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UNITED 1944 Closed Beta II patch notes

[h3]NEW FEATURES[/h3]
  • A brand new game mode has been added, Survivor, a long session sandbox game with open communication, where parties of up to three players fight others for their extraction from a conflict zone, roaming, building bases, racing to obtain treasures and recipes to unlock better equipment for other matches. This mode is actually still in early stages of development & only available in the France map. We are keen to hear your feedback and craft a unique gaming experience with your help. You can check the Survivor Mode gameplay overview here.

  • Facial Hair has been added as an option in customization for male characters, players can choose beards, mustaches and goatees, allowing more unique avatars.
  • In order to improve the quality of life we have polished & added some features to the user interface, along to those changes we have added an Allied Players health bar encircling the widget above the head of allies, it shows their life & is quicker to discern if they have been hurt or they need support during skirmishes.
  • A brand new toxicity System has been added to the game. The game monitorizes the behavior of players during a match and can act accordingly in response to their actions, misbehaving will now have consequences, and playing as a team and respectfully should feel more rewarding.
  • A whole new map has been added to the game, France, the heart of a small European town devastated by war, with broad open boulevards and narrow streets, is a balanced war scenario where long range weapons gain protagonism.

  • We have added a new family of weapons to the skill tree & loadout, the Light Machine Guns, the British Bren gun & Japanese Type 99. This family focuses on offensive capabilities for suppressing enemies or a little bit extra firepower to attack & destroy enemy fortifications, without compromising player mobility.

  • More customization features have been added for the players for expressing themselves, backgrounds, frames trackers, poses, titles & badges can be equipped in the player card in profile, new emotes, social paints and voice lines added to social wheel, more designs & charms for the weapons & new outfits for the player character.


[h3]IMPROVEMENTS[/h3]
  • The player health system has been revised & simplified, (the health boost a second life bar that growed empty over the time has been removed, the max health of all players is now a maximum of 100 points)
  • The player movement has been improved, the mobility of the characters in 3P is now more natural & readable. The traversal is a very important part of our game & we are making every effort possible to make sure that the overall feeling is positive and doesn't feel unfair.
  • Both Loadout & Character menus have been streamlined, they are no longer divided in two subcategories dictated by factions, the customization of the weapon selection & avatars is independent of the team .
  • Africa Map has been reworked, we detected through many playtests that the Axis main base was slightly desfavorable towards the defending team, and thus the Fortress zone and its outskirts have a new layout that now offers a more balanced experience.

  • All weapons have been meticulously re-balanced based on your feedback, gunplay is now more diverse, each weapon has its place in the game, we want that each skill point spended in weapons feels rewarding and useful.
  • Shotguns: All shotguns' overall reliability has been improved. They should now feel as a real threat in close combat. (In the previous beta, shotguns were a little bit underwhelming and they often ended up generating unexpected results at close combat.)
  • Pistols: All pistols have suffer minor changes to make their overall feeling improved (We considered that the pistols fill their role in a very acceptable way during the past beta, so we made some adjustments to make them feel more comfortable)
  • SMGs: SMGs efficiency, specially from hip-fire, have been rebalanced (During the past beta we were impressed by the SMGs' flawless efficiency and dominance in matches, so we took the necessary actions to ensure their balance with the rest of the weapons ecosystem)
  • Semi-auto Rifles: Semi-auto rifles short and long range efficiency have been reduced. We also removed the instadown mechanic for them, now they have a normal head multiplier (In the past beta we observed that semi-auto rifles, a mid-long range designed weapon, could be used from almost any possible range. Their high control capabilities made close combat chances to win very high and the insta-down mechanic made it a serious threat again sniper rifles)
  • Sniper Rifles: Sniper rifles in-combat performance has been increased (We noticed that snipers were not a very secure option to play with, their downsides were more appreciable than their strengths so we tried to balance them in order to feel them more satisfying)
  • MMGs: MMGs performance against structures has been increased (MMGs were weapons designed to offer an strategic option towards buildings & outposts so we tweaked their damage)
  • Rocket Launchers durability has been decreased & also the player speed with the weapon equipped (A late game weapon with such destruction power needed from handicaps to restrain the abuse of them )
  • Now players can always manually cancel the reload of every weapon at their will, as long as they have at least one bullet loaded in the magazine, when they shoot or aim. This is to ensure players reactivity in pursuit of the gameplay first rule.
  • All crafting recipes have been reworked, the resources requirements are now more consistent between items families & addressed some problems wheres more scarcity of resources along the development of a match
  • Support for multiple region type Keyboards was added & proper keybindings are represented inside options & in game. We got some reports that the bindings did not work properly with keyboards from other regions.
  • By popular request, we’ve added voice chat to the main menu, so when you’re In a Party you don’t lose communication with your friends and teammates when the game session finishes.
  • The bootcamp experience has been reworked & improved, learning the ropes of the game should be more clear for newcomers and returning players.
  • The Day Night Cycle has been overhauled towards improving the gameplay, the nighttime is now brighter and much less obtrusive for everyone.
  • The skill tree has received some improvements both in UI functionality, distribution & dependance of skills. The wood and metal chest ability is now part of both wood & metal constructions abilities respectively.


