BATTALION: Legacy - brammertron

Thank you for a nostalgia filled beta weekend! Despite beta bugs, our players were gracious, understanding, and supportive of Battalion's bright future!

Battalion 1944 is coming to Early Access on February 1st 2018 at 17:00 GMT we hope to see you all there day one!

If you enjoyed beta and buy the game on day 1, please leave us a review and help get Battalion to the front of Steam!

Beta Overview

Overall the beta was a huge success! We were able to test match making with large numbers and expose the issues. Our opinion is bugs are a good thing, because it means we can fix them. We cant fix things we can’t see. There were definitely issues, but we’d like to remind everyone that this is an early access game and to remember ANY game at release, not just early access games. As far as Battalion’s stability goes, it was very good for an early access game. We’re now committed to preparing for our first major update: The Stability Update. You can read more about our roadmap here: www.battaliongame.com

We saw some incredible fragmovies over the weekend, and we’ll be regularly sharing some of our favourites in our Steam Updates. Along with weekly highlights from HattonGames!

Beta Highlights
https://www.youtube.com/watch?v=0sdOY0OUNEo
Brammertron’s favourite; Elwzoy
https://www.youtube.com/watch?v=U8GPdBZ4uO4
And finally, congratulations to “DRUNKKZ3” for being the highest competitively ranked player on Sunday, when we tested our elo rankings. He played an impressive 25 games in just a few hours!
Now it’s time for some updates and changes we’ve made based on the feedback from beta players.

UPDATES
M1 Carbine – Ironsight Update
As usual, we debated this change internally before we even reached beta. We wanted to see how the players felt about the M1 Carbine before we went ahead and made changes. Players often said they found the default classes powerful with a high skill ceiling however, the ironsight on the M1 Carbine was regularly commented on as being invasive and ‘in the way’. It wasn’t a lot of work to make that change so this will be in for Early Access


Coastal – Lamppost Jump Balance
We all love a good jump spot, so we didn’t want to remove this one that players found. However, we did want to make it more fair. We’ve removed the first tree, so that players are not shooting through a tree. We’ve also removed the railings from the top of the arch, making the player in the jump spot much more visible than before. The route you take to get on top of the lamppost is the same, but now you’ll be more exposed and visible than you were before. Do you think this is a good compromise?

Wartide – Future plans and Intentions
We’re very aware that Wartide is needs tweaking. Our biggest issue with Wartide is that it is a negatively progressing system meaning; you are always losing cards instead of a positively progressing system like Counter Strike where you are constantly being rewarded. You are not the first to identify these issues; luckily, we anticipated balancing issues back in November and began work on designing improvements to the mode. Yesterday on the Monday following the beta we made the decision to pursue our improvements. Whilst we aren’t prepared to disclose what they are yet, we are happy to say that it is a big rework of Wartide, but the core value of team shared economy and physical pickups will remain in the mode. However, there are many juicy details we will be holding back until our first major update…
It’s important to mention that we NEED people playing the mode in its current state so that we can gather the data and balance what we currently have. The additions will come in due time, however we need to make sure we see the positives and negatives of the existing system playout, before we make any large changes, the same way any major studio would. Rest assured, the devs are on it.


We saw a huge amount of people play the game over the weekend. First and foremost, we’d like to apologize for underestimating how many people would want to play the game. Battalion is a lot bigger than we’d expected, which is an AWESOME problem to have! But we’d like to explain some of the matchmaking issues below and how we intend to fix them, just to keep the community in the loop!

Issues; be aware that most studios don’t acknowledge issues publicly. We’re doing this to let you know that we are making improvements and keep the community in the loop. We ask you remain patient with us as we work towards improving the game

Players not accepting matches
25% of the time, when a player alt-tabs back into Battalion during an accept period, the accept button will not show. Resulting in players not being able to hit accept. We are working to fix this

Not enough servers
We have two types of servers, that Bulkhead and Square Enix Collective pay for. Bare Metal & Cloud based servers. The bare metal servers are literally sitting there, ready to go. However cloud based servers have to be requested from our server provider ‘Multiplay’. These cloud based servers can take sometimes up to 10 minutes to allocate! (Usually 3-6 minutes) However, during beta we saw issues meaning they weren’t correctly being allocated. Not only have we fixed this, we have also improved the way we allocate servers and we have also ordered more bare metal servers, so that players won’t have to wait to be assigned servers, EXCEPT during peak times. Once the game settles, we'll be able to predict exactly how many servers we'll need during peak times.

Server locations
Currently, our match making does not detect the best location for all players in the match. It picks a server and that is it. This is something we are working on, but it takes time and we wanted to get the game in players hands before we continue work on improving server detection. Currently our EU Servers will be based in Luxembourg, a central location for Europe. While the US will have one location in in West, Central, and East. We’re also adding servers in new regions, this will be announced soon. Server locations will be improved and is only a temporary measure as we roll out Battalion improvements over the next few months.


So thank you for continuing to support us, we're actively working on improving all aspects of the game, yes. Including animations!

See you on February 1st!

BATTALION: Legacy - brammertron

Thank you for a nostalgia filled beta weekend! Despite beta bugs, our players were gracious, understanding, and supportive of Battalion's bright future!

Battalion 1944 is coming to Early Access on February 1st 2018 at 17:00 GMT we hope to see you all there day one!

If you enjoyed beta and buy the game on day 1, please leave us a review and help get Battalion to the front of Steam!

Beta Overview

Overall the beta was a huge success! We were able to test match making with large numbers and expose the issues. Our opinion is bugs are a good thing, because it means we can fix them. We cant fix things we can’t see. There were definitely issues, but we’d like to remind everyone that this is an early access game and to remember ANY game at release, not just early access games. As far as Battalion’s stability goes, it was very good for an early access game. We’re now committed to preparing for our first major update: The Stability Update. You can read more about our roadmap here: www.battaliongame.com

We saw some incredible fragmovies over the weekend, and we’ll be regularly sharing some of our favourites in our Steam Updates. Along with weekly highlights from HattonGames!

