Good day folks, urb here.
I hope everyone is ok and safe. It is snowing here so I suppose this means I'm brewing hot coffee and code all day :). This said I was working for the last week on polishing the game after I successfully closed the gameplay loop in the last patch. In a nutshell, this means players can now play Mud and Blood in a fashion that will resemble what the final experience will be.
In order to pave the way for the final addition of content, it was important for me that the game would have a minimum of polish in order to be able to build on solid grounds. There is still work to do but this is the first pass.
Here's what I've changed in this version:
0.1.1
- Floored the values and added 0 to single-digit time units on the ui for readability
- Removed minimal chances to hit on light machine guns
- Reinitialized flag (detected) status on all troop so when a mission is failed they will not start the game tagged
- Removed vet save increments (you only get one now)
- Bazooka skill now has a timer
- Fixed a crash when using intelligence skill to find out the number of frags on enemies
- Added sanity check for lower than 0 morale and above 100 experience
- Prevent profile reset during gameplay
- Burning troops are not selectable anymore
- Prevented a crash if you click while the game is loading
- Germans that die with a radio on them will only spawn one radio on the ground
- The camera will be over your soldiers on subsequent missions instead of where you left it in the last game
- Fixed a value that wasn't resetting the kills in between missions
- Players will not be able to spec dead soldiers.
- Shotgun buff at closer range
- Pre-game admin will clear up NPC allies at the start of a mission
- Significantly changed the demolition radius of certain explosions
- All able men of your squad has to be behind the retreat line in order to trigger the retreat now
- Troops occupying the same cover and firing at each other will not be saved by that cover
- Explosion landing top of buildings won't affect occupants anymore
- Players will not be able to use skills from incapacitated soldiers anymore
- Players will not be able to spec an incapacitated soldier anymore (also known as the heavy infantry revive)
- Fixed an issue where the officer morale buff would spawn an icon out of place
- Soldiers that are brought back to above 10 hp by a medic will get up now. No more dirt naps.
- Hand to hand combat will give proper XP
- Heal crosses and officer morale stars will only appear on flagged/revealed enemies
- Panzerfausts and flame thrower packs will not show on burning soldiers anymore
- Flamers will reveal themselves when attacking
- On allied medics, first aid will not affect intensive care timer anymore
- Commando starts with a Sten now
- Fixed the double shotgun upgrade for scouts and engies
- Soldiers actively aiming at a vehicle prior to it being destroyed will simply cancel their action
- Fade speed for roofs have been tripled
- Fixed a rare crash when vehicles would spawn at the start of a map
- Removing past reinforcement vehicles on a map restart
- Reset the timer for reinforcements when a game restarts (especially useful when you retreat)
- Reduced fire area of effect by x10
This week will be divided between more polishing, adding more functionalities to the UI and ribbons if I have time. Thanks for taking the time to read this and I will be seeing you on the next patch log :)
Respectfully,
- urb
