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Gallipoli - Ballistics & Damage

[p]Aside from gun play, we’ve also taken a close look at damage and ballistics for Gallipoli. We’ve taken a more granular approach, which makes firing weapons feel more realistic, as well as different from each other. As an added benefit, having more numbers to tweak will also help us with balancing! [/p][p]If you missed our reasoning and gun play changes, be sure to check out our previous blog.[/p][p]We would like to preface this blog with a little disclaimer that everything in this blog is a balancing matter and so very much subject to change.[/p][p][/p][p]Note: If you can't see the images, try the blog on Reddit![/p][p][/p][h2]Ballistics[/h2][p][/p][p]We’ve introduced simulated ballistics in Gallipoli! Bullets should now much more closely behave like you’d expect from the caliber and weapon they’re fired from.[/p][p]Two of the included changes are bullet travel time and bullet drop. We no longer use hitscan; bullets now take a bit of time to travel over great distances and drop a bit along the way, depending on the weapon and the bullet. The effect will be quite minor in most circumstances if you use a weapon for their intended range, but you’ll really notice it if you try to snipe with a revolver.[/p][p]
[/p][p][/p][h2]Damage[/h2][p][/p][p]One area we looked at is damage fall-off, the amount of damage lost when hitting a target from long range. The amount of damage fall-off depends on the weapon you’re using: damage from small arms like pistols start to drop off after 10 meters, while rifles start to be affected between 50 and 100 meters. Regardless of weapon used and damage lost over range, a headshot will always take out your target in one hit.[/p][p]On that topic, the body has been split up into more parts, each with their own damage modifiers to make damage more granular. In our previous games we distinguished between the head, arms and body when it came to calculating damage, but we now make use of all the different body parts: neck, belly, pelvis, upper limbs, lower limbs, hands and feet. Each of these has its own damage multiplier based on how much it sucks to get shot there.[/p][p][/p][h3]Penetration[/h3][p]Bullet penetration also got some attention! Materials now more accurately affect bullets passing through. Fabrics have little effect, wooden poles a lot more! The harder the material, the more stopping power is lost once the bullet comes out the other end – if any stopping power remains.[/p][p]It’s generally not recommended to use your squad as a human shield.[/p][p][/p][p][/p][h2]How it’s calculated[/h2][p][/p][p]Damage, bullet travel time, bullet drop and penetration are all calculated based on the muzzle velocity of the weapon used, bullet weight, bullet diameter and the shape of the bullet nose.[/p][p]On an individual level, every weapon does have unique characteristics that reflect what they were like in real life. Now, we don’t expect you to learn the ins and outs of every single weapon, so you’ll be able to compare the stats in-game![/p][p][/p][h2]What it all means[/h2][p][/p][p]These changes both really make firing weapons feel more realistic, but also makes sure weapons aren’t too effective outside of their intended role. Semi-automatic pistols should feel great at close range, but shouldn’t be effective at longer ranges as well. Scoped rifles should be best suited at long range, but hitting your target should still be a fair challenge![/p][p]While everything we mentioned here may sound complicated, it all feels natural in practice. Firing and aiming weapons is more realistic, but there’s no need to whip out a calculator to hit a distant shot with a rifle. Gallipoli is not a full-on simulator, but closer to a ‘milsim-lite’ than our previous games![/p][p][/p][hr][/hr][p][/p][p]Thanks for reading! This blog was a bit more technical, but we hope you found it interesting. More blogs are coming your way, so be sure to wishlist and follow Gallipoli on Steam to get everything right in your library.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Gallipoli - Major Improvements to Gun Play