Beta Highlights
https://www.youtube.com/watch?v=0sdOY0OUNEo
Brammertron’s favourite; Elwzoy
https://www.youtube.com/watch?v=U8GPdBZ4uO4
And finally, congratulations to “DRUNKKZ3” for being the highest competitively ranked player on Sunday, when we tested our elo rankings. He played an impressive 25 games in just a few hours!
Now it’s time for some updates and changes we’ve made based on the feedback from beta players.

UPDATES
M1 Carbine – Ironsight Update
As usual, we debated this change internally before we even reached beta. We wanted to see how the players felt about the M1 Carbine before we went ahead and made changes. Players often said they found the default classes powerful with a high skill ceiling however, the ironsight on the M1 Carbine was regularly commented on as being invasive and ‘in the way’. It wasn’t a lot of work to make that change so this will be in for Early Access


Coastal – Lamppost Jump Balance
We all love a good jump spot, so we didn’t want to remove this one that players found. However, we did want to make it more fair. We’ve removed the first tree, so that players are not shooting through a tree. We’ve also removed the railings from the top of the arch, making the player in the jump spot much more visible than before. The route you take to get on top of the lamppost is the same, but now you’ll be more exposed and visible than you were before. Do you think this is a good compromise?

Wartide – Future plans and Intentions
We’re very aware that Wartide is needs tweaking. Our biggest issue with Wartide is that it is a negatively progressing system meaning; you are always losing cards instead of a positively progressing system like Counter Strike where you are constantly being rewarded. You are not the first to identify these issues; luckily, we anticipated balancing issues back in November and began work on designing improvements to the mode. Yesterday on the Monday following the beta we made the decision to pursue our improvements. Whilst we aren’t prepared to disclose what they are yet, we are happy to say that it is a big rework of Wartide, but the core value of team shared economy and physical pickups will remain in the mode. However, there are many juicy details we will be holding back until our first major update…
It’s important to mention that we NEED people playing the mode in its current state so that we can gather the data and balance what we currently have. The additions will come in due time, however we need to make sure we see the positives and negatives of the existing system playout, before we make any large changes, the same way any major studio would. Rest assured, the devs are on it.


We saw a huge amount of people play the game over the weekend. First and foremost, we’d like to apologize for underestimating how many people would want to play the game. Battalion is a lot bigger than we’d expected, which is an AWESOME problem to have! But we’d like to explain some of the matchmaking issues below and how we intend to fix them, just to keep the community in the loop!

Issues; be aware that most studios don’t acknowledge issues publicly. We’re doing this to let you know that we are making improvements and keep the community in the loop. We ask you remain patient with us as we work towards improving the game

Players not accepting matches
25% of the time, when a player alt-tabs back into Battalion during an accept period, the accept button will not show. Resulting in players not being able to hit accept. We are working to fix this

Not enough servers
We have two types of servers, that Bulkhead and Square Enix Collective pay for. Bare Metal & Cloud based servers. The bare metal servers are literally sitting there, ready to go. However cloud based servers have to be requested from our server provider ‘Multiplay’. These cloud based servers can take sometimes up to 10 minutes to allocate! (Usually 3-6 minutes) However, during beta we saw issues meaning they weren’t correctly being allocated. Not only have we fixed this, we have also improved the way we allocate servers and we have also ordered more bare metal servers, so that players won’t have to wait to be assigned servers, EXCEPT during peak times. Once the game settles, we'll be able to predict exactly how many servers we'll need during peak times.

Server locations
Currently, our match making does not detect the best location for all players in the match. It picks a server and that is it. This is something we are working on, but it takes time and we wanted to get the game in players hands before we continue work on improving server detection. Currently our EU Servers will be based in Luxembourg, a central location for Europe. While the US will have one location in in West, Central, and East. We’re also adding servers in new regions, this will be announced soon. Server locations will be improved and is only a temporary measure as we roll out Battalion improvements over the next few months.


So thank you for continuing to support us, we're actively working on improving all aspects of the game, yes. Including animations!

See you on February 1st!

BATTALION: Legacy - brammertron

Beta is finally here! We’d like to thank everybody who’s helped us get to this point. We’ve had some amazing support over these last few months that we hope will continue through better and throughout early access

Briefly, we’d like to thank all of our early backers who helped fund Battalion, Square Enix who believed in us almost no questions asked, ESL for constantly being there to support Battalion’s growth in the competitive scene, and all of our developers for working some seriously long hours to get us to this point. We’ll be slowing down our updates from here on out and making sure our developers get a healthy amount of time at home with their families from this point!
Welcome to beta. You can stream, share, and create content based on the footage in this build!
This build contains the following gamemodes:

  • Wartide (Competitive)
  • Capture The Flag (Arcade)
  • Domination (Arcade)
  • Team Deathmatch (Arcade)

If you’re interested in learning how to play ‘Wartide’ check out this explanation video.
https://www.youtube.com/watch?v=Uz4cTblG9S0
Phantasy has also taken the time to record and upload a scrim in Battalion. If you’re looking to hit Battalion hard this weekend, then these are the videos you want to watch!
https://www.youtube.com/watch?v=hhdESIBFxxs

And we’ll be running these maps!

Coastal

Derailed

Battery (Arcade Only)


BETA DATES:
JANUARY 19th 18:00(GMT) to JANUARY 20th 06:00(GMT)
(INFLUENCERS ONLY & LUCKY PLAYERS!)

JANUARY 20th 18:00(GMT) to JANUARY 22nd 06:00AM(GMT)
(ALL PLAYERS)

Keys are currently being distributed via email and we will finish sending keys by 18:00 GMT Saturday! Continue checking your email because you may get in on the Friday!
Thank you for your support, have a great beta and please buy the game on February 1st at 17:00 GMT on Steam!


