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Beasts of Steel News

Closed Beta: Update #65

[h3]ADDED:[/h3]
● Electric poles to the Normandy Farm map.
They are fully destructible.
Their destruction mode will depend if you drive them over, or shoot at them.


[h3]CHANGED:[/h3]
● You can now use free look with infantry also while aiming down sight.
● Added a brutal popup window in case the missed marker cue happens. If you see a
● Braking with land vehicles is now much less effective (30km/h --> 0km/h under 1 second before change).
● Airborne Assault gamemode on Normandy Farm.


[h3]FIXED:[/h3]
● Killing all crews of an AI controlled vehicle would not reset its AI variable which meant you could not enter it after it has been emptied.
● Spectator camera switching target could show deactivated/hidden players (as crew members) and the whole screen would turn dark.
● AI was not spawning any planes anymore (regression).
● Destroyed walls wrong height when spawned sometimes.
● Destroyed walls wrong rotation when spawned sometimes.

Closed Beta: Update #64

[h3]ADDED:[/h3]
● LODs to destroyed pieces of destructible objects (performance saving).
● Possibility to lock/unlock your vehicle. When your vehicle is locked, other players will not be able to join or enter your vehicle.
● Free Look for infantry (looking around while holding down the free look key).
● LODs to stone walls to improve performances.


[h3]CHANGED:[/h3]
● Updated machine guns dispersion (increased).
● Reduced the speed change time when moving from road to off road and from off road to road.
● Markers no longer follow the enemy, but stays where he was spotted. It was too OP to just shoot on the marker and kill people this way.
● AI visibility through vegetation. Bushes/trees will now have a more realistic impact on its visibility. No more 200m shot by enemy tank that had no real visibility through a forest!
● Paratroopers Attack gamemode was renamed into Airborne Assault.
● Grass will better blend with terrain texture.
● AI tanks will now, like AI infantry, drop their current target if they cannot establish eye contact with it for an extended period of time (5-10s).
This takes into account terrain, trees, vegetation, buildings...
● Reworked infantry AI vision/FOV and senses to be more realistic.
● Reduced HP of destructible doors (100->75).
● Normandy Farm farms setup.


[h3]FIXED:[/h3]
● Flag ownership change layer order (always displayed behind some other text when it should have been in front of it all).
● Impact distance text on unit HUD going over the target acquisition icon.
● Spawning inside walls or roof or chimneys or trees etc.
● All american tanks had wrong turret rotation speed for some reason (all set to 30deg/sec).
● AI spawning at spawnpoints it could not walk from.
● M8 Greyhound had too strong gun recoil.
● Some houses could not be entered easily because of collider issues on doors+terrain.
● Oak saplings and ferns were not included in vegetation masks when generating craters.
● Ghost vegetation colliders.
● Markers being spawned several times.
● NGSS shadows not working.
● Potentially fixed the timeout / automatic kick after joining a session and after scene loading.
● Touch bending strength on some vegetation items (too strong).
● During multicrew, if the owner of the vehicle disconnected, the vehicle would not be transferred until another player would change seat.
● Camera spectator next/prev not working, and could even freeze the game.
● You could get the camera REAL close from the plane when using unlocked third person camera on planes and it would get real janky.
● Bots deaths could go negative.

Closed Beta: Update #63

[h3]ADDED:[/h3]
● First dynamically destructible elements: Dragon's teeth, Czech Hedgehogs, barbed wires and house doors.
They will fall apart with physics when destroyed instead of simply disappearing. They will break into pieces.


[h3]CHANGED:[/h3]
● Compass UI element is now shown in vehicle's UI.
● Once an infantry has been revived once, it cannot be revived again. You have a single second chance. Not unlimited as before.
● HE shells and caliber damage penalty now using a proper curve to determine the penalty. The bigger the gun, the lower the penalty (it was a single fixed value before, so a 37mm HE shell would get the same damage penalty as a 152mm HE shell).
● Improved quality settings to give better performances for low quality presets while retaining visual fidelity.
● Changed the navmesh for AI tanks a bit so they get stuck in walls and houses less.
● Doors on houses are now destructibles.
● Improved look of smoke grenade/shell.
● AI smoke visibility, it will no longer gain instant vision if you shoot, unless you are like < 3 meters away from each other.


