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Beasts of Steel News

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).

Closed Beta: Update #60

It's been a long while!

But we are resuming our weekly playtest now!

If you still aren't a member of our Discord, then consider joining it to take part in the playtests :)

Here's the changelog for this new version:

[h3]ADDED:[/h3]
● Brand new map. Made from scratch. Normandy Farm.
It is still in a 'rough' state, as it is missing some props, but that will come soon.
● Brand new dispersion system for all weapons.
Instead of bullets being like 'laser beams' (as in their trajectory was absolutely perfect) now dispersion will add some sort of 'randomness' to the projectile's trajectory.
No, this isn't turning the game into an RNG, don't worry, we are still sticking to realistic results :)
● New graphics setting: Screen Space Reflections.
● Lens flare visual effect (light).
● Lens dust when looking at bright source of light visual effect (light).


[h3]CHANGED:[/h3]
● Fullscreen setting (toggle) has been turned into a dropdown offering the possibility to play in either fullscreen mode of your choice: Extensive Fullscreen, Windowed, Borderless.
● Several changes to the multiplayer API (frequency of data being exchanged, 32Hz --> 16Hz).
Less bandwidth required to play online.
● Several graphical changes, as well as environmental ones. New roads, new vegetation (wheat, etc).
● Camera rendering path: Forward --> Deferred.
Improves performances by a bit!


[h3]FIXED:[/h3]
● Camera flicker when changing seat in third person.
● Singleplayer not working/suttering.
● Penetration of shields on static weapons. Projectile will now normally penetrate the weapon, damage it, and kill anybody standing behind it, given the weapon is powerful enough to go through the shield.


[h3]REMOVED:[/h3]
● Light component from projectiles. Not really needed during the day, will enable back only for night time scenarios/setups (which don't exist yet).
● Old Normandy Fields map.

More work in progress

Happy Victory Day everyone!

One more short post to keep you updated on the work being made on the game.

I will be honest with you, I have failed to create more free time to develop BoS, my focus stayed on HoS for the past few weeks. So progress on BoS was thin on my end.

However, I have finally completed the entire revamp of ammo for all weapons of the game. All of them now have proper penetration table and stats, as seen below (few examples):


Dispersion system also seems to be working just fine:


Soviet ZiS-5:


British Lee Enfield:


I will be creating a new UI menu which will list all weapons in the game and all of the data you see above will be accessible from within the game. Should make it easier to spot any mistake that could have been made, but also make a cool encyclopaedia!

New Pak36 gun model:


And its winter camouflage variant:


Next up will be the British 2-pdr!

The store page screenshots will be updated as soon as my brother finishes his work on the brand new test map with improved graphics and vegetation :)

Sneak pic of the improved environment:




If you want to be notified every time we do some work on the game (more often than a monthly thread here on Steam) then I encourage you to join our Discord server where all of the progress we make is published on a daily/weekly basis!

Have a great one all :)