BATTALION: Legacy - brammertron

Beta is finally here! We’d like to thank everybody who’s helped us get to this point. We’ve had some amazing support over these last few months that we hope will continue through better and throughout early access

Briefly, we’d like to thank all of our early backers who helped fund Battalion, Square Enix who believed in us almost no questions asked, ESL for constantly being there to support Battalion’s growth in the competitive scene, and all of our developers for working some seriously long hours to get us to this point. We’ll be slowing down our updates from here on out and making sure our developers get a healthy amount of time at home with their families from this point!
Welcome to beta. You can stream, share, and create content based on the footage in this build!
This build contains the following gamemodes:

  • Wartide (Competitive)
  • Capture The Flag (Arcade)
  • Domination (Arcade)
  • Team Deathmatch (Arcade)

If you’re interested in learning how to play ‘Wartide’ check out this explanation video.
https://www.youtube.com/watch?v=Uz4cTblG9S0
Phantasy has also taken the time to record and upload a scrim in Battalion. If you’re looking to hit Battalion hard this weekend, then these are the videos you want to watch!
https://www.youtube.com/watch?v=hhdESIBFxxs

And we’ll be running these maps!

Coastal

Derailed

Battery (Arcade Only)


BETA DATES:
JANUARY 19th 18:00(GMT) to JANUARY 20th 06:00(GMT)
(INFLUENCERS ONLY & LUCKY PLAYERS!)

JANUARY 20th 18:00(GMT) to JANUARY 22nd 06:00AM(GMT)
(ALL PLAYERS)

Keys are currently being distributed via email and we will finish sending keys by 18:00 GMT Saturday! Continue checking your email because you may get in on the Friday!
Thank you for your support, have a great beta and please buy the game on February 1st at 17:00 GMT on Steam!


BATTALION: Legacy - brammertron

We’ve decided to push out one last alpha! Welcome to Alpha 0.9 starting on Wednesday January 17th at 18:00 GMT. We’ll be using 4 Competitive Maps; Derailed, Coastal, Manorhouse_V2 and Liberation! In the Arcade you’ll be able to play all those maps and ‘Battery’.
Alpha 0.8 was the big update in alpha that saw us immensely improve Battalion. This update is more about testing and stabilisation for beta, where we’ll be testing the game on a larger scale and attempting to max out our servers with thousands of people playing.

Alpha 0.9 will be running tonight, Wednesday January 17th starting at 18:00 GMT

We’ve been at the studio working very late into the night from early in the morning for a long time now, but it’s meant we can do things like this and test the alpha one more time.

Introduction to Alpha 0.9

Changelist
Fixes & Technical Improvements
+ Improvement: Minor Improvements to Hitboxes, improved accuracy of hitboxes to character model
+ Improvement: Interpolation improvements to netcode
~ Fix: Fire button while holding shift now functions correctly
~ Fix: Two players choosing the same card from team stack will no longer result in one player spawning without a weapon
~ Fix: Players won’t disappear beneath floor when prone glitching
~ Improvement: You can now bind jump to scroll wheel
~ Fix: Hold prone/crouch now functions correctly. Not interfered by other key ‘holds’
~ Fix/Improvement: ‘Battery’ map performance issues rectified. Players should receive great performance on Battery
~ Fix/Improvement: Matchmaking changes, players should have considerably less issues finding a game this alpha
~ Fix: Some of Coastal’s lighting errors have been fixed, but not all

Gameplay Tweaks
+ New Kar98k Sound
+ New Kar98s Sound
+ New Trenchgun Sound
+ New Springfield Sound
+ New background ambience with focus on not distracting from gameplay
~ Derailed lighting improvements focusing on brightness and vision
~ Derailed cinema overhaul and redesign
~ Coastal glitch spot fixes and collision improvements
~ Coastal visual improvements/color changes
~ Coastal design improvements

New Kar98k Sound
Being one of the most exciting and skilful weapons in the game. We needed to give it the makeover it deserves, the kar98k hereby referred to as the ‘boomstick’ will echo throughout the map. We can’t wait to see the epic fragmovies that are born from this weapon.
https://www.youtube.com/watch?v=PSCIMCtoqnE&feature=youtu.be
New Kar98s Sound
A sniper, needs to sound like a sniper. Despite technically being the same weapon as the kar98k, we needed to give the sniper more of a boom so that players anywhere in the map can identify the weapon that’s being used. This has been a goal for us for many months, make weapons easier to distinguish through audio.
https://www.youtube.com/watch?v=VUdAJDngqs4

New Trenchgun Sound
Everybody loves a punchy shotgun feeling. We decided that the shotgun needed to sound more powerful. It’s arguably one of the best guns in the game as players still struggle to understand how they should be using it.
https://www.youtube.com/watch?v=ISSK3_hyFbg

Derailed cinema updates and lighting improvements
Derailed has had a lot of attention over the last few weeks. It’s one of the more strat based, team focused maps we have. Which makes it a little difficult to play in alpha until a meta has developed. We’ve given it even more improvements including a visibility pass with nice bright lighting. As well as giving the Germans more options to defend the cinema from AND we’ve made the whole cinema much more readable than before. Let us know what you think!
https://www.youtube.com/watch?v=SBomGJWs6Hs&feature=youtu.be






Coastal Update
Coastal is currently playing very well, it’s the most open map we have, but we felt that it needed a bit more visual identity and we wanted to make it feel like more of a seaside town. So we’ve thrown out some of the grey and gone with some nice colourful seafront buildings! We’ve also added a new route to rotate between bombsites and we’ve added a new entrance to B Bombsite.
https://www.youtube.com/watch?v=QRY-UAqp__Q&feature=youtu.be




There’s a lot of updates here and we’ll have another update for ‘What to expect in beta’ tomorrow.

