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Update 2.5.2 - Week 1 Pat...
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Update 2.5.1 Hotfix
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» At 14-09-2018, 11:43 PM
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Update 2.5 - The Rescale ...
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» At 14-09-2018, 12:08 PM
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Update 2.5 Developer Prev...
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New Sniper Cost
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» At 28-08-2018, 11:14 AM
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  Update 2.5.2 - Week 1 Patch
Posted by: Spoon - 18-09-2018, 10:31 AM - Forum: Announcements - No Replies

[Image: 337cc377e3c09769a7d20b121110490db24fcb1b.png]

Hey all, thanks for trying out the latest Update 2.5 hotfix.

Today’s patch is all about continuing our goal of solidifying the Battalion 1944 base game for the future. We collated all the bugs reported this past weekend and have fixed the majority of the issues as we head towards the very first major tournament for our early access players, The Blitzkrieg Masters - Amsterdam 2018. The 2.5 update and today’s 2.5.2 patch will lay the foundations for Major Update 3, the largest overhaul of Battalion 1944 to date, later this year.

This is early access development in real time - building the foundations for future features and spicy new content. Thanks for being a part of this journey as we look towards the future.

Patch 2.5.2 Changelog

Movement Tweaks/Bug Fixes

  • Removed vault volumes from bombsite boxes.
  • Using vault volumes no longer gives you a jump height punish.
  • Adjusted landing punish so that if a player jumps to a higher surface they will not receive the jump height punish, only the slowdown punish - meaning players can now easily jump up to consecutive higher surfaces (for example a stack of crates). However, keeping the slowdown punish after landing means that players can’t consecutively jump along flat surfaces in a row.

    The goal of this change was to increase movement freedom whilst still preventing ‘bunnyhopping’ around the map.


Map Fixes
  • Coastal - Heightened hedges by the garden area to block vision into A bombsite from garden.
  • Coastal - Fixed multiple clipping issues where players could lean through walls.
  • Coastal - Smoothed ramp collision entering the blown out connector building between back B stairs area and middle/tank area.
  • Coastal - Fixed ‘angle abuse’ on B bombsite’s market stall.
  • Coastal - Can no longer crouch whilst sprinting along A apartments (yellow) lip. Also smoothed out the collision along this lip when entering and exiting the windows.
  • Coastal - Fixed floor culling issue looking from seafront to allied spawn.
  • Coastal - Fixed overpowered angles created by the fountain area by allied spawn introduced in MU2 by raising surrounding walls and adding corrugated iron sheets to block abusers vision when jumping.
  • Coastal - Removed overpowered peak into blown out axis defensive building on seafront from allied spawn.
  • Coastal - Removed crates where players could get stuck on between the boxes/canopy looking into T connecter building.
  • Derailed - Fixed players not being able to throw grenades over B bombsite.
  • Derailed - Fixed door gap in allied spawn.
  • Derailed - Moved misplaced barrel asset at top mid.
  • Derailed - Back B arch gap removed.
  • Derailed - Can no longer get stuck crouch walking into A bombsite via stairs.
  • Derailed - Blocked lean clipping abuse into second mid.
  • Derailed - Removed pixel walk in the allied spawn that looks into B cinema.
  • Derailed - Blocked lean clipping abuse from ticket booth into back corridor.
  • Derailed - Shooting through A bombsite double doors no longer causes hitmarkers to appear.
  • Invasion - Can no longer jump from the top of drop by allied spawn onto the high rocks and peek into mid.
  • Invasion - Smoothed collision by A bombsite bunker.
  • Invasion - Fixed wrongly rotated bricks on Invasion.
  • Invasion - Fixed multiple spots on Invasion where invisible mesh decals were colliding with bullets on the corner of bunkers.
  • Invasion - Removed wooden planks that would let players jump up and lean through barn trim on B site.
  • Liberation - Blocked tombstone jump by allied spawn.
  • Liberation - Removed bad vault volume on A long kubelwagen.
  • Liberation - Pushed back the leaves on the hedge by the common grenade line up spot next to B site to allow for better visibility.
  • Liberation - Bomb box no longer spawns in arcade modes
  • Liberation - Removed pixel gap in the first floor floorboards of the white blown out building that let players see into alleyway.
  • Liberation - Removed gap in market stall that allowed players to see into B bombite from the stairs when prone.
  • Manorhouse v2 - Fixed lightmap issue on A long house shutters.
  • Manorhouse v2 - Fixed lean clipping abuse on big barn where players could lean through the roof to see axis spawn and middle trench.
  • Manorhouse v2 - Removed unintentional angle from inside A long house towards top A long barn.
  • Manorhouse v2 - Removed/Blocked a horribly overpowered headshot angle that looked from inside A long barn into A main from behind a stack of crates.
  • Manorhouse v2 - Strange grenade collision fixed on B long shed.
  • Manorhouse v2 - Blocked angle that allowed players to see all the way from the top of the car in Axis spawn all the way to the double doors cross at bottom mid.
  • Savoia - Wooden banister leading allied overlook is now penetrable.
  • Savoia - Strange lod/lightmap issues fixed.
  • Savoia - Fixed collision on door that was awkward to walk over.
  • Savoia - Blocked overpowered axis spawn peek angles within the axis spawn building.


Bug Fixes
  • Fixed an issue that would cause the server to crash when getting a kill in the Wartide game mode.
  • Fixed an issue that would cause the server to crash when checking if a player was close enough to plant the bomb in the Wartide game mode.
  • Fixed an issue that would cause a server crash when spawning a flag in the CTF game mode.
  • Fixed an issue that would cause the client to hard crash when the joined a community server through the server browser.
  • Fixed an issue with the Server.Freeze admin command that would allow movement when unfrozen whether it should or not.
  • Fixed an issue that prevented planting on one side of certain bomb sites in the Wartide game mode.


Next Weekend - Blitzkrieg Masters Amsterdam 2018

[Image: ec783fb8f6a68478061eecc6720b5443ccdf66bd.jpg]

Join us in Amsterdam this September for the world’s first Battalion 1944 major hosted by The Plays: Blitzkrieg Masters Amsterdam! 16 of the world’s best teams will fight for their share of a $50,000 prize pool. Players who tune in to watch the matches will have the opportunity to earn exclusive skin drops. More info coming next week...

Keep an eye on our official social media channels and @Battalion1944 to follow the latest updates on the first Battalion 1944 major tournament, The Blitzkrieg Masters - Amsterdam 2018!

Thanks for your testing and bug reports on the recent Update 2.5.1 hotfix - we can’t wait to see you on the servers after this 2.5.2 update as we lead up to the largest Battalion tournament to date - next weekend!

- The Bulkhead Interactive Team


  Update 2.5.1 Hotfix
Posted by: Spoon - 14-09-2018, 11:43 PM - Forum: Announcements - No Replies

[Image: 598674b1acf7f4f48e4893adce9ef59f992042f0.jpg]

Hey all, thanks for trying out Update 2.5. This update was all about solidifying the base game for the future. We're collating all the bugs reported this weekend aiming for a small patch early next week. This is early access development in real time - building the foundations for future features and spicy new content.

However, today we have decided to release a hotfix for some immediate high priority issues discovered yesterday after Update 2.5 went live.

Our plan to release a more substantial patch early next week (2.5.2) is still in progress - this will include specific map fixes and changes based on the community feedback we have received.

Update 2.5.1 patch notes:

  • Fix for a common ‘Battalion has crashed’ hard crash caused by adding an entry to the killfeed that would crash the game client since yesterday’s Update 2.5 release.
  • Fix for rare ‘Battalion has crashed’ hard crash caused by an animation notifier not being valid after death.
  • Fix for a rare ‘Battalion has crashed’ hard crash caused by cleanup of admin commands for server admins joining a game that they are not the admin of.
  • Fix for rare ‘Battalion has crashed’ hard crash caused by a players’ ‘PlayerState’ not being valid when close enough to the bomb to begin defusing.
Thanks for your testing and bug reports - we’ll be making sure to read all the reports sent to us this weekend so that we can bust as many issues as we can in next week's patch. See you on the servers this weekend!


