V1.32.5.5 Production Update

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GOPHURAs most of you know our big feature push right now is our Third Person Redo. This week that has started alpha testing which essentially means that I can build it and play with it but there's still a lot to do. This feature set is really heavy on several of our members but it leaves a few of us with lighter loads. Which is perfect this time of year as it is traditionally where we go through the backlog and try and clean some things up. That means that you'll hopefully see some point releases through the first of the year that focus on bugs getting fixed. I say hopefully because, well, with bugs you never know.

We do of course still have some feature work and feature clean up going on as well. And we've got a couple of things coming up to speed for the new year but I'll just leave that as a tease for now and today, talk about what's nearing release for you.


We've built a mechanism to decay cut off pockets that we are calling surrender. On the surface it is really simple but there was some interesting core work done to get this feature in. What you'll see is pretty straight forward though. Front line towns that are out of supply will surrender to the enemy after a period of time. Somewhere between 12 and 24 hours we're thinking.

These towns will show a white flag indicating they are going to surrender and a timer in their pop up (still in dev). Any brigades in these towns when they surrender will fallback or rout. Then the process will continue with the new towns on the front until either the pocket is closed or it is back in supply.

Forward reinforcement Unit

We've added a new global cool down timer for the FRU so they can't be placed quite as often and we've added an extended timer when they are destroyed to force back the opposition. In addition we rewrote the distance check code in hopes that FB's will count for the distance checks.

There's also an exploit where player's can place a PPO directly where the FB is going to appear. We're working on a couple of tools to deal with this but in the mean time, if you see anyone ruining our fun by doing this sort of thing go ahead and report them please. I'm sure the GM's will be a lot nicer to them than I would be.

It's All in the Wrist

Doc did a nice audit this week that corrected a really old issue with stick feel in some of our planes, mostly the 109s. Planes with really large elevator pitch travel should see an improvement in control granularity, making it easier to milk the most out of a slow, tight turn.

They Killed Moxin!

One of the features that we've been toying with is showing death icons in the game. This will be a short range indicator to go along with the death scream that we already play. We're still iterating through it but it looks really good on the mini map. We'll keep you updated and probably throw this into open testing in the coming weeks.

A related feature will allow players to toggle on screen way point markers. That will probably lead to several improvements in that system.


There are a couple of instances where players get stuck in training. We've worked to clear those up and are also making the training optional for new players until we can get these all sorted.

Short Term Memory

We have a pretty big task on the plate right now to improve performance on lower end machines as part of our roll out to China. That work will benefit several of you directly as you'll see a lot less memory related crashes. We're finding all kinds of great savings and have brought AHWulf on to help us find even more.

This one probably doesn't sound too sexy but I can;t really stress how awesome this work will prove out to everyone. If you've crashed while changing places or personas, this one's for you. AHWulf is also going to be working through some of our other dreaded bugs like engine starts and concussion bugs and all kinds of other stuff.

Oh I think we fixed the spawn in upside down bug today too. *crosses fingers*

One more, the laser sound is gone I hear. Or don't... Well, anyway, that should also be fixed but we won't really know until you guys get a hold of this which we hope will be happening soon.

Did I mention last time we fixed the black out bug, the FRU placement problems, some plink scoring issues and the missing bushes? Yeah, busy month this. Hopefully next week we'll be ready to open test some of these features in preparation for release.

Until then, see you on the Meuse!
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0 #20 Justin 2010-12-11 05:51
Surrender towns that automatically retreat the brigade?sounds like less strategy and episodial play of a siege situation.Is this sort of management nescessary for immersive decision making on the part of the High commands ?
0 #19 dasc1ple 2010-12-07 20:08
Ah gotcha ya I just read that in a more recent explanation of it, sounds awesome man and thanks for the response.
0 #18 zebbeeee 2010-11-24 11:41
ingame waypoints may help spontaneous coordination in my humble opinion. This is needed to balance the lack of discipline and communication, people will feel attracted by it, like we have it other games. Turn on/off feature will handle whiners.
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