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Beasts of Steel News

Closed Beta: Update #38

[h3]ADDED:[/h3]
● M5 Stuart with full physics and new armour system.


[h3]CHANGED:[/h3]
● Force crouch on starting using static MGs has been disabled if your character is located under the static weapon itself. This is for trenches use basically, so that you can freely use static MGs from trenches without having your stance being impacted.
● Code optimization.
● Tree destruction by guns is now based on calibre and actual tree's stats (width, height). Very thin trees will be destructible by smaller calibre, while thicker ones will not.


[h3]FIXED:[/h3]
● Fixed flickering issue with a temporary fix. We had to disable the rendering of the grass/plants with the new system. This may decrease performances. But at least flickering is gone. Will implement it back in as soon as we have a fix.
● Bombs or rockets (anything except AT grenades) no longer dealt any damage to vehicles.
● M26 Pershing rate of fire was too low (6.1 vs 8 shots per minute).
● IS-1 rate of fire was too high (11 vs 7 shots per minute).
● One rare bug where throwing grenades would leave you without any weapon selected in your hands, and you had to manually select one afterwards.
● Very small camera issue with tanks. When camera arriving on target, it would have the wrong height by about 10cm.
● Bushes had the wrong touch bending element, they were changing color when being driven on instead of being applied proper touch bending.
● Weird camera behaviour when using mortar.
● Downscaled a bunch of textures that were in 4K.

Closed Beta: Update #37

/!\ WARNING /!\

Some new video settings have been added. Please double check your settings in the 'Video' tab and make sure everything is set properly.

/!\ WARNING /!\

[h3]ADDED:[/h3]
● New wooden/log based pillbox to add some spice to the new trenches ;)
They are fully destroyable!
● Bunch of new settings in the Video tab to further adjust the game graphics/quality to your liking.
● M24 Chaffee with full physics and new armour system.
● M26 Pershing with full physics and new armour system.


[h3]CHANGED:[/h3]
● Vegetation on the map.
● Vegetation rendering system. Performances should be increased across the board!
● Vegetation optimizations on shaders. Performances should be increased.
● Improved quality of vegetation impostors (4K). Better looking.
● Simplified colliders for trees. Should improve performances and collision quality.
● Moved the '2D sniper scope' setting from the UI tab to the Video tab.
● Picking a global quality preset in the settings will now apply a bunch of default values to other video settings.
● Explosions and shrapnel detection accuracy has been increased. Will check for several points on your body to check if it can reach you instead of doing a single check to the middle of your body.
● Improved the aim for the panzerfaust 60.
● Main menu animation will no longer play every time you get back to the main menu from another scene in the game. It will only play once when you first start the game.
● When driving onto trees with vehicles, they will no longer break your velocity. As a matter of fact, trees now each have a 'speed modifier' setting that can be indivually adjusted to control how much velocity loss should be suffered when trying to drive it over.


[h3]FIXED:[/h3]
● Ju 87 B-2 and Ju 87 D-5 had broken animation for their loadout #0.
● Encyclopedia UI little bug with countries list.
● AT grenades not working/dealing damage to tanks.
● Damage received by destructibles were too high.
● StuG III G gunner did not have a sight in first person.
● Fixed encyclopedia tanks with new physics drifting away forever.


[h3]REMOVED:[/h3]
● Useless impostors on some vegetation items (wheat, grass..)
Better looking now and performances have been increased!
● Very low and Very high graphics settings. We only have Low, Medium, High, Ultra now.

Closed Beta: Update #36

[h3]ADDED:[/h3]
● AI will now build mobile spawnpoints, just as the player.
● Added a new mouse lockstate: Confined.
This should solve some issues people were having with multiple displays.
Let me know if it helps, or not.
● AI will now sprint.


[h3]CHANGED:[/h3]
● Increased proning speed by 5%.
● Reduced jumping stamina cost by 30%.
● Increased stamina recover rate by around 75%.
● Transport planes are no longer available to spawn during other gamemodes than 'Paratroopers Attack'.
● Stamina bar for infantry UI is now always shown, unless it is full. It will fade out when full.


[h3]FIXED:[/h3]
● Static weapons with auto-aim ON (AA) were taking trigger colliders into account (bushes etc...) and this led to issues with the fuse time (too close).
● Potentially fixed for good the possibility to kill tank crews by spraying tanks with bullets and hope for a ricochet glitch through the tank collider.
● Improved the AI 'unstuck' process.
● AI target acquirement issues.

