Tannenberg - Blazy013


Today is the 100 year anniversary of Armistice Day. In 1918, on the 11th of November at the 11th hour the fighting finally ended after 4 years, 3 months and 2 weeks as the armistice came into effect. Although the war would not be officially over until the Treaty of Versailles took effect on January 10th 1920, the armistice ended combat on land, sea and in the air between Germany and the Allies.

The war on the Eastern Front had already ended with the Treaty of Brest-Litovsk signed on March 3rd, 1918 and the earlier Focșani Armistice which ended fighting between Romania and the Central powers on December 9th of 1917. However, Russia would remain embroiled in civil war until October 1922.

To mark Armistice Day, we are allowing players to participate in a two minute’s silence in Verdun and Tannenberg, have produced a Facebook frame, and we will be posting one hundred stories of people who died during the war or as a consequence of it. Over 40,000,000 soldiers and civilians were killed or injured, and countless more would have their lives changed by the war and the aftermath.

The community organised today two events as well to commemorate:

Lest we forget.


Tannenberg

Tannenberg, the "realistic" First World War FPS that debuted on Steam Early Access a year ago, will go into full release on February 13, 2018, M2H and Blackmill Games announced today. The developers also teased a special winter offensive event and revealed plans to commemorate the 100th anniversary of the Armistice that ended the war on November 11, 1918, with a two-minute in-game silence. 

Tannenberg is a multiplayer WWI FPS that can support up to 64 players, and while that might inspire thoughts of Battlefield 1, it's a very different kind of game. EA claims "authenticity" in its shooters, while Tannenberg (and its predecessor, Verdun) are more about realism, which is to say that your gun sucks and you're going to die a lot at the hands of people you can't see. (But in a good way.)

As if to emphasize the point, the studio put out a brief "release date announcement" video teasing the arrival of the Bulgarians, who will be added to the game when it launches. In the world of Tannenberg, that's big stuff: M2H and Blackmill said when the game was announced that their goal was to turn a spotlight on the war's lesser-known Eastern Front, which was a far more mobile conflict that didn't get bogged down in the grind of trench warfare.

A major update to Tannenberg was also released today that overhauls the interface, with the goal of making it more immersive and intuitive for newcomers. M2H said that the update is a "good first pass," but promised to continue evolving the game "to capture the true Eastern Front warfare experience." Players are invited to offer input on future changes on Steam or via the Tannenberg Discord.    

Tannenberg is currently on sale for half-price on Steam—$10/£8/€8—until November 11. A gameplay trailer featuring the updated interface is below.

Tannenberg - Wilson
Release date set for February 13th
After seeing a great update on the User Interface today, Tannenberg marches towards release from Early Access - and coming reinforcements for the Central Powers make their first appearance in the announcement trailer!
https://youtu.be/iyUjCk03a0Q
Bulgaria will officially join the game at release! There will be more updates to the game as we get closer to release of course, as well as more sneak peaks and …we have a special launch event planned!

Mark your calendar for February 13th and prepare yourself for a very special Winter Offensive!

New User Interface


The new UI has arrived - download the update now and try it out!
Everything both in the menus and in battle has been revamped - these screenshots and video will give you a taste. It creates a far better feeling of WW1 atmosphere than the old UI, as well as bringing several improvements! For instance, we have adjusted and streamlined the spawning interface based on your feedback.

New map and spawning UI!

The UI overhaul comes with new audio feedback - those all important clicks and thunks as you navigate around have been refined too!
https://www.youtube.com/watch?v=xfnOYoBHcK4
We have also adjusted how player names work - your name will now be your Steam name, and you can add clan tags via the options screen.


Here you can see the clan tags used to identify Mike as a dev.

Another take was made on the order interface as well, check it out:

The new UI is here not only to increase the feeling of immersion, we also want to make sure the game is more intuitive for players to play. It was a lot of work and although this is a good first pass, we’re not done yet. For the squad and weapon selection for example we still want to improve the newbie experience.

New squad selection interface!

