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  Savoia examined & Updated weapon physics
Posted by: Spoon - 01-06-2018, 10:42 PM - Forum: Announcements - No Replies

Introducing Savoia and more!

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Some of you may have seen our previous update announcing our newest map - Savoia - coming to Battalion in June within our Major Update 2 Beta Testing Phase.

Today we’re happy to show a little more of this map to you guys as well as some other stuff so we hope you enjoy!

This map is a lot more open than previous maps as we have tried to move slightly away from our previous map design policy’s which retrospectively are too much like CSGO with tight chokes and close entries into the bomb sites.

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Savoia contains long streets and a lot more verticality as well as a ton of potential for close combat with many enterable buildings and tighter areas around the bombs sites.

We hope you enjoy the new colour palette in this map too as it adds a Mediterranean feel to Battalion and could be a little more enjoyable than Northern European theatre we have previously used.

Consistent Weapon Physics After Death'

Whilst this feature is alot smaller than some of the other gigantic changes coming to Major Update 2 - this small change will please all players who have ever experienced the ‘where did his weapon go?’ feeling after killing an enemy player and wanting to take their weapon.

Weapons will now drop at the exact point you kill a player. Falling weapons no longer fall with the momentum of the dead enemies ragdoll, but will instead drop directly to the floor. This small change brings much more reliability to the game and no more ‘bouncing’ weapons.

This is an important fix for Wartide 2 where carrying weapons over to the next round and have the choice to save weapons is an important part of competitive play now. 


All this and more will be available in our live version of Major Update 2 on July 12th. 

Thanks for tuning in and see you all soon
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...1614976616

  The Basics of Post Scriptum
Posted by: Spoon - 27-05-2018, 10:44 PM - Forum: Announcements - No Replies

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  Hell Let Loose
Posted by: Spoon - 25-05-2018, 12:48 AM - Forum: Announcements - No Replies

A platoon-based realistic multiplayer first-person shooter for PC set during the Second World War.

HUGE BATTLES - 100 players per game, 50 per team
COORDINATE - Win through teamwork, tactics, and communication
A NEW METAGAME - Capture sectors and resources to beat your enemy into submission
COMBINED ARMS - Over 20 different player-controlled vehicles and deployed weapons
EPIC THEATER OF WAR - Do battle across a 1:1 scale 4 kilometer-squared map
MORE THAN THE TWITCH - Supply, capture and building systems
EXPERIENCE HISTORY - Historically accurate arsenal with realistic weapon behavior
A MODERN ENGINE - Developed for Unreal Engine 4 


Developed for Unreal Engine 4 by a small independent team, Hell Let Loose places heavy emphasis on teamwork and communication as players work together as limited Roles in Platoons beneath the leadership of Officers and the force Commander. Using historically accurate weapons, logistics, armor and tactics, Hell Let Loose is a game that demands teamwork and communication not only to win, but to survive.
Featuring sweeping 4km2 maps, the battlefield is divided up into large cap sectors - allowing for emergent and constantly unique gameplay that pits two forces of fifty players in a fight to the death across fields, bridges, forests and towns. The first theater of war is the sleepy Norman town of St Marie Du Mont on D-Day 1944 in northern France during Operation Overlord. It features a stunning and detailed 1:1 scale battlefield recreated from archival reference material and satellite photography.
Players will organise and muster behind the front lines before carefully pushing forward into the French countryside towards the town. They will need to establish supply lines using logistics vehicles - enabling them to build Garrisons and other spawn locations in the field. 
Armor and infantry must work together to smash through the front line and capture territory - pushing the enemy back and earning greater resources to sustain their fighting power. 
Engineers will lay minefields and barbed wire to create choke points. Sunken lanes become killing zones while dense woodlands could mask the presence of a devastating PAK 43 - towed into position by a waiting unit of Wehrmacht infantry. Allied infantry call in strafing runs as hedgerows light up with the fire of a Panther tank and the scream of the Hitler's Buzz Saw - the MG42.
The battlefield is laid out - ready to be mastered by soldiers with the skill and strategic ability to wipe the enemy from the field.
We plan to release Hell Let Loose on Steam in Q2 2018. 

Deliver supplies to the front in an Opel Blitz supply truck, roll across the fields in a Sherman Firefly, flee a fearsome Panther tank in a Jeep or bombard the enemy position in a Priest. We plan to introduce up to 20+ vehicles into the game to serve a wide variety of functions.
Our first priority will be the inclusion of Supply and Transport vehicles before we widen the scope to the most prolific vehicles (Panzer IV, Sherman) and then introduce interesting variants such as the Sherman Calliope, Puma SdKfz 234 and Tiger II.



