Reto.Circinus

Update 1.09 'Battle Flow' - Changelog

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Reto.Circinus    1,639

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Changelog 1.09

General Action Game Changes

  • Weather Setting Tweaks
    • More ambient
    • More brightness
    • More adaptation up and down
    • Adjusted up against each other and tweaked in both low and high graphics quality
  • Fixed transparent dark layer being rendered on top of soldier's finger when looking at the ingame map

Maps

General Map Changes

  • Reduced the amount of bushes in the field boundaries by 50%

Medium French Village (Town)

  • A2-A3 deploy zone moved slightly west to the other side of the road and widened in order to create a better angle of engagement
  • Added a road from C2-C3 deploy zone towards C4, a bike shed was also placed near the deploy zone to facilitate faster transport
  • D1-D2 moved forward to field boundary to decrease travel time substantially and create a better angle of combat
  • D2-D3 moved forward and widened, added forest for cover and a bike shed in order to create a better angle of combat and shorter travel time for attackers
  • Cleared a path through the forest from D2-D3 to D4 in order to show attackers a vista and path to the bridge they are attacking
  • Fixed a bug where the D3-D4 deploy zone had a sunken wall
  • E3-E4 deploy zone moved between the river crossings in order to facilitate a choice when crossing the river
  • Added some rocks for cover on E3-E4 northern river crossing
  • Moved O1 deploy zone slightly back, removed red staircase in order to increase defender travel time to capture zone. Added a third city building on the riverfront to provide cover
  • Fixed a gap around the doorframe on the corner type buildings
  • Fixed a small gap between barn and adjacent house at A3
  • Fixed sudden transition with bump between dirt- and stone road between Church and A4

Mountain Town

  • A1-A2 deploy zone moved east away from the open road and onto a forest ridge to avoid farming from the mountain
  • A2 capturepoint, added a new hole in the perimeter wall to provide an entrance when coming from A1-A2 deploy zone
  • A2-A3 deploy zone moved east away from the mountain, a group of buildings have been added to create cover. The road has been moved in order to facilitate this move
  • Bike shed on A-line moved to provide bicycles and health crates closer to the updated deploy zones
  • Removed a stone fence near O2-A3 deploy zone which was blocking vehicles natural path to cross the bridge
  • B2-B3 slope has been roughed up a bit, and added more trees while also widening the deploy zone and adding a bike shed in order to make players exiting the zone less predictable to farmers
  • C2-C3 deploy zone moved slightly east in order to avoid natural pathing to O2 being blocked by the expanded O2 deploy zone. Forest has been expanded around this deploy zone in order to provide cover
  • E-line mountain north of E2 and E3 has been roughed up a bit and added more trees in order to make this area more interesting to fight in
  • Added a house along the road from E3 - O1. This will provide more interesting combat in this area, by providing a vantage point to control the movement between points
  • Added bikes and a civilian truck to O1 deploy zone
  • O2 deploy zone expanded substantially to now include three exits according to community suggestions. This should decrease farming. The area set dressing has changed in order to accommodate the larger zone
  • Moved hard to reach Panzerfaust crate at B2
  • Fixed flickering floor in garage at D2
  • Fixed visual gap in riverbank wall
  • Fixed slightly hovering boat near O2

Forward Airfield

  • Added row of trees along the C-line road to provide more interesting combat between C1 and C2
  • Replaced stone fence along C-line with a wooden fence for better artistic integration with new C3
  • C3 expanded according to community suggestion. The capture zone is now substantially larger and has two more buildings, as well as a vantage point barn on the flank
  • Added two more holes in the perimeter wall of O3 (Church) towards the deploy zone in order to make defenders less farmable
  • Widened O3 deploy zone slightly to make exit points from the zone less predictable

Factory

  • Extended factory wall at O2 deploy zone in order to cover defenders from farming from the hills

Airfield

  • Added one more barrack, one more nissen hut, barricades, boxes and additional trees at the exit of O2 (Control tower) deploy zone to provide additional cover when leaving the zone
  • Added some trees behind O3 (E-bunker) deploy zone to block line of sight from the mountain behind to prevent tankers from farming the deploy zone

