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Beasts of Steel News

Closed Beta: Update #96

[h3]ADDED:[/h3]
● New german early war SPG: StuG III E.
● Proper spalling behaviour when a round goes through armour but desintegrates by doing so. Everything is taken into account when calculating the spall: ammo type and shell caliber.
● LODs to flag poles.
● Possibility to choose amount of bots in each team.

[h3]CHANGED:[/h3]
● Reworked the projectiles modifiers in relation to vehicles, we are now using velocity and energy, this simplified the code, we got rid of 'hardcoded' modifiers, and the system is now much more natural, and will give more realistic results.
● Increased projectiles drag by a ton (compared to what it was before) to get more realistic results (velocity loss over distance).
● Improved infantry blowing up model (much closer to the actual bean model/shape), increases immersion.
● Reduced recoil by 50% on StG-44.
● Reduced despawn time for blown up infantry (only impacts network bandwidth, body pieces are not networked).
● Rebaked all small arms impostors (they turned dark after one of our assets update).
● Rebaked all units impostors (they turned dark after one of our assets update).
● Rebaked all static weapons impostors (they turned dark after one of our assets update).
● Clarified damage debug info on UI.
● Cromwell Mk. V CS ammo loadout now uses SMOKE and HEAT rounds.

[h3]FIXED:[/h3]
● Relative armour thickness calculation was wrong (final armour thickness value when projectile hits the armour at an angle).
● Input lag when trying to turn with land vehicles.
● Land mines were still visible for up to a second after blowing up.
● PTRD-41 had no LODs.
● Flakvierling 38 missing LODs.
● QF 3.7inch missing LODs.
● Small camera issue in the Units Encyclopedia.
● T-34 M1943 missing camouflage on wheels.
● Matilda II missing camouflage on wheels.
● KV-1 M1941 frontal armour thickness was incorrect.
● T-34 1943 hull top angled armour piece had wrong value assigned (16 instead of 40).
● BT-7 extra colliders on rear top armour were unnecessary and leading odd impact behaviours.
● Wrong superstructure and hull sides armour values on Sturmpanzer IV Brummbar.
● The 'Merit points' setting in the battle creation is now properly saved when working with battle presets.

Closed Beta: Update #95

Regression: APHE and other post pen. rounds will no longer explode inside vehicles after they penetrate. I will fix for next update. This is a result of me not having enough time this week to finalize this in time for the update.

[h3]ADDED:[/h3]
● New soviet light armoured car: BA-10M.
● Projectile penetration possibility to many shields of the static guns.
● Cloth physics to flags.
● Spalling to AP rounds hitting trees and not destructing them.
● Drag to projectiles. Not all projectiles have the same drag, APCR has the most drag (velocity loss over distance).

[h3]CHANGED:[/h3]
● Improved vegetation touch bending.
● Reworked the infantry interactions code.
● Deconstructing objects now equals 50% of the building time of the object.
● Amount of grenades you can carry (total, HE + smoke) is now limited to 6.
● Bombs and rockets will now move through infantry and kill them instantly instead of exploding on their surface.
● Improved colliders fidelity of several static weapons.
● Infantry models will be turned into impostors from a lesser distance.
● Bombs and rockets will now move through soft objects instead of exploding at their surface (example, when dropping a bomb on the roof of a building, the bomb will go through the roof and explode at the bottom or the wall inside it instead of detonating on the surface of the roof).
● Rewrote most of the projectiles code. It is now more optimized (micro) and cleaner (easier to debug). The rewrite was also needed to fix the multiple pen/frame.
● Reworked the size of shell projectiles.
● Upped MG 131 damage a bit (to be on par with other 13mm machine guns).
● Projectiles can now ricochet off trees (angle < 5 degrees).
● Projectiles ricochets off terrain now have a per terrain texture type value (very low for sand/mud, higher for stone/ice for example). Leading to more realistic ricochet results based on terrain surface hit.
● You can now sprint in every directions (left/right/forward/backward).
● Increased ricochet chance for projectiles vs armour (not randomly, but based on damage supposedly dealt and impact angle). At an angle of 10 degrees, only 5% of a shell's energy is actually transferred to the plate it hits, so if the damage is too low already, it will be skipped entirely and ricochet.

