Dear Soldiers, Based on the results of our previous surveys, the average grade awarded to our single-player campaign is 3.3 out of 5. This is a clear message to us that we should pay more attention to this part of the project.
As such, we’ve decided to raise the bar even higher for the historical campaign system (the campaign map, mission sequencing, support etc). This new episode of the Diaries comes to you directly from Andrey, our Lead Level Designer, and is fully dedicated to what we’re doing to make the single-player campaign a proper five-star General!
Fighting on Three Fronts
We can single out three main strategic areas of work in preparing for the full release of the single-player campaign:
Upgrading available missions,
Developing the campaign system (UI elements, briefings, global map, historical chronicles),
Developing new missions.
So, first of all, let’s take a look at:
Quality Standards
As you’ve probably already noticed, we’ve hidden nearly all of the previously available missions in order to do further work on them. Our strategy in doing so is based on the results of internal studio play tests, analysis of player comments, and our periodic surveys.
The main issue we’re focusing on is ensuring proper UI quality. All events, the minimap and UI signals, pop-up messages and voice instructions will be synchronized, to help the player control the situation rather than make them feel panicked.
We’re also doing lots of bug fixes here. For example, in Operation Niwi, it can happen that saboteurs manage to lay mines on the bunker only every other time. Sometimes, they just gather around it for a friendly chat while waiting for your next orders. Soldiers must strictly obey their commander’s orders, you know!
We might make a few changes to the player’s objectives as well.
Historical Immersion
Those of you who’ve had a chance to play the previous Blitzkriegs might remember the briefings and the strategic maps, which really helped immerse you in the historical background of the games. In keeping with this fine tradition, we’re preparing something similarly interesting here, too. You’ll be able to embrace the whole theatre of operations with your eyes, watch fragments of real films made at the time, and read interesting descriptions of concomitant events.
We’ll be able to properly evaluate the results of the campaign system’s implementation in the update after the next update. The plan is to give you access to this content in Version 0.7.0, along with a new map, Sevastopol.
The Battles to Come
Looking at the bigger picture, you’ll be leading the armies of the USSR, USA, and Germany, from the Wehrmacht’s Invasion of Poland to the Battle for Berlin. New battles will have more events and strategic decisions to make than those available before. For example, deciding to lay mines along one flank instead of the other will have an effect on the further course of the battle. Or maybe you’ll be able to hold an important strategic objective, or a bloody line of defence, which will give you access to a unique type of support that you may not have received otherwise. You’ll have to determine for yourself where and when to take risks, and whether they’re worth an extra push. Which flank will you throw your forces at? What are you keeping in reserve? It’ll all be up to you!
Further Intel on How Single-Player Missions Are Created
Unfortunately, our format (and we already have a lot of text ːsteamhappyː) doesn’t allow us to go into more detail about the process of creating the maps, but we’ll gladly answer all of your questions on the single-player campaign in the comments on this piece of news on our social networks and in our forums.
Dear Soldiers, Based on the results of our previous surveys, the average grade awarded to our single-player campaign is 3.3 out of 5. This is a clear message to us that we should pay more attention to this part of the project.
As such, we’ve decided to raise the bar even higher for the historical campaign system (the campaign map, mission sequencing, support etc). This new episode of the Diaries comes to you directly from Andrey, our Lead Level Designer, and is fully dedicated to what we’re doing to make the single-player campaign a proper five-star General!
Fighting on Three Fronts
We can single out three main strategic areas of work in preparing for the full release of the single-player campaign:
Upgrading available missions,
Developing the campaign system (UI elements, briefings, global map, historical chronicles),
Developing new missions.
So, first of all, let’s take a look at:
Quality Standards
As you’ve probably already noticed, we’ve hidden nearly all of the previously available missions in order to do further work on them. Our strategy in doing so is based on the results of internal studio play tests, analysis of player comments, and our periodic surveys.
The main issue we’re focusing on is ensuring proper UI quality. All events, the minimap and UI signals, pop-up messages and voice instructions will be synchronized, to help the player control the situation rather than make them feel panicked.
We’re also doing lots of bug fixes here. For example, in Operation Niwi, it can happen that saboteurs manage to lay mines on the bunker only every other time. Sometimes, they just gather around it for a friendly chat while waiting for your next orders. Soldiers must strictly obey their commander’s orders, you know!
We might make a few changes to the player’s objectives as well.
Historical Immersion
Those of you who’ve had a chance to play the previous Blitzkriegs might remember the briefings and the strategic maps, which really helped immerse you in the historical background of the games. In keeping with this fine tradition, we’re preparing something similarly interesting here, too. You’ll be able to embrace the whole theatre of operations with your eyes, watch fragments of real films made at the time, and read interesting descriptions of concomitant events.