- The Bulkhead Interactive Team


  Update 2.5 - The Rescale Update - NOW LIVE
Posted by: Spoon - 14-09-2018, 12:08 PM - Forum: Announcements - No Replies

[Image: b120f397909ab5114432ad356a39c1930a331bcb.jpg]

Today we release the update that we’ve been calling ‘Update 2.5’. This update includes many changes to the game which will help improve the overall Battalion 1944 experience in the long term. As we head towards the next large content release, Major Update 3! Players can expect Update 2.5 to be the rework, refinement and stability period of Battalion 1944’s early access development - as we gear up to add lots of new & improved features in future major updates and large content releases later this year and beyond.

Please read today's full Update 2.5 changelog to fully understand all of the major and minor changes and additions to the game which will help secure Battalion’s foothold as a solid Early Access title, after Major Update 2’s great reception. With Update 2.5 increasing the game’s overall stability - as a community we can start working towards larger goals as we continue to develop the game based on your excellent feedback, aiming for a grass roots revitalisation as we head towards a strong full release next year.

Introducing BattleRank Season 2

Whilst the entire XP & reward system in Battalion 1944 is being overhauled for Major Update 3 later this year, we still wanted to reward players who jump on to play the game during this period. That’s why we’ve introduced 6 NEW BattleRank weapon skins for players to unlock purely by playing the game and participating in BattleRank Season 2!

Bronze - Grease Gun | Redline
Silver - MP28 | Hex
Gold - BAR | Snake 
Platinum - Gewehr43 | Cross
Emerald - MP40 | Possesed
Diamond+ STG44 | Retrowave (Animated Skin)


[Image: 6e30f6c026331b168fb4de0b372071b082abec88.png]
The ‘Grease Gun / Redline’ weapon skin, awarded for booting up and participating in BattleRank Season 2!

To recap: In BattleRank, players level up to earn rewards. Everyone who boots the game during the season will automatically be participating in this BattleRank Season and be in the runnings to race to level 50+. Every level up will award a player with a War Chest, as well as every 10 levels being rewarded with a weapon skin unique to this specific season.

Important Notice: BattleRank Season 1 (Beta 2018) has now ended. 
Those skins will no longer be available to earn.

[Image: beee087bfb235223ff1aaa50ff6289b75d770e0d.png]
The ‘MP40 / Possessed’ weapon skin, awarded for reaching Emerald Tier (Rank 40) during BattleRank Season 2

Character Scale & Movement Improvements
We announced this a few months ago, but we wanted to remind everyone of the excellent changes that are arriving in Update 2.5.

Players have always noticed something feels slightly ‘off’ with Battalion. There is an ever present issue that is the root cause for many of Battalion’s core problems. Battalion’s characters, were too small. An early mistake in development caused a knock on effect throughout the game - and Battalion’s scale issues have been punishing to your experience thus far.

“Something just doesn’t feel right”
“Jump height is broken”
“I can barely see him!”

Effectively over two years ago when we started Battalion, we didn’t respect the scale of the original blockout version of the game enough when it came to creating the 3D visuals you see today. 

We have spent the last 6-8 weeks recorrecting this issue and we have seen the massive benefit and knock on effect it has had on the game. Below, we have detailed the steps we have taken and the changes to both scale and movement we have made, to solve the following issues.


Increase Character Scale
Increased the character scale/size by 16%.
This means characters are now nice and chunky, allowing for an increased feeling of solid hit registration with larger character models to plow your bullets into.. 
[Image: ef855db79d9f84682e2f2059cfd7aa17ec76a57c.gif]

Rescale Environments
We’ve modified every single doorway, window, and headshot angle to compensate for the larger character model. Classic FPS games have large window/door frames to allow 1-2 players to easily pass through - these new standardised heights have been retroactively applied to every single enterable building - making for a hitch free experience when maneuvering from indoors/outdoors.


Movement Speed Slight Increase
Overall movement speed has been increased very slightly so that first person doesn’t feel sluggish with the new larger character scale. We’ve also fixed previously incorrect movement values of certain weapons - meaning eco SMGs are now faster than Heavy weapons etc


Overall Jump Height Reduced
Jump height has been reduced significantly as an effort to combat the ridiculous looking ‘bunny hop’ third person animations that has dampened the game’s feel since launch. The new (less springy) animation makes the game feel more grounded - and less ridiculous compared to previous versions of Battalion where you would see soldiers jumping their own height around corners. The change still retains a good feel of height gain in first person - and no longer looks cartoon-like in third - whilst retaining the same 1-1 first to third person movement.



Strafe Jump Mechanics Improved & Distance Increase
A very common complaint we’ve received is that our strafe jump wasn’t effective enough and didn’t emulate the games that Battalion 1944 was influenced by closely enough. This unintentionally meant players who picked up the game Day 1 could manoeuvre just as well as a player who would put in hundreds of hours.

To make up for the loss of overall jump height - after weeks of refinement - we’ve come much closer to what we believe are the correct values that fit Battalion 1944’s ethos as a classic shooter for the modern era. The change feels liberating and is much closer to how Battalion 1944 was intended to feel from launch day - with skilled movement and map flow now feeling smooth like butter rather than a sluggish chore.



Crouch Jump Height Gain Reduced
Now that vault has been improved both back in MU2 and with further vaulting improvements coming to Update 2.5 - we’ve taken the decision to reduce the legacy crouch jump mechanic in Battalion 1944. The reason crouch jump was previously so high in MU1 and earlier was the lack of a solid vault. The vaulting mechanic has since changed - making the previous crouch height unneeded. 

This change has the added benefit of reducing the ridiculous height gain in the third person animation of crouch jumps vs regular jumps.

To replace crouch jumping - we’re adding subtle options for gaining height within the levels themselves, such as many more vault volumes, ladders and nicely laid props to enable players to move smoothly throughout the levels whilst still retaining the ability to be able to maneuver vertically when needed. Combined with the new strafe distance and overall smoother, less clunky, movement - we can’t wait to see the new spots players find with the new and improved mechanics.



Landing ‘Viewbob’ Smoothed Depending on Height of Drop
When landing your camera will now ‘bob’ slightly lower than previously to feel smooth when moving around the games maps, as well as giving players crucial info of how far/hard they’ve fallen. The higher you fall - the larger the viewbob.

However - if players smartly and smoothly jump up to a higher surface they will not receive a viewbob or any landing sound, increasing that feeling of movement & momentum when you jump up to higher surfaces and chain skilled movements around Battalion’s maps.

This improved visual viewbob affects landing in ADS, hip fire, crouch and landing into prone.



Added Slight Deceleration After Landing Consecutively
To bring Battalion’s movement mechanics more inline with the titles Battalion 1944 takes inspiration from, we have added deceleration after landing. Each consecutive jump slows the player closer and closer to walk speed. Effectively, this means you can not jump as far after landing when trying to sprint & strafe jump consecutively again and again. Knowing when and where to jump, strafe and manage your stamina is more important than ever.



Carbine/Gewehr Balance Changes
After watching many competitive games, we decided that the M1 Carbine and Gewehr 43 were too powerful of a choice for a weapon worth 1 token in the core Wartide gamemode. We want players to have the option to buy a weapon on an eco round with the ability to ‘one tap’ so we chose not to change any damage/movement values of these weapons. Instead, we have made the following changes, with the intention of reducing the ‘spam’ style of gameplay, forcing players to conserve ammo more and choose their shots carefully.

  • Carbine & Gewehr clipsize reduced to 12
  • Carbine & Gewehr total ammunition reduced to 36 bullets
Officially Banning Macros
We are officially banning the use of macros during online & offline play. We have also added a report option to our report system if you suspect another player of using macros to gain a significantly unfair advantage during online play. Please use the report function, as we do review incoming reports. Punishments will be given at Bulkhead Interactive’s discretion.