Closed Beta: Update #35

[h3]ADDED:[/h3]
● Visual feedback of where you are trying to ping an enemy (but returning nothing).
● AP shells (and alike) will now shatter on impact if they cannot ricochet properly. This will throw shrapnel in every direction and potentially harm (deadly) any infantry around :)
● AI infantry will now target enemy mobile spawnpoints. Beware!


[h3]CHANGED:[/h3]
● Reduced construction time of AP and AT mines from 3s to 1s.
I have tried to use them during our games, but it took so long to place, and you need such a dense minefield to actually have any effect that they were worthless to be used. Now, hopefully, since their construction time has been sped up by 300% I hope they will be worth the investment!
● Increased readability of inputfield of in game chat.
● Reduced deceleration smoothing on static weapons of type machine gun.
● Improved readability of the in game chat (yet again!).
● Your latest battle preset is now saved in between sessions so you don't have to set it every time.
● Increased ejection force on empty casings on Sd. Kfz. 234 Stummel (they were staying on the back of the vehicle).
● Increased blast radius of bombs


[h3]FIXED:[/h3]
● 'Paratroopers Attack' gamemode broken due to a bug while exiting transport vehicle (plane).
● Empty 'OTHER' section in the settings.
● Devs messages were not highlighted in yellow in the in game chat.
● For the end of game rewards, the category 'furthest kill' does not take into account tanks or planes anymore. It now only is infantry with small arms. Having a 1000+ meters kill because you dropped a bomb isn't really something worth rewarding you for on the eyes of all the players.
● When using a static weapon of machine gun type, the aiming dot would be shown on the screen, but it was useless because you have the aim down sight.
● Bleeding icon for medic was not shown properly on the UI.
● Pinging an enemy infantry using a machine gun or a mortar would result in a blank image instead of the proper icon.
● Infinite repair as crewman when starting a repair while looking at the broken part, then looking elsewhere, the repair would continue and never end.
● Added auto resizing for nicknames on the scoreboard (some of you had longer nicknames than I had anticipated).
The auto resize works to some extent (-5 points max).
● Craters on maps were staying in between battles. Only way to make them go away was to restart the game.
● 'Sharing is caring' achievement was unlocked even though you never resupplied anyone or built a single ammo crate.
● Bombs/rockets no longer dealt real damage to vehicles.
● Trying to tag/mark/ping an enemy vehicle while looking at its tracks/wheels would not work.

Closed Beta: Update #34

[h3]ADDED:[/h3]
● M8 Greyhound with full physics and new armour system.
● New icons for vehicles to explain why this or that weapon cannot be used (dead crew, used by someone else, gun destroyed, etc).
● Rubber hit GFX to wheels on vehicles.


[h3]CHANGED:[/h3]
● Change log no longer showing useless categories if nothing was added, changed, or removed.
● Brand new crater generation system. New and improved! WAY more performant, and now supports both deformation (scaling on X and Z axis) to make oval craters for example, as well as multi-terrain generation (when a crater must be spawned at the borders/crossing of 2 or more terrains).
● Further increased readability for damage feedback.
● Parachutes will no longer be animated and falling on the ground when you fall on a tree, it will stay up in the tree at the same place/rotation.


[h3]FIXED:[/h3]
● HEAT shells took into account effective armour.
It should not have.
It will now ignore the effective armour modifier unless hitting at very small angle (10 deg. and less, meaning almost flat).
● Infantry interaction system not always working / picking up colliders, especially with vehicles while being close up.
● Potential issue where AI tanks never stopped to fire and continued to move even while engaging.
● AI tanks would enable its MGs when targetting enemy tanks.
● (Crew) mention in killfeed was white instead of taking the color of the crew who died.
● Vegetation mask not wide enough around craters, some grass would still be present on the crater texture.
● StuG III G commander had access to the external MG-42 made for the gunner.
● AI stopped shooting at its target if its current gun ran out of one type of ammo. It never swapped to another type of ammo.
● AI tank stopped moving once one of its crew member died.
● AI tank would stay in their tank with broken track because their hull HP was 100%. They would not get out to fix the track.