Will work for people joining mid ban as well.
● Team/General in game chat is now a bit clearer as to what channel people are writing into.
● Bots no longer show their ping in the scoreboard.
● Post Processing style.
● Look of the fog.


[h3]FIXED:[/h3]
● Scoreboard numbers not being properly aligned with their header/category name (Kills, Deaths, Ping, Level...)
● During a ban procedure, if the player was leaving, he would avoid the ban. Nothing would happen.
● The ping time measurement in the scoreboard would not be localized.
● Some error in the code (related to markers).
● Ping value shown on scoreboard was not very accurate.
● Buildable objects could no longer be built after you built one or two, out of nowhere.
● You could go over the buildable object limit.

Closed Beta: Update #80

[h3]ADDED:[/h3]
● Brand new "outside map" / "Horizon". Randomly generated and properly optimized with a chunk based system.
● Max build limit per buildable object. To bring more balance and prevent exploits by players, in multiplayer games all buildable weapons now have a limit per player. Each player can only build 2 units of each buildable weapons.


[h3]CHANGED:[/h3]
● Supply areas are now despawning any projectiles trying to penetrate it. This should help prevent players camping the supply areas and killing people inside them when they are refuelling.
● Getting supplies cooldown has been changed from 3 seconds to 300s (5 minutes) to prevent camping the supply depot and getting infinite ammo and exploiting it.
● Updated AI pathfinding API.
● Custom tank loadouts are now properly saved and applied in between spawns (you don't have to set the loadout again every time you spawn with the vehicle).
● Changed a bit the presentation of the build panel wheel. Removed text and added icons instead.


[h3]FIXED:[/h3]
● 8 cm mortar range was broken (25m max).
● Smoke effects (from projectiles) were missing/pink.
● Getting supplies in a tank would not refresh the UI (new supply areas).
● Typhoon Mk Ib had casings being ejected only on the left side when shooting.
● Supply area for planes sometimes disappearing from the UI depending on camera angle.
● Sometimes when the camera changed its focused player some LOD crossfade could be observed.
● Dust spawning behind planes for just a few seconds when planes just spawned in the sky.

Closed Beta: Update #79

[h3]ADDED:[/h3]
● Brand new projectile + smoke effect for planes.
● Casings spawning out of planes when shooting with main guns (only for planes that had it IRL).
● Supply depots (equivalent of supply areas for planes) for land vehicles (works for infantry too).
They are placed behind the lines/spawnpoints, they will refill fuel and ammo for free.


[h3]CHANGED:[/h3]
● All newly built artillery guns will now be using indirect fire mode by default.
● Changed planes wing tip trails a bit.


[h3]FIXED:[/h3]
● Objects falling under the map (casings, as an example) would fall for as long as their lifetime did not end. They will now be despawned right after they are under the map.
● Spitfire Mk. XIV camouflage weird green color.
● Tempest Mk. V weird purple color.
● AO texture on Hurricane Mk. IIc.
● 37mm casings were too small.
● Casings didn't spawn on guns that had no physical recoil.
● TB-3 soviet plane had wrong AO texture.
● All rocks on the map were doubled (there would be 2 instances instead of 1 everywhere).
● Destroyed wooden pillars inside farm houses were missing their material (pink).
● Buildable schemes no longer are a child of the player, which led to triggering world stuff as part of the player.

Closed Beta: Update #78

Happy new year everybody!

This is the first update of the year, and it is a 'big' one!
We are resuming our weekly playtest with the community :)
Join our Discord to learn how to participate!

[h3]ADDED:[/h3]
● Possibility to customize the ammunition loadout for tanks (how many shell of each available type).
● Winter camouflage to german Marder I tank destroyer.
● Winter camouflage to british 16 pdr AT gun.
● Winter camouflage to british 6 pdr AT gun.
● Winter camouflage to british QF 3.7inch AA gun.
● Winter camouflage to soviet 37 mm M1939 61-K AA gun.
● Winter camouflage to soviet 85mm 52-K M1939 AA gun.
● Winter camouflage to soviet M-30 122 mm gun.
● New scroll speed setting in the UI settings.
● New Voices volume setting.


[h3]CHANGED:[/h3]
● Updated multiplayer API, various network performance improvements.
● Updated AI Pathfinding API.
● Font throughout the UI of the game.
● Small arms now only deal 1 damage to planes.
● Explosion damage model vs infantry and other soft targets. When within injury radius, it will deal a minimum of 1 damage and a maximum of max HP - 1. In previous game versions, the damage inside the injury radius of an explosion was entirely random (from 0 to max HP).
● Normandy Farm map loading wallpapers.
● Unified UI style for unit spawn selection.
● Panzer III E winter camouflage.
● Changed glass material style/look.
● Added mipmaps to many more textures to improve GPU efficiency.
● Corrected import settings on many textures.
● Shadows style.


[h3]FIXED:[/h3]
● Excessive RAM usage (all game's assets were loaded at all times).
● Having negative merit points would allow you to purchase anything that cost merit points.
● Land vehicles exploding every time you got out of them.
● Craters generation would be off sometimes.
● Some vegetation elements were not removed when a crater was spawned (wheat, dry grass, wooden sticks...).
● Potential AI freeze linked to using static weapons.
● Players in spectator mode would appear in the scoreboard.
● Allegedly fixed any UI/flags issues in Frontline.
● Player avatar in the progress menu would be a white square if playing offline.
● Excessively fast scrolling in scrolling areas in the UI.
● Shadows popping when changing quality preset in the settings.
● The new 'voices volume' fixes the fact that voice lines shouted by infantry were too quiet. Turn the volume up and you shall hear them properly now :)

Closed Beta: Update #77

[h3]ADDED:[/h3]
● Play area on all gamemodes for both teams. This should prevent strong flanking or spawn kill and focus the battle on the objective. The play area can be visualized by opening the tactimap while in game.
● New UI visual cue to let AA users if they are currently in manual or automatic aim mode.


[h3]CHANGED:[/h3]
● Updated our vegetation rendering asset/API, all of the shaders got an upgrade and it should run better now.
● AA with automatic aim will no longer acquire allies as targets, nor dead people or destroyed vehicles.
● AI will no longer prone as often as it did, it will now only prone in 20% of the cases when it would have proned before, and will crouch instead of proning.
● Flags capture area ground decal style/look.


[h3]FIXED:[/h3]
● Flying dragon's teeth in Conquest.
● Player speaking cue being in the middle of the screen when player was speaking far away from you.
● Bleeding icon staying even after you healed someone.
● AA auto aim could 'see' through every obstacle.
● AI infantry being stuck on some walls (trying to move through them).
● Teams not always showing right amount of players when joining a game.
● UI visual cue indicating wether you're in the capture area of a flag not properly scaling up/down.