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Iron Harvest Changelog 15: New Abilities



[h3]Greetings Harvesters,[/h3]
we hope you’ve had a great festive gaming season and welcome back to this, the 15th of our regular post-release updates. Over the break we’ve had time to plan how we’re going to develop during 2021 with our major priorities being Iron Harvest first big Add-on (with a new faction!) and the games console release. So that we can better focus on those milestones, we’re now moving to an updates schedule of every two weeks. Read on and gain the ability of knowledge.

[h3]New Abilities[/h3]
Today sees the release of new abilities for two of our iconic heroes:

Prince Wilhelm: Lay Waste (active)
He can now fire from both arm-mounted weapons in a great uninterrupted, sweeping, outwards-in, arc. Devastating entrenched infantry.

Uncle Lech Kos: Vicious Tackle (active)
Pushing his mech to the limits, he’ll leap forward, trampling any infantry in his path and attacking the first mech he hits.

Uncle Lech Kos: Patriotic Frenzy (passive)
This stalwart of the Polanian resistance inflicts increasing damage in proportion to his health loss.



[h3]General changes: [/h3]
  • Added tutorial for dropzone
  • Added tutorial for opening gates.
  • Fixed a bug that resulted in a loss of 2SR when an opponenet quit or surrendered.
  • Added gold trim faceplate and portrait for all Backers and Rusviet Revolution DLC owners as a thank you for all your gaming with us in 2020

[h3]Balance changes: [/h3]
As discussed last year, we’re continuing our assessment of the games balance with a view to creating systemic, long-term fixes to avoid an endless spiral of buffs and nerfs. The addition of this week’s new abilities will also affect the games balance. Therefore, we will assess their impact before making any significant changes as part of our overall evaluation. This evaluation is nearing completion and we hope to make changes towards the end of this month.

[h3]Starting 2021 as we mean to go on, trampling onto battlefields anew[/h3]
January’s end: a new 2v2 map!

[h3]Stay up to date as we continue to progress by joining us on: [/h3]
Our Official Discord Channel! Facebook Twitter Reddit  Instagram

Devs are also streaming on Twitch!

Iron Harvest Rusviet Revolution DLC Out Now!

[h2]Comrades, it's time to seize the means![/h2]
[previewyoutube][/previewyoutube]
Introducing our 1st mini-DLC. Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.

Players will follow an additional story line that continues on after the events of the main games campaign. Over the course of four new campaign maps, you will begin to shed some light on the mysterious Rasputin and his machinations.

This mini-DLC is free to Backers and Deluxe game edition owners. Here’s how to get it.


https://store.steampowered.com/app/1341701/Iron_Harvest_Rusviet_Revolution/

To join your comrades in the Rusviet revolution you need first of all to own the main game. With our Free Demo, deciding to invest your hard earned iron and oil is now easier than ever.

The Standard Version is now 30% off and it’s 33% off for those who want the Deluxe Edition and first access to the next big DLC.
https://store.steampowered.com/app/826630/Iron_Harvest/
Discount starts today until January 5th.

To clarify, this is not the “big add-on” DLC that Deluxe edition owners are expecting. That’ll come next year and it’ll be huge. This is the mini-DLC promised to our Backers and that Deluxe owners are also entitled too.

Once claimed, the DLC will be immediately playable. But, if you haven’t completed the main campaign, you’ll get a warning window with a popup that this content includes spoilers.

Remember, these missions can be played in COOP, so invite some friends and discover the new adventure together.

Inspired by these events, Jakub Rozalski, the great mind behind the world fo 1920+, has just released this new artwork for you to enjoy.

[h3]Join your comrades here: [/h3]
Our Official Discord Channel! Facebook Twitter Reddit  Instagram

Devs are also streaming on Twitch!

Iron Harvest DevBlog 33: Rusviet Revolution DLC Out Now!



[h2]News: Rusviet Revolution Rises up![/h2]



Introducing our 1st mini-DLC. Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.

Players will follow an additional story line that continues on after the events of the main games campaign. Over the course of four new campaign maps, you will begin to shed some light on the mysterious Rasputin and his machinations.

This mini-DLC is free to Backers and Deluxe game edition owners. Here’s how to get it.



To clarify, this is not the “big add-on” DLC that Deluxe edition owners are expecting. That’ll come next year and it’ll be huge. This is the mini-DLC promised to our Backers and that Deluxe owners are also entitled too.

For everyone else, the “Rusviet Revolution” is €3,99

Once claimed, the DLC will be immediately playable. But, if you haven’t completed the main campaign, you’ll get a warning window with a popup that this content includes spoilers.

Remember, these missions can be played in COOP, so invite some friends and discover the new adventure together.

Inspired by these events, Jakub Rozalski, the great mind behind the world fo 1920+, has just released this new artwork for you to enjoy.

[h2]News: Free Demo and Sale[/h2]


To join your comrades in the Rusviet revolution you need first of all to own the main game. With our Free Demo, deciding to invest your hard earned iron and oil is now easier than ever.

The Standard Version is now 30% off and it’s 33% off for those who want the Deluxe Edition and first access to the next big DLC.

Discount starts today December 17th until January 5th.

[h2]News: Holiday Cosmetics[/h2]

Seeing as you’ve all been good mechs and commanders this year, we’re going to be offering numerous winter themed cosmetic rewards. Stay tuned in-game and across all our social channels.

Firstly, Gunter Von Duisburg is donning his big fluffy red coat for this unique player portrait available to anyone who plays the game over the holiday season.