Our first epic theater of war captures the beauty and foreboding of the Norman countryside in the early weeks of Operation Overlord, 1944.
Dense woodland, hedgerows and canals frame rolling stretches of open countryside, while small villages and towns provide the perfect choke-points to command crossroads and high ground. 
It takes approximately fifteen  minutes to cross on foot, and our unique capture territory system demands a new strategy and offers a totally different experience every time. Instead of pushing in a linear tug-of-war, you will be forced to fight across a realistically wide battlefield with an ever-developing front line.
Will you roll armour into Brecourt Manor from the west in order to quickly secure the northern approach, or will you attempt to choke the enemy in the stretches of open farmland between the eastern crossroads and the orchards that encircle St Marie Du Mont? Or will you become bogged down in house to house fighting as you battle tooth and nail to take the Manor at Hauchemail?

Engage in multi-dimensional warfare like never before.

Play as the Commander and decide on the grand strategy as you deploy your forces
and adapt to the ever changing situation on the ground. Communicating via radio, it
will be up to you to summon reinforcements, supplies and powerful aerial and naval
strikes while accurately assessing the situation on the front line.

Establish supply lines of trucks, transport vehicles and armored recovery vehicles.
Supplies will allow your forces to construct minefields, defenses, and Garrisons.
Failure to supply the front line will result in a devastating collapse.

Play as an Officer and establish Observation Posts and Garrisons before working to
determine the best course of attack or defense for your unit. Mark targets with your
binoculars to notify the Commander and work together to flank, reinforce, supply
and obliterate the enemy.

Instead of capturing a small flag, the entire map is divided into capture sectors - forcing each team of 50 players to make continual tactical decisions as to where they should attack and defend.
When a sector is captured, it will generate one of three resources for your team, creating a complex metagame that will influence your push to victory.
Will the cost of spending Fuel on a Tiger tank inflict significant enough damage to the enemy to wrest control of the western flank? Will the Munitions spent on a Typhoon strafing run clear the distant hedgerows and open a path to the town of Carentan? Can the bridgehead at Feuilly be maintained without sustaining devastating losses to your Manpower?

The 16+ historically accurate rifles, sub-machine guns, light machine guns, heavy machine guns, pistols and assault rifles are all accessible in realistic limitation. With no crosshair, a focus on realistic weapon behavior including jamming and overheating barrels, and a brutal suppression system,
Hell Let Loose gets as close to the historical truth of the conflict as possible without becoming tedious or chore-laden.
Grenades, mines, mortars, heavy ordnance, anti-tank and tank rounds dismember, while flamethrowers light up the morning sky. Each one of the 14 playable roles will be equipped with a unique array of equipment inspired by their historical counterparts.

We are a team of World War 2 enthusiasts making a game that we want to play. 
We are bound by a passion to create a title that reflects the epic scale,
the organisational complexity and the brutal realism of World War 2, with a
key focus on creating immersive and fun gameplay. 
Based in the United States, Russia and Australia, the Hell Let Loose 
team has been working together since April 2015.

  Battalion 1944 announces Blitzkrieg Masters - Teaser Video!
Posted by: Spoon - 24-05-2018, 10:41 PM - Forum: Announcements - No Replies

Announcing the first Battalion 1944 Major Tournament!

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From the 27th - 30th of September 2018, ThePlays will be hosting the Battalion 1944 Blitzkrieg Major! [www.blitzkriegmasters.com] ThePlays have been a big supporter of Battalion from day one and we’re pleased to bring the community our first major tournament in collaboration with them. 


This tournament is a big part of Major Update 2, we’ve been working on this update for a while, it is based entirely on community feedback and will be going live in July prior to the start of competitions.

Visit the event webpage here: www.blitzkriegmasters.com 

For the first Battalion Major, 16 of the best teams from around the world will head to the Esports Game Arena [esportsgamearena.nl] in Amsterdam, NL to compete for a $50,000 prize pool with placement winnings being broken up as follows:

  • First place: $30,000
  • Second place: $15,000
  • Third place: $5,000
Qualifier Information:

Qualifying routes for the Battalion 1944 Blitzkrieg Masters are:
  • Blitzkrieg Masters European Qualifiers (10 Slots)
  • Blitzkrieg Masters American Qualifiers (2 Slots)
  • Winners of Gallantry LAN [eu.cybergamer.com] (1 Slot)
  • The Plays Wildcard (1 Slot)
  • Bulkhead Interactive Wildcard (2 Slots)
This is subject to change due to specific teams conditions or terms. If orgs are unavailable to travel or attend then slots may be offered to other teams and will be treated as a wildcard

12 of the 16 teams will qualify for Blitzkrieg Masters Amsterdam through way of open qualifier; 10 through the European Qualifiers and 2 from the North American Qualifiers.