Skirmishes

  • Hill Skirmish - Fixed hovering wood logs at South East deploy area
  • Forest Skirmish - Fixed wooden boxes clipping through attic-floor of barn at O2

Weapons & Vehicles

  • Scope view for all non-vehicle weaponry brightened up
  • Enlarged hole in FG42 rear sight for better aiming
  • Muzzle Smoke tweaks:
    • Muzzle smoke has been made darker/less prominent
    • Muzzle smoke speed has been toned down so you’re not as exposed when shooting behind obstacles
  • Fixed pistol Model 1934 barrel see-through issue

UI

  • Added Bulletin page:
    • Added News & changelist to Bulletin page
    • Added Friendslist to Bulletin page
      • Added find friends within friendslist if you have no friends
    • Added social media links to Bulletin page
    • Warupdate added to homescreen
      • Warupdate Novice state added [Welcome text, Missing levels until Generals unlocks, current war name, Current war duration, Major cities held]
      • Warupdate Call-to-action state added [Welcome text, Call to action to select a faction to play as in the war, current war name, current war duration, Major cities held, each faction's commandpoints deployed]
      • Warupdate Elite state added [Welcome text, , current war name, current war duration, Major cities held, each faction's commandpoints deployed]
      • WarUpdate Post-War added (State for WarUpdate to present end of war information about who won, cities captured and deploypoints used)
      • WarUpdate Added Warbonds being presented in the warupdate when you earn interest or final payout from Warbonds
      • WarUpdate - Added update timer to retrieve new Warupdate
  • Fixed missing tooltip for 'To Battle'. Was incorrectly hidden, added information when attempt to queue as general
  • When purchasing a soldier the list now scrolls to the selected one
  • First time viewing new tanker or pilot shows the vehicle tab in soldier overview
  • All factions shown in mission details, only the actives ones are fully visible, the inactive one is faded out a bit
  • Weapons and Vehicles shop update
  • Warbonds shop and ribbon booster shop updates
  • Ribbon booster shop only lists 1 ribbon booster when pressing 1 ribbon to boost, it lists all ribbon boosters when opening with no specific ribbon selected
  • Number separators added so 123456789 is now 123,456,789. decimal numbers are marked with periods - Based on your local settings
  • Players can leave their squad by interacting with the quick squad area and remove members if they are squad leader
  • War faction icon shown next to gamertag in player area
  • Friends list button now shows number of online friends in the notification instead of pending invitations
  • Friends list on home screen now explains double click feature for private chat in tooltip
  • Player profile and player stats moved to separate screen
  • Player level progression is a dropdown
  • Store promotions no longer come as a popup on login, since they are found on the Bulletin page
  • Adjusted spacings of various UI elements after prototype feedback
  • Soldier filter: Fixed white thin line after 3rd class name in dropdown
  • Fixed Join Channel: "Show All" overlapping with channel list
  • Fixed battlefield info for uncontested town showing unexpected Assault Team icon
  • Fixed Defender's resources not being shown when hovering over the objectives
  • Fixed Unlock notification for Med-Kits saying "New weapon available" and "Purchase Weapon"
  • Fixed Med-Kits being listed as weapons for badge requirements
  • Fixed Med-Kits being listed as weapons on the Player Profile screen
  • Fixed Battle report: "Claim Veteran Bonus" being out of frame for 3-faction missions
  • Fixed missing error messages when unequipping/equipping ATs
  • Fixed scopes being misplaced/wrongly scaled in the small weapon display
  • Fixed Soldier screen: Wrong tooltip text being shown for 4th equipment slot for non-veteran players
  • Fixed soldier screen: Ribbon overview: Fixed "Booster"-overlay hiding the ribbon
  • Fixed Squad: Class icon next to squad name exceeding frame
  • Fixed Battle Info: 2 unlabeled icons shown in the top bar while in "Area Reconnaissance" mode
  • Fixed server shutdown UI after updates
  • New Assault Team store button
  • New Vehicles store button
  • New Warbond store button
  • New Booster store button
  • Added new icons for helmet and uniform subsections
  • Added new social media icons for Bulletin page
  • Added new external link icon for Bulletin page
  • Added new trending arrow icons for War Update