Twitch Q&A with Studio Lead Joe “Brammertron” Brammer
Tomorrow our Studio Lead will be running a 1 hour livestream from 20:30 until 21:30 GMT at www.twitch.tv/Brammertron
He’ll be giving away some codes for beta and answering as many questions as possible about the future of Battalion 1944.
BATTALION: Legacy - brammertron

We’ve decided to push out one last alpha! Welcome to Alpha 0.9 starting on Wednesday January 17th at 18:00 GMT. We’ll be using 4 Competitive Maps; Derailed, Coastal, Manorhouse_V2 and Liberation! In the Arcade you’ll be able to play all those maps and ‘Battery’.
Alpha 0.8 was the big update in alpha that saw us immensely improve Battalion. This update is more about testing and stabilisation for beta, where we’ll be testing the game on a larger scale and attempting to max out our servers with thousands of people playing.

Alpha 0.9 will be running tonight, Wednesday January 17th starting at 18:00 GMT

We’ve been at the studio working very late into the night from early in the morning for a long time now, but it’s meant we can do things like this and test the alpha one more time.

Introduction to Alpha 0.9

Changelist
Fixes & Technical Improvements
+ Improvement: Minor Improvements to Hitboxes, improved accuracy of hitboxes to character model
+ Improvement: Interpolation improvements to netcode
~ Fix: Fire button while holding shift now functions correctly
~ Fix: Two players choosing the same card from team stack will no longer result in one player spawning without a weapon
~ Fix: Players won’t disappear beneath floor when prone glitching
~ Improvement: You can now bind jump to scroll wheel
~ Fix: Hold prone/crouch now functions correctly. Not interfered by other key ‘holds’
~ Fix/Improvement: ‘Battery’ map performance issues rectified. Players should receive great performance on Battery
~ Fix/Improvement: Matchmaking changes, players should have considerably less issues finding a game this alpha
~ Fix: Some of Coastal’s lighting errors have been fixed, but not all

Gameplay Tweaks
+ New Kar98k Sound
+ New Kar98s Sound
+ New Trenchgun Sound
+ New Springfield Sound
+ New background ambience with focus on not distracting from gameplay
~ Derailed lighting improvements focusing on brightness and vision
~ Derailed cinema overhaul and redesign
~ Coastal glitch spot fixes and collision improvements
~ Coastal visual improvements/color changes
~ Coastal design improvements

New Kar98k Sound
Being one of the most exciting and skilful weapons in the game. We needed to give it the makeover it deserves, the kar98k hereby referred to as the ‘boomstick’ will echo throughout the map. We can’t wait to see the epic fragmovies that are born from this weapon.
https://www.youtube.com/watch?v=PSCIMCtoqnE&feature=youtu.be
New Kar98s Sound
A sniper, needs to sound like a sniper. Despite technically being the same weapon as the kar98k, we needed to give the sniper more of a boom so that players anywhere in the map can identify the weapon that’s being used. This has been a goal for us for many months, make weapons easier to distinguish through audio.
https://www.youtube.com/watch?v=VUdAJDngqs4

New Trenchgun Sound
Everybody loves a punchy shotgun feeling. We decided that the shotgun needed to sound more powerful. It’s arguably one of the best guns in the game as players still struggle to understand how they should be using it.
https://www.youtube.com/watch?v=ISSK3_hyFbg

Derailed cinema updates and lighting improvements
Derailed has had a lot of attention over the last few weeks. It’s one of the more strat based, team focused maps we have. Which makes it a little difficult to play in alpha until a meta has developed. We’ve given it even more improvements including a visibility pass with nice bright lighting. As well as giving the Germans more options to defend the cinema from AND we’ve made the whole cinema much more readable than before. Let us know what you think!
https://www.youtube.com/watch?v=SBomGJWs6Hs&feature=youtu.be






Coastal Update
Coastal is currently playing very well, it’s the most open map we have, but we felt that it needed a bit more visual identity and we wanted to make it feel like more of a seaside town. So we’ve thrown out some of the grey and gone with some nice colourful seafront buildings! We’ve also added a new route to rotate between bombsites and we’ve added a new entrance to B Bombsite.
https://www.youtube.com/watch?v=QRY-UAqp__Q&feature=youtu.be




There’s a lot of updates here and we’ll have another update for ‘What to expect in beta’ tomorrow.

Twitch Q&A with Studio Lead Joe “Brammertron” Brammer
Tomorrow our Studio Lead will be running a 1 hour livestream from 20:30 until 21:30 GMT at www.twitch.tv/Brammertron
He’ll be giving away some codes for beta and answering as many questions as possible about the future of Battalion 1944.
BATTALION: Legacy - brammertron


Welcome to the final Alpha in preparation for Closed Beta on January 20th and then finally our release to Steam Early Access on February 1st 2018!

In Alpha 0.8 we see a huge list of changes go in, most of which have come straight from the communities feedback from Alpha 0.7 and previous versions.

Alpha 0.8 will see two sessions both running competitive 'Wartide' and the Arcade. Here are the starting times:
Saturday January 13th from 18:00 GMT until early morning
Sunday January 14th from 18:00 GMT until early morning


This will be the absolute final alpha before we hit beta next weekend!