Update 2.5 Full Changelog

Gameplay
  • Increased Character Scale by 16%.
  • Increased movement speed slightly across the board.
  • Increased Strafe Distance.
  • Reduced Crouch Jump Height.
  • Reduced Jump Height.
  • Jumping off ladders now pops you slightly up and backwards away from the ladder instead of just dropping you directly down.
  • Jumping off ladders now takes into account your direction and will push you off in the direction you are facing.
  • Rotation on the ladder is now locked 90 degrees either side.
  • Crosshair no longer disappears while sprinting.
Weapons
  • Gewehr 43 and M1 Carbine ammo capacity reduced to 12 / 24
  • Gewehr 43 and M1 Carbine overall clips reduced to 3
  • Slightly Increased Scope Zoom
  • SMG Weapon Sway Increased
  • Heavy Weapon Sway Increased
  • Sniper Cost reduced from 6 > 5 in Wartide
Gamemode: Wartide
  • Tokens will no longer drop to the ground when a player is killed. Instead the token will be directly awarded to the player who gets the kill.
  • Timer is now red when a bomb is planted.
  • Bomb explosion now works based on radius, so players can no longer survive by hiding behind bricks
  • When a player on allies decided to stay alive and save his weapons and loses the round, that player no longer receives a round loss bonus.
Spectator
  • Spectators can now zoom the radar out 100% so that they can see the entire minimap.
Servers/Matchmaking
  • Servers now write game events to a JSon formatted log file. After a game has ended, this file is moved to a game specific folder for later accessing.
  • Implemented auto balancing that will balance players without splitting parties at the end of a game based on the whole party's performance
  • Added a new console command so admins can grant coins to users via SteamID.
  • Added a new console commands so admins can grant weapons and grenades to to users via SteamID.
  • Can now use connect command to connect to a different server or reconnect to the same server without having to manually leave the game beforehand
User Interface
  • Social menu is now more integrated into the pause menu.
  • Cleaned up the lan creation screen so that the advanced options are now categorised and have tooltips.
Settings
  • TAA now available as an anti-aliasing option.
  • Can now select which screen the game displays on in a multi-monitor setup.

Bug Fixes
  • Enemy positions will no longer be constantly visible on the radar if the enemy swaps weapon mid-shooting.
  • Prone block is now stronger to prevent body parts clipping through walls while prone
  • ADS no longer bypasses the effect of prone block.
  • Fixed a bug that caused the server to crash when defusing.
  • You can no longer possess a bot and then select a different team, breaking the round
  • Fixed various level up images being wrong when awarding XP at the end of a game
  • Travelling from a LAN server to a new map will no longer do ‘wacky stuff’ (dropping you through the world, etc.).
  • Fix for knife staying visible when quickly knifing and then picking up a new weapon.
  • Spectator can no longer see the loadout of last person spectated when in freecam.
  • Fix for the bomb icon showing on the top bar after a team swap.
  • Default VOIP volumes for send and receive have been modified to prevent destroying your ears.
  • Players wallets are now reset when a player leaves a team.
  • Fixed a bug that causes the 'Battalion has crashed' Crash reporter to show when opening the scoreboard for the first time.
  • Killing an enemy by hitting them in the head with a grenade will no longer show the wallbang icon in the killfeed.
  • Weapon firing particle effects shouldn't behave strangely inside buildings anymore.
  • Entering the training map should no longer load the game mode of a previous LAN game.
  • Fixed steam avatars not loading when accepting a party invite after a lobby is set as non-joinable.
  • Fixed the Grease Gun and MP28 pivoting around the trigger in the inventory viewer.
  • Parties can now navigate through menus without being forced to the main menu whenever a party member goes there.
  • Fixed ‘muting all’ when kicking players.
  • Spectator loadout information side bars now work correctly in arcade game modes.
  • Nation icons should now correctly swap when teams change sides at halftime in Wartide.
  • The bomb should respawn correctly if a player dies outside the map bounds.
  • CTF flags should no longer disappear with a flag carrier who leaves the game.
  • Fixed an issue where a defuser was able to continue defusing after dying, resulting in them winning the round.
  • Fixed matchmaking location not being updated when changed via the settings menu.
  • Radar will now show teammate colours in Wartide in relation to the scoreboard.
  • Possessing a bot will no longer offset the view of the weapon model.
  • Possessing a bot will no longer allow a player to carry the bots weapons and tokens into the next round - they stay on the bot itself.
  • Bots can no longer see through smoke!
  • Defusing animation will no longer persist if the defuser dies due to the bomb exploding
  • Fixed a bug where an overtime win would show the ‘round loss’ UI
  • Fixed an issue where spamming escape in the main menus would result in getting stuck on a blank screen.
  • Fixed an issue joining a party would pull you back to the main menu from other menu screens.
  • Fixed an issue where the "Searching" matchmaking UI would get stuck on the screen after leaving a party that was searching for a game.
  • Fixed an issue where party members were still in a party when they lost connection to host.
  • Fixed an issue where drawing in the knife round would think one team had won.
  • Fixed an issue where the ready up prompt wouldn't display correctly with how many players the server was waiting for before starting a match.
  • Fixed an issue where weapons could be picked up through walls, ceilings and when climbing ladders.
  • Fixed an issue with spectator where the gun of a spectated player would disappear.
  • Fixed an issue where clicking the ok button on a dialog box during a server travel would crash the game client.
  • Fixed an issue where the bomb would stay visible when a player is defusing, resulting in the appearance of two bombs.
  • Fixed a spectator issue where clicking through spectated players would result in the progress wheel disappearing.
  • XP will now only be granted as a match bonus once, preventing the exploited XP farming glitch of leaving and rejoining servers to stack match bonuses.
  • XP will now only be awarded after the first 'direct' XP reward. An example of a direct XP reward is getting a kill. This will prevent macro farmers from being awarded most of the XP they were farming.
  • Custom servers now explicitly say 'Experience gains are disabled' to prevent any player confusion. XP can only be gained on official matchmaking servers.
  • Fixed an issue where first-person blood squirts would appear when another player shot near you but didn’t hit you.
  • Fixed an issue where the vault prompt would say [spacebar] regardless of bound key.
  • Fixed an issue causing a players avatar to flash when that player buys a weapon.
  • Fixed an issue causing grenade markers to show for players where there was no grenade.
  • Lean keys can no longer be used to move up and down ladders.
  • Players in a party who lose connection to a game server are kicked from their party.
  • Fixed the Springfield | Dragon Breath weapon skin showing as ‘Wartorn’.
  • Bots no longer count as players on team select UI.
  • Text chat no longer loses focus in certain situations. 
  • Swapping to defenders then swapping back to attackers in the buy phase now correctly displays the bomb world marker.
  • Fixed an issue where players would hear the round end music if they died just before the round ended.
  • Fixed an issue where being kicked by Easy Anti-Cheat would give you the message “Lost Connection to Host”.
  • Fixed an issue where it was difficult/impossible to ADS immediately after stopping defuse/planting whilst using the “hold” ADS bind.
  • Fixed an issue causing other players’ ranks to display incorrectly at the start of the game.
  • Fixed an issue causing the game to open incorrectly into full screen when set to be windowed in the settings.
  • Fixed an issue causing the game to open with the incorrect screen settings if the settings are edited in the players custom config whilst the game is closed.
  • Fixed an issue causing games to load the game for the first time in 1080p even if your monitor supports higher resolutions.
  • Fixed smokes blocking weapon pickup notifications.
Map Changes & Fixes
  • Added more vault volumes to all levels.
  • Rescaled appropriate doors & windows to match new character scale.
  • Fixed being able to see through various walls on Invasion.
  • Removed invisible collision on Invasion that blocked grenades.
  • Stopped the bomb floating on Invasion.
  • Removed the ‘dud flag’ on Invasion.
  • Players can no longer get onto/under the beach on Invasion.
  • Fixed bullets hitting invisible collision on Derailed A site.
  • Fixed players being able to lean through specific walls on Derailed.
  • Boxes on Derailed B site no longer penetrable (this was unintended).
  • Players will no longer get stuck in collision next to the artillery guns on Battery.
  • Various overpowered angles on Battery removed.
  • Removed invisible collision on Battery that blocked grenades.
  • Fixed double spawn issue on Manorhouse V1.
  • Removed annoyingly placed grass on Axis trench on Manorhouse V2
  • Players can no longer pixel walk on A barn roof on Manorhouse V2.
  • Fixed various buildings being incorrectly culled on: Derailed, Coastal, and Invasion.
  • Fixed various clipping issues allowing players to lean through walls on all maps.
  • Various gaps and ‘pixel peeks’ removed.
  • Map Changes to Savoia
Thanks, we’ll see you on the servers this weekend!
The Bulkhead Interactive Team


