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Beasts of Steel News

Closed Beta: Update #26

[h3]ADDED:[/h3]
● Tiger I E with full physics and new armour setup.
● T-34/85 with full physics and new armour setup.

[h3]CHANGED:[/h3]
● Increased HP of tank tracks.
● Shooting at and destroying tank tracks will no longer damage the hull.
● Updated soviet tank sight in first person for gunners (more accurate).
● Improved the armour visualization in the units encyclopedia.
● Reduced the APCR damage bonus by 20% (From 50% to 30%).

[h3]FIXED:[/h3]
● Micro space between Turret and Hull on Panzer IV G, and if aimed properly, a bullet could kill the tank commander because no collider would stop the bullet from entering the tank.
● Missing LODs on newly implemented tanks.
● Anti tank rifles could not damage any tank armour with the new armour model.
● Close shot damage bonus was way too high for small arms/AT rifles.
● Missing matching camouflage textures for wheels and tracks on tanks.
● When destroying the engine of a tank, the GFX would immediately spawn and not gradually appear.
● Dot crosshair would not re appear after switching back from FPS gunner to 3rd person gunner in tanks.
● Actually fixed tanks not going up hills :)
● Destroying trees by shooting at them using big guns which used other shells than HE would not work.

Closed Beta: Update #25

NEW TANK PHYSICS. YES.
And new armour modelling and damage modelling for armoured vehicles!


WARNING: Only 4 tanks have been currently implemented. One per faction (Cromwell Mk. V, Panzer IV G, Sherman M4A3E8 and T-34 1943).
I am doing a new setup from the ground up and implementing everything takes a HUGEEE amount of time (I'm alone doing it) so, yeah, I'll add back all vehicles one by one, with the new armour system and physics, but this will take a while.


[h3]ADDED:[/h3]
● New physics system for ALL ground vehicles! YAY! Feels so good now. Realistic tank physics with suspensions and all!
● New armour system and damage logic. Armour can now locally be damaged, meaning if you repeatedly shoot on a single point of the armour, it will pierce at some point. Entirely dynamic.
● Alongside with the new damage and armour system for tanks, a new addition is also coming to the units encyclopedia: Armour visualization. You can simply spawn a tank, and click on it to visualize the armour where you click (the visual effects is still wonky but the information displayed is correct).
Very helpful in order to figure out which part of a tank you should be aiming at ;)

[h3]CHANGED:[/h3]
● Gunner first person aiming vision.
It might not be realistic, but the vision will from now on be from within the barrel.
I have absolutely no way to apply any sort of correction to have proper aim with a side sight. The amount of work for it would not be worth it anyway, simpler this way. More accuracy in first person, yay!
● To damage internals of tanks, you know need to deal at least 25% or more to the base tank HP (25 damage since all vehicles have 100 HP). Under this value, you cannot damage internals (crew members or engine).
● Improved tanks engine sounds.
● Increased hearing range of tanks sounds.

[h3]FIXED:[/h3]
● Valentine Mk III driver seat first person had visibility issues.
● You could still fire with a destroyed gun.
● The interaction window/UI 'Press 'key' to enter vehicle' would always display instead of the repair interaction UI.
● Infantry repair interaction issues.
● Artillery would not get ammo from ammo crates.


[h3]REMOVED:[/h3]
● Aim dot while in FPS in tanks, no longer needed since precision/accuracy has been increased for first person gunner.

Closed Beta: Update #24

Next update will be epic ;)


[h3]ADDED:[/h3]
● Finally, the american Sherman M4A3E8!
● Physics to antennas on vehicles (Jiggle).
● Casing ejection on Sd. Kfz. 250-9
● Some recoil to some guns (cannons on tanks).

[h3]CHANGED:[/h3]
● Big changes to the general structure of units data in the code. This update did take a long time to come out because of the huge amount of rewrite of the code I had to perform (over 1000 errors needed to be fixed after changes were made).
● Ammo crates placed/built by engineers no longer give supplies to vehicles. A dedicated area/depot will be added later for resupplying vehicles.
● Markers icons on the UI will now be displayed with an offset so that they are rendered ABOVE the player and not onto him, which as a result completely occluded the visibility of the player.
● You can now change your stance when using static weapons.
Artillery will not let you shoot if you are proning though. You will need to be crouching at minimum.
● Look of bullets. Should be prettier now. More dynamic, more 'zipping' / 'whipping' and less 'static' or 'blocky'.
● Small CPU optimizations when great number of bullets and players.
● Tried to improve the damage system.