European Qualifiers
In Europe there will be 5 qualifiers and 2 teams from each qualifier will earn access to the main Amsterdam event. The format for these qualifiers will be BO1 until RO16 where the matches will become BO3. The last round of the tournament will be the semi-finals, both of which will be streamed.

Qualifier 1: 21st & 22nd July
Qualifier 2: 28th & 29th July
Qualifier 3: 4th & 5th August
Qualifier 4: 11th & 12th August
Qualifier 5: 18th & 19th August

North American Qualifiers
There will be 2 qualifiers where 1 team from each qualifier will earn access to the Amsterdam event. The format for these qualifiers will be BO1 until RO16 where the matches will become BO3.

Qualifier 1: 14th & 15th July
Qualifier 2: 28th & 29th July

The Plays/Blitzkrieg will be hosting beta tournaments on the Battalion 1944 beta client throughout June and encourage teams to participate as a means of practice with the new game mode and weapons. Results of these tournaments will contribute to seedings for the Open Qualifiers.

More information will be released in the coming weeks as we prepare to start this process.

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Blitzkrieg Masters Format

The group rounds will be held on the 27th - 28th, with the Quarter and Semi finals on the 29th and the final taking place on the 30th. The final will be shown on the Main Stage in front of event attendees as well as members of the public that are in attendance.

All PC’s will be provided by Bulkhead courtesy of our friends at Chillblast so all you need to bring will be your peripherals. If your team wishes to compete in the Battalion Blitzkrieg Masters this September, Make sure you keep an eye out for & sign up to all the remaining qualifying routes when they open such as the EU and NA qualifiers being held by ThePlays.

Remember there are 3 Wildcard slots available too. If we think you’ll be an exciting addition to the Major lineup, or you set a good example as a pro team and represent yourself and esports well then you may receive an invite!

At Bulkhead HQ we are really excited for this event and there will definitely be developers in attendance to watch you all fragging for the top prize. This Major will really push Battalion forward and provide great exposure for us as well as giving any Battalion team that qualifies a chance to win a significant amount of money as well a golden personalised skin in-game. 

And remember, we do allow tactical crouching and ask players to bring their A game and a fighting spirit, this is competitive gaming.


“We’d like to acknowledge that we’re aware esports is currently, a buzz word for many companies. As a result there are some very big numbers being thrown around as prize pools. Battalion 1944 is capable of massive tournaments, but not in its early access state. From the beginning of Battalion we’ve tried to heavily involve the community in the design of the game, something that we believe you’ll see in Major Update 2. We are aware that $50,000 is not the biggest esport prize pool, but it’s not trying to be. This is Battalion’s first Major. It is the start of something that is growing, we’re focusing on the grass roots of Battalion 1944 and we’re facilitating the growth of a professional scene within the game and also of tournament organizers who are dedicated to improving the viewership of the game. For those of you that are looking for a career in professional gaming, take the opportunity! Good luck.”
-Brammertron, Studio Lead

This does not mean we’re taking our eye off of Arcade & Casual. We have just began to focus on the total rework of Arcade 2. Good luck to all teams involved and make sure to keep an eye out for the Qualifiers opening up! We’ll be announcing more monthly online tournaments soon! Watch out for more announcements. 

If you're interested in all of the huge changes coming with Major Update 2, you can read the following posts:
New map & Dual Currency 
New Character Models 
Weapon Balancing, New Sounds & Movement Tweaks 
New Smoke and Map changes 
BattleRank & Wartide 2 Changes 

Thanks a lot,
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...7496351591

  Post Scriptum
Posted by: Spoon - 24-05-2018, 12:36 PM - Forum: Announcements - No Replies

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Post Scriptum is a WW2 simulation game, focusing on historical accuracy, large scale battle, difficult learning curve and an intense need for cohesion, communication and teamwork. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland.
‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine.
In a 50 vs. 50 multiplayer setting, players will be given the option to fight with the British Airborne Division and its Polish brigade, British XXX Corps or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment.

From the people behind “Project Reality WWII” and “Liberty’s Highway” is born “Periscope Games” studio, a group of individuals with one common ambition, creating the next standard in the WWII large scale battle platform.
Firstly known as a modding group for Squad, our ambition and expectation for Post Scriptum rapidly made us realize that we would have to create our own studio in order to reach those goals and fulfill this vision of ours. Such things would not be doable in a respectable time frame without us going full time on the project, and as such, get a living from it.