[p]Some of the biggest changes in Gallipoli compared to the previous games can be found in the gunplay. It has received a major set of improvements and reworks to really improve the realism and pacing of the game, while also making it more satisfying. You’ll feel greater differences between the weapons in the game.[/p][p]
Before we get into the actual changes, let’s discuss our reasoning![/p][p][/p][p]Note: if you can't see the images, try the blog on Reddit![/p][p][/p][h2]Pacing & Immersion[/h2][p]While we believe our previous games were a good showcase of what fighting in WW1 was like, we really wanted to take it to the next level with Gallipoli. For this, we took a close look at pacing and immersion, how we could more closely capture what combat was like as a soldier on the front. We hope to push teamwork and smart decision making more in Gallipoli and make battles feel more realistic. Every weapon should have their own challenges, yet be fun and rewarding to use.[/p][p]Now, that’s easier said than done. There’s no ‘immersion slider’ we can tweak a little. So to achieve this, we’ve made some major improvements in all kinds of different areas of the game. A lot of these are related to weapon handling and player status, how a soldier would react in the heat of combat. Let’s take a look at some of the improvements we’ve made![/p][p][/p][p][/p][p][/p][h2]Reloading[/h2][p]Reloading got a lot of love in Gallipoli. All of the reloading animations are upgraded massively and are completely unique for each and every single weapon! Reloads and bolting are a bit slower and methodical in Gallipoli to better reflect real life, which also requires you to be more tactical with when and where you reload.[/p][p][/p][p][/p][p][/p][p]Each weapon in Gallipoli has their reload split into three stages: unloading, reloading and closing the bolt. For single-round reloaded weapons like rifles, every round inserted functions as an extra stage.[/p][p]Completing a stage essentially functions as a checkpoint in case you need to interrupt the reload. It’s more realistic that way; once you put a round into the weapon, you won’t have to do so again after getting interrupted.[/p][p][/p][p][/p][p][/p][h2]Suppression[/h2][p]One of the other biggest changes is how suppression works and affects you at the receiving end. In Isonzo, getting suppressed was mostly a visual effect, restricting your vision. In Gallipoli however, it triggers your fight or flight instinct![/p][p]Being suppressed initially increases sway and recoil. As you continue to get suppressed, you’ll start to panic and the effects get much more severe. Your vision darkens and you lose color perception. Your hands start shaking, making it very difficult to aim and return fire. Near misses from bullets cause you to flinch and throw off your aim. [/p][p]If you’re heavily suppressed, you may also struggle to properly close the bolt, the last stage of a reload. It’s not a gun jamming mechanic that requires manual input. You will always succeed in reloading, but it takes a second longer than usual. Of course, this comes with another unique animation![/p][p][/p][p][/p][p][/p][p]Suppression by bullets happens when bullets are whizzing past you. Machine guns have the easiest time suppressing others due to the volume of fire, and doing so should be the main priority. Bullet suppression is stronger at longer ranges, to make sure you don’t get all shaky in one-on-one close-quarters combat.[/p][p]Explosions also suppress. The strength and range depends on the size of the explosion. Explosives that are designed to stun instead of destroy, like certain types of grenade, cause relatively more suppression. Explosions and stunning are a big topic on their own, so more on that in a later blog![/p][p]The best way to combat suppression is to go prone, preferably behind cover. Lying on the ground makes you partially resist the effects of suppression and helps you recover quicker.[/p][p][/p][p][/p][p][/p][h2]Weapon Handling[/h2][p]Once you spawn in, weapon in hand, you’ll first notice some general changes we made to handling. We’ve built on the systems used in Isonzo to add more layers of depth and realism to the weapons in Gallipoli. [/p][p][/p][h3]Drag & weight[/h3][p]Drag is a new feature in Gallipoli and determines how quickly your weapon follows your movement, based on its weight. Lightweight weapons like pistols respond only slightly slower to turning around, aiming down sights and the end of a sprint. Heavy weapons like machine guns take a bit longer to do all of that. Overall we balanced it to make it a bit more challenging to snap on target, but not take 3-5 business days to do so either.[/p][p][/p][p][/p][p][/p][p]Weapon modifications do affect a weapon’s weight, so an SMLE MK.III without bayonet or scope will be snappier than one with.[/p][p][/p][h3]Sway[/h3][p]Weapon sway has gotten a lot of attention and now more closely reacts to your status! The basic ‘breathing sway’ pattern has been completely reworked to match reality more closely, but we’ve also added two new factors: ‘hand wobble’ and ‘arm fatigue’. Both add a bunch of little movements that come with handling a weapon of different weight classes.[/p][p]Hand wobble is the inaccuracy that comes with handling lighter weapons like pistols, while arm fatigue is the strain on your arms from carrying around a big chunk of metal like a machine gun. Of course, holding your breath to focus on aiming massively reduces all sway for a limited time. [/p][p][/p][p][/p][p][/p][h3]Surface Resting[/h3][p]You can now rest any weapon on any surface! Previously only an option for weapons with bipods, it’s now extended to all weapons in various degrees. [/p][p]If you’re aiming from behind cover or are lying prone on the ground, you’ll have an easier time aiming your weapon. Unlike bipods, there’s no setup required to benefit from it. Bipods are still available on some weapons and do still require deployment, but have a way stronger effect on aim than surface resting.[/p][p][/p][p][/p][hr][/hr][p][/p][p]That’s all for now! There are a bunch more improvements that really elevate the immersion, but we’ll show those another day. If you’d like to stay up to date, be sure to wishlist and follow Gallipoli on Steam![/p][p]If you’d like to learn more about the history of the Middle Eastern theater of WW1, be sure to check out our new video with Dr Chris Kempshall![/p][p][/p][previewyoutube][/previewyoutube]

