Wrench_Time.jpg

Strategy Game & Heroes

Heroes

  • Refactored action game ribbon handling
  • Refactored character experience
    • Combat and Tactical experience has been merged
    • Existing characters will have their xp remapped on the new scale
    • Required experience values changed and added requirements up to rank 22
  • Added option for ammunition to affect weapon cone fire and recoil
  • Players can now buy General and Officer type characters (Rank 12, 15, 18)
  • Players with at least 1 AT, but with no characters ranked 12 and above will get an XP boost for a while
  • Characters can now rank higher than rank 14
  • Characters can be upgraded to "General" character type
    • Characters of type "General" cannot take part in any action games and cannot be converted to any other type
    • Character's items will be unassigned from the "General" character when he's upgraded
    • Players can assign any unassigned items to any of their characters that can equip the item
  • Characters can unlock "command" points, which can be used to equip ATs worth those points
  • Characters between rank 12 and 17 can only equip ATs of the character's type (For example, recon character of rank 14 can equip a recon team, but not a light tank team)
  • Characters above rank 17 (i.e. generals) can equip any type of AT
  • ATs also earn experience for their general character
  • New friends list look, almost same functionality
  • Training, Squad and Leaderboard screens turned into windows and accessible globally
  • Player Account window moved to globally accessible in top right
  • Friends list has new icon
  • Slight revamp of ranking window
  • Random mission can now be filtered to only look for Training Missions, Campaign Missions or Both types. Default value is training missions only
    • Tier 1 players can not see the above mentioned filters. The filters are set to Training missions only for Tier 1 players.
  • Waiting times when looking for random missions are now minimum waiting time instead of average. Also checks your vehicles equipped.
  • Waiting times for joining specific mission is now "N/A".
  • Added the general career opportunity to the career overview, expanded it with more details.
  • A window explaining what needs the be unlocked to command Assault Teams is shown, when the player has no officer characters, and: 
    • Tries to access the HQ
    • Tries to access the AT shop window
  • Sort players in match making so that those waiting for a specific mission gets in before the rest.
  • Tweaked criterias for type of training missions generated. Waiting time now taken into account.
  • Added ribbon booster bought notification screen
  • Added 'Adjustable Wrench' unlock to Tank Driver Level l5 (Tanker) & Driver Level 9 (Infantry + Recon)
  • Moved motorcycle unlocks from driver level 9 to driver level 7
  • Adjusted prices of bazooka/panzerschreck down since they are now consumable.
  • Decreased cost of at-mines
  • Unlock notification screens are no longer cut off for players with long character names
  • XP should now correctly update in browser after a mission has ended
  • Fixed a rare issue where the matchmaking screen wouldn't disappear after being engaged in a mission
  • Heroes Tab received some overhauls

Campaign Map

  • New "Capitals"/Major Cities added to the campaign map
  • Each faction starts with more than 1 capital
  • ATs spawn near a capital which the player selects (selected capital must be under faction's control)
  • HQ AT is not displayed on the campaign map anymore
  • Each capital counts for 1 victory point
    • First faction to achieve certain number of victory points, wins the war
    • First faction to lose all capitals (i.e. 0 victory points), loses the war
  • ATs are supplied from the closest (uncontested) capital of that faction
  • Optimizations for Campaign
  • Assault teams can be managed and added to the command of officers from the menu accessed by clicking the HQ button.
  • Removed a lot of the clutter from the campaign screen:
    • The right hand menu contains Assault Teams that are owned, and equipped on an officer owned by the player. They can be resupplied and deployed from here. The menu can be folded out to show more info.
    • Battlefields can be searched in a much smoother way
    • When a multi marker is clicked, the units it contains are shown at the bottom of the screen, along with the name of the location they are on.
    • Reserves show up in the same menu as the Assault Teams, but with a different representation.
  • Lots of new battlefields (15 capitals and 869 Towns - Feel free to double check this number :D)
  • Assault teams smoothly move over lines again instead of jumping from town to town
  • Assault Team picking priority changes
    • Order of ATs picked for missions is now different depending on the mission type (assault as defender, assault as attacker, and skirmish)
      • Assault: 
        • Mechanized Infantry
        • Heavy Armor
        • Motorized Infantry
        • Paratroopers
        • PathFinders
        • Mechanized Recon
        • Medium Armor
        • Tank Destroyer
        • Motorized Guard
        • Motorized Recon
        • Infantry
        • Light Armor
        • Paratroopers (Grounded)
        • PathFinders (Grounded)
        • Recon
        • Guard
      • Defender:
        • Infantry
        • Recon
        • Tank Destroyer
        • Guard
        • Paratroopers (Grounded)
        • PathFinders (Grounded)
        • Medium Armor
        • Motorized Infantry
        • Motorized Recon
        • Heavy Armor
        • Motorized Guard
        • Mechanized Infantry
        • Mechanized Recon
        • Paratroopers
        • PathFinders
        • Light Armor
      • Skirmish:
        • Motorized Infantry
        • Motorized Recon
        • Motorized Guard
        • Mechanized Recon
        • Light Armor
        • Mechanized Infantry
        • Paratroopers
        • PathFinders
        • Infantry
        • Recon
        • Guard
        • Paratroopers (Grounded)
        • PathFinders (Grounded)
        • Tank Destroyer
        • Medium Armor
        • Heavy Armor