  Update 2.5 Developer Preview
Posted by: Spoon - 03-09-2018, 06:35 PM - Forum: Announcements - No Replies

[Image: dc04ed153d3c8c5fd08e38bd43c7137f2e52d903.jpg]

A major change to the Wartide economy design is coming

Today we’re ready to reveal what we’ve been working on and testing behind the scenes. We are gearing up for full release in February which is now just a few months away! We wanted to start getting all those little early access bugs out the way. This has taken up a significant chunk of time from the programmers, however it's been time well spent as the game feels a lot more polished than it did 3 months ago. The complete list of bug fixes will be released on the 2.5 Update release day.

Update 2.5 has a planned release date of 13th September 2018
We’ve been reading reviews, comments, and often lengthy detailed feedback posts which has lead us to make the following changes.

  • Tokens will no longer drop to the ground when a player is killed. Instead the token will be directly awarded to the player who gets the kill. 
  • Invasion will be ‘officially’ returning as a competitive Wartide map to be used in tournaments and competitive events. Most if not all of the issues reported have been fixed, thank you to the community members who reported issues. 
  • HUD is now scalable (see video below)
  • Weapon Sway Increased on SMG’s. The weapon sway has also been improved to be more in line with classic FPS games
  • Weapon speed changes
  • MP28 is now the same speed as the MP40Grease Gun is now the same speed as ThompsonPistol speed has been increased
  • Map Changes to Savoia
    New features - Coming 13/09/2018
  • Timer is now red when a bomb is planted
  • New console command so admins can grant coins to a specific player
  • New console commands to grant weapons and grenades to specific players
  • Spectators can now zoom the radar out all the way so they can see the whole map
  • Server now writes game events to a JSon formatted log file. After a game has ended, this file is moved to a game specific folder for later accessing.
  • Implemented auto balancing that will balance players without splitting parties at the end of a game based on the whole party's performance
  • Social menu is now more integrated in with the pause menu.
  • TAA now available as an anti-aliasing option.
  • Jumping off ladders now pops you up off the ladder instead of just dropping you down.
  • Jumping off ladders now takes into account your direction and will push you off in the direction you are facing.
  • Rotation on the ladder is now locked 90 degrees either side.
  • Added server admin command to give frag and smoke grenades to users by SteamID
  • Bomb explosion now works based on radius, so players can no longer survive by hiding behind bricks
  • Now when a player on allies saves and loses the round, they do not receive a loss bonus.
  • Cleaned up the lan creation screen so that the advanced options are now categorised and have tooltips.
  • Crosshair no longer disappears while sprinting
  • Can now use connect command to connect to a different server or reconnect to the same server without having to manually leave the game beforehand
  • Can now select which screen the game displays on in a multi-monitor setup.
  • [Image: b120f397909ab5114432ad356a39c1930a331bcb.jpg]


  New Sniper Cost
Posted by: Spoon - 28-08-2018, 11:14 AM - Forum: Announcements - No Replies

Changes to the economy

After watching teams battle it out in the qualifiers for the Blitzkrieg Masters in September, we have decided to push one change to the live game today.

The cost of scoped sniper rifles is changing from 6 tokens to 5.

The thinking behind this decision is to make the sniper rifle a viable weapon of choice for any player. With this change, we expect to see more diverse weapon selection amongst teams, as well as potentially giving the Axis (defenders) a minor advantage if a good sniper can get their hands on a sniper rifle.

Let us know what you think on Steam, Reddit, or Twitter! We're interested to see your reactions.

Please note that this change has only been pushed to public matchmaking servers and that server admins will need to update the weapon costing accordingly

[Image: b120f397909ab5114432ad356a39c1930a331bcb.jpg]


  Announcing Update 2.5 - Developer Preview!
Posted by: Spoon - 16-08-2018, 06:38 PM - Forum: Announcements - No Replies

Hey all!

We hope you’re all enjoying our latest update to Battalion 1944, Major Update 2. The comments, feedback and overall positivity from the community surrounding the game has been a real motivator to make sure Battalion is the best version of itself it can be. After the release of Major Update 2, our team moved straight to working on the next updates. 

Major Update 3 is currently in development and has strong emphasis on improving the overall experience for new Battalion players. It's such a substantial game update that we also intend MU3 to enhance the current Battalion experience even further for existing players. After internal discussions, we’ve decide to push Major Update 3 back to enable us to add even more features, polish them and make sure we nail the full intended Battalion 1944 experience before we push the game again to the wider Steam community.

Major Update 2 improved Battalion's core competitive experience by leaps and bounds. Major Update 3 aims to bring user experience improvements to the game which will make the overall experience more enjoyable for more casual players. But as Battalion’s early access journey continues the game is taking big steps towards its full release as a finished game.

Today however, we wanted to announce an extremely important update we’ve been working on for Battalion that will be going live in early September in a patch we’re dubbing ‘Update 2.5’. Although this update isn’t a ‘Major Update’, due to it being less focused on new content - It does contain significant improvements and changes to the game that have been long time community requests.

Third & First Person Scale Rework

Note: The following rework is quite difficult to explain in words without actually seeing and playing the changes in action, so please ask questions and watch the gifs too!

Players have always noticed something feels slightly ‘off’ with Battalion. There is an ever present issue that is the root cause for many of Battalion’s core problems. Battalion’s characters, were too small. An early mistake in development caused a knock on effect throughout the game - and Battalion’s scale issues have been punishing to your experience thus far.
“Something just doesn’t feel right”
“Players look weird in 3rd person”
“Jump height is broken”
“I can barely see him!”
“The character is not smooth in the air”

Effectively over two years ago when we started Battalion, we didn’t respect the scale of the original blockout version of the game enough when it came to creating the 3D visuals you see today. 

We have spent the last 6-8 weeks recorrecting this issue and we have seen the massive benefit and knock on effect it has had on the game. Below, we have detailed the steps we have taken and the changes to both scale and movement we have made, to solve the following issues.


Increase Character Scale
Increased the character scale/size by 16%.
This means characters are now nice and chunky, allowing for an increased feeling of hit registration with larger character models to plow your bullets into.. 
[Image: ef855db79d9f84682e2f2059cfd7aa17ec76a57c.gif]

Rescale Environments
We’ve modified every single doorway, window, and headshot angle to compensate for the larger character model. Classic FPS games have large window/door frames to allow 1-2 players to easily pass through - these new standardised heights have been retroactively applied to every single enterable building - making for a hitch free experience when maneuvering from indoors/outdoors.


Movement Speed Very Slight Increase
Overall movement speed has been increased very slightly so that first person doesn’t feel sluggish with the new larger character scale. We’ve also fixed previously incorrect movement values of certain weapons - meaning eco SMGs are now faster than Heavy weapons etc


Overall Jump Height Reduced
Jump height has been reduced significantly as an effort to combat the ridiculous looking ‘bunny hop’ third person animations that has dampened the game’s feel since launch. The new (less springy) animation makes the game feel more grounded - and less ridiculous compared to previous versions of Battalion where you would’d see soldiers jumping their own height around corners. The change still retains a good feel of height gain in first person - and no longer looks cartoon-like in third - whilst retaining the same 1-1 first to third person movement.



