With the release of the minor Update 1.10.1 we are adding a good chunk of new vehicle paint jobs for all three factions – 12 vehicle paint jobs to be excact!
Read on if you want to look your best when winning battles!
The following vehicles get new paint jobs in this update.
GERMAN VEHICLES
For the Germans, this update brings vehicle paint to the Panther (Panzer V), the Panzer II L ‘Luchs’, The Panzer IV and the Kübelwagen
Paint Scheme: Ambush DB
In August 1944 the German army was on the defensive and a new camouflage was needed to better allow vehicles to lie in wait for an approaching enemy. The solution was an “Ambush” pattern or “Hinterhalt-Tarnung”. This consisted of a green and red-brown paint being applied on to the base layer of dark yellow paint. This was to be done at the factory so that the vehicle would be ready to fight as soon as it rolled out of the assembly line. The factory accomplished a very effective Ambush camouflage by applying random green and brown patches on the vehicle, and then applied smaller spots of yellow on top of these. These small spots gave the illusion of sunlight passing through tree leaves, which made the Ambush DB pattern especially effective for vehicles hiding in the forest.
Paint Scheme: Light Olive
The Light Olive, also known as Dark Yellow or “Dunkelgelb” became the standard factory color in October 1942, replacing the Dark Grey which was previously used as a base. Contrary to what one might think, the Dunkelgelb did not originate as a color for desert warfare, but rather a color that would blend into agricultural environments. The new lighter color also made it easier to paint camouflage over the vehicles using darker colors to make them fit in with the specific environment in which the vehicle was used.
Panzer V Panther Ambush DB (Medium Tank)
Panzer II L Light Olive (Light Tank)
Panzer IV Light Olive (Medium Tank)
Kübelwagen Light Olive (Car)
SOVIET VEHICLES
The Soviet Union uses two main paint jobs – the Kutuzov Two-Tone and the Vasyugan Light, and in this update the much loved T-34/76 medium tank, the T-70 & T-26 light tanks and the GAZ-67.
Kutuzov Two Tone
The Kutuzov is a field painted disruptive pattern camouflage consisting of red-brown patches painted on top of the green factory paint. The green and red-brown colors proved especially effective in the muddy environment during the Kharkov offensive in May 1942, but also provided an excellent camouflage in thick forests throughout the summer.
Vasyugan Light
During the Autumn of 1944 the Red Army is on the offensive and a camouflage pattern suited for an army on the move was required. The Vasyugan Light consisted of a dense layer of random yellow patches painted on top of the green factory paint. The light color and web-like pattern of the green color made this a perfect camouflage for rolling through open fields and as well as hiding in the forest.
T-34/76 Kutuzov Two Tone (Medium Tank)
T-26 Kutuzov Two Tone (Light Tank)
T-70 Vasyugan Light (Light Tank)
GAZ67 Kutuzov Two Tone (Car)
US VEHICLES
The US uses two main paint jobs – the Ardennes Four Color and the Olive Drab and Black. In this minor update the M24 Chaffee light tank, the Sherman Easy 8 Medium tank, the ‘Jumbo’ Sherman Heavy tank and the truck 4×4 get a paint job each.
Ardennes Four Color
Prior to 1944 the US had no standard guidelines for vehicle camouflage, and it was up to the individual unit to paint the vehicles as they deemed necessary. Some units would use the experiences gained by their British ally and use a black and white outline to accentuate the contrast between two colors. The Ardennes camouflage consist of dark green patches on the factory olive drab paint. The white and black outline creates a higher contrast between the two colors without making either of them stand out. This creates a camouflage that is effective in mountain areas as well as in forest.
Olive Drab and Black
In April 1944 the US Army released the Field Manual 5-22B which contained guidelines to how to properly apply camouflage to vehicles. It instructed soldiers in the field to apply patches of black paint over the factory olive drab color. The black patches should cover all sharp corners to distort the silhouette of the vehicle.