2Sk3tchy and RedRupee will be offering rare Santa and elf Saxony mech skins. Check out their channels for more info.
[previewyoutube][/previewyoutube]

And, for all Backers and DLC (including Deluxe game) owners, we have a special gold gilded trim faceplate and portrait frame for you as a thank you for your support this year.

[h2]Info: Change Log 14[/h2]
We've also updated the game with various changes and improvements:
General Changes
  • Improved object interactions so it is now possible to have multiple interactions, for example, repairing and entering a bunker at the same time.
  • This fixes an issue whereby it wasn’t possible to occupy a weapon system if another player had already issued the order to take it.
  • Adjusted the way units are prioritized over buildings and structures when selecting them.
  • In Saxony’s 6th mission “Battle of the Five Heroes”, your ally will no longer give up entirely when all its units are destroyed.
  • In Polania’s 5th mission “A Path to Hope”, pathways have been slightly enlarged to allow mechs to pass that visually should have been able to.
  • Added a “Waiting for game results” screen to the end of multiplayer games that will prevent empty or broken result screens appearing when the online response and/or connection was not fast enough.
  • Added missing Voiceovers to Stronghold Siege challenge map.
  • Fixed an issue, whereby experience points where not granted after a quick match multiplayer game.
  • Fixed a bug that resulted in a resource counter appearing in the middle of the map.
  • Improved flamer VFX when leaving a garrison.
  • Fixed that “Stiefmutter”, wasn´t receiving XP, when damaging enemy units.
  • Fixed many smaller bugs.


[h3]Skill Rating Hotfix[/h3]

Yesterday we rolled out an improvement to your SR (Skill Rating) in ranked multiplayer that corrected earlier undesirable incidents. These created a situation whereby SR did not accurately reflect player skill. We have retroactively corrected SR for all affected players. 

As a consequence, this update may make your SR (significantly) higher, but never lower than its value before this update. We have made sure that all players ranked season progress is maintained, so your new SR value will better reflect your skill and your progress this season.

Furthermore, we have adjusted all player’s MMR (Match Making Rating). This change will potentially make it easier for all the highest and lowest-rated players to find matches. It also allows encounters between players that would usually not match.

We are able to do this because of the invaluable feedback from our community. Thanks again for sharing your experiences and improving the game with us.

[h3]Balance Changes[/h3]

We continue to watch the ESL tournament unfold and are looking forward to the finals this Saturday. We have collected a lot of feedback and data for us to mull over with our turkey sandwiches. It has convinced us that balancing issues need more systemic, long-term fixes to avoid an endless spiral of buffs and nerfs. Furthermore, we do not want to disrupt the tournament at this crucial stage. Therefore, balance changes can be expected in January.

[previewyoutube]
[/previewyoutube]
[h3]Stay up to date as we continue to progress by joining us on: [/h3]
Our Official Discord Channel! Facebook Twitter Reddit  Instagram

Devs are also streaming on Twitch!

Iron Harvest Changelog 13: Faster Q-times and More Fixes!

Greetings Harvesters,
to the thirteenth of our regular post-release updates. Nothing unlucky about it. This week we focus on decreasing queue times by adding a feature that shares matchmaking. We’ve also implement several fixes and improvements requested by the community.

[h3]Shared Matchmaking [/h3]


We know how eager you are to get into battle and feast upon the mechanized entrails of your enemy. Therefore, we are happy to oblige by refining the games matchmaker to more quickly pair combatants with their most suitable foes. It’ll work like this:
  1. You enter the game queue via either Quick match or Ranked mode.
  2. The matchmaker will aim to match you with players based on this preference and most who has a similar MMR to you.
  3. If, after a few minutes, the matchmaker is unable to pair you with someone with your preference, it will choose any player with a similar MMR.
  4. If you queued for Ranked Match, you will gain or lose SR as normal depending on the result.
  5. If you queued for Quick Match, your SR will be unaffected.
  6. Safeguards have been deployed to prevent players who try to exploit this system to “farm” SR.

We’re aware that some high level players are reporting unexpected and significant SR losses. We are currently assessing how MMR is incorporated into the calculation of SR and discussing our options. We will have more on this for you very soon.

[h3]General changes: [/h3]
  • Fixed an issue that resulted in infantry units being left outside when the squad was ordered to garrison a building, or Zolw while firing at enemy units.
  • The “Matter of time” achievement is now correctly awarded when you win a game due the time limit elapsing.
  • Fixed issues related to deconstructing connected barbed wire sections that could cause game input freezes.
  • Fixed “Matchmaking failed” errors created when a few players used Coop mode on the final Polanian campaign mission “Showdown”.
  • Fixed multiple little errors so as to improve overall game stability.
  • Fixed overlapping icons in long titles within the cosmetics menu.
  • Fixed incorrectly displaying loading bar.
  • Map and Game mode are now clearly displayed during the Reserve picking and game loading screen.


[h3]Balance changes: [/h3]

We continue to monitor the games state and your feedback regarding balancing, especially with all the info that comes from the ESL tournament. With that continuing, we are reluctant to make any significant changes that might disrupt those competing. We’ve also recently had in-depth conversations with community members. They helped to confirm us in our thinking that regularly, short-term, tweaking of numbers is undesirable.

Instead, we plan to focus on future balancing changes that would best come from long-term improvements. For example, in the way units operate and function on the battlefield.

[h3]Wow what a year! Only one week to go and we’re going to end it in style![/h3]
Next week: The winds of change arrive with the Rusviet Revolution mini-DLC

[h3]Stay up to date as we continue to progress by joining us on: [/h3]
Our Official Discord Channel! Facebook Twitter Reddit  Instagram

Devs are also streaming on Twitch!