  • Inspired by game such as “Red Orchestra ostfront 41-45” , “Battleground Europe: WWII Online” or “ArmA” we want to provide the perfect mix of realism on large scale maps.

  • Teamwork oriented gameplay that doesn’t require a clan or private server to realize the potential of the gameplay entirely.

  • Built in Voice Over IP using the best codecs available, with attenuated localized, intra-squad radio, and inter-squad command radio communications.

  • 3 exclusives games modes, with “Base building” and “Base development” game mechanics usually found in Real Time Strategy games.

  • A Logistics system based around drivable vehicles, designed to support bases in the field, all player maintained.

  • Large scale maps from 4km² up to 8km².

  • High-quality and accurate models remodeled from historical references and archives.

  • A very open development team with excellent community communication, and preparations in progress for mod support near retail release.

  • Infantry, Logistics, Fortifications and Mechanised Warfare.

  Introducing BattleRank & Wartide 2 Changes! Major Update 2 Preview
Posted by: Spoon - 22-05-2018, 10:17 PM - Forum: Announcements - No Replies

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 ‘betaseason’ of our new leveling system within Major Update 2 called ‘BattleRank’.

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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 (roughly every 3 months) 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 (seasons will last roughly 3 months) will receive a participant coin and a participant weapon skin as thanks for checking out the changes to the game for that season.

Players who stick around however, 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!

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Reaching the Diamond Tier and max rank (Lvl 50+) will reward you with the ‘Beta 2018 Completionist Coin’ and a season exclusive animated weapon skin that you can only obtain during this BattleRank Beta season. We will reveal these awesome skins closer to the release of Major Update 2! 

This season of BattleRank is named the Beta season as we want to recieve feedback on the system and see how we can improve upon it for future seasons.

Introducing ‘Aces High’ War Chest - Major Update 2 (June)

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

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This War Chest comes with 20 brand new weapon skins based on WW2 warplanes from the era. We can’t wait to show off the full set when we get closer to Major Update 2! Players will be able to unlock an ‘Aces High’ War Chest every time they level up via BattleRank.

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Introducing ‘The Chompson’ Exclusive to The ‘Aces High’ War Chest

Important: The ‘Aces High’ War Chest will replace the previous ‘The Original’ War Chest. If you’re missing any of ‘The Original’ War Chest skins such as the coveted ‘Grand Panther’ skin, these last few weeks before Major Update 2 will be your last opportunity to unlock these original Early Access era weapon skins. Maybe it's worth holding onto them to see if they increase in market value?

Wartide 2.0 - Major Update 2 (June)

Our daily development playtests have been really helping us refine the game before the release of Major Update 2 and Wartide 2 is the area of the game that has seen the most iteration from these playtests. The specific focus of MU2 has always been to refine Wartide into a truly competitive gamemode that’s both fun to both play and watch for casual and competitive players alike.

However, since we added the concept of a personal wallet, we noticed the redundancy of having a shared economy pool. While cool in theory, - when playing we realised the only reason it had to exist was so that we could distribute money to players fairly, by allowing players to withdraw/deposit to the team pool as needed. The reality was it became just a race to withdraw 3 coins first - whilst actual sharing of money was done through the individual player wallet donation buttons.

This made the dual currency system not only redundant - but also confusing with so much information to share between players within the 18 second buy time.

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The single largest key change to Wartide 2.0 from our playtests is:
The removal of the shared token pool and replaced by personal wallets & direct teammate player donations only.

We have decided to remove the shared currency pool where all tokens earned through in game actions were merged into one central pool. This was a system where all players could donate their personal tokens into the team pool, however they could also extract tokens from this pool to their personal wallet.

We have decided to move away from this system and have introduced one where the only pool is personal and the only donations you are able to give are to other team members.

By only having your own personal wallet of tokens to worry about - the gamemode is now much simpler and allows you to quickly and efficiently share cash between your teammates whilst still allowing more selfish players to hold onto their own tokens. We’re very happy with this iteration of Wartide and are very confident in this being the extremely solid foundations for the gamemode going forwards. Strategy and teamplay have never felt stronger in any iteration of Battalion 1944 than the current development build.

Any changes to the mode from now on will most likely just be adjustments in weapon costs and/or reward amounts for winning/losing rounds.

Wartide 2.0 - Knife Rounds

The classic way to decide which team gets to choose which faction to play first has been officially added to the game. Server owners and tournament organisers will no longer have to restart servers with their own configs or trust players to not shoot one another

Here’s a question for the community - would you like knife rounds to be included on official Bulkhead unranked matchmaking servers? Or should this feature only be a server config variable for community server admins? Let us know in the comments!

