Good day folks, urb here with the latest addition to Mud and Blood Steam Edition. The game is shaping up pretty good, the fights are visceral and the blood is definitely hitting the mud hard.
A feature I added recently I'm really proud of is that if a player fails or retreats from a map, this map is not cycled. The terrain remains littered with all the carnage of the previous fight, awaiting the second attempt. It gives you the chills when you are ordering your men to make that dash through that impossible kill funnel a second time stepping over the bodies of their lost comrades.
Map persistence is a big thing but some more fine-tuning will be required, I want some of the important particles to remain on the ground permanently and some others to vanish with time. Ultimately, the player should be able to manage how far he wants to push the graphics according to his/her machine capabilities with the options panel.
This said here's the list of items I changed or added in this version:
- Augmented the spread of German mortars slightly
- Fixed bazooka timer being triggered even if the skill isn't used
- Skill timers reset on map refreshes
- Added measures to prevent fragging, smoking and rifle grenades to be cancelled by attacks
- Do a save every time you transition back to the menu
- Fixed an occurrence where multiple jeeps could be called
- Fixed an occurrence where multiple Stuarts could be called
- Fixed an issue with the scout flares looping too fast.
- Coded operational timers for support vehicles (when their time is over they will get off the map)
- Added mud patches.
- Slightly increased the chances of hand grenades for the Germans
- Scout skill high ground resets in between missions
- Nearby troop morale will be affected if a soldier dies based on how experienced the casualty was. (no one cares when the new guy dies)
- Created spawnBlood() for gore, which will be useful later when options will be coded.
- Panic and morale are now introduced on the allied side.
- Healed 10 hp soldiers will spawn back on the idle state instead of on their back
- Fixed another occurrence where throwing frags or smokes would be cancelled by another action such as firing a weapon
- Added a fading screen on squad lost event.
- Enemies will prioritize firing their weapons if it is safe to do so rather than moving (defensive stance)
- Enemy skill reduced slightly
- Optimized the death function for all soldiers
- Dropped the squad lost text by 100 px
- Increased the cooldown of AP rounds to 180 seconds
- Increased the duration of AP rounds to 60 seconds
- reduced the hotspot for soldiers buttons by 50%
- Basic Hedgerow Biome coded
- KIA icons over troops that are dead in-game UI, debrief and squad panel.
- Corpses will have the proper Z value now (preventing stacking on top of living soldiers sometimes)
- Corpses will stay on the map now.
- Fleeing enemies will not turn towards their attacker when pinned
This is it for this week. Going to take a day off coding tomorrow. When I'll be back, I will attack the terrain generation and some more ribbons. This means there is a possibility of additional assets/placeables to complement at least the few initials areas generated in MNB Steam.
You take care folks, stay safe out there and I will see you next week.
Respectfully,
urb
