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Making Enlisted a Better Place №65: Getting ready for Steam!



Each issue of our series focuses on a certain aspect of the game or a particular mechanic, in which we correct smaller, but noticeable bugs and add new interesting features.

Commanders, Enlisted will soon be available on Steam completely free!

In this "Making Enlisted a Better Place" update, we've gathered numerous fixes for small and bigger issues that you frequently reported on the Community Bug Report portal. Thank you for helping us make Enlisted better!

Unstoppable HE shells


This important change will please players using vehicles - some wooden structures, such as buildings, fences and bridges, were considered so thin by the game that neither HE shells nor even sensitive aircraft rockets would detonate on them. Shells would simply pass through them and explode far from where they were intended. But we've taught them good manners!



Now rockets, bombs, and HE shells no longer pass through logs and planks, but explode exactly where they land.

Unification of ammo pouches


What's the difference between a German and an Italian ammo pouch? Just their appearance. In terms of game mechanics, they're the same - allowing you to take more ammunition into battle. Problems arise when you create equipment presets with them. For example, when you run out of German pouches, the game will offer to buy more, even though you still have a full stock of Italian ones.



To simplify your battle preparations, the preset system will now treat different nationality ammo pouches as one item. So if you run out of one type while applying presets, the game will automatically switch to the other.

This change also works with all other equipment - medkits, toolkits, grenades, and melee weapons.

Other changes
  • Soldiers now descend steep stairs and jump from heights up to a meter high more smoothly, losing control of their weapons less often.
  • Increased the length of "Conquest" mode missions.
  • Reduced the number of reinforcement points received for capturing a point in "Confrontation" mode.
  • Players and AI soldiers can now use machine gun positions at the back of the LVT(A)(1) tank.
  • Added unique icons for kills with melee weapons - shovel, saber, axe.
  • Added Battle of the Bulge to the list of Possible maps.
  • AI soldiers will no longer use grenade launchers (including RMN-50) while in APCs.
  • Fixed a rare bug where the icon of an operational APC might not appear on the respawn screen or appear where there is actually no allied APC.
  • Added an option to disable the minimal client notification to the settings.
  • After placing a mine, the soldier now switches back to the weapon he had in hand before.
  • Rockets from AT launchers now correctly pass through opened doors and windows .
  • Fixed excessive armor penetration of the Soviet VPGS rifle grenade.
  • Fixed a bug that made the projectiles fired from the Japanese Type 4 rocket launcher to look like the M1 Bazooka’s rockets.
  • Fixed the sight’s misalignment of the Japanese Type 98 anti-aircraft gun.
  • Adjusted the Luftfaust B rocket launcher’s damage against aircraft.
  • Removed an incorrect parameter that led to increased spread of each subsequent shot from the MG 15.
  • Added new tanks to the shooting range in practice mode.
  • AI soldiers in the M8 Greyhound no longer shoot through the tank’s armor.
  • Fixed the "+x% firing rate while using bolt action rifles" perk.
  • Improved the placement of infantry spawn points in missions: "Birch Grove (Invasion)", "Birch Grove (Confrontation)", "The Reich Chancellery (Confrontation)", "Omer (Destruction)".
  • Improved the placement of vehicle spawn points in missions: "Al Har (Destruction)" and "Gavutu (Destruction)".
  • Fixed the collision of practice targets on Steam Deck™, which made it impossible to complete the tutorial.
  • For modders: Zombie tanks will no longer leave their final destination point after reaching it.
WE APPRECIATE YOUR FEEDBACK!


Lots of exciting game mechanics have been realized or improved thanks to your ideas. We are watching our communities, other Enlisted sites and regularly check the forum for your feedback and reports.

So share, suggest, and report!

Answering Your Questions!



Greetings, commanders! Last week, we shared our plans for the near future of Enlisted, and you responded with your feedback and suggestions. Your input has helped us adjust our plans, and we're pleased to present an updated version. Thank you!


