We're back from gamescom and immediately straight to action. This update brings in more optimization (this time the size of the meshes we use got decreased, so it should bring from 100-200 MB less on memory usage), issues with pathfinding through bridges, other sound modifications and so on.
We investigated further why the game sometimes crashes when using a fire extinguisher in tanks, and added further safeguards. We’ve also fixed the selection of wrecks at the end of a mission; a silly bug meant you couldn’t select anything
We are cooking ;)
Below is the list of changes being made:
Added:
The map will focus on our vehicle (if we're spawned) when we open the map in overview mode (with options to call in arty)
New video quality setting for decal draw distance
Small bump when player hits a tree or bigger building
Modified:
Increased the distance of decal draw for Very High quality preset from 350m to 400m
Increased the render distance of decals for very low and low
Info Panel minor improvements
Interactions, intro for adding button icon for a key (for future steamdeck, gamepad support) - not visible yet
Interactions, aim circle replaced by a small diamond, when usable is under interaction (for example NPC)
C1R1 and C2R1 repair station outline quality changed, removed blur. Improved aesthetic feeling
AI Commander on procedural mission will first check if any vehicle squad is assigned to main objective rather than side
Reduced the memory usage of few assets in the game, in effect consumed RAM should be lower
Sound Modifications:
Added new Diesel Engines and samples for internal and external sounds.
Created a new dormant mixer bus called 'Effects_Engines_Internal' for future internal vehicle sound migration for volume slider.
Created dormant events called Engines_Vehicles_Internal_<tank_name> that contains internal sound channels only for future internal volume solider and finer control.
Increased the internal sounds of the Panther and Tiger by ~4db to bring the sound in line with the other tanks.
Replaced the internal and external engine sounds for KPIII_IV banks - merged tracks and engines into single loops to reduce voice build up (2 sounds reduced to 1). Reduced the tree,bush,wood big and wood small destruction sounds to close (-6db) and internal (-2) - so its not so intense.
Fixed:
Few issues with kill feed showing friendly fire when player drowned his vehicle
Issue with buildings that occluded environment behind them when the building was already destroyed (they should not occlude it upon destruction)
Error with missing wreck selection panel
Tank wheels visual rotation for client
An issue with procedural missions and few old maps that game has shown few objective indicators on units that were counted as trigger to end the objective - and these indicators were static instead of following the unit. Now these indicators will appear more appropriate + will be dynamic
An issue with vehicle weapon and other UI that stayed on or never appeared when player changed the difficulty preset while playing (for example from default to sim or viceversa)
An issue with force pool creator menu sometimes missing an icon in unit/squad summary
Potential crash when using molotovs/fire spreads
Issue on Psel River procedural, one side objective had incorrect spawn position
Issues regarding trucks, their destruction and various physics
Please take a look if you haven't had a chance to read about changes and new sounds that came with the previous patch. Click here
We attended Gamescom this year; it was our first time there. We exhibited in the business zone at a large Polish stand organised by PARP.
We’ve had a number of discussions, made plenty of new contacts and identified opportunities for potential new collaborations. If anything comes of it, you’ll definitely hear all about it :)
Next to us was an Italian stand with games, including our friends from Easy Red 2. Best wishes to Marco and the whole team!
Today is last day of our 30% sale. Make sure to check it out! The promotion ends today September 4.
Thank you for your support, we are working. See you next time!
DeGenerals