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Beasts of Steel News

Closed Beta: Update #67

[h3]ADDED:[/h3]
● Ladders are now destructibles.


[h3]CHANGED:[/h3]
● Game engine update (2022.3.24f1 --> 2022.3.33f1).
● Reworked LODs on some props.


[h3]FIXED:[/h3]
● Panzer II C had no hull colliders.
● Some electric poles (at intersections of 3) when destroyed would spawn 2 poles.
● Weapon UI unavailability issue.
● Some SPG explosive projectile issues on tank vs tank engagement.
● Small errors thrown in code with static weapon when being destroyed.
● APHE / APHEBC projectile damage model issues.
● Armour Assault gamemode was allowing armoured car in the battle.

Closed Beta: Update #66

[h3]ADDED:[/h3]
● Spawn cooldown for planes in multiplayer. Spamming planes was ruining the experience, like spamming bombing runs, so I have to make it harder to get access to planes. There is now a 5 minutes cooldown to access planes. It resets every time you spawn with one. Does not apply if you are playing in gamemodes such as Armoured Assault or Dogfight (where these are vehicles only gamemodes).
● New prop: Pasture fences. They have barbed wires, so watch out for that. You can run across them, but you will take damage. Safest way is to prone underneath them, given you are not being pursued by an enemy tank :)
● Rest of the walls that were not destroyable are now fully destroyable (2 models).


[h3]CHANGED:[/h3]
● Traverse and elevation speed of the M45 QuadMount (15deg/s --> 30 deg/s).
● Markers on enemy planes will follow the plane (otherwise it was a bit dumb to have the marker stay in the middle of the sky).
● AT rifles were overpowered (going through 45mm of armour).
● Fog graphics.
● When playing with realistic mode ON, the nicknames of your allies will now be shown when you are close to them. It will now only disable the player icon (colored dot) used at further distances.
● Friendly planes are now shown from further away (icon) in order to better identify friend from foe.
● Driver's FPS view on tank has now better visibility (hull eye slit view).
● You can now move your "head" (camera) as a driver when in FPS in tanks.
● When leaving a vehicle, your crew will now be following the direction of the vehicle (instead of always facing backward).
● Destroyed elements of the world (such as walls) will now trigger a local refresh of the AI's navigation area. Meaning that they will use the newly available area to walk/move.
● Increased injury radius of HE shells (+30%).
● Damage applied from HE shells from guns vs armoured vehicles (both on direct impact + indirect impact).


[h3]FIXED:[/h3]
● Being kicked/disconnected whenver you tried to join a game that was going for a while.
● Firefly british tank had the wrong ammo type for its main gun leading to projectile not working when firing it.
● M-30 122mm soviet artillery killfeed icon was missing (white square).
● Soviet engineer first available loadout did not have any AT grenade.
● Infantry AI would not move a lot of the time.
● Static weapons would not be destroyed in some cases when you shot at them (multiplayer only).
● Some hazel tree had the wrong setup for colliders and hit effects.
● Wheels on tanks not rotating in some cases (multiplayer only).
● Electric poles shattering upon collision with vehicles (other players) when they should simply have been pushed to the ground.
● In some cases the electric cables from electric poles would not be destroyed properly.
● Static artillery weapons velocity / projectile physics issue(s).
● Minor UI issues.
● Small flak explosion damage issues (radius and position).
● Mortar projectile velocity issue.
● AI and Airborne Assault gamemode issues.
● Parachute LOD issue.
● Camera spectating next/prev bug.
● Resolution chosen when first firing up the game could be very weird (super small).
● Vegetation removal issues due to explosions, or any other terrain modifications.
● Potentially fixed the no death information when being killed by someone else (very specific cases, like 1% of the time).
● Repair of damaged/destroyed modules would sometimes simply stop and restart from 0.
● Some AI pathfinding issues.
● AI tank targetting behaviour issues.
● Panzer II C had wrong turret colliders.
● APHEBC shells had too large injury radius.

6th June 1944

Hello everyone!

On this day, 80 years ago, the D-Day happened. The beginning of the liberation of Western Europe from the occupation, and the return of freedom...

I would like to personally thanks all of those who risked or lost their lives in this endeavour, for I, as a french, would still be under occupation if not for the D-Day.

The game will cover many fronts of World War 2, but we're starting with something that is close to us, not just because we're french, but because we don't live that far from it actually - Normandy.

My brother designed a brand new map, from scratch, and oh boy it looks good. If some of you travelled through Northern France, you will be at home on this one!

I would like to use this post to both commemorate the 80th anniversary, and showcase the new map...

First screenshot will show a bird's eye view of the map (well, a small portion of it, as it is 2km x 2km big)


Now let's go down the big new road and see what awaits us behind the fields...


A large field of meadow buttercup


Taking a small dirt path to reach another area...


Another field... !


With a farm...


With old, destructible walls... :)


Bonus for those of you who read until here, a short video showcasing the map, taking a stroll in a Panzer II C, during an Allied paratrooper landing (Airborne Assault gamemode)

https://www.youtube.com/watch?v=XsAQ27eqYc8

Have a great day all

Cheers

Val & Jules

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.