We’ll be able to properly evaluate the results of the campaign system’s implementation in the update after the next update. The plan is to give you access to this content in Version 0.7.0, along with a new map, Sevastopol.
The Battles to Come
Looking at the bigger picture, you’ll be leading the armies of the USSR, USA, and Germany, from the Wehrmacht’s Invasion of Poland to the Battle for Berlin. New battles will have more events and strategic decisions to make than those available before. For example, deciding to lay mines along one flank instead of the other will have an effect on the further course of the battle. Or maybe you’ll be able to hold an important strategic objective, or a bloody line of defence, which will give you access to a unique type of support that you may not have received otherwise. You’ll have to determine for yourself where and when to take risks, and whether they’re worth an extra push. Which flank will you throw your forces at? What are you keeping in reserve? It’ll all be up to you!
Further Intel on How Single-Player Missions Are Created
Unfortunately, our format (and we already have a lot of text ːsteamhappyː) doesn’t allow us to go into more detail about the process of creating the maps, but we’ll gladly answer all of your questions on the single-player campaign in the comments on this piece of news on our social networks and in our forums.
Attention! We have received new instructions from Development HQ on the method of entering battle, as well as an update on Generals. You can now also request redeployment to a different sector of the front. Take a look at the complete list of changes and more detailed information in the following message:
Attacks against human players, assaults on AI bases and defence tests are now all on separate buttons. Player rankings remain the same.
In accordance with player requests, any General can now take command of any type of unit, but can only effectively use and buff guard units matching his speciality. This change also affects support types, with some either becoming cheaper or partially modified. All Generals now have their own prize battles. These are consumed first, irrespective of the total pool of prize battles.
Two new Generals per faction are now available. The Commander of Offensive Operations will allow you to perform fast-paced local blitzkriegs, while the Commander of Preparatory Fire will use artillery support with maximum efficiency, turning any battlefield into a scorched earth. Remember, we always want to hear your ideas for new generals, so be sure to drop a comment on this news wherever you see it!
You can also now request redeployment for 10,000 Glory points. Command will determine a new sector of the front for you to prove yourself in.
Attacking forces within deployment zones are now hidden behind a smoke screen, which prevents the defenders from hitting them. But be warned – attackers can shoot out through the smoke at surrounding defenders within range. The smoke will dispel when the attacking troops cross the area border, or after 2 minutes have passed. This should solve the problem of defenders camping around the deployment zone.
All of the attacker’s units will now appear in ‘Hold position’ mode by default, and will remain like this while being entrenched when defences are placed.
Chat has been improved, with signals added when messages are received via Whisper or Reply.
Added an option to place all types of units, fortifications, and obstructions on bridges.
When an attack command is given by right clicking, it is not cancelled after the unit executes its movement commands.
The camera scroll speed can now be adjusted in the settings. It will vary by default for all types of camera movements: WASD and arrows; push-scrolling, and moving with the middle mouse button.
The pathfinding system has been improved in narrow places, which should improve the situation with lagging at high tiers.
Attention! We have received new instructions from Development HQ on the method of entering battle, as well as an update on Generals. You can now also request redeployment to a different sector of the front. Take a look at the complete list of changes and more detailed information in the following message:
Attacks against human players, assaults on AI bases and defence tests are now all on separate buttons. Player rankings remain the same.
In accordance with player requests, any General can now take command of any type of unit, but can only effectively use and buff guard units matching his speciality. This change also affects support types, with some either becoming cheaper or partially modified. All Generals now have their own prize battles. These are consumed first, irrespective of the total pool of prize battles.
Two new Generals per faction are now available. The Commander of Offensive Operations will allow you to perform fast-paced local blitzkriegs, while the Commander of Preparatory Fire will use artillery support with maximum efficiency, turning any battlefield into a scorched earth. Remember, we always want to hear your ideas for new generals, so be sure to drop a comment on this news wherever you see it!
You can also now request redeployment for 10,000 Glory points. Command will determine a new sector of the front for you to prove yourself in.
Attacking forces within deployment zones are now hidden behind a smoke screen, which prevents the defenders from hitting them. But be warned – attackers can shoot out through the smoke at surrounding defenders within range. The smoke will dispel when the attacking troops cross the area border, or after 2 minutes have passed. This should solve the problem of defenders camping around the deployment zone.
All of the attacker’s units will now appear in ‘Hold position’ mode by default, and will remain like this while being entrenched when defences are placed.
Chat has been improved, with signals added when messages are received via Whisper or Reply.
Added an option to place all types of units, fortifications, and obstructions on bridges.
When an attack command is given by right clicking, it is not cancelled after the unit executes its movement commands.
The camera scroll speed can now be adjusted in the settings. It will vary by default for all types of camera movements: WASD and arrows; push-scrolling, and moving with the middle mouse button.
The pathfinding system has been improved in narrow places, which should improve the situation with lagging at high tiers.