M24 Chaffee Ardennes Four Color (Light Tank)
M4A3E8 Easy 8 Olive Drab & Black (Medium Tank)
M4A3E2 Jumbo Olive Drab & Black (Heavy Tank)
Truck 4×4 Ardennes Four Color (Car)
Are you missing YOUR favorite vehicle? Fear not, more paint jobs are coming.
With the release of the minor Update 1.10.1 we are adding a good chunk of new vehicle paint jobs for all three factions – 12 vehicle paint jobs to be excact!
Read on if you want to look your best when winning battles!
The following vehicles get new paint jobs in this update.
GERMAN VEHICLES
For the Germans, this update brings vehicle paint to the Panther (Panzer V), the Panzer II L ‘Luchs’, The Panzer IV and the Kübelwagen
Paint Scheme: Ambush DB
In August 1944 the German army was on the defensive and a new camouflage was needed to better allow vehicles to lie in wait for an approaching enemy. The solution was an “Ambush” pattern or “Hinterhalt-Tarnung”. This consisted of a green and red-brown paint being applied on to the base layer of dark yellow paint. This was to be done at the factory so that the vehicle would be ready to fight as soon as it rolled out of the assembly line. The factory accomplished a very effective Ambush camouflage by applying random green and brown patches on the vehicle, and then applied smaller spots of yellow on top of these. These small spots gave the illusion of sunlight passing through tree leaves, which made the Ambush DB pattern especially effective for vehicles hiding in the forest.
Paint Scheme: Light Olive
The Light Olive, also known as Dark Yellow or “Dunkelgelb” became the standard factory color in October 1942, replacing the Dark Grey which was previously used as a base. Contrary to what one might think, the Dunkelgelb did not originate as a color for desert warfare, but rather a color that would blend into agricultural environments. The new lighter color also made it easier to paint camouflage over the vehicles using darker colors to make them fit in with the specific environment in which the vehicle was used.
Panzer V Panther Ambush DB (Medium Tank)
Panzer II L Light Olive (Light Tank)
Panzer IV Light Olive (Medium Tank)
Kübelwagen Light Olive (Car)
SOVIET VEHICLES
The Soviet Union uses two main paint jobs – the Kutuzov Two-Tone and the Vasyugan Light, and in this update the much loved T-34/76 medium tank, the T-70 & T-26 light tanks and the GAZ-67.
Kutuzov Two Tone
The Kutuzov is a field painted disruptive pattern camouflage consisting of red-brown patches painted on top of the green factory paint. The green and red-brown colors proved especially effective in the muddy environment during the Kharkov offensive in May 1942, but also provided an excellent camouflage in thick forests throughout the summer.
Vasyugan Light
During the Autumn of 1944 the Red Army is on the offensive and a camouflage pattern suited for an army on the move was required. The Vasyugan Light consisted of a dense layer of random yellow patches painted on top of the green factory paint. The light color and web-like pattern of the green color made this a perfect camouflage for rolling through open fields and as well as hiding in the forest.
T-34/76 Kutuzov Two Tone (Medium Tank)
T-26 Kutuzov Two Tone (Light Tank)
T-70 Vasyugan Light (Light Tank)
GAZ67 Kutuzov Two Tone (Car)
US VEHICLES
The US uses two main paint jobs – the Ardennes Four Color and the Olive Drab and Black. In this minor update the M24 Chaffee light tank, the Sherman Easy 8 Medium tank, the ‘Jumbo’ Sherman Heavy tank and the truck 4×4 get a paint job each.
Ardennes Four Color
Prior to 1944 the US had no standard guidelines for vehicle camouflage, and it was up to the individual unit to paint the vehicles as they deemed necessary. Some units would use the experiences gained by their British ally and use a black and white outline to accentuate the contrast between two colors. The Ardennes camouflage consist of dark green patches on the factory olive drab paint. The white and black outline creates a higher contrast between the two colors without making either of them stand out. This creates a camouflage that is effective in mountain areas as well as in forest.
