Hello there,

I hope you guys are doing alright out there. I just uploaded Mud and Blood steam version 0.1.6 and this patch is probably what I would call the jack of all trades of them all. Few things needed to be included and lately, I was very focused on big mechanical features. So I took a small step back and brought these other details up to speed so they can be integrated into the game.

The most notable addition is the tooltips. Now the players can be briefed by the game about the mechanics as they play. Indeed the game looks at you playing and drop tips on the maps as you need them. We call this the contextual tip engine. It is very smooth and follows your own pace.
I also added 2 new types of German troops to the game. The Fallschimjagers (FJs) and the SS. German troops follow a rough tier system where occasionally, better troops can get inserted into your map and give you an additional challenge. The FJs are considered tier 2 troops and SS tier 3. SS troops can do some cool stuff like using counterintelligence and divert your support calls onto your position!! The FJ wears a green camo uniform and the SS a distinctive orange and brown camo pattern.
This said let's get to the patch details:
- Moved the trees back off the beach by 500 px
- Shotgun range nerf but it is still a great weapon. I'm a big fan of shotgun combat.
- New weapon for the Axis, the M38. Very rare and effective SMG.
- New German troops being prototyped, Fallschimjagers (Thanks Kuli for the prototypes)
- Contextual tips engine coded. (Thanks strike team)
- Fixed a couple of skills that were not resetting when clicked out of range.
- Panicked soldier shouldn't be pinned by incoming fire.
- Mission briefs functionality is coded.
- Intro text is coded.
- Diablo loot spark will spawn on items you can pick up.
- Commando and officers immune to panic.
- Prevented some houses to spawn too close to the beach.
- Fixed a bug that would start the timer on first aid (medic skill tier 1) when clicked off range.
- Same for the sandbag wall (Sapper tier 1).
- Changed requirement for tier 1 medic skill for minimum 75HP and heal buffed to 25.
- Changed effects of medic 3rd tier. It will remove 5hp from the max health of the selected soldier but will instantly bring this soldier to max health. A powerful trade-off.
- Made a function to prevent buildings to spawn on top of each other.
- Optimized map generation for beach and St-Lo. It is a very fun biome now.
- Added Church assets to St-Lo maps. This is a big building that offers many tactical options.
- Changed the Purple Heart medal colour to purple :)
- New weapon for tier 2 Heavy Infantry, the m1941 Johnson rifle.
- Changed the weapon progression for the heavy infantry for the following: Initial, Garand, tier 1: Match Garand, Tier 2: M1941, Tier 3: BAR
- Reduced the mine detect VO.
- Reduced the stuck in the barb wire VO.
- Hidden attackers that perform a hand-to-hand attack will now unstealth.
- Reduced chance to detect mine by 10% for non-engy/sapper classes
- New medal for soldiers: Original six, given to any soldiers surviving the landing on DDay. +2% to combat skill to medal owners per members of the original crew in the squad. So a skillful commander who keeps all of his 6 initial soldiers will farm a sweet +12% to combat skill for the time they are alive.
- M38 sprite created.
- Sound change for the Sten SMG.
- Read intel is now a passive skill for the intel, just walk nearby some intel and he will read it!
- Briefing skill for the intel is now a tier 1 skill.
- New skill for intel Tier2 is strategic planning, when an intel uses a captured map the finish line gets closer by 100px.
- New skill for the intel tier 3, counter-intel, when Germans are calling support (airstrikes, arty, mortars) you can divert that support to hit them.
- A soldier that has its reload sequence interrupted will resume its reload at that step instead of starting over.
- SS troops implemented. Besides being elite in skill and fanatical in morale they can also counter-intel your calls back to your positions!!
- Fixed the icons for intel
- Fixed PAK40 spawning facing the wrong direction
- Throwable Molotov lootable
- Fixed occurrences where enemies would spam grenades.
- Snipers don't auto-detect hidden enemies anymore (It's the Scout's job)
Welp that is it for this addition. Join us on our discord if you have any questions or comments. As per usual Mud and Blood is very community-driven and many of the killer ideas in this chaos simulator come from brutality enthusiasts just like you.
Respectfully,
urb
