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  Battalion 1944: Eastern Front launches May 23, 2019
Posted by: B3 - 10-05-2019, 02:25 AM - Forum: Announcements - No Replies

Battalion 1944: Eastern Front launches May 23, 2019


We’re excited to announce that multiplayer shooter Battalion 1944 is about to leave Steam Early Access!

Battalion 1944 will launch in full this month - May 23, 2019, to be precise.

And precision is extremely important. This has been just over a year in Early Access development - sticking to our plan of taking on board your feedback and polishing the game to a state that we are confident that hardcore FPS players, new & returning, will enjoy. Instead of us hyping up the full release - we’ll let this list of features & improvements do the talking for us and you can enjoy just a little tease at what’s to come.

https://www.youtube.com/watch?v=paBYTKZZS5s

Over the next coming weeks before the launch date we will break down and detail these specific features in further steam posts. There’s so much to talk about we can’t do it all in one post!

Full Release Feature List

Russians Join The Fight
Say hello to the Russian faction.

Russian Weapons
  • PPSh-41 Drum Magazine
  • SVT-40
  • Baikal 21 Double Barrel Shotgun
  • PPS-43 Stick Magazine
  • Fedorov Avtomat
  • Mosin Nagant
  • Mosin Nagant Scoped
  • TT-33
  • RGD-33



New Maps

New Map: Vanguard
Play on the new russian snow map - Vanguard. This map has long open lanes & lots of buildings to duel across with your mosin nagant & kar98 rifles.

New Map: Docks
Take the fight to Italy in this homage to the rooftop rifle duels of toujane. A mix of tight & open angles and a smaller map layout make fast rotations & clutches nail biting.

New Map: Goldrush
This new map focuses on its free flowing arcadey layout within a french forest on the border of the german defensive line. Follow the train track into the heart of axis bunker system for close range combat - or snipe from the barn tower overlooking a key domination point. This map is open for many player choices.

We’ll be covering all of the new maps in more detail over the next few weeks.

Improved Gamemodes

Introducing Faceit 5v5 Competitive Matchmaking
Faceit’s competitive matchmaking toolset is integrated directly into the game for free. Stats, rankings, matchmaking, tournaments and hubs are all built into the game menus.
More info coming soon...

New gamemode 1v1 Showdown
Run through Faceit matchmaking - prove you’re the best in 1v1 small deathmatch arena. More info coming soon…

New Gamemode - Free For All
This mode is accessible via the community server browser.

Improved Capture The Flag
Extra time & overtime make this overhauled mode extremely fun!

Improved Domination

Improved... Just about everything else!

New Challenge System
Get cosmetic rewards for completing quick fire, daily, weekly and community challenges.
More info coming soon…

Improved Character Visibility
Our new character shaders allow you to actually see who’s sniping at you!

Stat Tracking
In depth stat tracking lets you see your progress from season to season.

Leaderboards
Track who’s the best on your friends list at Battalion 1944.

Ingame Medals & Rewards
Be proud of your achievements and show off your collection of accolades.
Get a sick 1 tap or 5 man clutch? There’s a medal for that.

Match History & Replay System.
Competitive Wartide, Arcade all supported with full playback.

User Interface Overhaul
Much clearer and slicker ingame and main menu UI.

Audio Overhaul
Hear the snaps of bullets hitting beside you and hear your teammates warnings of incoming grenades - alongside new music triggers and voice lines, Battalion 1944 has never sounded better.

BattleRank Season 3
We’re launching a brand new season of Battlerank, our free ‘battlepass-like’ system, which lets players gain cosmetic rewards simply for playing the game. Every level rewards a free war chest This season brings brand new weapon skins for players to work to unlock through our reworked XP system that rewards how well you play - with a beautiful STG44 at the highest diamond rank.
More info coming soon…

New War Chest - The ‘Red Star’ Russian War Chest
Packed full of shiny new russian weapon skins & can be earned for free through our new ingame challenge system.

General Fluidity & Gameplay Improvements
This one is so big! We’ve made so many improvements to counter ‘bunny hopping’ and diversify away from the old ‘corner jumping’ meta alongside feedback from the community. We’ll be breaking this down more over the coming weeks - in the meantime ask our closed beta players their thoughts.