Olive Drab and Black
In April 1944 the US Army released the Field Manual 5-22B which contained guidelines to how to properly apply camouflage to vehicles. It instructed soldiers in the field to apply patches of black paint over the factory olive drab color. The black patches should cover all sharp corners to distort the silhouette of the vehicle.
M24 Chaffee Ardennes Four Color (Light Tank)
M4A3E8 Easy 8 Olive Drab & Black (Medium Tank)
M4A3E2 Jumbo Olive Drab & Black (Heavy Tank)
Truck 4×4 Ardennes Four Color (Car)
Are you missing YOUR favorite vehicle? Fear not, more paint jobs are coming.
In the minor update 1.10.1 we are adding two new attack lines to the factory map. This gives it a lot more life and makes it more fun to play. Adding two extra lines also brings the map in line (pun intended) with the other Assault maps that each have four or five attack lines.
Overall what has happened is that we have added two new lines and renamed B-line to C-line. The water level has been adjusted to create a lake for the B-line and the entire area with O1 and O2 has been improved. See the image above to see how the B-line leads into O2.
Changes
The A-line has been moved around a bit to make room for the new B-line and some measure to reduce spawncamping has been added, as well as an AA-gun for defense on the roof of A2. The B-line is brand new and a few new buildings has been added eg. as capture zone B3 and flanking routes are added as well. The C-line has had C1, C2 & C3 moved closer together to shorten travel time and C1 is moved to make space for D-line. C3, ‘the gate’ now connects to the new factory complex perimeter wall. The new D-line is also brand new with a set of new buildings, such as the garage and multiple attack routes.
Screenshot showing the new D3
The above screenshot shows one the brand new areas that has been added to the map.
During the final stretch of development the Factory map has been available to play on the Prototype server and we want to thank all that joined in and gave it a spin and reported bugs, issues and annoyances. It is much appreciated and you should know that you have helped make the map better for everybody.
How can I play the Factory Map?
If you have the required player level that gives you access to Assault maps you can set your filters like shown above.
In the minor update 1.10.1 we are adding two new attack lines to the factory map. This gives it a lot more life and makes it more fun to play. Adding two extra lines also brings the map in line (pun intended) with the other Assault maps that each have four or five attack lines.
Overall what has happened is that we have added two new lines and renamed B-line to C-line. The water level has been adjusted to create a lake for the B-line and the entire area with O1 and O2 has been improved. See the image above to see how the B-line leads into O2.
Changes
The A-line has been moved around a bit to make room for the new B-line and some measure to reduce spawncamping has been added, as well as an AA-gun for defense on the roof of A2. The B-line is brand new and a few new buildings has been added eg. as capture zone B3 and flanking routes are added as well. The C-line has had C1, C2 & C3 moved closer together to shorten travel time and C1 is moved to make space for D-line. C3, ‘the gate’ now connects to the new factory complex perimeter wall. The new D-line is also brand new with a set of new buildings, such as the garage and multiple attack routes.
Screenshot showing the new D3
The above screenshot shows one the brand new areas that has been added to the map.
During the final stretch of development the Factory map has been available to play on the Prototype server and we want to thank all that joined in and gave it a spin and reported bugs, issues and annoyances. It is much appreciated and you should know that you have helped make the map better for everybody.
How can I play the Factory Map?
If you have the required player level that gives you access to Assault maps you can set your filters like shown above.
Join us Wednesday the 7th of February on Twitch at 15:00 CET / 9am EST, where Game Director Reto.RedBjarne answers questions from the community and talks about what is going on in the development of Heroes & Generals.
There is a section with questions collected from the forums and a section with live questions from the Twitch-chat. The questions collected from the forums have been voted on by the community and the answers are be ordered by the amount of votes (highest first).
In order to answer some of the frequently asked questions that are not voted high, the community managers have, and this is still an experiment, picked five questions from the pool of questions asked for a separate section in this stream. Let us know what you think of this – we’re very open to other ideas.
