What changed
0 fixes4 additions1 change0 removals
addedThis patch brings a few new elements and paves the way for what is ahead which is third-party AI such as the Frenchies and allied units. It brings in the special event for Xmas in classic and some new Battle conditions for the Campaign mode.
changedNew campaign battle condition: CrucibleThis battle condition spawns a group of 6 Branderburgs that are an even match for your squad. This is the closest thing to a boss fight you can get in Mud and Blood. The Brandies will be modelized after your own squad matching your experience level, combat skill and veteran saves. They will fight dirty and hit you as hard as they can. They work very well as a team and maintain cohesion at a higher level than normal units. Almost like you are fighting another player if you will. The good news is that you only have to face 6 enemies on this map mostly. Counterattacks are still active so you must push your squad into contact earlier than later.
addedVisual fidelitySome of the battle conditions such as rain and heavy clouds were just notional up to this point. I was initially hesitant to add the rain effect since the addition of particles could affect some of us, keeping the lower-end rigs in mind. The solution I found is to tie the rain effect to the particle settings set by the player in the options panel. Now the rain is very present but in proportion to your settings. Honestly quite relaxing at times in between sessions of high-intensity murdering.
addedForest firesIn earlier versions, the fire was spreading to everything besides trees. I now added a two-stage tree-burning mechanic which will spread fire to trees and around if the fire is big enough. This can lead to some pretty uncontrollable situations where the vegetation is pretty dense and all the factors are lined up properly. One more thing to pay attention to. Setting a forest on fire can also be an available option to deny the enemy. Just remember, if it is hard to get in, it'll be hard to get out.
addedIntel can now interrogateThe Intel has a new passive ability which is interrogate. If there is a bleeding German just place your intel nearby and your soldier will attempt to extract information once per
Mud and Blood changes
addedThis patch brings a few new elements and paves the way for what is ahead which is third-party AI such as the Frenchies and allied units. It brings in the special event for Xmas in classic and some new Battle conditions for the Campaign mode.
changedThis battle condition spawns a group of 6 Branderburgs that are an even match for your squad. This is the closest thing to a boss fight you can get in Mud and Blood. The Brandies will be modelized after your own squad matching your experience level, combat skill and veteran saves. They will fight dirty and hit you as hard as they can. They work very well as a team and maintain cohesion at a higher level than normal units. Almost like you are fighting another player if you will. The good news is that you only have to face 6 enemies on this map mostly. Counterattacks are still active so you must push your squad into contact earlier than later.
addedSome of the battle conditions such as rain and heavy clouds were just notional up to this point. I was initially hesitant to add the rain effect since the addition of particles could affect some of us, keeping the lower-end rigs in mind. The solution I found is to tie the rain effect to the particle settings set by the player in the options panel. Now the rain is very present but in proportion to your settings. Honestly quite relaxing at times in between sessions of high-intensity murdering.
addedIn earlier versions, the fire was spreading to everything besides trees. I now added a two-stage tree-burning mechanic which will spread fire to trees and around if the fire is big enough. This can lead to some pretty uncontrollable situations where the vegetation is pretty dense and all the factors are lined up properly. One more thing to pay attention to. Setting a forest on fire can also be an available option to deny the enemy. Just remember, if it is hard to get in, it'll be hard to get out.
addedThe Intel has a new passive ability which is interrogate. If there is a bleeding German just place your intel nearby and your soldier will attempt to extract information once per
Good day folks urb here,
A year ago, it all started with a few lines of code written by a GWOT veteran, to help purge his demons. To bring up some firefight scenarios on demand, with a bunch of mechanics merging together to create an emergent and evolving fight. No one would know what happens next. No heroes, no bull$hit power fantasy. Just combat. Raw, violent, unceremonious and comical at times. Some sort of way to celebrate the gold ol' days of flash while paying the rightful respect to modern conflict lethality. You know, that despite the losses and the size of the $hit sandwich, at the end of the day must you fight on.
And to this, I say thank you to the 7000 of you out there that were willing to back this thing out. I'm grateful for all of you and feel very fortunate that you were willing to pick a rifle and venture into this valley of death with the rest of us. Hearing about your tales of bravery, sacrifice, loss and victory was a pure blast. I'm 100% all about building my dream game and having you guys along for the ride.
This patch brings a few new elements and paves the way for what is ahead which is third-party AI such as the Frenchies and allied units. It brings in the special event for Xmas in classic and some new Battle conditions for the Campaign mode.
New campaign battle condition: Crucible
This battle condition spawns a group of 6 Branderburgs that are an even match for your squad. This is the closest thing to a boss fight you can get in Mud and Blood. The Brandies will be modelized after your own squad matching your experience level, combat skill and veteran saves. They will fight dirty and hit you as hard as they can. They work very well as a team and maintain cohesion at a higher level than normal units. Almost like you are fighting another player if you will. The good news is that you only have to face 6 enemies on this map mostly. Counterattacks are still active so you must push your squad into contact earlier than later.
Visual fidelity
Some of the battle conditions such as rain and heavy clouds were just notional up to this point. I was initially hesitant to add the rain effect since the addition of particles could affect some of us, keeping the lower-end rigs in mind. The solution I found is to tie the rain effect to the particle settings set by the player in the options panel. Now the rain is very present but in proportion to your settings. Honestly quite relaxing at times in between sessions of high-intensity murdering.
Forest fires
In earlier versions, the fire was spreading to everything besides trees. I now added a two-stage tree-burning mechanic which will spread fire to trees and around if the fire is big enough. This can lead to some pretty uncontrollable situations where the vegetation is pretty dense and all the factors are lined up properly. One more thing to pay attention to. Setting a forest on fire can also be an available option to deny the enemy. Just remember, if it is hard to get in, it'll be hard to get out.
Intel can now interrogate
The Intel has a new passive ability which is interrogate. If there is a bleeding German just place your intel nearby and your soldier will attempt to extract information once per