Much, much more!
These points only cover a small amount of the full changelist for full release.
Many minor quality of life changes have been worked on & we can’t wait for you to try the full version of the game.



Thankyou for your patience

Early Access hasn’t been an easy ride - we knew it never would be. However - full release will be a turning point for Battalion 1944. With the game being more stable and fun than ever - we cannot wait to see you on the servers again at full release.

Thanks,
Bulkhead Interactive


https://steamcommunity.com/games/489940/...0395047231


  Almost there….
Posted by: B3 - 16-04-2019, 03:17 PM - Forum: Announcements - No Replies

Almost there….



So it’s nearly time – we’re going through final testing and QA ahead of our release of out of Early Access. There are going to be a few changes as we do this, and I wanted to give you all a heads-up about it now, so you know what’s happening and why.

First of all, the price is going to go up. This was something we promised from the start – that Early Access players would get the game at a lower price than we planned to sell the release version for. And we’re keeping that promise. Over the past 14 months or so, the community for this game has helped to make Battalion what we always hoped it could be when it fully released; and we’ve always wanted to show our appreciation for that.

The retail price on Steam will increase to $19.99 and local currency equivalents, on Monday the 22nd of April. This brings it in line with where we feel the right value lies in terms of what we’ve added in the past year or so (see the list below!).

However, we know the importance of getting new players in at launch, so we will be offering a solid launch discount – although, even this won’t bring it below the price our Early Access players paid for the game.

Here are some highlights from Battalion’s time on Steam so far:

  • New Map – Derailed
  • New Map – Coastal
  • New Map – Invasion
  • New Map – Savoia
  • New Weapon – Grease Gun
  • New Weapon – MP28
  • New Characters– US Forces
  • New Charactersl – German Forces
  • All Maps Revamped– Multiple Improvements
  • Added Battlerank Progression & Rewards
  • Added High Quality VOIP Voice Communication
  • Audio Overhaul
  • Animation Overhaul
  • Wartide Overhaul
  • Spectator Mode Overhaul
  • Multiple Matchmaking Improvements
  • Added XP & Progression
  • Added Competitive Ranking
  • Added Weapon Skins
  • Massive Networking & Hitreg Improvements
  • Massive System Performance Improvements
  • New HD Renderer – Significant Visual Improvement
  • New 3D Audio Implementation
  • Added AI & Bots
  • Added Match Replay System
  • Added Strat Mode
  • Reworked Character/Level Scale and sizing
  • Released Dedicated Server Files
  • Continuous Movement Improvements
  • Continuous Weapon Balance & Penetration Improvements
  • Massive Number of Bugs Crushed
  • Massively reduced the viability of the ‘corner jumping’ meta

For those of you who have seen the rumblings and teases on the Official Discord and participated in the closed betas, you’ll have heard rumors of the huge quality of life improvements and mountains of content coming along with this coming release.

Battalion 1944’s move out of early access brings with it the game’s biggest update to date. It won’t be too long before we can start delving into the details so stay tuned. Thank you for your continued support to get us to this point.

It’s been a long journey but for us we’ve only just reached the beginning of Battalion’s life – and on that note, it just remains to say that the actual release date will be announced very soon!




https://steamcommunity.com/games/489940/...8044590694


  Bulkhead Interactive Update
Posted by: B3 - 02-04-2019, 10:08 PM - Forum: Announcements - No Replies

Bulkhead Interactive Update

Hello everyone!

As a team, we have been working hard on Battalion updates for the last 9 months. With every update, we’ve listened to the community’s wishes and opinions - and factored them into the adjustments we’ve made to the game. For us at Bulkhead Interactive, a key aspect of our development philosophy is to empower the community as evidenced in every changelog.

We’d like to take this opportunity to say ‘thank you’ for being a part of our Early Access phase. We agreed pre-launch that we would be treating Early Access exactly as it was intended - a time for testing the game, and getting meaningful feedback from the players, and we’re humbled with the response we’ve received over the past six months. We really didn’t anticipate having such a big launch, and it’s now well documented that the high player numbers caused us some problems. But thanks for sticking with us, because now we’re able to announce...

...That in early 2019 we are officially ending our Early Access phase and preparing for full release!