Camouflage

  • Added helmet covers:
  • German Helmet variations:
    • Field Grey Paint
    • Field Green Paint
    • Tan Paint
    • Testudo
  • United States Helmet variations:
    • Olive Drab Paint
    • Dark Green Paint
    • Army Fall Paint
    • Fall Two Tone
  • Soviet Union Helmet variations:
    • Red Army Green Paint
    • Red Army Dark Paint
    • Red Army Fall Paint
    • Karelia
  • Added new vehicle paint jobs:
  • New German Vehicle Paint Jobs:
    • Jagdpanzer 38(t) Hetzer Ambush DB
    • Jagdpanzer 38(t) Hetzer Light Olive
    • StuG III Ausf. F Ambush DB
    • StuG III Ausf. F Light Olive
  • New United States Vehicle Paint Jobs:
    • M10 Tank Destroyer Ardennes Four Color
    • M10 Tank Destroyer Olive Drab & Black
    • M18 Hellcat Ardennes Four Color
    • M18 Hellcat Olive Drab & Black
  • New Soviet Union Vehicle Paint Jobs:
    • SU-76M Vasyugan Light
    • SU-76M Kutuzov Two Tone
    • SU-85 Vasyugan Light
    • SU-85 Kutuzov Two Tone
    • IS-2 Model 1944 Vasyugan Light
    • IS-2 Model 1944 Kutuzov Two Tone

War Map

  • Re-rendered all battlefield maps (the map previews in the strategy game)
  • You can perform AT actions from the Assault Team details area for your owned Assault Teams (Deploy, Reinforce, Retreat, Cancel Queue)
  • Added multi move for AT stack on cities for your own AT's
  • Location stack on cities no longer has Assault teams behind matchmaking / action game info
  • Added tooltips to describe multi selection options in 2 lists with assault teams that can be multi selected
  • Added Character Assault Team is equipped on Assault Team details box

Other

  • Added options in the Action Game menu to select how HUD icons fade
  • Adjusted Brightness slider from 0.5 - 1.5 to 0.8 - 1.2
  • You can press ESC to close matchmaking filters
  • You can navigate away from player profile by pressing ESC
  • Entering a squad doesn't change your current character anymore
  • Fixed the system correctly remembering last selected soldier
  • Improved character change slightly, fixed issue with multiple character change requests
  • Fixed various localization issues throughout the application
  • Fixed music title restarting from the beginning when muting/unmuting music
  • Fixed players joining a battle with vehicles that have no ammo equipped (resulting in a mission that instantly ends for them)
  • Fixed issues with window scale and state of the flash client
  • Fixed unable to press "Ready" button when a General is selected
  • Fixed that a skin could be given to a soldier that doesn't have the unlock
  • Updated auto generated battle setups to address issue with no Mechanized Infantry meeting planes
  • Added a scenario where Medium Tanks, Tank Destroyers and Heavy Tanks will fight in the same battle in staged.
  • Missions require one Infantry or Paratrooper squad per team in order to launch
  • Re-enabled plane shake (Paraplanes will not have camera shake based on community feedback)

Original post: https://heroesandgenerals.com/2017/11/update-1-09-battle-flow-changelog/

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donni-    494
21 minutes ago, Reto.Circinus said:

Moved O1 deploy zone slightly back, removed red staircase in order to increase defender travel time to capture zone. Added a third city building on the riverfront to provide cover

no more "cover red stairs!!"

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labud14    2

krig ist fertig unf feuer bleibt zb bilyayivka - strategie spiel

war is finished and fire remains eg bilyayivka - strategy game

 

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zaerius    1,770

with the reduced smoke puff its now absolutely impossible to find those pesky bushcampers.... There is just no visual feedback of the gunfire, and most of the times I am completely incapable of telling where am I getting shot from. With the reduced smoke they shouldve introduced also better lighting reflections for muzzleflashes, so it would lighten up its surroundings. Without any visual feedback this is just another huge boost for the campers.

 

The map changes seem nice, but it needs more testing.

 

The "Precision+Look" at function seem to be broken, it does exactly what the "Precision" option, and the "look at" function does what the combined option should do. If you select the "precision+Look at" option, the Icons will only disappear in precision mode, and not from hipfire.