Introduction to Alpha 0.8

Changelist
Fixes & Technical Improvements
+ Jumping/Air Travel networking fix (no more jittering/lagging players in the air)
+ ADS Sprint Cancel fixed
+ Entirely new main menu & menu system
+ Fixed Steam icons in game
+ Constant sound improvements and additions
+ MASSIVE overhaul of main menu's functionality and visuals
Gameplay Tweaks
+ New Falling/Jumping animation. When jumping, player models are now easier to see/hit.
+ Added penalty for jump / strafe. Upon landing, your velocity will be momentarily reduced. This has been brought inline with Promod.
~ Thompson & MP40 given entirely new damage falloff values
+ STG-44 & BAR given entirely new damage falloff values
+ STG-44 & BAR added more recoil to increase weapon skill requirement
- BAR nerfed & reduced clipsize from 30 to 20.
+ BAR head hitbox multiplier increased, this weapon can now get 1 bullet headshots at range
~ M1 Carbine & Gewehr nerfed to 15 rounds in a clip
- M1 Carbine & Gewehr rate of fire decreased to counter fire macros and given a peak firing rhythm
+ M1 Carbine & Gewehr head hitbox multiplier increased, these weapons can now get 1 bullet headshots at range
- Default Class move speed reduced from fast to regular (including ADS silent walk speed)
+ Trenchgun rechambering speed (between shots) increased by 39%
- Trenchgun clipsize nerfed from 6 to 5
- Reduced Trenchgun camera shake when firing
- Reduced aimpunch
~ Smoke time increased from 11 seconds to 17 seconds
+ Grenades & Smokes save if unused
- Reduced air acceleration by 50% (Not speed or strafe, acceleration)
+ Sprint regeneration method changed and regen time increased slightly. After depleting sprint the first 1 second of non sprint will now give you 1.5 seconds worth of sprint instead of 1. After that every 1 second of rest is regenerates 1 second of sprint. Up until the max sprint time.


Network Jumping & Air Issues
For the dev team, this has always been on our bug list. A competitive game needs to have great net code and our team have been working hard this past month to really iron out the issues with our net code. Many of you won’t have seen the bugs because you didn’t play in the earlier alpha. However, we’ve now managed to make our jump / in-air time nice and smooth with no jittering or bad predictions.
Players also felt that the optimal way to play the game was to jump around corners because it was so hard to hit/track enemy players in the air. We have changed the player animation so that when the player is in the air, they effectively go into ‘gorilla stance’ instead of a slenderman stance. It makes the target much bigger. Couple these fixes with the new loss of momentum when you land and the game should feel much much better and will begin to lend itself to different play styles.
https://www.youtube.com/watch?v=etsqVWd2KwI&feature=youtu.be

Pathfinder weapons (Thompson / MP40) new ranges
The community has regularly reported since Alpha 0.5 that the Pathfinder’s weapons were too powerful at range and that their TTK (Time to Kill) was way too low. To fix this, we decided not to change their damage value, but rework the falloff on bullet damage. This means now that the SMG is one of the most deadly weapons at short to mid range engagements. However, at long range its now the worst. Previously it’s maximum bullets to kill was 5. Now it is 13, rendering it useless at range. This has also happened to other weapons to balance it out, but the Thompson & MP40 will now be effective only at close to mid range.
https://www.youtube.com/watch?v=RNlksJ7mlmg&feature=youtu.be

Trenchgun rechambering buff
The Trenchgun was voted by the community as the worst gun in the game. So we decided it needed some love. We’ve said since we first showed our shotgun that we want Battalion to be one of the few games where the shotgun has a very valid role. We want it to be another ‘SMG’ option. We didn’t want to give it more damage or guaranteed kills, so if your crosshair doesn’t entirely cover someone, then chances are you’ll only do 90 damage. However now, you can pump the shotgun and get the second round fired just under 40% faster than you could before.
Internally we’ve tested it and we think it’s really well balanced now, we ask you to put a lot of hours into the game before making sweeping guesses here!
https://www.youtube.com/watch?v=HKsk0xsHNVI&feature=youtu.be

The BAR can now land 1 shot headshots
Battalion’s core gameplay as about creating balance through asymmetry. Meaning; we want a fair and balanced fight, but we don’t want the teams to always be equal. We also wanted to allow higher skill players to excel, without damaging the game for players who just want to jump on and frag. For this reason, we felt one of the big differences between Battalion and CS:GO was that the attacking team in CS have the 1 shot weapon advantage (AK47). We also wanted to remove some of the ‘spay and pray’ element from the game and refocus our sights onto rewarding players who practice and show skill.
The BAR now has the ability to land 1 shot headshots. This week we also gave it higher recoil and nerfed its range. Meaning, its max bullets to kill is “5”. This is the same with the STG, except the STG does not have the 1 shot ability. The BAR has been reduced to 20 rounds in a clip.
So far we’ve seen people using it virtually the same as before at short and mid ranges, however at long range, they will begin to tap fire instead.
Please let us know how it plays on the private alpha discord or forum.

Buffing the default classes
It’s been pretty heavily discussed by the community and the devs that, even if it was possible to come back from having no cards in your teams stack. That the M1 Carbine & Gewehr just didn’t feel that good to use. So we decided to make it a seriously skillful weapon, similar to how pistols work in CSGO. The default class weapons can now land 1 shot headshots. Their accuracy from hip fire is remaining the same but their clip size has gone back down to 15.
Arguably one of the biggest changes here is the class move speed. Previously the default class was a fast running and fast ADS weapon. Now, they are set to ‘regular’ and they move at the same speed as a rifleman (Garand/Kar98k).
Our initial worry was that the M1 Carbine & Gewehr would become too powerful, but this simply isn’t true. It’s created an extremely high skill ceiling and the weapon remains usable as a spam class, the difference is; you can comfortably engage enemies and win fights vs any weapon.
Landing headshots is a difficult skill to master and in a game that is considerably faster than CSGO, it will be even harder.
We’re excited to see how the weapon pans out on the weekend. Please let us know after putting a healthy amount of hours into the weapon itself!