[h3]FIXED:[/h3]
● Player count in lobby could show -1 in rare occasions.
● Field of View on spectator canera would never be reset / set to a safe value when enabled (for example, at the end of the game if you were aiming down sight, you would be stuck with very small FOV during spectate).
● Error was thrown when killing an enemy (ally was fine) with a land mine. None of the related code would run after that.
● Some AT guns were missing hittable surfaces.
● UI issue in Frontline gamemode with flag capture progress.
● Frontline UI windows saying 'captured/lost' were often irrelevant/wrong.
● Reviving a player would show 'infantry' on the UI, instead of the player's nickname.
● After reviving a player, the player's nickname would not be shown on the UI.
● Starting aiming down sight while pressing the key to man a static weapon would disable the camera (black screen).
● Sometimes (very rarely) you could be teleported to the ground floor when trying to man a static weapon (when built and manned on the first floor of a building).
● Some projectile errors with flak projectiles in some rare but specific cases.
● Some FOV unplanned changes when using static weapons and a custom FOV value for infantry.
● Grenade flown distance calculations issues.
● Small arms would not stop their despawn routine when laying on the ground and a bleeding player was nearby.
● AI units when outside the map (when bailing out, for example) would not be despawned and would throw pathfinding errors all the time.
● You could send messages in the chat while being in spectator mode.
● Holding the aim button while sprinting and having the action wheel open would make you stop sprinting.
● AI still processing/ticking even when the game was paused.
● You could not deconstruct any buildables other than static weapons when using the hammer + engineer class.
● You could revive/heal players through walls/trees or any other obstacle. It now requires clear path between you and your target.
● Big projectile issue regarding penetration. Any projectile would only run a single penetration check per physics step. Now a projectile will penetrate any amount of colliders during a single physics step (for as long as there is something to go through).
● When dropping bombs, they could collide and explode your plane. Same for rockets in rare cases.
● Infantry impostors.
● Some visual glitches regarding projectiles renderers and ricochets.
● Bush collision SFXs were not using any audio mixer and therefore were being played even when the game's volume was turned OFF.
● Spalling not properly working.

Closed Beta: Update #94

Regression: Input lag when trying to steer/turn with land vehicles (about 1 second or so).

[h3]ADDED:[/h3]
● Destructability to barn doors.
● Object pooling on projectiles (improves performances).
● LODs to objects that were missing some.
● Vegetation touch bending to planes.

[h3]CHANGED:[/h3]
● Buildable spawnpoints will now be properly despawned automatically when the frontline moves and the object now becomes off limits of the play area.
● Projectiles now despawn after having flown 5km horizontally (vs 30 previously). As a reminder, the map is 2x2km. This will help improve performances as many projectiles would keep flying very far after ricochetting or when being shot at the sky.
● Several objects will no longer play sounds when they are further than the max heard distance (waste of performances).
● Added 1 extra degree for Sd. Kfz. 223 gun vertical (down).
● Physics simulation rate from 50Hz to 60Hz.

[h3]FIXED:[/h3]
● Small arms never despawned, which created huge performance issues as the game progressed.
● Player progress saved using Steam Cloud broke down after latest update and data format change (regression).
● Playable area data+visuals not updating in frontline for anyone else than the host.
● Panzer I A had no horn (to honk).
● End of game stats missing empty space row on the right side of the window.
● Leaderboard menu name missing localization element.
● Networked-built sandbags were spawning several times their amount of bags when being destroyed.
● Extra big colliders on dragon's teeth.
● Sway was applied to small arms while aiming down sight when using 2D scope on snipers.
● Picking up ranged weapons while only having grenades in inventory would not select any weapon and you would end up with no weapon selected at all.
● Buildable spawnpoints were often not allowing to build on second floors of buildings.
● Flag on top of the UI would sometimes not have the same sprite as the main flag UI element during capture.
● Antennas physics on vehicles wasn't properly disabled when far from camera.
● Objects that fell under the map were not despawned until the end of their lifetime (casings, shells, etc).
● In Frontline, when a sector would fall, the upper UI would show twice the amount of flags.
● Gears being changed sound effect was not being played in FPS in tanks.
● When about to spawn with a tank, but going back one step up, and trying to spawn again, spawning would fail.
● When switching seat in a tank after having taken losses, if you started a reload of a weapon in one seat, switched seat (leaving the other empty) the weapon would keep reloading even though nobody was manning it.

[h3]REMOVED:[/h3]
● Dust from planes when being near ground level, looked pretty bad. Removed until re-implemented properly.
● "Killed by the dev" achievement.

Closed Beta: Update #93

Breaking change: Your player progress and data will be reset with this update due to data formatting change.

[h3]ADDED[/h3]
● UI scaling setting (from 50% to 200%).
● Reinstated Frontline gamemode, brand new 3 lines setup.
● German light armoured car: Sd. Kfz. 222.
● German light armoured car: Sd. Kfz. 223.

