
Dear Tankers,
Welcome to our 55th Development Status. You can see what we were working on in three weeks!
Difficulty settings
We have begun to design two difficulty levels for Tank Squad: Normal and Hardcore. In both difficulty settings, we are going to modify some of the game parameters:
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| Level Design |
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| UI |
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| Vehicle Controller |
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| Economy |
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| Saves |
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Gameplay from Battle of Steppes

In this gameplay preview, we would like to show you a fragment of the footage showing the second main objective. The task of the players is to locate the enemy artillery position, which can be located in one of three positions - where two of them are decoys.
New UI elements
During mission selection, we have added additional overlays showing main and side objectives as well as enemy forces positions etc. This should give a more immersive and mission feeling.

Level design changes in first missions

We have also made significant changes to the level design. The current maps for scenarios are quite large, so we decided to split some of the longer missions into two shorter ones. This aims to intensify the gameplay and reduce the distances between objectives, so players won't feel fatigued from long tank rides without combat.

For instance “old C1M1” was 5.125 km x 3.075 km, around 15.75 km2. New C1M1 and C1M2 missions will be 3.075 km x 3.075, around 9,45 km2.

Additionally, the objectives themselves have changed. We are continuously making improvements to the mission's logic and modifying the environment and terrain to deliver the best possible experience from playing through the scenarios.
VFX update - more variations
For every ground type, we have 15 variations of VFX. Right now we have about 90 effects that correspond to the type of shell, its payload, penetration, directional impact, and ricochet. Bear in mind that as much as we would like to have it perfect, there will be inconsistencies in how things look like. The main reason why we want so many variations is to give players another visual clue, about how their shells are interacting with the enemy and environment. You can visually distinguish which type of shell is shot, and roughly what caliber it was.

Of course, most of it is just a simple approximation, just to set the adequate vibe of the fight and create space for the player to easily understand in what circumstances he currently is in the battle.
In the video below, you can get to know some of the variations we did since the previous Dev status. Type of ground shown: Vegetation, Stones, Tank hits. Types of shells presented are: High Caliber, Medium, and Light, for HE and AP rounds.
These are still works in progress, and a lot of them need adjustment. It's the first solid take on the Effects department, and as much as we need to do yet, we are proud to show what we did to this point. We want to know what you think about it.
Playtests, demo when?
We are currently under QA from PlayWay group. More info as we will get through it :)
Thank you and have a good one!
DeGenerals