Derailed big map changes
We definitely made the right choice to release Derailed to the community early. The testing and knowledge that the community supplies us with has been imperative to improving this map. First of all, we always put ‘A Bombsite’ on the left of the attackers and ‘B Bombsite’ on the right of the attackers. We sometimes get this backwards and on Derailed, the bombsites have now been fixed!
We knew both teams needed more options on B bombsite (cinema). So we decided to work really late to get a lot of big changes into the map. Take a look at the routes on B Bombsite. I now wider and ‘more simple’ mid lane, and finally a new defensive position for rotating B players overlooking part of A Bombsite! We have also moved the Germans spawn slightly further back to make the timings match better in middle and on B Bombsite.
Let us know what you think of these changes! Could Derailed be finished?
https://www.youtube.com/watch?v=OapmVlIyrRs&feature=youtu.be





New large map ‘Battery’ added the arcade rotation
Battalion is a competitive game, but that doesn’t mean everyone has to be focused on being serious 24/7. We’ve added ‘Battery’ to the arcade map rotation for this alpha. It’s specifically designed for CTF and DOM where attacking and defending simultaneously are key.
It’s a very pretty map and it’s also great fun, let us know how you get on and please, as always with a new map; anticipate bugs.




Shroud’s Signed Silver STG-44
SSSS-44! We’ve been working with ex-CSGO pro and current PUBG streamer Michael “Shroud” Grzesiek to try and build something unique for professional teams and players. We’ve given Shroud 15 skins of his favourite weapon, the STG-44, with his signature in gold on the side. This skin will be one of the most rare in the game and the best part, the developers have no control over the skin itself. If you find yourself picking up a SSSS-44 then you know, it’s come straight from the man himself.
What Shroud plans to do with his skins, we do not know! But if you’re looking to maybe be one of the lucky 15, we suggest getting over to his twitch channel pretty fast! https://www.twitch.tv/shroud



Thanks for reading, if you have any questions feel free to contact our devs on the official discord, Steam Discussions, Reddit, or through Twitter! Our devs are constantly reading all of them!

See you on Saturday!
Bramm
Studio Lead
BATTALION: Legacy - brammertron


Welcome to the final Alpha in preparation for Closed Beta on January 20th and then finally our release to Steam Early Access on February 1st 2018!

In Alpha 0.8 we see a huge list of changes go in, most of which have come straight from the communities feedback from Alpha 0.7 and previous versions.

Alpha 0.8 will see two sessions both running competitive 'Wartide' and the Arcade. Here are the starting times:
Saturday January 13th from 18:00 GMT until early morning
Sunday January 14th from 18:00 GMT until early morning


This will be the absolute final alpha before we hit beta next weekend!

Introduction to Alpha 0.8

Changelist
Fixes & Technical Improvements
+ Jumping/Air Travel networking fix (no more jittering/lagging players in the air)
+ ADS Sprint Cancel fixed
+ Entirely new main menu & menu system
+ Fixed Steam icons in game
+ Constant sound improvements and additions
+ MASSIVE overhaul of main menu's functionality and visuals
Gameplay Tweaks
+ New Falling/Jumping animation. When jumping, player models are now easier to see/hit.
+ Added penalty for jump / strafe. Upon landing, your velocity will be momentarily reduced. This has been brought inline with Promod.
~ Thompson & MP40 given entirely new damage falloff values
+ STG-44 & BAR given entirely new damage falloff values
+ STG-44 & BAR added more recoil to increase weapon skill requirement
- BAR nerfed & reduced clipsize from 30 to 20.
+ BAR head hitbox multiplier increased, this weapon can now get 1 bullet headshots at range
~ M1 Carbine & Gewehr nerfed to 15 rounds in a clip
- M1 Carbine & Gewehr rate of fire decreased to counter fire macros and given a peak firing rhythm
+ M1 Carbine & Gewehr head hitbox multiplier increased, these weapons can now get 1 bullet headshots at range
- Default Class move speed reduced from fast to regular (including ADS silent walk speed)
+ Trenchgun rechambering speed (between shots) increased by 39%
- Trenchgun clipsize nerfed from 6 to 5
- Reduced Trenchgun camera shake when firing
- Reduced aimpunch
~ Smoke time increased from 11 seconds to 17 seconds
+ Grenades & Smokes save if unused
- Reduced air acceleration by 50% (Not speed or strafe, acceleration)
+ Sprint regeneration method changed and regen time increased slightly. After depleting sprint the first 1 second of non sprint will now give you 1.5 seconds worth of sprint instead of 1. After that every 1 second of rest is regenerates 1 second of sprint. Up until the max sprint time.


Network Jumping & Air Issues
For the dev team, this has always been on our bug list. A competitive game needs to have great net code and our team have been working hard this past month to really iron out the issues with our net code. Many of you won’t have seen the bugs because you didn’t play in the earlier alpha. However, we’ve now managed to make our jump / in-air time nice and smooth with no jittering or bad predictions.
Players also felt that the optimal way to play the game was to jump around corners because it was so hard to hit/track enemy players in the air. We have changed the player animation so that when the player is in the air, they effectively go into ‘gorilla stance’ instead of a slenderman stance. It makes the target much bigger. Couple these fixes with the new loss of momentum when you land and the game should feel much much better and will begin to lend itself to different play styles.
https://www.youtube.com/watch?v=etsqVWd2KwI&feature=youtu.be

Pathfinder weapons (Thompson / MP40) new ranges
The community has regularly reported since Alpha 0.5 that the Pathfinder’s weapons were too powerful at range and that their TTK (Time to Kill) was way too low. To fix this, we decided not to change their damage value, but rework the falloff on bullet damage. This means now that the SMG is one of the most deadly weapons at short to mid range engagements. However, at long range its now the worst. Previously it’s maximum bullets to kill was 5. Now it is 13, rendering it useless at range. This has also happened to other weapons to balance it out, but the Thompson & MP40 will now be effective only at close to mid range.
https://www.youtube.com/watch?v=RNlksJ7mlmg&feature=youtu.be

Trenchgun rechambering buff
The Trenchgun was voted by the community as the worst gun in the game. So we decided it needed some love. We’ve said since we first showed our shotgun that we want Battalion to be one of the few games where the shotgun has a very valid role. We want it to be another ‘SMG’ option. We didn’t want to give it more damage or guaranteed kills, so if your crosshair doesn’t entirely cover someone, then chances are you’ll only do 90 damage. However now, you can pump the shotgun and get the second round fired just under 40% faster than you could before.
Internally we’ve tested it and we think it’s really well balanced now, we ask you to put a lot of hours into the game before making sweeping guesses here!
https://www.youtube.com/watch?v=HKsk0xsHNVI&feature=youtu.be