Strafe Jump Mechanics Improved & Distance Increase
A very common complaint we’ve received is that our strafe jump wasn’t effective enough and didn’t emulate the games that Battalion 1944 was influenced by closely enough. This unintentionally meant players who picked up the game Day 1 could manoeuvre just as well as a player who would put in hundreds of hours.

To make up for the loss of overall jump height - after weeks of refinement - we’ve come much closer to what we believe are the correct values that fit Battalion 1944’s ethos as a classic shooter for the modern era. The change feels liberating and is much closer to how Battalion 1944 was intended to feel from launch day - with skilled movement and map flow now feeling smooth like butter rather than a sluggish chore.



Crouch Jump Height Gain Heavily Reduced
Now that vault has been improved both back in MU2 and with further vaulting improvements coming to Update 2.5 - we’ve taken the decision to remove the legacy crouch jump mechanic from Battalion 1944. The reason crouch jump was previously so high in MU1 and earlier (it was above the players own head height!) was the lack of a solid vault. The game has since changed. 

This change has the added benefit of reducing the ridiculous height gain in third person animation from crouch jumps vs regular height jumps.

To replace crouch jumping - we’re adding subtle options for gaining height within the levels themselves, such as many more vault volumes, ladders and nicely laid props to enable players to move smoothly throughout the levels whilst still retaining the ability to be able to maneuver vertically when needed. Combined with the new strafe distance and overall smoother, less clunky, movement - we can’t wait to see the new spots players find with the new and improved mechanics.



Landing ‘Viewbob’ Smoothed Depending on Height of Drop
When landing your camera will now ‘bob’ slightly lower than previously to feel smooth when moving around the games maps, as well as giving players crucial info of how far/hard they’ve fallen. The higher you fall - the larger the viewbob.

However - if players smartly and smoothly jump up to a higher surface they will not receive a viewbob or any landing sound, increasing that feeling of movement & momentum when you jump up to higher surfaces and chain skilled movements around Battalion’s maps.

This improved visual viewbob affects landing in ADS, hip fire, crouch and landing into prone.



Added Slight Deceleration After Landing Consecutively
To bring Battalion’s movement mechanics more inline with the titles Battalion 1944 takes inspiration from, we have added deceleration after landing. Each consecutive jump slows the player closer and closer to walk speed. Effectively, this means you can not jump as far after landing when trying to sprint & strafe jump consecutively again and again. Knowing when and where to jump, strafe and manage your stamina is more important than ever.



Movement Audio Improvements
As previously mentioned - moving around levels in Battalion felt like a chore. Part of this issue is to do with audio. After studying some of the most fluid FPS titles of the last 2 decades - we’ve tweaked how much sound is being played to the player for minor movements. For example when jumping up to a point of higher elevation, you will no longer make a sound.

These audio changes include how much sound is made when jiggle peeking, going into/out of ADS is now silent, the amount of sound played when transitioning into sprint or making minor positional adjustments on the ground or on a ladder. All these factors add up to the smooth feel of classic FPS titles which has taken to this point in development to have the time and manpower to polish. The result is a much smoother, fluid feeling game.

General Movement Fluidity Improved
A combination of lower jump height, increased strafe distance, small audio tweaks and a concoction of new acceleration/deceleration values have created a much smoother experience. We can’t wait for you to check out the new subtle game feel changes for yourselves after the 2.5 release!



More Update 2.5 Previews To Come!

Just like with our Major Update 2 preview posts - we have many more exciting features, updates and improvement coming before the Update 2.5 release. Following the development of a game and seeing it improve can be just as rewarding as creating the game itself, and we want to keep encouraging you guys to get involved in Battalion’s development. 

Keep an eye on our social media accounts for the very latest news coming soon in the near future!

Source: https://steamcommunity.com/gid/103582791...4241501920


  Major Update 2 - OUT NOW! (Full Changelog)
Posted by: Spoon - 16-07-2018, 12:25 AM - Forum: Announcements - No Replies

[Image: aff5ef1ec3b91bbb3fe0f14beef77125f7bb9d39.jpg]

Yes. It's finally time. Major Update 2, the game update that we’ve been talking about for the past few months, has left beta and is now LIVE!

[video=youtube]youtube.com/watch?v=Lw1qcMIm9A4[/video]

Our main goal for Major Update 2 (MU2) was to entirely revamp our core competitive gamemode - Wartide 2.0. Along with Wartide 2.0 we’ve added huge list of new features - including a complete ingame HUD overhaul, new player models, BattleRank (free cosmetic progression system), new maps, better weapon balance, movement, LAN servers, grenade training and improved netcode - and that’s just the beginning. So without further ado, here’s the Major Update 2 changelog!

Major Update 2 Core Features

  • Wartide 2.0 - Entirely revamped & improved competitive gamemode.
  • Introducing ‘BattleRank’ Beta 2018 - Our free seasonal cosmetic progression system.
  • Revamped Movement System - Improved lean, jumpshot nerf, smoother movement.
  • New Competitive Map - Savoia, Italy
  • New Weapons - MP28 & Grease Gun.
  • Reworked Weapon Balance - Varied Weapon Choice & Sniper Nerfs.
  • LAN Server Support - Including Grenade Training (Strat Mode).
  • New HD Renderer - Improved visuals take Battalion 1944 visuals into the next generation.
  • New Matchmaking System - Increased Stability
  • Huge Performance Optimisations - Solid 120+ FPS on most systems.
  • New HD Sound Engine - Advanced Sound Attenuation.
  • EXPERIMENTAL - Added Bots to fill empty server slots - Can be possessed by dead players.
  • EXPERIMENTAL - Added Work In Progress Match Replay system (Third Person ONLY)
New Competitive Gamemode ‘Wartide 2.0’

[Image: 337cc377e3c09769a7d20b121110490db24fcb1b.png]

Updated Visuals & New HUD Interface with Wartide 2.0

For the past few months we’ve been incrementally playtesting alongside our dedicated community a brand new & improved version of our core gamemode, Wartide 2.0. The gamemode now revolves around a true team based economy system with solid comeback mechanics to allow for varied and interesting round to round gameplay. We’ve done away with the old card system and completely and utterly overhauled the user interface for a much more fun & polished gameplay experience.

Our hardcore players have been loving the weekly beta tweaks and changes and we’ve been receiving lots of good reports we’re finally ready to share this new gamemode and push it to the live servers. We can’t wait to hear the feedback from the wider gaming audience.

Wartide 2.0 Token Rewards/Expenses:

Max Tokens: 12
Round Win Bonus: 2
Round One Loss Bonus: 1
Round Two Loss Bonus: 2
Round Three Loss Bonus: 3
Bomb Defuse/Explosion Bonus: 1

New Allies Weapon Costings:
  • Grease Gun: Free
  • M1 Carbine: 1
  • Trench Gun: 2 
  • Thompson: 3 (+1)
  • M1 Garand: 4
  • BAR: 4 (-1)
  • Springfield: 6 (-1)
New Axis Weapon Costings:
  • MP28: Free
  • Gewehr: 1
  • Trench Gun: 2
  • MP40: 3 
  • STG44: 4 (-1)
  • Kar98k: 5 (-1)
  • Kar98 Scoped: 6 (-1)
New Utility Costings:
  • Frag Grenade: 2 (+1)
  • Smoke Grenade: 1
Weapon Saving
Players can now save weapons between rounds in both their primary and secondary weapon slots. This gives a large reward to players who stay alive and/or teams who win the round. This feature has massively changed the way Battalion is played - and winning an eco round rush then taking the enemy weapons has never felt more rewarding.

New Map - Savoia, Italy
Savoia has been designed around the idea of playing around with vertically, long sightlines and larger open areas as a departure from the default mould of Battalion’s current map design. High precision aim and map awareness have never been more important as you choose to either snipe from window to window or weave with an SMG through the italian buildings of our brand new competitive map, Savoia!