Gallipoli - Introducing Anzac Cove

[p]Hello everyone![/p][p]Today we’re exploring another map coming to Gallipoli, and the map that probably comes to mind first when you think of ‘Gallipoli’: Anzac Cove.[/p][p][/p][h2]Landing at Anzac Cove[/h2][p]Following the failure to force a naval passage through the Dardanelles Straits in March 1915, the Entente allies decided that they would need to change their strategy. If they were to achieve their goal of capturing Constantinople and knocking the Ottoman Empire out of the war, they needed to land infantry on the Gallipoli peninsula to capture or destroy the Ottoman fortresses that guarded the straits. [/p][p][/p][p][/p][p]Landing at Anzac Cove, source: https://www.awm.gov.au/collection/C53771[/p][p][/p][p]In the early hours of the 25th April 1915 soldiers from the Australian and New Zealand Army Corps (ANZAC) approached the shore. They were aiming to land on Z Beach but had drifted a mile further north. Their plan was to take the beaches and then move on to capture various key ridges beyond. The Ottoman defenders detected their approach whilst the boats were still offshore and opened fire. The attack was on. Upon reaching the beach, the Australian soldiers fought uphill to capture their first objective: Plugge’s Plateau. However, the landscape beyond proved hugely difficult to traverse. [/p][p][/p][p][/p][p]Steep hills of Anzac Cove, source: https://www.awm.gov.au/collection/C1000859[/p][p][/p][p]The defending Ottomans were hard-pressed. Whilst awaiting reinforcements, the commanding officer, Mustafa Kemal (later Kemal Atatürk, founding father of modern day Turkïye) issued his famous ‘I order you to die’ command to his men as he launched counter attacks. The Anzacs struggled to hold out against determined Ottoman attempts to force them back to the beaches. Their commanders decided to abandon the plan of capturing further ridges and instead dig in at Russell’s Top and hold the little territory they had gained. They would not progress much further for the rest of the campaign.[/p][p]
[/p][p]Mustafa Kemal (Kemal Atatürk, fourth from the left), source: https://www.awm.gov.au/collection/C196601[/p][p][/p][h2]Anzac Cove in Gallipoli[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Steep hills, sharp ridges and enough shrubberies to make someone shout “Ni!” characterize Anzac Cove. There’s not much in terms of visual cover when you’re running around, but you can make use of plant cover if you lay down in the right spots. As for the battle itself, well, it starts off with a grand entry of the British Empire… by boat.[/p][p][/p][p][/p][p]The battle starts with the British forces divided across multiple boats. Soldiers will then row you towards the beach. In the meantime, you can focus on providing covering fire with your weapon of choice. This continues until the first sector is captured, halfway up Plugge’s Plateau.[/p][p]On the Ottoman side, you’re sitting relatively comfortably at the objectives. While the British forces are splashing about, they’re a sitting duck with a complete lack of cover. These early stages of the battle are the best time for the Ottomans to really hack away at the attackers’ momentum. Be sure to bring some rifles![/p][p]The objectives themselves provide plenty of cover, but more worryingly perhaps, Krupp 75mm and HMG positions that can be used to send the attackers on a quick one-way trip to the bottom of the Aegean Sea.[/p][p][/p][p][/p][p]It’s an uphill battle for the British forces, both literally and figuratively. Once the first sector is captured however, they’ll be able to use it as their forward base and continue over Plugge’s Plateau and head for the Sphinx.[/p][p][/p][p][/p][p]After running down the other side of Plugge’s Plateau, the climb back up begins. Along the ridge sits one of the two objectives, one that doesn’t have much in the way of cover. Aside from some sandbags and the odd shrubbery, this steep objective is sure to get chaotic. [/p][p]The other objective sits right on the shoulders of the Sphinx – or Yuksek Tepe amongst the Ottomans, an eye-catching geographical outcrop – and is likely easier to defend. Not only does it feature an underground cabin, some shooting nests, and plenty of foliage, it’s also one of the highest points on the map. You can spot people all the way back on Plugge’s Plateau, and even the beach in some places.[/p][p][/p][p][/p][p]Running towards the third sector at Russell’s Top, the terrain evens out a bit. On the attackers’ left side, it’s only a slight incline. The right side sits lower, but leads to the same objective at the very end.[/p][p]The final Headquarters is a series of trenches complete with tunnels, shooting nests and a nice view. Everything you need for a final Ottoman stand![/p][p][/p][p][/p][h2]The Arsenal[/h2][p]Let’s have a look at two more weapons commonly used on the Ottoman Front! This time, two standard issue sidearms you would’ve seen during the Landing at Anzac Cove.[/p][p][/p][h3]Webley Mk.VI[/h3][p]The Webley Revolvers are a series of top-break revolvers adopted in 1887, where it became the standard issue service revolver of the British Empire. It fires the .455 Webley cartridge, making it amongst the most powerful revolvers of its type. [/p][p]Compared to its prior models, the Mark VI had its barrel extended from 100mm to 150mm for better effectiveness at range – though its typical engagement range was quite short.[/p][p][/p][p][/p][h3]FN M1903[/h3][p]The FN M1903 is a Browning-design semi-automatic pistol firing the 9mm Browning Long cartridge, comparable to the 9x19mm Parabellum of the German Luger. The design was popular for its ease of use, reliability and accuracy.[/p][p]8,000 FN M1903 pistols were ordered by the Ottoman Empire for police use prior to WW1, but ended up in the hands of Officers and specialized units during the war. More were produced for the Ottomans after the FN factory was captured by the Germans. [/p][p]It is one of many famous foreign-made semi-automatic pistols fielded by the Ottoman army.[/p][p][/p][p][/p][hr][/hr][p][/p][p]Got all that? Great. If you haven’t already, be sure to check out the Ctesiphon blog as well to learn more about the battles in Mesopotamia and the ancient Arch of Ctesiphon. You can expect more information from us again soon, so be sure to add Gallipoli to your wishlist![/p]