The BAR can now land 1 shot headshots
Battalion’s core gameplay as about creating balance through asymmetry. Meaning; we want a fair and balanced fight, but we don’t want the teams to always be equal. We also wanted to allow higher skill players to excel, without damaging the game for players who just want to jump on and frag. For this reason, we felt one of the big differences between Battalion and CS:GO was that the attacking team in CS have the 1 shot weapon advantage (AK47). We also wanted to remove some of the ‘spay and pray’ element from the game and refocus our sights onto rewarding players who practice and show skill.
The BAR now has the ability to land 1 shot headshots. This week we also gave it higher recoil and nerfed its range. Meaning, its max bullets to kill is “5”. This is the same with the STG, except the STG does not have the 1 shot ability. The BAR has been reduced to 20 rounds in a clip.
So far we’ve seen people using it virtually the same as before at short and mid ranges, however at long range, they will begin to tap fire instead.
Please let us know how it plays on the private alpha discord or forum.

Buffing the default classes
It’s been pretty heavily discussed by the community and the devs that, even if it was possible to come back from having no cards in your teams stack. That the M1 Carbine & Gewehr just didn’t feel that good to use. So we decided to make it a seriously skillful weapon, similar to how pistols work in CSGO. The default class weapons can now land 1 shot headshots. Their accuracy from hip fire is remaining the same but their clip size has gone back down to 15.
Arguably one of the biggest changes here is the class move speed. Previously the default class was a fast running and fast ADS weapon. Now, they are set to ‘regular’ and they move at the same speed as a rifleman (Garand/Kar98k).
Our initial worry was that the M1 Carbine & Gewehr would become too powerful, but this simply isn’t true. It’s created an extremely high skill ceiling and the weapon remains usable as a spam class, the difference is; you can comfortably engage enemies and win fights vs any weapon.
Landing headshots is a difficult skill to master and in a game that is considerably faster than CSGO, it will be even harder.
We’re excited to see how the weapon pans out on the weekend. Please let us know after putting a healthy amount of hours into the weapon itself!

Derailed big map changes
We definitely made the right choice to release Derailed to the community early. The testing and knowledge that the community supplies us with has been imperative to improving this map. First of all, we always put ‘A Bombsite’ on the left of the attackers and ‘B Bombsite’ on the right of the attackers. We sometimes get this backwards and on Derailed, the bombsites have now been fixed!
We knew both teams needed more options on B bombsite (cinema). So we decided to work really late to get a lot of big changes into the map. Take a look at the routes on B Bombsite. I now wider and ‘more simple’ mid lane, and finally a new defensive position for rotating B players overlooking part of A Bombsite! We have also moved the Germans spawn slightly further back to make the timings match better in middle and on B Bombsite.
Let us know what you think of these changes! Could Derailed be finished?
https://www.youtube.com/watch?v=OapmVlIyrRs&feature=youtu.be





New large map ‘Battery’ added the arcade rotation
Battalion is a competitive game, but that doesn’t mean everyone has to be focused on being serious 24/7. We’ve added ‘Battery’ to the arcade map rotation for this alpha. It’s specifically designed for CTF and DOM where attacking and defending simultaneously are key.
It’s a very pretty map and it’s also great fun, let us know how you get on and please, as always with a new map; anticipate bugs.




Shroud’s Signed Silver STG-44
SSSS-44! We’ve been working with ex-CSGO pro and current PUBG streamer Michael “Shroud” Grzesiek to try and build something unique for professional teams and players. We’ve given Shroud 15 skins of his favourite weapon, the STG-44, with his signature in gold on the side. This skin will be one of the most rare in the game and the best part, the developers have no control over the skin itself. If you find yourself picking up a SSSS-44 then you know, it’s come straight from the man himself.
What Shroud plans to do with his skins, we do not know! But if you’re looking to maybe be one of the lucky 15, we suggest getting over to his twitch channel pretty fast! https://www.twitch.tv/shroud



Thanks for reading, if you have any questions feel free to contact our devs on the official discord, Steam Discussions, Reddit, or through Twitter! Our devs are constantly reading all of them!

See you on Saturday!
Bramm
Studio Lead
BATTALION: Legacy

Bulkhead Interactive's last game was first-person puzzler The Turing Test, a philosophical game about artificial intelligence and human morality. So when they launched a Kickstarter for a multiplayer World War 2 shooter, it seemed like it came a bit out of left-field. It was obviously a passion project for the team, however, and their pitch communicated that well—so well that they blew past their target and raised £317,281.

What they were pitching was a resurrection of a specific kind of FPS multiplayer, the kind Call of Duty 2 players fondly remember. It wasn't just about WW2 as a backdrop, but about a specific kind of speed and balance and movement, a bundle of gamefeel notions that more recent shooters, no matter what their settings, have moved on from. A game without unlockable skills or equipment, with strafe-jumping and speed but still with aim-down sights and guns like the beloved M1 Garand.

Bulkhead have just announced that Battalion 1944's going into Early Access on February 1. Studio lead Joe Brammer told us what to expect.

PC Gamer: What is it about WW2 that's such a draw, especially now?

Joe Brammer: For us the draw has never really been WW2, if you know what I mean? It was popular when we were growing up playing FPS games, so it felt fitting to choose WW2. A staple part of our original Kickstarter campaign was to create a fair and balanced FPS game, WW2 weapons are pitted nicely against each other anyway, so it made a lot of sense to keep true to the weapons that each faction used and let the all out war between each faction commence. We didn’t want to let over-design get in the way of simplicity, because that’s what classic shooters are about, going back to basics.