New points are marked with a differently colored icon.

As you may recall, we also invited you to share your questions - we managed to gather quite a few interesting proposals and opinions from all platforms. Today, we'll be answering some of the most popular ones.

Q&A


Q. Will you rework animations? Especially running animations with various weapons, particularly with pistols.
A. Yes. We're already working on improving them. We'll pay special attention to those related to soldier movements: running, turning, and changing positions. We hope to show you the first results soon.

Q. You mentioned considering the possibility of letting players change the amount of shells in tanks, as well as the belts and payloads of aircraft. Have you forgotten?
A. We haven't forgotten. We see that players are requesting this feature. However, implementing payloads in the described manner is a very complex and extensive mechanic. It's not a priority at the moment, but we may tackle this task in the future.

Q. Do you plan to expand the number of servers, for example, create dedicated ones for Asia and Oceania? Will there be a setting, like in War Thunder, that prevents you from connecting to ongoing battles?
A. At the moment, this could further fragment the playerbase and lead to a significant increase in matchmaking times. But we're keeping it in mind.

Q. Are there plans to limit players who don't play infantry and constantly stay in tanks in the grey zone or fly planes?
A. We'd like to avoid "restrictions" - we hope to solve the problem through other means, such as altering maps, introducing new mechanics, and improving old ones that will help players counter vehicles in the grey zone and aircraft.

Q. One of the recent events showed that there's demand for PVE content among players. Will you continue working in this direction?
A. We had a lot of fun developing the PVE event for April Fools', and we're glad you enjoyed it. However, maintaining a PVE mode permanently would be challenging. Not only due to implementation difficulties, but also because we want to avoid having "two games in one". Nevertheless, we're discussing this internally.

Q. Will there be an option to separately purchase British and Italian soldiers of various classes?
A. We're considering allowing players to change the voice and name of soldiers to the other nationality in the Appearance settings.

Q. Will there be a colorblind mode in the game?
A. The colors for the in-game HUD were specifically chosen so that people with color vision deficiencies could play Enlisted without problems. However, since you're asking this question, we may have overlooked something. We'll pay attention to this again. If you're experiencing difficulties, please let us know. We'll try to improve these aspects for your convenience.

Q. Will you improve or reworke the customization system? For example, by adding seasons: autumn, winter, summer?
A. Unfortunately, this approach isn't suitable for Enlisted - besides seasons, there's also the time period to consider. Uniforms in the summer of 1941 and the summer of 1945 can differ significantly, which is reflected in the game, and we don't want to lose that.
Instead, we plan to analyze the current customization system and possibly adjust the order price relative to the amount that a player can realistically obtain. We plan to address this after we finish balancing the Silver earnings.

Q. Are there plans to rework the "Rider" class? Currently, its effectiveness is questionable. Will other countries get motorcycles too? Now they're only available for Germany and the USA.
A. Yes, improving the "Rider" class is in our plans.

Q. As you answered earlier, you decided to abandon the idea of "veteran" soldiers, but are there any plans for something similar in terms of concept and mechanics?
A. We don't have such plans, but we had ideas to make a "second" layer of progression for soldiers. We might return to this in the future.

Q. Are there plans to limit or nerf anti-personnel mines? For example, being able to place them only while crouching or making them available only to engineers.
A. We have plans to rebalance or change the mechanics of anti-personnel mines. At this stage, we're considering several options: allowing engineers to find mines and disarm them, reducing the blast radius of mines to make it harder to "cover" a large area, lowering the durability of the mines, so they trigger from explosions and shots more easily. Some or all of these changes may appear in one of the upcoming updates.

Q. Are there any plans to make it possible to transfer accounts from console to PC?
A. Implementing such a feature is difficult. It's unlikely.

