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Steam News5 October 20223y ago

Mud and Blood Mighty 0.3.9 Patch!!

Good day folks urb, thanks for your patience on the patch and without any further delay here goes another fairly beefy monstrosity full of violence and goodies.

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 fixes2 additions2 changes0 removals
  • UI and audio
  • Gameplay
addedSquad rearrangement:Kind of a big deal, code wise it definitely was interesting to tackle on a custom engine. You can now drag and drop soldiers' portraits in campaign mode. This was a highly requested feature. Commanders can now on the fly rearrange their squad's shortcuts by right-clicking and dragging the portrait of their men into a new position. This helps the micro tremendously and speeds up squad management. Very happy to have been able to crack this one up.
addedForest warfare AI upgradeWe also got new sounds and effects when bullets hit the trees making the forest fight colourfully and snappy. Soldiers that are moving within trees will also generate noise and leaf particles. This will help players determine where sneaky Germans hide in that hedgerow. It will also help the Germans know where you are so careful disturbing the vegetation too much you might catch a Faust!
changedExplosion mechanics reworkThe way explosions worked in MNB was satisfying but not to the level I wanted in order to simulate warfare AND be a factor for emergent gameplay. With this latest patch, we get exactly that. There is a lot of back-end stuff going on but for the commander the most noticeable aspects of how troops are now affected by explosions especially when it comes to buildings and cover. A grenade that gets through a window of a house and land inside becomes a real threat now. Mortar shells that land on the roof of a house are not directly threatening but will shake your guys up a lil bit. Fragments from an incoming 88 shell that hits right outside of a defensive position will come straight at your soldiers if it doesn't get stopped by the cover. Overall it doesn't make the game harder but rather makes deflagrations behave in a more authentic fashion.
changedVolkssturmGermany late in the war losing the fight progressively had to come up with fresh troops. The Volkssturm (People’s Militia) represents its last line of defence. The Volks were drawn from ranks of the population previously considered unfit for military service, including younger boys (aged 13-18) and older men (many of whom were veterans of World War I).

Mud and Blood changes

addedKind of a big deal, code wise it definitely was interesting to tackle on a custom engine. You can now drag and drop soldiers' portraits in campaign mode. This was a highly requested feature. Commanders can now on the fly rearrange their squad's shortcuts by right-clicking and dragging the portrait of their men into a new position. This helps the micro tremendously and speeds up squad management. Very happy to have been able to crack this one up.
addedWe also got new sounds and effects when bullets hit the trees making the forest fight colourfully and snappy. Soldiers that are moving within trees will also generate noise and leaf particles. This will help players determine where sneaky Germans hide in that hedgerow. It will also help the Germans know where you are so careful disturbing the vegetation too much you might catch a Faust!
changedThe way explosions worked in MNB was satisfying but not to the level I wanted in order to simulate warfare AND be a factor for emergent gameplay. With this latest patch, we get exactly that. There is a lot of back-end stuff going on but for the commander the most noticeable aspects of how troops are now affected by explosions especially when it comes to buildings and cover. A grenade that gets through a window of a house and land inside becomes a real threat now. Mortar shells that land on the roof of a house are not directly threatening but will shake your guys up a lil bit. Fragments from an incoming 88 shell that hits right outside of a defensive position will come straight at your soldiers if it doesn't get stopped by the cover. Overall it doesn't make the game harder but rather makes deflagrations behave in a more authentic fashion.
changedGermany late in the war losing the fight progressively had to come up with fresh troops. The Volkssturm (People’s Militia) represents its last line of defence. The Volks were drawn from ranks of the population previously considered unfit for military service, including younger boys (aged 13-18) and older men (many of whom were veterans of World War I).

Good day folks urb, thanks for your patience on the patch and without any further delay here goes another fairly beefy monstrosity full of violence and goodies. This one was a little bit of work since it was related to some back-end mechanics and AI. Let's have a look at some of the good stuff.

Squad rearrangement:

Kind of a big deal, code wise it definitely was interesting to tackle on a custom engine. You can now drag and drop soldiers' portraits in campaign mode. This was a highly requested feature. Commanders can now on the fly rearrange their squad's shortcuts by right-clicking and dragging the portrait of their men into a new position. This helps the micro tremendously and speeds up squad management. Very happy to have been able to crack this one up.

Forest warfare AI upgrade

I've spent a fair amount of time re-arranging the AI in order to navigate forest fights better. In a nutshell, the enemy will simultaneously move in and out of contact and keep a general SA (situation awareness) on how their squadmates are doing. Depending on their TTPs (tactics, techniques, and procedures) either SS or FJ or Wehrmacht, will behave with various degrees of aggressiveness and cohesion in order to match their archetypes. My goal is not to make the AI perfect woodland assassins, however, but rather to simulate soldiers attempting their best to win a fight. This was the hard part because it was easy to code the perfect solution but rather challenging to code human-like behaviour and plausible tactical mistakes in a high-stress situation. The result is very satisfying and also makes the Germans more aware of your troops while you are trying to be cute in the trees.

We also got new sounds and effects when bullets hit the trees making the forest fight colourfully and snappy. Soldiers that are moving within trees will also generate noise and leaf particles. This will help players determine where sneaky Germans hide in that hedgerow. It will also help the Germans know where you are so careful disturbing the vegetation too much you might catch a Faust!

Explosion mechanics rework

The way explosions worked in MNB was satisfying but not to the level I wanted in order to simulate warfare AND be a factor for emergent gameplay. With this latest patch, we get exactly that. There is a lot of back-end stuff going on but for the commander the most noticeable aspects of how troops are now affected by explosions especially when it comes to buildings and cover. A grenade that gets through a window of a house and land inside becomes a real threat now. Mortar shells that land on the roof of a house are not directly threatening but will shake your guys up a lil bit. Fragments from an incoming 88 shell that hits right outside of a defensive position will come straight at your soldiers if it doesn't get stopped by the cover. Overall it doesn't make the game harder but rather makes deflagrations behave in a more authentic fashion.

Volkssturm

Germany late in the war losing the fight progressively had to come up with fresh troops. The Volkssturm (People’s Militia) represents its last line of defence. The Volks were drawn from ranks of the population previously considered unfit for military service, including younger boys (aged 13-18) and older men (many of whom were veterans of World War I).

To reflect this in the game the Volks will have half the skill and

Source

Steam News / 5 October 2022

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