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Reto.GreenBow    103
3 minutes ago, zaerius said:

The "Precision+Look" at function seem to be broken, it does exactly what the "Precision" option, and the "look at" function does what the combined option should do. If you select the "precision+Look at" option, the Icons will only disappear in precision mode, and not from hipfire.

That is the intended behavior. You need to be in precision mode AND look at the capture point. It's a logical AND not an OR.

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zaerius    1,770
3 minutes ago, Reto.GreenBow said:

That is the intended behavior. You need to be in precision mode AND look at the capture point. It's a logical AND not an OR.

Oh so if I select the "precision" option it hides the hud icons no matter where am I aiming with my rifle, but with "precision+look at" it only hides the icons if I am ADS directly at the icon?

 

SRY my bad than. I thought "precision" is from ADS, "look at" is for hipfire and the last option is the combination of both.

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tmoe    800

A complete changelog posted before the game was up running. Woop. Winds of change.

 

Colors so far looks very nice, fps seems atleast to be the same or somewhat better. The helmets (can only say for the GE-side) is indeed a very nice addition. Still too early to give any feedback regarding the new spawns, but atleast there are alot of interesting map changes.

 

The RTS improvements is definitely an improvement aswell. Especially being able to see which soldier the AT belongs to.

 

Positively surprised, and not even any server crashes.. yet. I probably jinxed it now.

 

But @Reto.Circinus sucks anyway.

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Krlutin    1,171

Could we get the helmet camos to change in the main menu UI, like when browsing uniform camos?

 

So we can actually see them on the soldier before buying?

 

 

I mean i know it will be added eventually, but it is really not that funcional in this state, to not be able to see it outside of the action game, see if it fits the camo on the soldier and whatnot...

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BrandonSolo10    3,562

"Missions require one Infantry or Paratrooper squad per team in order to launch"

 

Definitely a step in the right direction. Not perfect, but still a good start.

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Akinaba    462

Sad that the Mountain Town kept two minor bugs I've reported in the Beta 1.09 thread. :/

Edited

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Donanzador    121

All in all seems good, hopefully there aren't any nasty surprises when I test things out.

 

P.s. I guess you still forgot to add "Added M1 carbine to US infantry" to the list ;) I'm still waiting for that...

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Evilspace    20

I dont get the logic behind this

 

Spoiler

63b08f-1510056522.jpg

Spoiler

917ce3-1510056556.jpg

I mean come on.. 

Why is it that expensiv to paint an damn grey vehicle?

The US and RU got an good factory-paint...

 

Anyways, good update and i'm totaly hyped about the first char-customization and the upcoming options (helm-covers, jackets,gloves, pants maybe?) :x

Lets hope we dont have to wait another 2 years for the next things :D 

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Krlutin    1,171
42 minutes ago, LuisCyphre said:

The logic behind this, my friend, is pay to win.

 

Win what?

 

Its just a camo, not a cannon upgrade.

 

Camo helps but not like the Stug comes stock colored pink or something.

 

The logic is "lets milk the overpopulated faction" if anything, same as with all the camos.

Edited

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GermanSoldier    3,795
6 hours ago, Reto.Circinus said:

Added a scenario where Medium Tanks, Tank Destroyers and Heavy Tanks will fight in the same battle in staged.

 

not only can i sealclub Panther knubs with my m10 now

 

no, now i can also sealclub them with my Jumbo

 

This update just got 10 times better

 

// Actually a neat update, a little few things, but overall neat

1 hour ago, Krlutin said:

The logic is "lets milk the overpopulated faction" if anything, same as with all the camos.

 

but the stug camo is actually cheaper than that of the US and SU tanks...

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Jacky95    2,354
Just now, GermanSoldier said:
6 hours ago, Reto.Circinus said:

Added a scenario where Medium Tanks, Tank Destroyers and Heavy Tanks will fight in the same battle in staged.

 

not only can i sealclub Panther knubs with my m10 now

 

no, now i can also sealclub them with my Jumbo

 

This update just got 10 times better

 

// Actually a neat update, a little few things, but overall neat

 

 

oh boy. i was confused as hell

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