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Developer Diary: Spotting Changes in 0.32

Commanders!

In today’s Developer Diary, we’d like to tell you more about the spotting system changes that we are planning for Update 0.32.

The first change concerns smoke spotting mechanics. The way it is right now, deploying smoke basically makes your vehicle disappear from everyone instead of just the spotter who has his line of sight obscured by your smoke, as long as at least one spotter line of sight gets broken.



In other words, deploying forward-facing smoke that will interfere with the line of sight of the spotter in front of you will also make you disappear from a spotter that is, for example, beside you, along with everyone else, for whom you are not directly in their line of sight.

This is very counterintuitive and leads to some strange situations of tanks disappearing into thin air on the battlefield. As a side note, this system – due to the way it is programmed – causes some server performance issues.

In Update 0.32, we will be fixing it so that each vehicle’s line of sight will be considered individually. If you break one line of sight with your smoke but someone else still sees you, you will no longer disappear and will remain spotted. Additionally, the system will be made more responsive with more spotting checks in place. Driving behind an active smokescreen will make your vehicle instantly disappear without having to wait for another spotting check (which do happen less often, the longer the distance is).

But that’s not all.

We’ll be also overhauling the way camouflage bonus works for bushes and other pieces of foliage. As you know, these bushes provide environmental camouflage bonuses and their mechanism is described in a dedicated article.

In Update 0.32, we’ll be changing the camouflage they provide from a fixed amount to an equation where the environmental camouflage bonus will depend on the length of the line of sight intersection of the bush’s boundaries. This may sound really weird, but what this means is that the more leaves there are between the eye of the spotter and the spotted vehicle, the harder the vehicle it is to spot.

Starting from Update 0.32, using a situation where you are spotting an enemy vehicle:
  • Bushes within 15 meters of your tank are not considered
  • A spotting ray is drawn from your tank to the enemy (please refer to the dedicated article regarding the way spotting rays work)
  • The ray intersects several bushes
  • Earlier, the spotted target’s camouflage would be improved by the flat bonuses provided by each bush – now, the bush’s base camouflage will be modified by the distance the ray will travel through the bush

This change resolves some issues with the existing spotting system, where various bushes – no matter how small – would add the same amount of camouflage. Now, if the bush is small, it provides less camouflage than it did before without us having to address every single bush in the game individually.



It’s worth noting that the camouflage provided by foliage using this new system will not exceed the old one since there is a cap on the bonus provided by the bush size. Bushes will not suddenly start providing more camouflage – quite the contrary. Those tiny bushes that were just as effective as the old ones will now provide much less cover. It’s therefore very important to pay attention to the directional camouflage indicator in the lower left corner of the screen.



Finally, bush and canopy stacking is now a thing. Bringing a tree down so that its canopy covers an existing bush effectively doubles that area’s cover camouflage bonus, although only two such bonuses will stack at most and further canopies brought down to the same area this way will not increase your camouflage bonus at all.

We hope that you’ll enjoy these changes and, as always:

See you on the battlefield!

BPE Spec Ops Tournament

Commanders!

The French B.P.E. community would like to invite you to a Special Operations tournament.



To succeed, you to kill as many anti-tank troops in the first Chapter of the Spirithaven Special Operation while playing a Tier 5 vehicle during the specified hours. The following conditions apply:
  • Language: English or French
  • Date: May 30, 2020
  • Time: from 00:01 to 23:59 CEST
  • Mode: Special Operations, Spirithaven, Chapter 1
  • Format: Solo gameplay, players attempt to kill as many Mechanized Infantry enemy troops as possible (one submission per player), only victorious battles count
  • Tier: 5 (no vehicle restrictions)
Your result must be submitted to this dedicated Discord channel: https://discord.gg/GZEM2za
The registration is open until May 29, 2020, 23:59 CEST.

The following prizes await the winners:
  • First place: Enigma’s Legacy Battle Path access and 2.000 Battle Coins
  • Second place: Enigma’s Legacy Battle Path access and 1.000 Battle Coins
  • Third place: Enigma’s Legacy Battle Path access and 500 Battle Coins
See you on the battlefield!

Community Highlight: Speedrun Contest Results

Commanders!

For the recently concluded Spirithaven Speedrun contest, we challenged you to beat each of Spirithaven’s four chapters as fast as possible and today, we’re happy to share the results with you.