Wartide 2.0 - Overtime

We’ve now added an official overtime server config variable so that competitive players get to play multiple mr3 overtimes until one team is victorious. This avoids scenarios in tournament play where team would draw 15-15 and have to completely restart the game server.

Misc Extra Additions

Adding an Ambient Sound Slider
You can now adjust the volume of the ambient map sounds separately from the other audio in the game through the ingame menus. You cannot turn the ambience entirely off - but this should reduce audio clutter for competitive players whilst keeping the playing field level and fair.

New HD Renderer
You may have noticed the visual upgrade Battalion has received? 
If not here’s a quick reminder:

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This is to do with us constantly working on improving the visual direction of the game from characters to environments to user interface - but also due to our new HD renderer which gives us way more post processing options to play with. The great thing about this is that we’ve also made it so that players themselves can tweak individual settings themselves - such as bloom/lens flare/brightness and even hue/saturation etc

We’ve actually added a quick option in the video settings so that players can quickly optimise their video settings between beauty and performance presets just in case you destroy your default config!

Wrapping Up

That’s it for today’s development update and preview - we have more awesome Battalion 1944 news and announcements to come and we can’t wait to share it. Keep a lookout for another huge announcement coming later this week!

The Bullkhead Interactive Team

Source: https://steamcommunity.com/games/489940/...4018294120

  New Smoke and Map changes - Major Update 2.0
Posted by: Spoon - 19-05-2018, 12:33 AM - Forum: Announcements - No Replies

Major Update 2: Further details
Update 3

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New Smoke Grenades
We have added a new smoke grenade effect. Taking inspiration from CSGO, our smoke is designed to effectively be a wall. Whilst it’s not the prettiest smoke, that is very much for a reason. Smoke should block your vision, as soon as we start to add in pretty features and nice graphics, unwanted behaviors begin to occur. Our new smoke is bigger and covers all core chokes in Battalion 1944 maps. 

The smoke grenade can be seen in action here:

Invasion Total Rework
After we pushed Invasion to the public we were waiting for feedback. Players had some pretty strong opinions of the map and it was by far the least favourite competitive map. So as we did with Manorhouse V2 we’ve entirely reworked Invasion using our new level design ethos. More verticality, more options, less tight chokes. 

So without further adieu, here is the latest iteration of our competitive map: ‘Invasion’
Invasion is still a work in progress and is likely to change slightly prior to release of MU2

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As you can see, Invasion has had a pretty interesting rework. Using feedback from reddit, twitter, and discord we were able to get a good idea of what was wrong with it and how we can improve it. From our experience of playing the new Invasion, there is a place for every weapon which fits great into our new game mode. Check out a ‘run around’ of new Invasion.

Coastal Changes

Whilst Coastal was one of the more popular maps at launch - we’ve seen a decline in popular opinion on the map’s flow and how the map itself - whilst solid competitively - was kind of ‘boring’ and had a few core issues. We’ve made the following changes to give Allied and Axis players more options when rotating and holding certain parts of the map.

  • 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!)
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Manorhouse v2 Changes

We have made minor changes to the popular map Manorhouse V2 based on community member ‘Dust Mouret’s’ suggestions after approving of his previous changes he suggested for Derailed. We feel Manorhouse V2 is now in a good state as a popular competitive map.
  • 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 bugs with Manorhouse v2
More Coming Next Week

Did you think this was the last development preview for Major Update 2?

Nope! We have more development updates coming next week with even more great features and changes that you’ve been requesting these past few months. We’re hyped to share all this information with you guys ahead of the update release as every day we’re starting to see the game shape into what it was intended to be.

We still have just over 6 months of development in Early Access before we head to full release on PC. A Lot has changed these past few months and whilst after Major Update 2 there will still be features and issues still to fix, this update should hopefully show our dedication and commitment to Battalion and that the future of this game is a bright one.

Thanks guys and see you in the next one soon!
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...3995229838

  Weapon Balancing, New Sounds & Movement Tweaks - Major Update 2.0
Posted by: Spoon - 17-05-2018, 10:51 PM - Forum: Announcements - No Replies

Major Update 2 Changelog - Part 1
Update 2 of 3

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Major Update 2 is on the horizon and with not “too” long left to wait we’d like to start sharing our fixes, improvements, and changes. MU2 will contain a tonne of new additions as well as loads of great tweaks, balances & fixes! We think this update will really improve the experience of Battalion 1944 and dramatically improve upon certain features that were prevalent when we went to Early Access in February.

