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Beasts of Steel News

Closed Beta: Update #43

[h3]ADDED:[/h3]
● M10 Wolverine with full physics and new armour system.
● Rocks to the Normandy Fields map.
● Possibility to dig foxholes/deform terrain using a shovel for regular light infantry.


[h3]CHANGED:[/h3]
● M2 Browning now has its own weapon icon (in land vehicles).
● Units encyclopedia now has the new vegetation rendering system.
● 13mm and smaller caliber weapons for planes now have their own icon in the UI.
● Improved in-game chat readability.
● Since the vegetation shader issue is gone, we can now re enable the new (more performant) vegetation rendering system and use vegetation masks instead of directly removing the vegetation from the terrain (which currently makes the entire vegetation flicker).
● Updated the loading screen images from Normandy Fields and the Encyclopedia.
● New fog rendering system. Looks way better, and is more performant that standard/default Unity one. Comes as a replacement for the old fog (default) we had.
● New 'vegetation blanket' system. Before, all of the vegetation was perpendicular to the ground, now, they will be perfectly following the terrain curves. Including rocks, etc. Looks way better. No more clippping grass or ferns or rocks :)
● When the camera is directly in front of grass, it will now 'dissolve' it like it does for leaves and branches on trees, to allow for better visibility. Without this, proning and trying to shoot/see anybody was impossible.
● The way the touch bending looks has been improved. No more entire bush jiggling when moving through.
● Updated the AI pathfinding system. Should be more performant now.
● Reduced the lags created by explosions/craters generation.


[h3]FIXED:[/h3]
● Speed lerping issue with land vehicles. If you were idling and suddenly started to move backwards, for a second or two the max speed was set to be the road speed, you would get a very strong impulsion backwards and then slowly moving back to regular speed.
● Xbox controllers now properly works. PS5 controllers should work too but I cannot test it as I don't have any PS5 controller nearby.
● Winter biome/season textures.
● After weeks/months of waiting and trying to fix the vegetation shader issue when playing during fall or winter, we are proud (very, very happy) to announce that it is fixed!
● Performance issues due to bad optimization of reflection probes in wooden pillboxes.
● Potentially fixed the scoreboard UI issue (ghost).
● AI tanks aiming way too fast (all selected weapons would all try to turn the turret/move the gun on their own, resulting in 2x or 3x turret/gun movement speed).

Closed Beta: Update #42

[h3]ADDED:[/h3]
● For anti air static weapons, a new 'target acquired' icon has been added for improved clarity. If the target is red, it means a target is acquired. If it is grey, it means no target is acquired.


[h3]CHANGED:[/h3]
● Reduced Dragon's teeth HP from 500 to 300 (Bombs would not blow them up, even 500kg ones...).


[h3]FIXED:[/h3]
● M8 Greyhound had no wheels module and would lead to issues when receiving damage to wheels.
● When quitting the game from the game scene, the 'choose a team' menu would always appear, it will now no longer appear.
● In Frontline, all 3 flags would be shown (summary) when starting a game, they would disappear after first flag is captured.
● Marking targets would not work with some static weapons (Flak 36 for example).
● Planes can no longer freely fly under the map, they will be automatically destroyed if they do so.
● Wheels on land vehicles (tanks/armoured cars) did not register collisions when driving on somebody or something (destructible)).
You had to have a direct collision between the vehicle's hull and the object/player in order to kill/destroy it.
● Several tanks had their hull sides armour lower than hull top armour which lead to hit detection thinking it hit the hull top and using hull top armour stats instead of hull side (M26 Pershing for example).

Closed Beta: Update #41

Happy new year! First update of 2024!
Long time without any updates as I had to leave home for a while.
We are now resuming work as before ;)

[h3]ADDED:[/h3]
● Brand new gamemode: Frontline. It works similarily to the current rebranded 'Conquest' gamemode, except this gamemode features a 'progression' system. Where the spawnpoints and battle areas on the map evolves over time. Attacker team needs to capture different areas on the map, one after the other. Capturing one area will unlock the next. When the last area is captured, the game ends. The limit in this gamemode will be time (customizable when hosting). Base game time limit will be 30 minutes.
● Sd. Kfz. 251 with full physics and new armour system.
● M4 Sherman with full physics and new armour system.


[h3]CHANGED:[/h3]
● CTF (Capture the flag) gamemode has been renamed into 'Conquest'.
● Changed medic/healing icon to red background and white cross (instead of white background and red cross).
● New default gamemode for defending in a victory point in campaign now is the new 'Frontline' gamemode.
● Once a track is destroyed on a tank, if you keep shooting at the wheels the armour used will now be the one for the side of the hull.
● Infantry healing UI element has been moved for improved visibility.
● When choosing a gamemode when hosting a game, the amount of points required to achieve victory will now be automatically be set to the default amount of points for a given gamemode (for best balance).
● Increased the angular drag on small arms casings to prevent forever rolling once the casings hit the round.
● As a medic, when starting to heal an AI infantry, the AI will stop moving until you are done healing him, he will also crouch.


[h3]FIXED:[/h3]
● AI going a little crazy with Nebelwerfer.
● British 6-pdr AT gun schematic (engineer building) had a visual issue.
● Issue of vehicle detection when trying to get in a land vehicle (depending on what part you were looking at with the camera).


[h3]REMOVED:[/h3]
● 'Conquest' gamemode has been removed.

Closed Beta: Update #40

This is going to be the last update for 2023, I am leaving home tomorrow early in the morning and will not be back until basically the end of 2023.
Hope you all have fun with the beta in the meantime, all bugs should be fixed ;)

[h3]ADDED:[/h3]
● New UI icon to show allied mobile spawnpoints.


[h3]CHANGED:[/h3]
● Anti Air HE shells airburst damage radius has been reduced to regular on object hit radius. It was way too wide to be used against ground targets and be balanced.
● Bunkers are now destructibles. They have 1000 HP though. Unless you drop a 500kg bomb on them, you most likely won't do much damage.
● Added a white outline to the spawnpoints on the UI.


[h3]FIXED:[/h3]
● PTRD-41 missing its textures.
● Spawnpoints issues on the new Skirmish map.
● Wrong minimap for the new Skirmish map.
● Wrong textures and set up for craters on new Skirmish map.
● Could not set up the auto-fuse on Flak if the enemy had already been marked by someone else.
● End of game reward 'Furthest shot' was using your best stat as a player, and not the stat from the game you just played.
● Craters were not synced for new players joining mid game.
● Issues with barbed wires and syncing when they got destroyed.
● Healing showing 'no translation' text.
● US M1919 Browning static MG had missing graphics in the killfeed.
● Mobile spawnpoints could spawn you underground.

Closed Beta: Update #39

[h3]ADDED:[/h3]
● Brand new map, for land PvP: Skirmish.
I will let you discover it :)


[h3]CHANGED:[/h3]
● Changed auto-aim setting for flak.
Now, the auto aim works this way:
1) You need to mark the enemy plane.
2) Based on the marking, the game will automatically adjust the fuse for your flak.
3) Lead and shoot :)
PS: Since this is kinda OP, the distance will not be the exact one, some random will be introduced to keep it a little RNG.


[h3]FIXED:[/h3]
● BT-7 gun recoil going in the wrong direction.
● Wrong MG mount on M5A1 Stuart.
Also missing antenna.
● Craters could be spawned up in the air due to a Tag issue with trees.
● When using a static weapon, if you were aiming down and zoomed in, if the weapon was destroyed, the camera would not change its FOV back.
● Third person vehicle aiming had some sort of discrepency between where the camera looks and actual aiming of guns.