Dev update: Let's jump straight in with the big news. Cold War Battles will release on August 27th at around 17:00 UK time.
In this update4
Full notes
Full Cold War Battles update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions1 change0 removals
UI and audio
Gameplay
Fixes
addedLet's jump straight in with the big news. Cold War Battles will release on August 27th at around 17:00 UK time.As explained elsewhere the current demo will deactivate sometime in the last couple of days of July. There has been significant changes, mainly under the hood but also gameplay and computer player behaviour improvements as well as some UI and sound improvements. I appreciate this will disappoint some but I did make it clear before the demo released that this was the plan. There may or may not be a new demo around launch to replace it.
addedWhat's been happening?The biggest milestone in the last couple of weeks was finishing the 4th, 5 mission mini campaign meaning we are at 20 campaign missions and 40 standalone scenarios. Plus of course random battles and whatever new scenarios get created between now and launch. Originally the plan was for a combined total of 60 scenarios and no randomised mode so pleased to be able to exceed that. As a quick aside, the scenario featured in the screenshot above follows a UK tracked recce regiment and actually came about after a fantastic coop Army General battle in WARNO... Inspiration comes in may forms, this one was fun to make and play, plus it makes a change from armour and infantry formations.
fixedWhat's been happening?Elsewhere I have further tightened up the computer players behaviour in a number of ways and also fixed an issue where it was not considering counter battery fire properly. Folk who have played the demo will have noticed the AI often moving it's artillery the turn after firing (In CWB Arty is visible to both players after firing until it moves) It does this to avoid counter battery fire and the player should consider it too now the AI is working as intended. Keeping your guns static and firing them every time is more of a risk now, The AI also has HQ units higher on it's targeting matrix and all of it's units are better at concentrating fire on a single target.
changedWhat's been happening?I have started work on making the games menu screens easier on the eye and having more weapon sound variations. An ongoing process...
addedAnd finally...I needed a new a desk pad and could not find one I liked so I indulged myself a little... (Excuse the state the desk it is covering)
Cold War Battles changes
addedAs explained elsewhere the current demo will deactivate sometime in the last couple of days of July. There has been significant changes, mainly under the hood but also gameplay and computer player behaviour improvements as well as some UI and sound improvements. I appreciate this will disappoint some but I did make it clear before the demo released that this was the plan. There may or may not be a new demo around launch to replace it.
addedThe biggest milestone in the last couple of weeks was finishing the 4th, 5 mission mini campaign meaning we are at 20 campaign missions and 40 standalone scenarios. Plus of course random battles and whatever new scenarios get created between now and launch. Originally the plan was for a combined total of 60 scenarios and no randomised mode so pleased to be able to exceed that. As a quick aside, the scenario featured in the screenshot above follows a UK tracked recce regiment and actually came about after a fantastic coop Army General battle in WARNO... Inspiration comes in may forms, this one was fun to make and play, plus it makes a change from armour and infantry formations.
fixedElsewhere I have further tightened up the computer players behaviour in a number of ways and also fixed an issue where it was not considering counter battery fire properly. Folk who have played the demo will have noticed the AI often moving it's artillery the turn after firing (In CWB Arty is visible to both players after firing until it moves) It does this to avoid counter battery fire and the player should consider it too now the AI is working as intended. Keeping your guns static and firing them every time is more of a risk now, The AI also has HQ units higher on it's targeting matrix and all of it's units are better at concentrating fire on a single target.
changedI have started work on making the games menu screens easier on the eye and having more weapon sound variations. An ongoing process...
addedI needed a new a desk pad and could not find one I liked so I indulged myself a little... (Excuse the state the desk it is covering)
Dev update:
Let's jump straight in with the big news. Cold War Battles will release on August 27th at around 17:00 UK time.
Makes it all feel a little real now, it is hard to describe the mix of excitement and apprehension.
As explained elsewhere the current demo will deactivate sometime in the last couple of days of July. There has been significant changes, mainly under the hood but also gameplay and computer player behaviour improvements as well as some UI and sound improvements. I appreciate this will disappoint some but I did make it clear before the demo released that this was the plan. There may or may not be a new demo around launch to replace it.
What's been happening?
The biggest milestone in the last couple of weeks was finishing the 4th, 5 mission mini campaign meaning we are at 20 campaign missions and 40 standalone scenarios. Plus of course random battles and whatever new scenarios get created between now and launch. Originally the plan was for a combined total of 60 scenarios and no randomised mode so pleased to be able to exceed that. As a quick aside, the scenario featured in the screenshot above follows a UK tracked recce regiment and actually came about after a fantastic coop Army General battle in WARNO... Inspiration comes in may forms, this one was fun to make and play, plus it makes a change from armour and infantry formations.
Steam post image_________________Steam post image
Elsewhere I have further tightened up the computer players behaviour in a number of ways and also fixed an issue where it was not considering counter battery fire properly. Folk who have played the demo will have noticed the AI often moving it's artillery the turn after firing (In CWB Arty is visible to both players after firing until it moves) It does this to avoid counter battery fire and the player should consider it too now the AI is working as intended. Keeping your guns static and firing them every time is more of a risk now, The AI also has HQ units higher on it's targeting matrix and all of it's units are better at concentrating fire on a single target.
I have started work on making the games menu screens easier on the eye and having more weapon sound variations. An ongoing process...
And finally...
I needed a new a desk pad and could not find one I liked so I indulged myself a little... (Excuse the state the desk it is covering)
That's it for now, thanks for reading and thanks for your support.