After the stream we will open a new forum-thread for questions and will repeat the process for every Q&A & Why stream.
Tune in every Wednesday at 15:00 CET / 9am EST on our Twitch-channel for more devstreams, or re-watch them on our YouTube-channel.
Join us Wednesday the 7th of February on Twitch at 15:00 CET / 9am EST, where Game Director Reto.RedBjarne answers questions from the community and talks about what is going on in the development of Heroes & Generals.
There is a section with questions collected from the forums and a section with live questions from the Twitch-chat. The questions collected from the forums have been voted on by the community and the answers are be ordered by the amount of votes (highest first).
In order to answer some of the frequently asked questions that are not voted high, the community managers have, and this is still an experiment, picked five questions from the pool of questions asked for a separate section in this stream. Let us know what you think of this – we’re very open to other ideas.
After the stream we will open a new forum-thread for questions and will repeat the process for every Q&A & Why stream.
Tune in every Wednesday at 15:00 CET / 9am EST on our Twitch-channel for more devstreams, or re-watch them on our YouTube-channel.
“We have finalized planning our backend and toolchain work that I have mentioned before (we call those ‘Mission Critical’ projects) … these projects are complicated, and they will require time to get done. They are however necessary, because they are the foundation for us to provide you with a better service,” Reto.JM, CEO of RETO MOTO, explains in his third letter to the community.
Because the topics of the latest letter from the CEO are complicated, we have have decided to dedicate an entire Q&A & Why devstream next Wednesday to elaborate on the letter and to answer related questions you might have. So remember to sign up to our Twitch channel, if you don’t want to miss out on Reto.JM’s live streaming debut.
Development Overview
We want to provide you the players with insight into what goes on behind the scenes of Heroes & Generals. This is the reason why we have chosen to make our Development Overview public, so you can see what we are working on at the moment. Both the player-facing projects such as new content, features and maps are in the overview. But also the projects that are happening behind the scenes – development projects you as a player may never even notice, but that are necessary to do to keep the game going. The Development Overview will be updated on a monthly basis.
This Wednesday Reto.Christiano and Reto.Robotron3000 took a deep dive on Twitch into the Weapon Configurations of Heroes & Generals. If you didn’t have the chance to watch the stream live on Twitch, you can now watch the full stream above.
And if you want to take a personal dive into all the Weapon and Ammunition Configuration Values talked about on the stream, you can find it all in this forum post.
Soviet Skirmish map ‘Khutor’ on Prototype server
We put an early preview of the Soviet Skirmish map ‘Khutor’ on Prototype server to give you a glimpse of how it is shaping up. You should be aware that it is work in progress, and that when you get to peek directly into things in development, you get to see things that may appear (and may be) broken and weird looking. The Khutor map will be on the Prototype server at least throughout this weekend
We wanted to give a shoutout to Mike Tyler and his Facebook page entitled Heroes & Generals: Tales from the Western front, where he is creating a Manga, based on the game. We simply love to see all the creativity and dedication going into work like this – it’s really cool. Keep up the good work Mike Tyler, and please give his page a like.
Also we encourage all of you doing videos, artwork, comics, quilts or whatever to share your stuff in our Video & Pictures forum. That is what lileikiss did when he made the cool Heroes & Generals trailer you can watch below:
“We have finalized planning our backend and toolchain work that I have mentioned before (we call those ‘Mission Critical’ projects) … these projects are complicated, and they will require time to get done. They are however necessary, because they are the foundation for us to provide you with a better service,” Reto.JM, CEO of RETO MOTO, explains in his third letter to the community.
Because the topics of the latest letter from the CEO are complicated, we have have decided to dedicate an entire Q&A & Why devstream next Wednesday to elaborate on the letter and to answer related questions you might have. So remember to sign up to our Twitch channel, if you don’t want to miss out on Reto.JM’s live streaming debut.