To that end, there will be no more public game updates until full release, but this is by no means just a case of tying up loose ends. The Battalion 1944 release in early 2019 will deliver the game’s biggest update to date, with an overhauled user experience, more content than has ever been added before, brand new goals to aim for and so much more. Thanks to all the testing and feedback, we’re confident that the game has really now found its identity. We can’t wait to share it with all of you, but for now, it’s a secret!

This overhaul requires work - but more importantly, a healthy playerbase to enjoy the new game. It's important for Battalion 1944 to make a big splash at full release, and recapture the hearts and minds of players who fell in love with the concept earlier this year - as well as finding new players who were reluctant to join the fight back then because of the tech issues around the Early Access launch.

For this reason we’re committing to putting all future updates that were scheduled to go live pre-launch into one big release, rather than drip feeding that content as it's being worked on, as each release requires a substantial amount of development resources to be redirected to testing and pushing a build live. We would rather direct that dev time toward new features & systems. We’ll be talking more at the start of 2019 as we ramp up our marketing, and prepare for our own D-Day!

This does not mean that we’ll be completely cut off from you guys, as perhaps we have been when we’ve previously ‘gone dark’ in the past. We will be running small tests closer to release with our dedicated Discord community to gauge reactions and feedback. We will also release more information on our official Discord closer to the time.

But the combination of polish and highly-requested features will be a game-changer for fans. The game that we release at full launch in 2019 was ONLY made possible by using Early Access to get that vital feedback from players. We’re giving Battalion 1944 what we all want from the game: the best chance it can have to succeed. We hope you’ll support us in this journey going forwards through to full release, as we’ll be preparing our Mosin-Nagants ready for action on the servers next year...



Investment from Square Enix

On another topic, you may have read on games industry news sites that the publisher we’ve worked with (on The Turing Test and Battalion 1944) - Square Enix - has recently purchased a share of the Bulkhead Interactive business. This investment is something that we have been looking forward to announcing and we’re really glad that we can reveal it now!

Just to talk a little bit about what that means - for Battalion it’s a really a positive step. It means a better opportunity at launch, more marketing and more focus from the team at Square Enix too.

Alongside the investment news, it was also announced that we will be working on a new IP for Square Enix. To be clear, this has no impact on the work going into Battalion 1944, and the studio will continue to be focused on working towards the game’s release (and continued post-launch support too).

A separate, small 3 man team within Bulkhead is currently in the pre-production and planning phases for this other title that we will eventually work on; this is standard industry practice, but we wanted our community to know what’s happening at our studio, and ensure that no wires were crossed.

So that’s it - it’s been super busy in the past few months, and will be for the foreseeable future - so wish us luck, and thanks again for all your support and feedback.

We’ll see you in the New Year!

The Bulkhead Interactive Team



https://steamcommunity.com/games/489940/...9742969543


  Battalion 1944 - 2.5.3 Patch
Posted by: B3 - 02-04-2019, 08:48 AM - Forum: Announcements - No Replies

Battalion 1944 - 2.5.3 Patch

Patch 2.5.3 Release!

We’re releasing a smallpatch to the game which will help improve some of the high priority issues seen in the previous Update 2.5.2 patch.
Features

Amazon Game Servers

With Update 2.5.3 we’re migrating our official server hosting to Amazon for initial testing. These server migration tests will help Battalion 1944 in the long term and will ultimately help the stability of the game when we reach full release next year.

Overall matchmaking and server stability should improve with this patch. However, if issues do arise, please post in the official Discord channel if you have any issue with connecting to or being disconnected from servers, or use the ingame bug report function.
We’ll be monitoring these reports with a close eye.

Bug Fixes

Movement
  • Vaulting net correction has been smoothed to make for a smooth vault on online servers that closer mimics the smoothness of vaulting on LAN.
  • Net corrections when landing have been tweaked, reducing the feeling/frequency of being teleported by the game server when ping is varying.
Gamemodes - Capture The Flag
  • Fixed an issue where players would take the enemy flag but could not return it to their own home base.
Thanks for the feedback on the latest 2.5.3 patch. Please keep us up to date with bug reports and general feedback - the team is making every effort to. The studio is fully focused and working on making sure Battalion 1944 has the largest impact it can at full release. We’ll have more information to release soon in this regard.

Thanks for your patience!

The Bulkhead Interactive Dev Team


https://steamcommunity.com/games/489940/...3634682792


  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