[h3]FIXED:[/h3]
● One temporary fix to grenade throwing desync.
● Units quantity in battles could go to max variable limit when going < 0.
● Vehicles getting stuck on roads for no apparent reason.
● Planes could rarely damage each other.

Closed Beta: Update #62

Next Playtest this weekend, join our Discord to participate!

[h3]ADDED:[/h3]
● Deathmatch gamemode on Normandy Farm.
● 2 new gamemodes: Armor Assault and Dogfight.
These 2 new gamemodes focus on vehicle engagements exclusively (Tanks on Tanks or Fighters on Fighters).
They have dedicated battle areas as well as dedicated spawnpoints.


[h3]CHANGED:[/h3]
● Refined the tank FPS dynamic camera.
● Updated Normandy Farm map (changed vegetation etc).
● You can no longer use your shovel to dig near structures (houses/walls) that would make it possible to dig underneath them.
● You can no longer use your shovel to dig near roads (that would make it possible to dig underneath them).
● Increased radius of injuries + death for guns HE shells (doubled).


[h3]FIXED:[/h3]
● AI no longer spawns in invalid areas to him (if humans built spawnpoints in areas where the AI could not walk, they used to spawn there regardless).
● The BotID property wasn't synced on infantry when a new player joined the game.
● Turret rotation limits on new T-26 M1931 (Twin turret) so they don't bump into each other.
● Vegetation rendering leak in some cases.
● Tank physics: Tanks slowly drifting away (either left or right) when you are just pressing the 'forward' key.
● Last sync/data exchange issues when syncing units.
● Multi-Crew not working.
● Fuel amount on vehicles not sync.
● Doors not working in farm houses.
● Main menu scene light not working.
● Plenty of missing links to changelogs.
● Fullscreen setting not working (even freezing on MacOS).

Short video showcasing the new tank FPS dynamic view: https://www.youtube.com/watch?v=xtwditoGAYg

And another short view showcasing the new GFX that we are testing: https://www.youtube.com/watch?v=KRKh2dCYDd0

Closed Beta: Update #61

Alright, I'll be honest, v60 was not the most stable version we've had so far.
Everything was working fine, then I decided to update our multiplayer API and then Unity.
And after that, well, my bad for not testing that everything worked, because a LOT broke down!

So, after 2 days of hard work, I am finally pushing a first part of a long list of patch to address everything that has been broken because of the updates :)

Sorry about that!

[h3]ADDED:[/h3]
● 2 new tanks: T-26 M1931 (twin turret) and T-26 M1939.
● New tank FPS camera effects. The camera will no longer be static but will follow the tank's movements, like a real person in a moving vehicle (similar to what planes already had).


[h3]CHANGED:[/h3]
● When leaving your tank (or any ground vehicle) you will now be placed above it, like if you left for the first time (where as before, it would save the position you were at when you first entered it).
● Plenty of walls around the farms! Poles are next ;)


[h3]FIXED:[/h3]
● Killfeed not working when killing another player (Regression).
● Sd. Kfz. 234-1 icon not showing in the progress menu.
● Panzer IV G driver crew member was completely out of the tank when peeking out.
● Crew members of the british M3 half track were using the US infantry mesh.
● Very small leak when you opened the progress menu, every time you did one slot would be instantiated but never deleted.
● Light / graphics issue with trees and shadows.
● Camera keeping the inertia of its movement when opening the in game menu.
● Craters textures not smoothed properly (Regression).
● Vegetation removal because of explosions/craters was moving the removed trees at the origin of the world (Regression).
● Joining a game mid-game will now properly remove trees that were destroyed due to craters.
● Firing a smoke with land vehicle would lead to freeze of the UI.
● Churchill Mk. III camouflage issues.
● Joining game data sync issues (Craters, Foxholes, Destructibles, Land Mines, Flags).