The Wolf Truce has returned!

[p]During the brutal winter of 1918, hunger and frost claimed countless lives. But the fallen were not left alone. Packs of starving wolves, drawn by the scent of blood, began haunting the battlefield. They feasted on the dead… and soon turned their fangs on the living.[/p][p]The attacks grew so relentless that German and Russian soldiers agreed to a ceasefire, to fend off the living nightmare together.[/p][p]Was it real, or just a ghost story whispered through the ages? The evidence is scarce, and the tale mainly survives through eerie newspaper clippings from overseas. True or not, the Wolf Truce lives on, and every year, the wolves return.[/p][p]
[/p][p]The pack has returned… and this time, they’re right on time for Steam Scream Fest! The wolves will stalk into any match, forcing a sudden and eerie silence across the trenches.[/p][p]When they appear, a ceasefire will be called. If both sides respect the truce and work together to drive off the beasts, all players will earn the rare Wolf Truce medal. But beware, if even one soldier breaks the peace, the battlefield descends into chaos, so think long and hard on who to shoot. One enemy can be argued with, the other not. [/p][p]The Wolf Truce event runs until November 3, 10AM CET. Dare you face the howls in the dark?[/p]

Update v66919

[p]We released a small patch fixing the Unity vulnerability issue, CVE-2025-59489.[/p]
  • [p]Unity Editor update to 2022.3.67f2,[/p]
  • [p]Security patch[/p]
[p]Download is expected to be around 3.5 GB.[/p]