[h3]CHANGED[/h3]
● Wiped clean leaderboards on Steam.
● Guns projectiles were too yellow, material color changed.
● Vehicles player progress (lvl/XP) is now based on a UUID instead of the ID of the unit that could change between two versions.
● PlayerData file data formatting changed.
● Deathmatch gamemode area setup.
● AI navmesh scan no longer is baked and will now be scanned upon scene load.
● Players being inside the old frontline area now have extra time to get out (>1 minute vs 15s previously).

[h3]FIXED[/h3]
● You could not pick up any weapon from the ground when the shovel was your currently used weapon/item.
● Amount of players shown in the lobby was including you.
● Impossibility to crouch/prone until your parachute object was destroyed (when landing as a pilot).
● Infantry sliding on slopes when standing still (roofs).
● Camera Z rotation was kind of broken at the end of a game when trying to spectate and going back and forth the scoreboard.
● Camera sometimes could stop updating the distance of all units to the camera (translating as all units UI elements would no longer update).
● Flak fuse setting super slow when scrolling.
● Sherman Firefly camouflages AO was not matching.
● Improved spawning of planes in the Encyclopedia.
● Sound emitters pooling not fully working.
● Built object sound would not play for everyone else but the person building the object.
● Bush sounds no longer play twice when walking through them.
● Death UI not appearing when being shot down, and probably in other cases as well, mostly linked to vehicles.
● Black screen when joining online game.
● Several buildables/structures had 0 HP.
● Black bars on sniper scopes (realistic, not 2D).

[h3]REMOVED[/h3]
● Global player progress data. Now the player progress is purely based on each country.

Closed Beta: Update #92

Breaking change: Game settings data formatting now uses JSON formatting. All of your game settings will be reset to default.

[h3]ADDED[/h3]
● Radio equipment in the BA-64 (otherwise nickname would be invisible on the UI for teammates).
● Object pooling for sound emitters (anything that plays a sound in the world). As a result, this improves performances when many audio clips are played in a short amount of time.

[h3]CHANGED[/h3]
● Game settings now are in the form of a JSON file. All of your game settings will unfortunately be lost and regenerated.
● FPS indicator style (UI).
● Reworked some of the decals that were really unoptimized and replaced them by a super fast new variant.
● Ricochets have been maxed to 2 (from 5).
Projectile will be destroyed after that if it tries to ricochet again (and splatter in the case that the projectile can splatter).
● Improved and fixed ricochets physics.
● Min/Max amount of sounds played simultaneously in the settings.
● Rewrote a big chunk of the game settings code/logic.

[h3]FIXED[/h3]
● Clicks not going through confirmation windows.
● Error in the code when trying to despawn a grenade thrown by another player.
● M24 Chaffee fuel tanks had negative size.
● Soviet M3 halftrack red start decal glowing in shadows.
● Any infantry class could toggle scopes on rifles.
● Grenades throwback non smooth movement/position sync.
● While healing a player, if he got killed, the UI would still display you healing him even though you were actually reviving him.
● Decal random rotation (sometimes clipping through surface).
● Lag spike when destroying sandbags, hedgehogs, barbed wires...
● All hand placed vegetation elements were not being destroyed visually when destroyed by players.
● One instance of AI freeze.
● Points not properly added when one team held 50% of the falgs and the other team the other 50%.
● Ta-152 H1 animations were not working (gears were constantly down).
● Entering a vehicle would make you instant despawn (if vehicle didn't originally belong to you).
● Small arms glitching when you are dying while reloading (would be stuck mid animation).
● Stone decals used on dirt gravel terrain texture.
● When shooting at a plane, if the pilot bailed out, the killfeed would show white nickname for the player "killed".
● Min damage threshold to count as 'last player dealing damage' to planes when they crash/bail out after being damaged. This will prevent people from stealing kills with stray bullets (random rifleman shooting at a plane dealing 1 damage being attributed with the kill even though a teammate dealt 50 damage before that).
● Parachute tumbling when being collided by a plane mid flight while being parachuted.
● Sound effects etc now properly pause when entering the pause menu (singleplayer only).
● Most likely fixed killing crew members that are inside vehicles with weird ricochets going randomly through armour.
● Sync of animations when building/repairing (wrench/hammer). Animations are now happening and SFX are properly played.
● Grenade staying active after picking up grenade while holding a grenade in your hand.
● There were no ambient sounds while using a tank.

[h3]REMOVED[/h3]
● Decals spawned when shooting at a small arm on the ground.