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Full Mud and Blood update
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What changed
- Gameplay
- Maps
- Store
Mud and Blood changes
Good day, folks urb here,
Well, this was a grind but I'm done coding all the 12 classes of Mud and Blood. This gives the ability to the players to suit up a squad that matches his or her playstyle. This also injects 36 new abilities in the game with their own mechanics. I feel it brings a nice chunk of depth to Mud and Blood and ultimately puts more control in the hands of the players.
For those who are new to the concept of Mud and Blood Steam edition here's a rundown of the classes.
Classes:
Light Infantry: Shock infantry tasked to lead the assault on defences. Moves fast and equipped with grenades.
Heavy Infantry: Medium to long-range infantry that covers flankers with powerful weapon platforms.
Gunner: Soldier equipped with rapid-firing light machine guns. His job is to suppress the enemy to allow the squad to maneuver unhindered.
Sniper: A highly skilled slow-firing unit that is proficient in taking out important targets.
Scout: Troops specialized in detecting the enemy at a longer range than any other soldiers. Very useful when combined with a sniper.
Commando: Elite soldier trained by the SAS in stealth movement and lethal hand to hand combat.
Medic: Important member of the squad that can heal and even stabilize dying soldiers.
Officer: Soldier with high leadership that can affect the squad's morale under fire and even request a light tank by pulling rank!
Intel: Unique troop that collects information left behind by the enemy to find out valuable details about the battlefield.
Sapper: Bearded and smelly troops that build defences and bitch all the time. Can reinforce houses in impregnable positions.
Engineer: Explosive and flamer specialist that can deal with a bunker, a tank or add a little brightness to your day.
Signaller: Equipped with a heavy radio, this soldier can call in the might of the US army upon very unfortunate German positions. Perfect to break stubborn defences.
All classes have also their own passive abilities. Such as Engineers and sappers detect mines 3x further away than normal troops. Scouts can see hidden and ambushing enemies. Gunners, when using any automatic weapons, will spread their fire across a deadly kill funnel affecting multiple enemies. And the list goes on for all the classes but for now I will let the testers experiment and see how the game feels.
So without further delays here's the change list:
- Burning soldier will not be selectable - Burning Soldier will be flagged - Engineer flamer coded.. for both factions :) - Save file system (finally!!) - Scout skills - German counter-attacks (kind of a big deal) - German ambushes and stealth usage - Coded the allied Jeep - Added a sanity check to the fires so they don't go out of control..too much - Coded soft skin vehicles gunners behaviours - Soldiers will now call vehicles when they are close to the front lines - Mines coded with plans for different mines to be implemented. such AP, bouncing Bettys and AT - Coded the Sapper abilities - Sandbag walls will now spawn on the battlefield - Added few props for the defensive position, an empty bottle of wine and few apples - Added a variety of Voice acting lines - Coded officer abilities - Coded Intel abilities - Coded engineer abilities - Added vocalization for when the Germans are about to counter-attack - Added vocalization for when the team is being sniped - Added vocalization for
Source
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