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Steam News2 April 20224y ago

0.3.3 is now live

Good day folks, urb here, Hope you all had a good winter. Again, thank you all for the great energy from the Mud and Blood community, feedback, suggestions and bug reports.

Full notes

Full Mud and Blood update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions2 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
addedI had a few objectives with this patch. The first one was to augment the diversity in some of the campaign maps , so I injected more art assets in the composition of mid-game (almost end game) biomes Ardenne and Hurtgen Forest. This was the first time the seasons were altered in the engine and had precipitations (snow in Ardenne) and it turned out pretty good. These 2 new biomes have different grounds which will generate new sounds when soldiers walk around. Cold temperatures now make the soldiers generate condensation when breathing.
addedI've also added 2 new battle conditions (BC) to the 50 ones already present in the games augmenting the variation in campaign mode by one notch.
changedThe first BC is called Hard Case. I particularly like this one since it almost gives Recon vibes to the game. Hard case will place all enemies in a fortified field base at then of the map. The nice touch is that you really have to approach the Hard Case with a solid game plan based on the layout of the ground and your current squad composition. Conducting the attack on a concentrated enemy force is very enjoyable as the events unfold at an amplified rate and scale. I've seen players bringing the full might of the US army into the mix with arty and airstrikes and others sneaking their way into some fancy angle fights with a squad of green troops. It is also quite enjoyable to see the Germans acting as a platoon size element.
changedThe second BC is Master Sniper, which spawns an elite German sniper in the game. This sniper has a very long range of engagement and is generally smarter in his approach. The player has to run from cover to cover in a more expedited way which brings an interesting aspect to the game dynamic. The player still maneuvers forward but now less under his own terms and every dash in the open is a potential dice roll. It gives a good layer of tension, especially in certain map configurations. Counter sniping and the use of smoke also evolved because of this condition.
addedI've added a few new assets including an HQ tent. In classic , this can be built for 3tp and will allow all soldiers inside the tent to act as a signaller regardless of their class. Additionally, a tent can generate an additional 1tp per wave at a rate of 5% per soldier in the tent (up to 6).
addedIn Campaign , any German who is in a tent can act as a signaller. This makes the tents a considerable factor to consider when mounting your attack. A choice between fighting for good ground or disabling the enemy's abilities to drastically change the fight will have to be made. This adds some depth to the fight since usually the prioritization of targets was mostly done in conjunction with direct lethality rather than potential hazardous and substantial shifts to the dynamic caused by German support calls. Fun stuff!!

Mud and Blood changes

addedI had a few objectives with this patch. The first one was to augment the diversity in some of the campaign maps , so I injected more art assets in the composition of mid-game (almost end game) biomes Ardenne and Hurtgen Forest. This was the first time the seasons were altered in the engine and had precipitations (snow in Ardenne) and it turned out pretty good. These 2 new biomes have different grounds which will generate new sounds when soldiers walk around. Cold temperatures now make the soldiers generate condensation when breathing.
addedI've also added 2 new battle conditions (BC) to the 50 ones already present in the games augmenting the variation in campaign mode by one notch.
changedThe first BC is called Hard Case. I particularly like this one since it almost gives Recon vibes to the game. Hard case will place all enemies in a fortified field base at then of the map. The nice touch is that you really have to approach the Hard Case with a solid game plan based on the layout of the ground and your current squad composition. Conducting the attack on a concentrated enemy force is very enjoyable as the events unfold at an amplified rate and scale. I've seen players bringing the full might of the US army into the mix with arty and airstrikes and others sneaking their way into some fancy angle fights with a squad of green troops. It is also quite enjoyable to see the Germans acting as a platoon size element.
changedThe second BC is Master Sniper, which spawns an elite German sniper in the game. This sniper has a very long range of engagement and is generally smarter in his approach. The player has to run from cover to cover in a more expedited way which brings an interesting aspect to the game dynamic. The player still maneuvers forward but now less under his own terms and every dash in the open is a potential dice roll. It gives a good layer of tension, especially in certain map configurations. Counter sniping and the use of smoke also evolved because of this condition.
addedI've added a few new assets including an HQ tent. In classic , this can be built for 3tp and will allow all soldiers inside the tent to act as a signaller regardless of their class. Additionally, a tent can generate an additional 1tp per wave at a rate of 5% per soldier in the tent (up to 6).

Good day folks, urb here,

Hope you all had a good winter. Again, thank you all for the great energy from the Mud and Blood community, feedback, suggestions and bug reports. I'm very fortunate that you guys enjoy Mud and Blood and want to be part of this adventure as I make my dream game.

I had a few objectives with this patch. The first one was to augment the diversity in some of the campaign maps, so I injected more art assets in the composition of mid-game (almost end game) biomes Ardenne and Hurtgen Forest. This was the first time the seasons were altered in the engine and had precipitations (snow in Ardenne) and it turned out pretty good. These 2 new biomes have different grounds which will generate new sounds when soldiers walk around. Cold temperatures now make the soldiers generate condensation when breathing.

I've also added 2 new battle conditions (BC) to the 50 ones already present in the games augmenting the variation in campaign mode by one notch.

The first BC is called Hard Case. I particularly like this one since it almost gives Recon vibes to the game. Hard case will place all enemies in a fortified field base at then of the map. The nice touch is that you really have to approach the Hard Case with a solid game plan based on the layout of the ground and your current squad composition. Conducting the attack on a concentrated enemy force is very enjoyable as the events unfold at an amplified rate and scale. I've seen players bringing the full might of the US army into the mix with arty and airstrikes and others sneaking their way into some fancy angle fights with a squad of green troops. It is also quite enjoyable to see the Germans acting as a platoon size element.

The second BC is Master Sniper, which spawns an elite German sniper in the game. This sniper has a very long range of engagement and is generally smarter in his approach. The player has to run from cover to cover in a more expedited way which brings an interesting aspect to the game dynamic. The player still maneuvers forward but now less under his own terms and every dash in the open is a potential dice roll. It gives a good layer of tension, especially in certain map configurations. Counter sniping and the use of smoke also evolved because of this condition.

I've added a few new assets including an HQ tent. In classic, this can be built for 3tp and will allow all soldiers inside the tent to act as a signaller regardless of their class. Additionally, a tent can generate an additional 1tp per wave at a rate of 5% per soldier in the tent (up to 6).

In Campaign, any German who is in a tent can act as a signaller. This makes the tents a considerable factor to consider when mounting your attack. A choice between fighting for good ground or disabling the enemy's abilities to drastically change the fight will have to be made. This adds some depth to the fight since usually the prioritization of targets was mostly done in conjunction with direct lethality rather than potential hazardous and substantial shifts to the dynamic caused by German support calls. Fun stuff!!

Classic had some options added, the first one is the Air superiority call. This will vector US fighters to fly over your AO. It cost 1 TP and will

Source

Steam News / 2 April 2022

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