This is just part 2 of the Changelog as there is so much to go through therefore we are trying to keep our updates as short and snappy as possible. Part 3 should be released tomorrow so keep an eye out for that!

Movement & Weapon Balancing Reworks

Our upcoming Major Update 2 combats what some players are calling “bunny hopping” in Battalion 1944. The controversial ‘corner jumping meta’ which we’ve received a lot of feedback on from both casual and competitive players is being addressed with in this update. We’re also planning on some tweaking weapon balancing based on your feedback as well as lots of nice extras, such as settings and performance increases and new weapon sounds that you guys have been asking us for!

Movement Changes:

Our intentions with the following movement and weapon balance changes are to reduce the strength of jumping around corners to the point of it being a calculated risk to do so, whilst in turn increasing the strength of other styles of engagements such as jiggle peeking or leaning to allow different playstyles to become viable within the game.

  • 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.
  • 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.
These combined changes will mean a strafing jump shot is much more of a commitment/risk when choosing to make that play. You will still be able to jump around a corner to get the surprise factor on an unsuspecting enemy but it should no longer be the best play in all situations if you need to guarantee a swift kill. We will be watching how these changes affect the meta of the game very closely.

Prone Behavior Changes

A small percentage of players were complaining about ‘dropshotting’ where players would go to prone as they came around a corner to decrease their chances of being hit. We’ve addressed this by re-looking at how other games implement ‘anti drop shot’ mechanics, hence the following 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.
Weapon Balance Changes

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.
  • The Springfield and the Kar98 Scoped hip fire accuracy has been decreased whilst moving.
These changes are intended to evolve the playstyle of these weapons to focus more on holding angles and sight lines, instead of jumping around a corner at close range. Instead players should start using quick lean peeks to get opening picks to allow your team to take early map control. Using these extremely powerful weapons aggressively in close ranges is still a viable choice for skilled players - but these tweaks ensure other weapons may be a better choice depending on the map played & gameplan of your team. Playing a sniper aggressively carries a much higher risk than it did before.

These changes can initially sound drastic and we fully expect players to be worried about their favourite weapon receiving slight nerfs within the upcoming major update, but after lots of internal testing we actually believe this is the right move for the weapons themselves and game as a whole. These changes bring the scope in/out times more in line with similar classic FPS titles. During our first play tests, we really felt the immediate effect of the changes, however when we adapted our playstyles to the ‘new’ Battalion 1944 we found that the overall game was considerably better as a result.

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.
The BAR is finally receiving a well deserved buff to increase its pick rate and give the allies a much more reliable weapon choice when attacking. These changes should increase the weapon’s feeling of consistency and ‘snappiness’. We have also minorly buffed the STG44, but only to reduce the feeling of randomness of getting 5 hitmarkers at its longest engagement range. The STG44 is intentionally not as powerful as the allied BAR due to the nature of the Germans being on the defensive side. And remember, both automatic weapons can still deliver an almighty 1 shot headshot! A much more effective way of fighting with our new ‘fat head’ characters. 

  • MP40 Horizontal Recoil Slightly Reduced.

The feedback we’ve received on Battalion’s SMGs has generally been positive. The one common complaint was with the MP40’s recoil pattern. We’ve decided to reduce the horizontal recoil of this weapon to be more in line with its allied counterpart, the Thompson, to allow more control over the weapon’s erratic firing nature.

  • 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.
Shotguns in any FPS game have always been controversial. In an effort to make every weapon viable, we originally buffed the shotgun to allow it to compete with some of the other extremely powerful weapons within the game. With the changes to Wartide 2.0 meaning different weapons have different values, this no longer needs to be the case.

We’ve also seen the feedback from players that in certain situations the shotgun’s communication wasn’t correctly shown to the player - creating situations where players would ‘tag’ when they felt they deserved a kill - or the exact opposite to this scenario could also happen. We’re hoping the above tweaks will help alleviate the feeling of the regularity of these situations!

Weapon Penetration Values

Our thinking with bullet penetration has always been trying to make it consistent in terms of communication over what you can and can’t shoot through. This meant thin metal sheets, small objects and thin wooden doors/shutters etc are supposed to be penetrable. The problem we’ve seen is that some assets slipped through and were accidently made penetrable, such as the kubelwagen. This was never meant to be the case.

We’ve now adjusted these specific meshes that weren't meant to be penetrable and adjusted the damage values of penetration to feel more consistent.

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Also, a big change the community requested was to make the bomb box no longer penetrable which we are happy to say will be implemented into Major Update 2! You will now be ‘safe’ when planting/defusing - meaning your post plant positioning will now be very important.

New Weapon Sounds!