[h3]FIXED:[/h3]
● Quad Maxim AA building scheme rotation issue.
● Quad Maxim AA camera shake issue.
● Starting using a static weapon while an animation was being played on a small arm would freeze the small arm in its animation.
● Error loop when a match ends and markers are placed on players.
● Velocity still applied to infantry for one frame when starting to use a static weapon, resulting in you going through it sometimes (depending on your speed, highly likely if you were running).
● Shadows issues when in plane and flying at high altitudes.
● Shadows issues when aiming down sight.
● 'Repair Null' text shown when trying to repair your damaged gun on your tank.
● M36 Jackson first person seats issues.
● You could not reload more than 1 magazine when getting supplies at an ammo crate.
● Soviet Il-4 belly rear MG was not synchornized in multiplayer.
● Instant kill when shooting at a tank with HE shells and low caliber (20mm).
● AI generating infinite flee path when trying to flee from an enemy tank.
● AI planes not targetting players.
● AI planes not properly getting some variables refreshed (hasBombs, hasRockets) after resupplying leading to wrong target acquisition.
● Cromwell Mk. V driver view issues.


[h3]REMOVED:[/h3]
● Nothing.

Closed Beta: Update #23

[h3]ADDED:[/h3]
● Static Weapons are now shown too on the in-game tactical map.
● Distance is now shown under markers.
● AI will now mark the enemy when it sees it.
● Possibility to aim gun (static artillery/mortar) while having tactical map open. Easier to aim properly.
● Support of Markers on the tactical map.
● New marker type in the orders wheel: Request strike (artillery, or strafing / bombing).

[h3]CHANGED:[/h3]
● Updated units tactical icons in the tactical map. Prettier and more informatives.
● Game scene loading screens updated.
● Streamlined the distance units used throughout the game.
● Compass directions should be easier to read now.
● Each team now has a finite amount of build points they can spend. Engineers are now longer restricted by the usage of their hammer. They can build as much as they can, and all engineers will use the same pool of points to build things. No more needed to respawn over and over again when your hammer had no use left :)
● Dynamic position of the flags ownership summary and the compass.

[h3]FIXED:[/h3]
● Broken / Glitchy shadows with 3D scope on snipers.
● 'Go back to main menu' button missing after finishing a skirmish.
● Turn count not shown in campaign when starting a new campaign.
● Players nicknames in tactical map were not getting deleted.
● Casings from small arms no longer endlessly roll on the ground.
● Resupplying the Nebelwerfer 41 with rockets and ammo crates was not possible.
● The Nebelwerfer's aiming speed was based on the amount of rockets it had loaded. With all rockets loaded it would be very fast to aim, but when out of rockets or when only 1 loaded it would be super slow.
● Artillery shells would sometimes ricochet off trees.

Closed Beta: Update #22

Hello everyone,

As you can see, updates are not flowing, to my regret
I ended up going back to developing Hex of Steel quite a bit lately...

[h3]ADDED:[/h3]
● New camera shake effect when you are trying to aim down while being in low stamina state. You will have a shaky aim instead of a regular steady aim down.
● New target in the in-game map to show where your mortar/artillery is aiming.
On top of that a line is drawn between you and the impact point, and the distance is written next to it.

[h3]CHANGED:[/h3]
● Loading wallpapers for the Fields of Normandy and Encyclopedia scenes have been updated.

[h3]FIXED:[/h3]
● Vegetation issues in the Encyclopedia.
● Game crash due to a breakpoint I forgot to remove in the code 0_0
● Changing shadows quality now properly works.
● Look of shadows.
● You could switch camera view from FPS to 3PS with planes even when realistic mode was ON.
● Regional chat would not be working out of the EU.
● AI no longer spawning in Campaign Battles (Singleplayer) when playing with 250 bots.
● 'Realistic' toggle in campaign battle window not having any impact on the actual realistic option. Basically not working.
● Sd. Kfz. 234-3 Stummel was actually the Sd. Kfz. 233 Stummel. Therefore, its name has changed.
● Impossibility to respawn after dying in a vehicle from an explosion when only 1 crew member was left alive (ye that's some very edge case scenario).


[h3]REMOVED:[/h3]
● 250 players option when hosting a battle in singleplayer in campaign. New max is 200.