[Image: b72b13b2ad609e4cee59fcd5284d8b4fbc042952.jpg]

Existing Maps Reworked & New HD Renderer

Several maps have had both minor and major complete reworks since MU1 - and now the changes are finally going live.

New HD Renderer & Performance Gains
  • All Maps
Map Changes / Reworks:

Invasion Rework

[Image: f2dc10fbf81c911586956dd78d72078a31c88f5d.jpg]

Changes:
Manhouse v2:
  • Added a haystack as cover to the corner of A bombsite
  • Flattened the terrain in that same corner of A bombsite
  • Removed the ‘boost boxes’ by mid/A barn exit
  • Blocked certain overpowered boost spots based on players feedback
  • Fixed some map specific bug
Coastal:
  • Improved spawn area layouts for both axis and allies.
  • Added a new sniper building by the allies spawn for the Allies to peek into mid from a higher elevation or defend against aggressive flankers from B.
  • Added a new enterable house on A long by the A bombsite to allow axis players to peek A long and allied players to flank around the A bombsite building.
  • Made the ‘Byfam Antiques’ building enterable to add a quicker rotation point between B stairs & middle’s broken walls.
  • Added a ladder to the back of the A bombsite building to allow players to enter from the top of the wooden stairs (sorry stair campers!)

    [Image: a4d59fc885115e2d58da5456eb02295e6db744d4.jpg]

    [Image: 07a17137d8783200d31b66f6095dfccd601917a8.jpg]
Updates & Bug Fixes:
  • Derailed
  • Aim Map
  • Liberation
  • Outpost
  • Upottery
Updated Minimaps

As a small UI update we’ve also updated all of the minimaps to fit the new Wartide UI. Here’s the very latest top down minimap images so that players can create new callout images & strategies if you wish.
Battalion 1944 Major Update 2 - New Minimaps [imgur.com]

New & Improved Player Models

We’ve updated Battalion 1944’s first and third person player models and animations to look and feel 100x better than the previous characters in the old live build of the game. After playing with and against these new player models there’s no way we could never go back.

[Image: cd3d6b2c0c1151fb9dd91ec14a3597486a52a37e.jpg]

[Image: 8a4c26fe6668cbc9720426a0f9d5746eec046531.jpg]

New Weapons - MP28 & Grease Gun

The famous allied ‘Grease Gun’ and Axis ‘MP28’ have been added to the game. Their role as the new default weapons of Battalion 1944 is an effective, and free, close range option to quick rush the enemy team or catch aggressors off guard. A great option when your team’s economy isn't looking too strong in a match of Wartide.

[Image: 5b5c18fc11779994612aa4ae47d30e75df09b78c.png]

Allied ‘Grease Gun’ submachine gun

[Image: 3a78103cb3d70c12154a39738c12195fcf38ffad.png]

Axis ‘MP28’ submachine gun

Full Change-Log

Gameplay - (Movement & Gunplay Tweaks)
Movement Changes:
[/list]
  • Reduced the amount your third person player model moves out of cover whilst leaning by 75% which will encourage angle holding and jiggle peeking.
  • Increased momentum very slightly to create smoother general movement.
  • No longer receive movement penalty when falling from small heights whilst not ADS to increase general movement fluidity.
  • Adjusted acceleration to allow players to make minor positional adjustments
  • Added a server side ‘takeoff’ sound when a player jumps to give players who are holding an angle extra information on the enemies movement behavior.
  • Added a ‘movement punish’ when landing whilst holding ADS.
  • New better functioning vault
  • Vault animation added to first person and third person
  • Jump land punish now regenerate x2 faster when not in ADS/Scoped/Aiming (In line with COD)
  • Lean Speed increased by 15%
  • Fall damage reduced
  • New walk/left/right animation (hips don’t sway, new crouch animation to follow soon)
  • Jump ADS Punish recovery time decreased by 0.2 (now more in line with COD4)
Prone Behavior Changes
  • If a player goes to prone when moving whilst ADS, they will be pulled out of ADS.
  • If a player goes to prone when stationary whilst ADS, they will stay in ADS.
  • If a player tries to move whilst already in prone and ADS, they will be pulled out of ADS - unless you’re a using a scoped sniper rifle.
  • Prone ADS bug fixed
Weapons Changes and additions:
  • Added MP 28 
  • Added Grease Gun
  • More Consistent Weapon Physics After Death
Sniper Rifles
  • The Springfield, the Kar98 Scoped and the Kar98 now take slightly longer to become fully scoped when transitioning to ADS. This has in turn increased the length of the inaccuracy period when transitioning between hip fire to aiming down the scope.
  • Hip Fire / Noscope is now considerably more accurate.
  • ADS Transition Speed increase/buff from 0.35 > 0.31 (MU1 ADS time was 0.25)
  • ADS Move speed increase/buff from 1.0 > 0.8
  • Weapon Holster speed increase/buff from 0.333 > 0.233
  • Hip Spread Recovery Rate After Moving 20 > 32
    (Explained: After you stop moving, you will see your crosshair return to the centre. This an important assisting mechanic for no scoping. Although the snipers are more inaccurate from hip than the Kar98, they recover their static hip fire accuracy almost 35% faster than the Kar98. The crosshair is 100% accurate to the area where the noscope can land.
  • Sniper scope FOV increased
Rife changes
  • Kar98 Scoped noscope accuracy buff
Heavy Weapons
  • The BAR is now a 3 shot weapon across all ranges instead of 3-5 shots at range.
  • The BAR ADS animation was tweaked to feel more snappy and responsive.
  • The STG44 is now a 3-4 shot weapon instead of 3-5 shots.
  • Both STG44 & BAR stationary hip fire accuracy slightly increased.
  • STG rate of fire (time between shots) decreased from 0.09 > 0.11
SMGs
  • MP40 Horizontal Recoil Slightly Reduced.
Shotguns
  • Max range damage slightly reduced.
  • Min range damage increased slightly.
  • Crosshair spread decreased to more accurately portray pellet spread.
  • Reduced shotgun fire rate.
  • Can now hold 6 shots instead of 5.
Eco Weapons
  • Grease Gun & MP28 rate of rire (Time between shots) increased from 0.13 > 0.125
Weapon Penetration Values
  • Bomb box no longer penetrable 
  • Adjusted penetrable meshes
New Sounds:
  • Added a server side ‘takeoff’ sound when a player jumps.
  • New Gewehr Sound.
  • New STG44 Sound.
  • New Thompson Sound.
  • New Luger Sound.
  • New M1911 Sound.
  • New Headshot Sound.
  • New Hitmarker Sound.
  • New Footsteps Sounds.
  • New Token Pickup Sound.
  • New Attenuation/Falloff.
  • Adding an Ambient Sound Slider
  • Added grenade pick up sounds.
  • Added new hitmarker sound effect.
  • Added new headshot sound effect.
  • Added ambient volume slider.
  • Added main menu music volume slider
  • Added subtle audio occlusion.
  • Added new in-game music for Wartide gamemode.
  • Added new announcer voice for Wartide gamemode.
  • Bomb Ticking now gets faster depending on time left on the bomb.
  • Increased bomb planting sound radius.
  • Fixed a bug where other player's Garand 'ping' would trigger at incorrect times.
Player:
  • Added new jump sound effect.
  • Improved footstep sound effects for some surfaces.
  • Improved taking damage sound.
Weapons:
  • Improved gun sound attenuations.
  • Added new mechanical sound to guns when they are running out of ammo (first person only).
  • Improved gunshot sounds for STG44, Thompson, Trench Gun, BAR, Mp40, Luger, Colt 1911 and Gewehr.
  • Added knife stabbing sounds.
Performance Gains
  • Blueprint Navisation (drastically decreasing load times and increasing performance).
  • Level Specific Optimisations (reducing draw calls).
  • General Optimisations (reducing unnecessary clutter within the project).
  • Animation Optimisation (only visible information is sent to clients).
Settings/Menu Configs
  • No config resetting
  • More in-game config settings 
  • ini files will be locked
  • Some restrictions on certain config settings
Misc
  • 144hz / fullscreen issue fixed (For extra assurance, make sure your Windows refresh rate is set to 144hz, not just Nvidia graphics settings, Battalion uses windows refresh rate setting when not in true full screen)
  • Amazon servers
Updated Smoke Grenade
Our new smoke grenade effects are now more consistent and act as a solid visual wall to allow players to cross gaps to safely and maneuver past long sightlines with confidence... or even get a cheeky ninja defuse!

