In this update3
Full notes
Full Mud and Blood update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
Mud and Blood changes
Good day, folks urb here,
I hope you guys are having a decent start to the year. It's with a certain amount of excitement that I drop 0.4.2 in the open branch. This patch was heavier on the back end, focussing on how to onboard new players, and some new content while laying the foundation for in-map heavy indirect fire. So as per usual, let's use the first part of this patch note to go over the new mechanics implemented.
The four pillars and their importance in Campaign!!
To many, the campaign is arguably the hardest but most rewarding Mud and Blood experience out there. We have this wild concept in the Mud and Blood community that firefights in this game are essentially successful (or not) based on 4 principles. Basic stuff that you should do well in order to win the fight. Arguably these "pillars" of combat might be abstract to some of our new players and leave them sometimes guessing what they should emphasize on.
Introducing the combat grades engine. In its simplest form, it's a tool that measures how easy or hard you are making it on yourself by doing or not doing certain things. In more detail, it essentially measures your actions while you fight and quantifies their effectiveness, timeliness and payoffs. Ultimately my intent with this is to give a personalized mentor to you guys out there interested in more tailored feedback on how to improve. It is important to note right away that this grading system is not linked to any scoring or ribbons. It's just a learning tool. It looks at what you did and tells you if that will make you successful during Mud and Blood combat.
The four principles are explained on your profile when you click on the grades. Also, at the end of a campaign map, you get your analysis and how it compares to your average play. This helps you understand if you are improving or not in certain aspects of Mud and blood. Hopefully, it help new players.
Panther Tank
This patch brings in the Panther tank to the German army. This vehicle has some distinctive pros and cons that can ironically turn pros into cons. One of the ambivalent features of the Panthers they are well known for is their very slow reverse speed. This means that technically you can bypass a Panther that is cut off from its infantry, but at the same time if that thing holds the ground ahead it might take you a while and a few counterattacks to get to see it leaving. Something to keep in mind.
Additionally, the Panther can switch ammo depending on what target it is firing at. This tank might even shoot a WP at your soldiers in certain conditions. It has coax and a decent amount of armour but won't deflect a shot like the Tigers.
Half Track
Celebrated for its modularity the half-track was the workhorse of the mechanized effort of the Allies on the western front. The half-track is a MNB2 classic and I'm pretty happy about how it will bring different mechanics into the game that represents just as much support as offensive capability.
It comes in classic and campaign. In classic, the Halftrack cost 6 tp which brings in the vehicle as an early-game option potentially. Once you get your basic Halftrack, it will be a spawn point for all your reinforcements. You can also upgrade it with the module
Source
Changelog.gg summarizes and formats this update. How we read updates.