We’re adding new weapon sounds to make all weapons feel much more powerful across the board. This update will also include new hitmarker & headshot sounds to make the game feel even more responsive than before.

  • 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.

Performance Gains

We’ve heard the complaints since Major Update 1 about performance dropping - We’ve been looking into multiple aspects of the game from both CPU and GPU perspective to help better optimise for high end and lower end hardware. These tweaks include us focusing onto:
  • Blueprint Nativization (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).
Hopefully in Major Update 2 players should see FPS and performance gains across the board. These optimisations are ongoing and will continue all the way until release!

Settings/Menu Configs

Major Update 2 will be the very last time an update resets your config! Part of our new build system has allowed us to keep your configs intact for future updates - this means future smaller patches will no longer become a major annoyance every time we would like to update the game.

We’re also introducing more in-game config settings as we look to enable those with lower end PCs the same ingame options as someone who would tweak their ini files externally. This change also means ini files will be locked - as all of the relevant options will be be available ingame (you’ll still be able to keep your settings config!).

We’ll also be putting some restrictions on certain config settings which we felt were being abused to give an entirely unfair advantage to certain players.

MU2 Release Date & Beta Test

Players have been asking us to bring them in to help test the game before it’s pushed live to the world! There are 2 stages in MU2.

MU2 Stage 1 - Beta:

In June when we feel the build is stable ‘enough’ for testing, we will push a version of the game to our ‘Public Beta’ branch on Steam. We will not be using the Test Zone for a few good reasons, but this won’t change anything for you! To access the beta, we will distribute a code to players that can be used in Steam by doing the following:
Open Steam > Right Click ‘BATTALION 1944’ > Properties > Betas > ‘enter code’ 

MU2 Stage 2 - Release: 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. 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.

We hope you’re ready to see all these new additions in game becasue we can't wait for you all to test these changes and let us know what you think. We really hope they will really improve Battalion’s gameplay for the long term.

Thanks guys and see you in the next one coming tomorrow!
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...3989051237

  New Character Models - Major Update 2
Posted by: Spoon - 16-05-2018, 09:54 PM - Forum: Announcements - No Replies

Introducing: New Character Models!
Update 1 of 3

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Note: Colors/Camouflage are currently in development and may change/improve for better visibility prior to the release of MU2

It’s time for a change and we’re happy to announce we are replacing the current player models that are used in Battalion 1944. The current issue with the existing player models is that they were visually small and frail. Whilst they looked great in renders during early prototype development - the reality is their visuals didn’t transition over well once we were able to get the characters running around in-game within fully developed environments.

The newly revised German and American character models are much ‘beefier’ with nice fat heads and generally a wider silhouette which will make them better suited for visibility and competitive play, as well of the added benefit of generally looking much better than the older player models.

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The first person arms and hands have also had a rework. The previous characters didn’t do the game justice, seeing as you constantly see the arms and hands of the character, we decided to completely rework the hands as well. Both characters now wear gloves to avoid plastic looking skin!

These new Characters are also more effectively optimised. Therefore they should have a lot less of a negative effect on your FPS. This is especially relevant in Arcade as when we moved from 5v5 to 8v8 in all modes the increased character count meant less frames. You voiced these issues and we have addressed them as the effect it was having was obvious so we hope you also enjoy that aspect of these updated models too.

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The new character models are better all around. Visually and most importantly from a gameplay perspective.

These new characters are a little ‘thicker’. They’re bulky and overweight they’ve also got pretty chunky heads! This means hit detection should feel much better. Whilst the characters backpack will not give you a hit/tag, it will give you a blood splatter. We have focused on reducing the situations where players are ‘hitting’ the player model’s clothes and not his hitbox (for example the player model’s helmet) and client side blood appears whilst not actually hitting the character.

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Both these new and improved character models were made completely in house by our artists. They are an updated look from the original ones whilst retaining a classic WW2 style. We think they look great and we believe they will help alleviate some of the issues that were caused by the previous player models and really contribute to improving Battalions gameplay. We hope you guys like them and enjoy both the look as well as the gameplay changes they bring.

The addition of ladders
We recently teased a video of ladders being added to Battalion 1944. You’ll be seeing more on this later this week!

Remember: We have lots of updates coming this week as there are so many changes being introduced in Major Update 2 and we have so much information to get out to you guys so make sure you stay in the loop and keep an eye out for further updates as they will be coming pretty regularly!

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Thanks for reading guys and look out for the next one!
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...3983588273

  New Map & Dual Currency
Posted by: Spoon - 10-05-2018, 09:29 PM - Forum: Announcements - No Replies

Introducing ‘Savoia’

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We are excited to announce that Battalion is now expanding its theatres to the mediterranean with the introduction of the new Italian competitive map ‘Savoia’.