[video=youtube]youtube.com/watch?v=9BkkfyzMrVA[/video]


Introducing Ladders!
[video=youtube].youtube.com/watch?v=Lp2FYMuW86w[/video]

All of the above changes have been made to polish the core of Battalion 1944 before we move onto Major Update 3’s development where we will start focusing on polishing arcade game modes (FFA, TDM, CTF & DOM) and the overall user experience from rewards and stat tracking to medals and UI.

Introducing ‘Battlerank’ - New Cosmetic Progression System!

When looking at the list of issues with the Early Access launch version of Battalion, at the top of the list was giving reasons for players to keep playing whilst rewarding those who do keep booting up and playing for their efforts. We had these kind of changes down to be worked on ready for Major Update 3 - but we’ve decided to run a small ‘beta season’ of our new leveling system within Major Update 2 called ‘BattleRank’.

[Image: 3e32b9ceb1423cb130bb9fe73fcbd361b92a7e23.png]

BattleRank Beta Season 2018 is the first step towards making Battalion the engaging and rewarding game it was always intended to become. With every BattleRank season will come new exclusive rewards and weapon skins that can only be acquired during that period.

BattleRank is a system designed to reward you for playing Battalion 1944 - due to this, all players’ XP will need to be reset to make way for this new era of BattleRank.

Every player who boots the game during the very first beta season will receive a participant coin and a participant weapon skin as a thanks for checking out the changes to the game during MU2.

However, players who stick around past the MU2 launch will get the chance to ‘level up’ their BattleRank to higher tiers. This is done by gaining experience point (XP) by playing the game and completing matches. In the 2018 Beta Season of BattleRank, every 10 levels will reward you with a new & exclusive weapon skin that can be sold or traded on the community market. Also, every single level up will upgrade your publicly displayed BattleRank icon and also reward you with a free War Chest!

Battlerank ‘beta 2018’ Exclusive Weapon Skin Unlocks

These weapons can only be obtained by playing Battalion 1944 and leveling up via XP during the ‘Beta 2018’ season. These skins are tradable and marketable. Once the Beta 2018 season ends - these weapons will no longer be available to unlock.

Bronze Tier (Rank 2-9) - ‘MP28 | Hazard’ & BattleRank Beta 2018 Participant Coin
[Image: f4291a4f550918c8d39e74a8d261eba55efb2b3e.png]

Silver Tier (Rank 10-19) - ‘BAR | Hellfire’
[Image: 101800a5a4a1b65a25f607dab4dd7690527a5207.png]

Gold Tier (Rank 20-29) - ‘Colt 1911 | Midnight Fade’
[Image: 9cc2e9fc59b98bd384d91d9c6e613a6c4c436668.png]

Platinum Tier (Rank 30-39) - ‘Grease Gun | CyberPunk’
[Image: fc95da5fe0969ef355b08f27eaf2a4308c0c7d4d.png]

Emerald Tier (Rank 40-39) - ‘Kar98k | Platinum Plated’
[Image: 63debd8c30b9c26d3d6aaef8f5aea881afdadc20.png]

Diamond Tier (Rank 50+) - Animated ‘Springfield | Dragon Breath’ & BattleRank Beta 2018 Completionist Coin
[Image: 42a9b472d628566df301d2e2aefd4bfe2b1e1a69.png]

The diamond tier scorched earth Springfield design is the first ever animated weapon skin in Battalion 1944 that reacts to your gameplay. Reign fire upon your enemies and see your springfield rage into life as light emits from the veins of this weapon’s woodwork every time you pull the trigger.

New Warchest - The Aces High War Chest

Along with BattleRank - we’re adding a brand new War Chest! 
Say hello to the brand new 'Aces High' War Chest.

Drop chances within these new War Chests are considerably improved. Therefore the chance of you receiving higher tier skins is much higher.

Players will be able to unlock an ‘Aces High’ War Chest every time they level up via BattleRank. Here’s a preview of some of the new weapon skins you’ll be able to get your hands on:

The ‘Chompson’ Weapon Skin - Exclusive to the ‘Aces High’ War Chest

[Image: d231891a2261ca6b9b1c1acd66e6397c6631e16d.png]

The ‘Red Barron’ STG-44 Weapon Skin - Exclusive to the ‘Aces High’ War Chest
[Image: 014cea7885bd371cc4c48fe6a58c0470c580cd51.png]

The ‘Axis Nightmare’ BAR Weapon Skin - Exclusive to the ‘Aces High’ War Chest
[Image: 8c6e5aba9a00cc26d04def89b66fcc7f67db6f20.png]

And many more!

New & Updated Settings Menu

[video=youtube]youtube.com/watch?v=E9vxip5z-Co[/video]


LAN Server Support - Including Grenade Training (Strat Mode).

After requests from the community we have decided to include Offline LAN server support as well as a grenade training mode. This includes a keybind for a grenade follow feature that allows you to track your grenade/smoke flight path and where it lands in order for you to work on those entry and denial stop nades. We hope you enjoy!

Many aspects of the game can be tweaked from this lan creation menu - meaning it can be a bit overwhelming for new players! We’ll be tidying up all the UI for this feature before full release but for now enjoy the unlimited customisation of your LAN servers.

[Image: 1b73f85a8b38271b7f1271dbb6877e3831cef085.png]

How to enable strat mode

[Image: d15c26791d84c0468f498cb8fa4f506def57c784.png]

1] Create your LAN server with strat mode enabled and your desired map selection
2] When in your server type server.givegrenade NUMBER OR server.givesmoke
3] Throw your grenade then press your grenade follow key (default Z) to follow the grenade in the air! Use your mouse to rotate around the grenade mid flight.
4] Get creative! Eventually you’ll find some insane grenade angles to take with you into online servers like this:

[video=youtube]youtube.com/watch?v=7X9IKexi_ms[/video]


Experimental Feature - Adding Bots!

Bots have also been a highly requested feature and we are happy to say that they now can be included into community servers to. These can populate empty spots in a server and can be possessed by dead players. Newly joining players will kick these bots and take their spots!

Bots are WORK IN PROGRESS so you’ll see that they’re not very smart & will potentially have issues that could mean we remove them temporarily from the live servers. They like to follow each other in packs. One of our goals between now and full release is to be constantly improving the bot AI, so expect them to get smarter between now and full release.

[Image: 6c0f9e3924381e3e8e8e886b3fc4919bee4b5eb5.png]

Experimental Feature - Match Replays (Demo Viewer)

[Image: 8ee1d1290de89330697b87c139eaf8fc29cbb42d.jpg]

This is an extremely early version of this feature.

Players can now manually record matches by pressing F4 (Default Keybind) during gameplay which will start locally recording everything that happens in a match until the replay is manually stopped by pressing F4 again. These replays can then be accessed from the settings menu from within the main menu.

At the moment the replays are only in 3rd person with a very simple timeline function as a proof of concept. The replay feature will contain bugs and is likely to entirely break. Obviously this is not ideal. However, we felt it was important to push this feature into MU2 for early testing and to potentially help content creators relive awesome moments that happen during a game.

The match replay feature will be improved upon with the release of the next large content update, Major Update 3 and will be continued to be improved as we heard toward full release next year. We aim to allow players to relieve entire matches from any perspective as if they were spectating them live. Please help us test this very early, yet important addition to Battalion 1944 and send us feedback via our official Discord!