Assault Teams

  • Added "Fighter Recon" AT
    • This is the predecessor of the Fighter Squadron Assault Team
  • Added Pathfinder AT
    • This is the predecessor of the Paratroopers Assault Team
  • Removed Anti-Tank ATs (RIP)
    • All existing 'Anti-Tank Infantry' type ATs have been converted to 'Motorized Guard' type
    • All existing 'Motorized Anti-Tank Infantry' type ATs have been converted to 'Motorized Infantry' type
  • Removed never used ATs
  • Remapped all AT action IDs
  • Fighter Plane ATs can be directed to move to all types of locations. However, they will only land if there's an assault mission, or the location is a friendly airfield. In all other cases, they return to the location they started the transport from.
  • Assault Team earning changes
    • ATs earn the sum total cost of all resources they have killed
    • ATs do not earn any special bonus for participating or winning a battle
  • New progression for Assault Teams implemented
  • Guard is now the 'base' infantry and an assault team can progress from this assault team in to different infantry assault teams
  • Assault team progression overview window is back and functional

Action Game

Gameplay

  • Supply crates resupply all your weapons
  • Better character selection when switching assault teams in battle:
    • First it will try to use the already selected character
    • Second it will try to use your mission character
    • Third it will take the character with the most xp
  • Last weapon is now remembered when exiting vehicles
  • Gameplay hints
    • ToggleMapZoom
    • PlantMine
    • AttachMagneticMine
    • DisarmMagneticMine
    • PrepareMagneticMine
    • AimGrenade
    • ThrowGrenade
    • ManualParachute
    • VehicleCover
    • VehicleToDriverSeat
    • VehicleToGunnerSeat
    • VehicleToFiringMode
    • ParaInExitQueue
    • ParaNearingDropZone
    • ParaNearingChosenDropZone
    • ParaNextPass
    • TankerGetInside
    • VehicleEnterPrecision
    • VehicleSightsZoom
  • Gameover warnings are once again working, now with sound
  • In a paratrooper plane grief requests are sent to one of the passengers since the pilot is a bot
  • New Xp Messages
  • You can now open your map when you're parachuting
  • Fixed a rare issue where the spawn queue wouldn't disappear when the mission had ended, resulting in players not being able to quit the mission
  • Some crash fixes
  • GameSWF now reuses textures (Lower end computers will have nicer graphics)
  • Fixed a bug where the spawn menu went directly to assault team depleted instead of waiting for 15 seconds to see if a new one pops up

Vehicles & Weapons

  • Added 2 new weapons for Paratroopers
    • FG42 (Germany)
    • M1 Carbine (United States)
  • Added Repair wrench (Yes, it can be used to kill as well ;))
  • Pistol tweaks
    • Both pistols give more damage
    • Both pistols are more precise
  • Friendly vehicles now have a health bar
  • New Vehicle Visibility Proxy on all vehicles
  • Tank climbers re-enabled - enabling better handling of rough terrain
  • Tank scope tweaks
    • The UI reflects the turrets offset
  • Added Plane nosecam

MAPS
  • Skirmish gamemode tweaks
    • Objective at 100% count towards the owner
    • The bonus for owning multiple objectives is now smaller
  • Assault gamemode changes
    • Defence timer will no longer slow down
    • The first team to own all objectives after the defence timer runs out wins
  • Battle name visible in spawn menu and with scoreboard
  • Several texture fixes