Q. How will the new deserter penalty work?
A. When leaving a battle early, players will incur a penalty on experience and silver earnings in subsequent battles. This penalty won't apply if the player has spent enough time in the battle. The specific values of the penalty, the number of battles affected and the duration of the penalty are still being discussed within the team. We'll inform you of the exact details closer to the release of this mechanic. We'd like to clarify that this penalty will be introduced alongside other planned matchmaking improvements.

Q. Will there be any gameplay changes for players? For example, there are currently too many explosions on the battlefield. Or perhaps a rework of the gray zone in certain missions?
A. World War II had many explosions - bombs, artillery - and our game reflects this. However, we’re trying to ensure that infantry can always react somehow to such things. We're already working on the gray zones. The changes in Moscow and Tunisia, and changes in Berlin are examples of what we've already implemented. But it's important to understand that Enlisted has many missions, and all these changes are made manually - so it will take some time to fix all the gray zones.

Q. Will there be a filter or search function for weapons in the storage, or something similar? Sometimes it's easy to get lost in the large amount of available weapons.
A. Good idea! We've added it to our to-do list.

Q. Are you considering any improvements to premium squads? For example, adding a universal slot for specialists?
A. Yes, we've seen this request from players. Therefore, we're considering the possibility of giving all premium squads a universal slot for an additional specialist, where possible.

Q. Will anti-aircraft guns also get an improved version for high BR like anti-tank guns?
A. For now, we hope to balance the infantry vs aircraft fights with one set of anti-aircraft guns. But if that doesn't work out, we'll certainly consider adding a separate set of AA guns for higher BR.

Q. The roadmap didn't mention anything about custom matches and the mod editor. Are there any planned changes for them? New functionalities, improvements or quality of life updates?
A. We're constantly working on improving them and fixing the issues that you report on community.gaijin.net, but developing interesting improvements and new functions is very complex and time-consuming. Currently, the priority is on the game's core mechanics.

We've Collected Your Questions!



Greetings, commanders!

You have seen our plans. You have asked questions about those plans, and, we have been keenly observing what you have to say.

Among these, we saw a great many questions and concerns from you how we will tackle ”gray-zone” players, in what manner we’ll be improving customization, about our planned changes to punish desertion from battles, what the ”Veteran’s Box” actually is, and what quality of life improvements we were actually referring to in the plan.

Many of the queries mentioned above, or specific questions about other topics, that will be answered anyway in approaching developer blogs, so if you don’t see your question addressed directly in the Q&A – don’t worry! We’ll answer it another time.

Keep an eye on the news – the Q&A is coming in the near future.

Our plans



As you know, we recently released a major update - Rzhev. We are constantly collecting your feedback and since the release of the update, we have been working hard on planning future updates. We know that you really want to know what's coming next, what features are planned and what problems will be fixed.

Finally, we are ready to share with you what we're working on! Please note, only the most important topics are included in the list.



Developer Q&A


We know that after the release of this news you will have many questions. That’s why we’re pleased to announce that we will be collecting them into a new Developer Q&A.

Please post your questions as comments directly under this post on the forum and on Reddit, or in the newly created channel for this purpose on Discord.

US Independence Day discounts



Independence Day is a widely popular and one of the most important federal holidays in the United States. On this day, when most citizens are relaxing with family and friends, stores hold big sales. We’ve also prepared discounts for you.

Discounts are available from July 4th to July 8th (13:00 UTC).

In-game discounts
  • 30% discount on the following premium squads for Gold:
    • 37th Tank Battalion with the M4A3E2 Jumbo heavy tank
    • 19th Fighter Squadron with the FP-5 fighter aircraft
    • 68th Armor Regiment with the M24 light tank
    • 65th Engineer Battalion with Winchester G30M
    • 99th Fighter Squadron with P-51C-10
    • 147th Infantry Regiment with M55 Reising
Gaijin.Net store discounts
  • 30% discount on selected premium squads for the USA in the Gaijin.Net store.

Don’t miss out!

Go to the store!