Summary

Hopefully you guys will see the revived potential of Battalion 1944’s future after you try out Major Update 2 today - we’re committed to the future of this game and we’re not going anywhere. Want more? Major Update 3 is not that far away and will bring even more to the table to make Battalion 1944 the game its intended to be.

Gallantry Budapest - The First Major Update 2 Lan Tournament

The very first LAN tournament running Major Update 2 is taking place at Gallantry Budapest. 18 teams from across the globe will compete to try and take the crown from Insomnia 62 winners Team Endpoint & embrace the glory of stamping their team name into Battalion 1944’s history books as the game’s best players during this Early Access period.

You can watch all the action live on Twitch, 13th - 15th July 2018.
Twitch: Gallantry Twitch [www.twitch.tv]
Gallantry Events Twitter 

Read More: https://gallantry.gg/

[video=youtube]youtube.com/watch?v=Dmf7mxwXNwE[/video]

(Note: Trailer includes outdated Pre-MU2 gameplay footage from past B44 tournaments)

Coming Soon After Major Update 2.

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Ever wanted to get into games design or show off your level design skills?
Soon you’ll be able to dive into the Battalion 1944 Developer Toolkit.
More info coming soon!

Thanks,
The Bulkhead Interactive Team

Source: https://steamcommunity.com/games/489940/...6634463651


  MU2 Beta Weekend 2 – Changes
Posted by: Spoon - 22-06-2018, 01:07 PM - Forum: Announcements - No Replies

MU2 Beta Weekend 2 – Changes[Image: 406414217353363486.png?v=1] [Image: 406414218527637504.png?v=1] [Image: 404614229362999296.png?v=1]

- Max tokens now 12
- Springfield noscope accuracy buff
- Kar98 Scoped noscope accuracy buff
- Fall damage reduced
- New better functioning vault
- Vault animation added to first person and third person
- Jump land punish now regenerate x2 faster when not in ADS/Scoped/Aiming (In line with COD)
- 144hz / fullscreen issue fixed (For extra assurance, make sure your Windows refresh rate is set to 144hz, not just Nvidia graphics settings, Battalion uses windows refresh rate setting when not in true full screen)
- First public testing of Amazon server stability
- Lean Speed increased by 15%
- Prone ADS bug fixed
- Fixed all smoke grenade bugs (they were all tied to 1 issue)
- New walk/left/right animation (hips don’t sway, new crouch animation to follow soon)


  Major Update 2 Details and more!
Posted by: Spoon - 08-06-2018, 11:26 PM - Forum: Announcements - No Replies

Major Update 2, Beta Test and release details

Ahead of the release of our next Major Update, players have been asking us to bring them in to help test the game before it’s pushed live to the world! There are lots of important dates in the run up to and in relation to the release of Major Update 2 (MU2).

MU2 Related Dates:

Reddit MU2 AMA with KingHoward & Brammertron
- Tuesday June 12th / 20:00 BST

Pretty self explanatory here. Joe and Howard will be holding an MU2 AMA on the Battalion 1944 Reddit page to answer any of your questions that you have about the Major Update 2 that isn’t featured in this update explanation. We will release the link to this thread soon.

Showmatch MU2 Team Howard vs Team Brammer
- Thursday June 14th / 20:00 BST

Tensions have been building on the Battalion 1944 Reddit between Joe and Howard and has accumulated to a Showmatch with each developer leading each team against each other. This light hearted but competitive match will showcase the new Wartide 2.0 gamemode that is coming in MU2 and it will also be streamed and casted by The Plays [www.twitch.tv] on their Twitch Channel. The teams are made up of the ‘balance team’ who play the game to try and nail the balancing on Wartide 2. These teams have been playing morning and afternoon this week and consistently the game ends tied. With our new overtime feature, we’ll be looking for a nice competitive game. Place your bets! Team Howard or Team Brammer?

[Image: 0f259f0c990babe290ad9cddd5f56e672768fba4.jpg]

Beta Weekend 1 MU2
(Testing for stability)
- Friday June 15th / 18:00 BST > Sunday June 17th 23:59 BST
- We will have a large list of servers open for use that will be running both competitive and arcade gamemodes. There will be enough for scrimming, so just pick a server, ready up and use it till you’re done.

Beta Weekend 2 MU2
(rebalance testing)
- Friday June 22th / 18:00 BST > Sunday June 24th 23:59 BST
- We will have a large list of servers open for use that will be running both competitive and arcade gamemodes. There will be enough for scrimming, so just pick a server, ready up and use it till you’re done.

Open beta MU2
- Friday July 5th / 18:00 BST > Sunday July 10th 23:59 BST
- We will have a large list of servers open for use that will be running both competitive and arcade gamemodes. There will be enough for scrimming so just pick a server and use it till you’re done.
Further explanation and instructions on how to access the MU2 beta are below:

MU2 Stage 1: Beta Stage Explained

In June, when we feel the MU2 build is stable ‘enough’ for testing, we will push a version of the game on the MU2 build to our “Public Beta Branch” on Steam. We will not be using the “Battalion 1944 Test Zone” (this is what we used for the pre-release Beta stages of Battalion) for a few good reasons, but this won’t change anything for you!

To access the MU2 Beta, we will publicly reveal the one overarching code to the Beta Branch. The only way to get the code for the Major Update 2 Beta Branch will be in the Official Battalion 1944 Discord [discord.gg]. This means that owners of Battalion 1944 can use this code to access the MU2 Beta branch in Steam by doing the following:
Open Steam > Right Click ‘BATTALION 1944’ > Properties > Betas > ‘enter code’ > Select ‘beta’ within drop down menu above.

Important reminder: The only way to get the code for the Major Update 2 Beta Branch will be in the Official Battalion 1944 Discord. There are competitive channels in this Discord Server that you can use to set up PUGs.

This is similar to how games like BF1, PUBG and Overwatch do things with their CTE, Test Server and PTR. We are just a little behind these games with player management profiling and therefore have to roll this out to you guys using a coded Steam Beta Branch within the game itself.

[Image: b72b13b2ad609e4cee59fcd5284d8b4fbc042952.jpg]

MU2 Stage 2: Live Stage

Throughout the Beta phase we will be watching the feedback. What we will not do is be “over-reactive” to initial feedback. The beta phase will last a few weeks and during this time we will make changes, fixes, and improvements. We absolutely expect there to be bugs. But this is your opportunity as a passionate gaming community to make an impact on a commercial video game and this is our opportunity to make our passion project commercial!

By listening to your feedback we believe we can maximise the potential of Battalion 1944. We are not setting unrealistic expectations during this update, our goal is to show people what Battalion 1944 should have been at launch, but could only be possible with the extensive feedback given to us over the last 4 months. After we believe the game is balanced and just prior to the ‘Gallantry LAN event in Budapest’ we will push the release version of MU2 to the live Battalion 1944 branch.

Soruce: https://steamcommunity.com/games/489940/...5550227882


  New Settings Menu Coming to MU2
Posted by: Spoon - 05-06-2018, 10:37 PM - Forum: Announcements - No Replies

[Image: 2e02a46ca74cf6689ae4660f0793120ab80a53f6.jpg]
The new settings menu gives players compete and full control of how their game looks, on a totally new level

MU2 Will feature a new settings menu!

During release we had 2 massive requests, from the general consensus people wanted drastic visual improvements as well as better optimisation. We did both of these.

However we didn’t want to destroy the ‘old school’ look of the game either, a big part of what we have been striving for is graphical simplicity. Something that classic shooters didn’t do by choice, but it’s something competitive players want.

We didn’t want to take control away from you guys over how your game looks and feels, we wanted the give you the power to change as many things about Battalions visual settings as you want.

If you’re interested to see the amount of control we’ve exposed to players please take a look at our Studio Lead ‘Brammertron’ chatting about the settings that we’ve added.

[video=youtube]youtube.com/watch?v=E9vxip5z-Co[/video]

Source: https://steamcommunity.com/games/489940/...1644475752