Development Overview
We want to provide you the players with insight into what goes on behind the scenes of Heroes & Generals. This is the reason why we have chosen to make our Development Overview public, so you can see what we are working on at the moment. Both the player-facing projects such as new content, features and maps are in the overview. But also the projects that are happening behind the scenes – development projects you as a player may never even notice, but that are necessary to do to keep the game going. The Development Overview will be updated on a monthly basis.
This Wednesday Reto.Christiano and Reto.Robotron3000 took a deep dive on Twitch into the Weapon Configurations of Heroes & Generals. If you didn’t have the chance to watch the stream live on Twitch, you can now watch the full stream above.
And if you want to take a personal dive into all the Weapon and Ammunition Configuration Values talked about on the stream, you can find it all in this forum post.
Soviet Skirmish map ‘Khutor’ on Prototype server
We put an early preview of the Soviet Skirmish map ‘Khutor’ on Prototype server to give you a glimpse of how it is shaping up. You should be aware that it is work in progress, and that when you get to peek directly into things in development, you get to see things that may appear (and may be) broken and weird looking. The Khutor map will be on the Prototype server at least throughout this weekend
We wanted to give a shoutout to Mike Tyler and his Facebook page entitled Heroes & Generals: Tales from the Western front, where he is creating a Manga, based on the game. We simply love to see all the creativity and dedication going into work like this – it’s really cool. Keep up the good work Mike Tyler, and please give his page a like.
Also we encourage all of you doing videos, artwork, comics, quilts or whatever to share your stuff in our Video & Pictures forum. That is what lileikiss did when he made the cool Heroes & Generals trailer you can watch below:
We promised you more transparency and insight into what goes on behind the scenes of Heroes & Generals – and that is why, as mentioned in the latest ‘Letter from the CEO’, we decided to make a public Development Overview available.
In short the Development Overview board provides exactly what is says: An overview of what is currently in development at RETO MOTO, so you as players of Heroes & Generals can see what we are working on.
The overview lists both the player-facing projects we are doing such as new content, features and maps. But just as importantly it also shows the projects that are happening behind the scenes. Development projects you as a player may never even notice, but that are necessary to do to keep the game going.
You should be aware that a Development Overview like this is a living thing – projects grow, transform, split into new ones or change all together as we work on them. Sometimes you might even see a project moving backwards in development if we find out something needs to be reworked.
What the Development Overview shows
We have chosen to sort our current development projects into three basic sections based on where they are in our development cycle – early to final development.
This provides an indication of how far along we are with a given project. But as projects vary in size there can also be a huge difference as to how long a project remains in one section or another.
The Development Overview also gives you an insight into what project we have chosen to put on hold, which are in test and projects released since the overview was last updated.
The Development Overview will be updated on a monthly basis.
We promised you more transparency and insight into what goes on behind the scenes of Heroes & Generals – and that is why, as mentioned in the latest ‘Letter from the CEO’, we decided to make a public Development Overview available.
In short the Development Overview board provides exactly what is says: An overview of what is currently in development at RETO MOTO, so you as players of Heroes & Generals can see what we are working on.
The overview lists both the player-facing projects we are doing such as new content, features and maps. But just as importantly it also shows the projects that are happening behind the scenes. Development projects you as a player may never even notice, but that are necessary to do to keep the game going.
You should be aware that a Development Overview like this is a living thing – projects grow, transform, split into new ones or change all together as we work on them. Sometimes you might even see a project moving backwards in development if we find out something needs to be reworked.
What the Development Overview shows
We have chosen to sort our current development projects into three basic sections based on where they are in our development cycle – early to final development.
This provides an indication of how far along we are with a given project. But as projects vary in size there can also be a huge difference as to how long a project remains in one section or another.
The Development Overview also gives you an insight into what project we have chosen to put on hold, which are in test and projects released since the overview was last updated.
The Development Overview will be updated on a monthly basis.