[previewyoutube][/previewyoutube]

Without further ado, the winners are as follows:
  • Chapter 1: Team “xGASx” (Killer_Plautze, Tankerman, bigfullkill, Hellfir, Tortentöte) completing the chapter in 4m 48s
  • Chapter 2: Team “Stop Yelling Fedor” (danlambo, Flavio93Zena, Haswell, Trafalga99, Sorenou) completing the chapter in 7m 17s
  • Chapter 3: Team “Wolverine” (Life_Myth, ShadowComandPro, ItalianStyle, CrazyKanuck, Falchion_Talon) completing the chapter in 7m 4s (the Stop Yelling Fedor team was faster with their time being 6m 32s, but only one contest per win was allowed and the winning spot was therefore ceded to Wolverine)
  • Chapter 4: Team “CNIGC” (hayato, Bismarck2117, CN-Android, InitiaSilence, chinachengdu) completing the chapter in 9m 27s (the Wolverine team was faster with their time being 9m 11s, but only one contest per win was allowed and the winning spot was therefore ceded to CNIGC)

In the video above, you can see the victorious Chapter 1 attempt by xGASx. Congratulations to all winners – you’ll receive your prizes soon!

And as for the participants who haven’t won anything – no worries, we are already hard at work on the next contest, so until then:

See you on the battlefield!

Maintenance - May 20

On the 20th of May 2020, starting from 8:00 CEST (19th of May, 11 PM PDT), the server will not be available for 5 hours due to the application of Update 0.31.6098



[h2]List of Update 0.31.6098 Changes[/h2]
 
  • Fixed an issue where the Labyrinth War Games mode would not properly award Loot Crates
  • Fixed an issue where Special Operations deserters would receive the reward Loot Crates if the rest of the team won the battle (now they won’t)
  • Implemented a number of fixes and assets for the upcoming Battle Path

Developer Diary: Upcoming Infantry Changes

Commanders!

As you already know, Update 0.32 will be a part of the Spirithaven season with its main feature being the Engima’s Legacy Battle Path campaign. That’s, however, not all that it’s bringing. In this update, we’ll be introducing a number of updates and improvements to the Mechanized Infantry feature and today we’d like to tell you more about some of them.

[h2]Updated Model Animations[/h2]

The first feature and probably the one most noticeable at first glance feature we’ll be introducing will be the updated model animations of all the vehicles that carry Mechanized Infantry. Simply put, these vehicles will now have animated doors that will open with the troops disembarking realistically, the way they do in real life. Take a look at this small demonstration:

[previewyoutube][/previewyoutube]

All the vehicles with Mechanized Infantry – more than thirty 30 of them – are getting this upgrade. Not only will this change make the battlefield look more realistic, but it’s also tied to a lot of other model tweaks, checks and improvements.

[h2]Other Infantry Updates[/h2]

Another thing that we wanted to do that’s related to the Mechanized Infantry feature is the update of some Commander skills in order to provide bonuses to Mechanized Infantry. However, instead of introducing a new Commander and making some other less popular commanders even more obsolete, we’ve decided to update one of the existing Commanders – Viktor Kirsanov – with a series of skills that will affect Mechanized Infantry. The upper left corner of his skill field will be overhauled to accommodate those and the commander will also become available for unlocking from the BMP-1 and BMD-1 AFVs.



And last but not least, we’ll be introducing a number of Infantry-related changes and fixes in the future, throughout the rest of the Spirithaven season:
  • We’ll be introducing the option to command your Mechanized Infantry to either move to the location of your choosing (by aiming your reticle at terrain) or to fire at the enemy designated by you (by aiming at the enemy) using a single key
  • All non-MBT vehicles (including TDs and LTs) that do not use ATGMs as the main weapon system will receive the option to fire machineguns as long as they don’t use autocannons, ATGMs or rockets as their main armament and have a machinegun modeled on them
  • HE shells from MBT caliber cannons will be more effective at killing infantry with splash, addressing the issue where some HE explosions wouldn’t harm infantry even if landing almost next to them
  • We will, of course, fix a number of Mechanized Infantry issues, including mechanics and animation

Please note that since the Infantry Command mechanics are planned to arrive at a later date after the launch of Update 0.32, we’ll tell you more about them in a separate article when the time is right. But until that time:

See you on the battlefield!