Savoia has an interesting development story that has grown from the passion of the competitive COD community.

Mark ‘Phantasy’ Pinney started work for us as a QA Tester in our studio in May 2017. It didn’t take us very long to realize he had a little experience in Unreal Engine and a real talent for level design. Step by step we started giving Phan bigger and bigger tasks as he evolved from a professional gamer into a professional game developer.

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We first asked Phan to make a “Shipment style TDM level”. He gave us Coastal…. 
If you look at the center of Coastal you can actually see how it was supposed to play like a small 1v1 level.

One day Phan showed us a ‘blocked out’ (basic design) level he made for his University Project, he originally showed us as a joke… But when we imported it into Battalion and ran around in it, Phan’s experience in COD had let him to accurately design the feel and scope of a Call of Duty style map.

We decided to investigate further as our level design team started working with Phan to flesh out the map further. Then, in February 2018 we started adding art to a thoroughly designed level. You can see that transition from the passionately designed map into full blown video game environment in the gif below.

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Savoia has wide streets and architectured crossing points for some great sniper battles. In an effort to reduce the ‘corner jumper’ meta, we’ve added more windows, more open points and less tight chokes.

We’ve also opted to push for more verticality this time. Previously some of our maps are guilty of being too one dimensional. We’re pulling away from many CSGO design principles that work for CS and making our own design rules based off of feedback from the community across all of our maps.

Very soon we’ll be releasing a detailed update on the changes coming in Major Update #2 (MU2) based on the feedback we’ve been receiving over the last 3 months. This will also be our last new competitive map for some time as our art team turns their focus onto Major Update #3 (MU3) and Arcade 2.0 as well as content for full release such as the Russians!

Wartide 2: Dual Currency

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Throughout the development of Battalion our goal has been to bring back the feeling of old school style games through the movement and feel of weapons in Battalion 1944. To progress these older titles we needed a new game mode fit for a 2019 gaming audience that was accessible whilst inclusive of spectators as well as casters.

We wanted to try and encourage team work by forcing teams to ‘share currency’ in Wartide 1 and 2. Unfortunately, I think we all agree that there are too many players that are simply not interested in playing as a team. Furthermore it is totally acceptable for people to want to play a game on their own with their own strategies. However, we still want an aspect of sharing and teamwork in Battalion, therefore we are introducing our ‘Dual Currency’ system.

You will now be able to have your own personal in game wallet along with a separate team pool. Individual token pickups are rewarded straight to your personal wallet whilst team efforts such as planting or defusing the bomb and loss bonuses are awarded to the team pool.

You can donate an unlimited amount of your tokens to other individual players or to the teams pool, however the maximum you can withdraw from the team pool is ‘3 tokens’ per round.

We hope you agree that this is a step in the right direction for Wartide 2, we will be testing this revamped competitive mode with Early Access players prior to MU2’s update.

Wartide 2: Saving Weapons

In the live version of Wartide, players currently are able to pick up and use enemy weapons within the round they acquired them but their weapons get wiped as the round resets. This means allied players don’t get the benefit/reward of keeping the weapons that they have picked up into further rounds, for example, allied players have no permanent way of taking a 1 shot Kar98 rifle from the other team and keeping it until the next round should they survive.

With Wartide 2.0 - this is all about to change!

Players will now be able to ‘save weapons’ between rounds. This means a surviving player can pickup and take secondary weapons into the next round, therefore lost rounds still have value as you can scavenge an enemy weapon and keep it for the next round to get a crucial opening pick.

This will drastically change the dynamic of buying and saving weapons in the new version of Wartide and has been something players have been asking to have in competitive play for a long time now. We can’t wait to see how this singular change effects all levels of play.

Arcade 2.0

For players less interested in the competitive side of the game there is good news on the horizon. We’ve started to focus our efforts more and more on what we’re calling “Arcade 2.0” a total rework and rebuild of the Arcade experience that will be going live with Major Update 3 (MU3).

From incentivising play time and objectives, to building maps that are designed solely for the Arcade experience. Arcade 2.0 will be another great turning point for Battalion 1944 and really provide it’s players with a well rounded choice of ways to play.

Thanks for tuning in and make sure you stay tuned we have lots of big announcements coming soon as there is loads going on over here at Bulkhead HQ. Look out for our series of Major Update 2 announcements coming including the full change log for you guys. Lots of good changes scheduled for June!

Thanks again guys,
The Bulkhead Team

Source: https://steamcommunity.com/games/489940/...2827191722