Were you surprised by the response to the Kickstarter?

We have to be careful when using the word 'authentic' because people often get the wrong idea about Battalion 1944.

Joe Brammer

It sounds a bit cocky maybe, but we weren’t. I didn’t suggest making this game because I thought it would fail. I knew there were FPS fans just like me that were tired of going home and playing the same shooters that I was. Before this we were making first-person puzzlers, and we were pretty good at it too! The Turing Test was looking like a great game and it sold really well, but it wasn’t our main passion. We wanted to make something that would shake up the industry a bit, so when we pitched Battalion, we weren’t that surprised that people were feeling the same way we were about FPS games.

How long has Battalion 1944 been in alpha now, and what's feedback been like?

Battalion ran its first alpha in May 2017. We got some great feedback and everyone was so excited that we spent the whole weekend putting out fires for that insanely early version of the game! Recently we’ve been running alpha testing sessions every weekend and the community know that it’s all about getting the game ready for Early Access. The feedback we receive from our alpha team is always focused on making the game better. We have to argue back and forth a lot with them on Discord or the forums, but I like to think instead of being a regular developer and replying "Thanks, we’ll take that on board" we reply with "No, we don’t like that idea for these reasons…" [so] our fans see us as honest and open? The feedback has been overwhelmingly positive, which is great, but it’s also frustrating because trying to find what’s wrong when everyone is telling you "it’s great!" can be tricky.

Why do you want your game to be moddable, and what kind of mods do you hope players create?

I come from modding, when I was 11 I used to be a part of the Battlefield and Half-Life modding communities. I love that 14 years later *wince* I can be doing this all day every day. I want Battalion to be a platform for other people to be able to create some amazing mods. For me I’d like to see a mod that brings in a totally new faction that’s not been done before, maybe the Gurkas, or the German Resistance? Someone totally new that we can work with the mod team to make a part of the full game. Competitively of course, we’d love to see some great competitive maps that we can help fund if they look like they’re going in the right direction.

Battalion 1944 is quite different to The Turing Test but are there any lessons from making that game that have carried over?

I mean we’re always learning when we’re making games, especially when you’re young. I like to think The Turing Test taught us to believe in ourselves more. I know it's corny, but I genuinely believe my team are one of the best groups of game developers in the world. When given the right opportunities Bulkhead can really make something special. The Turing Test was obviously a learning curve, every game we do gets bigger and bigger, but I don’t think Turing Test prepared us for the mammoth that is Battalion 1944, but we’re here now, we’ve made it. Now begins the journey of Early Access.

Battalion 1944 has elements of authentic recreation (the weapons, bullet penetration, mo-capped movements), but at the same time it's a game about strafe-jumping and running along walls. What is it about the contrast between the grounded parts and the over-the-top elements that's so appealing?

We have to be careful when using the word ‘authentic’ because people often get the wrong idea about Battalion 1944. I think we felt that the realistic shooter market is being well catered to. Our friends at Squad and Insurgency are doing excellent work and continue to grow their games as part of the FPS revolution we’re seeing the last few years, where fans are taking control of the genre. So we didn’t feel the need to try and get involved in that subgenre. But we did feel that we should be true to the time period and era, the weapons are created from real sources with plenty of research put in.

We have a little too regularly traveled to Normandy, and if you think our game is a little too gray, you should visit Normandy! We try to bring color into these war-torn grey environments by using often sunrise/late afternoon lighting to keep a nice bright feel to our levels. In regard to the ‘Over the top elements’ I’d have to massively disagree with that comment, there’s nothing over the top about our movement, we’ve struck a nice balance between games like Enemy Territory, Call of Duty 2, and Quake and more modern competitive shooters like Counter Strike: Global Offensive. We felt that was a winning combination, we’ve had to ‘rewrite’ a lot of code that was once considered ‘buggy’ but now in Battalion is hailed as a massive technical achievement. The greatest moment for us was an anonymous email from an ex-COD2 developer saying "I don’t know how you rewrote the kar98 rifle code to work that way, but you did it!"

Why no ability unlocks?

It's also worth noting that whenever you buy a chest from Battalion 1944, it gets reinvested by us into making more content such as maps, weapons, factions, and it also goes into a tournament prize pool.

Joe Brammer

Other games have this covered, it’s just not a part of our design ethos. We do have classes, but they’re limited in what they can do, it’s more competitive and balanced that way.

Why five-vs-five?

We toyed with 4v4 and 6v6 but 5 is a number that works really well, honestly, I couldn’t tell you why it is. But when we tried competitive games with different numbers, 5v5 just works the best by far!

What modes will be available at launch?

CTF, TDM, DOM, FFA, and ‘Wartide’ our new competitive game mode

What kind of cosmetics are available, and how will they be earned?

We have ‘Warchests’ containing tastefully relevant and designed weapon skins which can be purchased in the Battalion armoury in-game, don’t worry, you also get one every time you rank up, which is pretty regularly in Battalion! It’s also worth noting that whenever you buy a chest from Battalion 1944, it gets reinvested by us into making more content such as maps, weapons, factions, and it also goes into a tournament prize pool. So if you get involved with our ‘Warchests’ you know your money is helping make the game and your playing experience better.

Why do people love the M1 Garand so much?

Play Battalion, turn up your volume, and listen for that PINGGGGG! 

BATTALION: Legacy - brammertron

'Outpost' - A new map designed for CTF, Domination and Team Deathmatch

We are super excited to announce that Battalion 1944 will be coming to Early Access on February 1st 2018 at 17:00 GMT.

It will cost just £11.99 / €14.99 / $14.99

Official Release Trailer
https://www.youtube.com/watch?v=7wQ9dkqxF9Y

We will be running a closed beta on January 20th & 21st. Please register here: http://beta.battaliongame.com

During beta players will be allowed to stream and create content. The NDA will finally be lifted for everyone to get involved with Battalion 1944!




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