[h3]FIXES[/h3]
Following our last BETA, we've been actively listening to the valuable feedback from our dedicated players, along with the numerous bug reports. Your passion and engagement mean the world to us, as our ultimate goal is to provide you with the finest gaming experience possible. While UNITED 1944 remains in BETA development phase, we are committed to delivering a gameplay experience that is as stable as can be. To that end, here's a list of the bugs we've successfully addressed:
  • Fixed an issue with the bindings of the mouse buttons and in game menus, where you could open the desired menu with the new binding but it was impossible to close it.
  • Fixed a bug where the widget of a captured base didn’t appear if the base was captured while the player was dead
  • Fixed the behavior where the deployed razor wire prevented explosion damage, acting as a shield.
  • Fixed a bug that made the player footsteps silent while recharging weapons
  • Fixed a bug that made chat messages always visible after deploying in the map
  • Fixed a bug that made the player unable to move if they jump while reviving an ally
  • We addressed multiple bugs and problems in the Egypt map
  • Fixed a UI bug that the showed number of planer parts captured by the team didn’t refresh if the player was near a command desk or an outpost
  • Fixed an audio bug that reproduced the sound of picking up an outpost kit when trying to pick up one when there's none available.
  • Fixed a UI bug that displayed inconsistently the stacks of certain items, while the backpack of the player is full.
  • Fixed a widget bug that make the items & weapons part of the player HUD disappear in the bootcamp if the player dies meanwhile
  • Fixed a malfunction in the mute players functionality
  • Fixed a controller problem that made players unable to move if they were doing some kind of animation, (vaulting climbing or an emote) while the game transitioned from the prewarm screen towards the match
  • Fixed an issue that made the character unresponsive if the player tried to deploy a construction while vaulting or climbing.
  • Fixed a problem where the player got the ironsight got triggered permanently if the try to open a radial menu ( construction, social, voice chat, ping)
  • Fixed an issue with certain items that got highlighted permanently but remain unresponsive if the player dies with the focus on them.
  • Fixed various issues related to the loss of focus of the game, while using menus or entering windowed or fullscreen modes.
  • Fixed a camera problem that caused players to perceive as if they were falling beneath the map if they try to stand in places where there's no headroom
  • Fixed a issue that displayed the knife in front of the eyes of the player if they change from any weapon to it while vaulting or climbing any obstacle


Remember to join the official UNITED 1944 Discord server for developer updates, feedback and technical support.



We're absolutely thrilled to bring you this opportunity to experience the game and put our months of hard work, new features, and improvements to the test. See you in the frontlines!