We already have some ideas ourselves, but we would love to hear your feedback as well – on all of it! Tannenberg is in Early Access until February 13th, which means that in these last months you can expect lots of changes - also in the gameplay - in order to capture the true Eastern Front warfare experience. Your opinion matters, so please share it in the hub or our Discord! You can report bugs on our support website.

Join the war on the Eastern front and let's get in shape for a surprising winter offensive on February 13th…

Cheers!
Tannenberg - Wilson

Both Tannenberg and Verdun enjoy an update today, including loads of fixes, improvements and sound tweaks… but also a brand new prestige system! On top of that, Tannenberg also sees exciting changes to maps, call-ins, and spawn flow!

Prestige System
The highlight in this update is the next step on our roadmap: the new prestige system! When our veteran players reach level 100, they can now choose to increase their prestige rank. This earns a new icon emphasizing their veteran status. Then, while keeping all accumulated XP, their player level is set back to one, along with resetting their unlocks and squad roles specialization. They can then level up to 100 again… and there is more than one prestige rank to unlock for the truly dedicated!


Map Adjustments
We had a close look at the issue of lone-wolfing and a feeling of emptiness in the maps. Looking at the map size, most Tannenberg maps had an average width of around 350 meters. In Verdun the biggest map called Flanders has a width of around 220 meters, and playing this with 32 players can feel rather empty. When playing this map with 64 players however there is a lot more action going on and less lone-wolfing. This is why we came to the conclusion that Tannenberg maps are simply too big and required an overhaul in size to bring more action to the game. All maps have now been adjusted to be around a width of 200 meters. This change also streamlines the maps so it is more obvious to the users which direction they should go in order to be part of the battle.


Roumania


East Prussia

Call-In Adjustments
The old call-in system had a few issues such as phone camping, artillery spam, and overpowered artillery when owning two artillery sectors. We have revised the system of call-ins with the following changes:
  • Only NCOs can use telephones. This replaces their mortar strike ability.
  • Telephones are now available in all sectors.
  • The Artillery and Recon are now Regular sectors, since every sector has a telephone. We are still looking on how to differentiate sectors again in the future.
  • Strength of the explosive call-in has been reduced to what used to be the ability call-in.
  • Enemy HQ sector can no longer be targeted by telephones.
Feedback on these changes is welcome - feel free to share your thoughts in our Steam hub!

Spawn Flow
The previously introduced spawn flow wasn’t yet achieving what we intended. Therefore in this update we’ve addressed some of the annoyances with the current spawn flow:
  • You can now spawn alongside all squadmates.
  • You can now spawn in all sectors.
  • A spawn is picked by default.
  • A fallback is added when a spawn becomes invalid.
  • Allow spawning in friendly sectors that are being capture (if the spawn is safe).
  • When all clusters in a sector are unsafe: then allow the edges of a next friendly sector as spawn so that there is always 1 frontline spawn.
  • When the HQ is being captured, always allow "safest" spawn (even when all are unsafe).
  • Visualization of spawns that are not/no longer possible because they are unsafe (they were completely invisible).
  • Double Clicking on spawn should spawn you in.
The spawn flow is still in a WIP state and this is mostly caused by the fact that the spawn flow does not really communicate its status graphically to the users. This is something we will fully address in the new UI. Feedback on the new spawn flow is appreciated, and our Steam hub is the place to do it!

Survey and Giveaway!
We’re running another small survey, this time on your playing habits around Verdun and Tannenberg. Once again it’s a 5 minute questionnaire, and by taking part you’ll be entered into a giveaway with a chance to win a key for Verdun or Tannenberg. Take part in the survey!

More updates
Of note are several improvements to bot behaviour, a rework of the telephone system, and better selection of multiplayer game hosts. Some other key changes in this update are:
Check out the full changelog on our Steam hub. As always, if you encounter bugs or other issues with the new version, please submit them to our support website!

In other news, the UI update is coming along well, and we hope to have some more teasers to share with you soon, and to get some feedback as well!
Tannenberg - Wilson


The three new guns we showed off in last week’s Frontline News are now in-game for you to play with!

The Austro-Hungarian Frommer Stop and Roth-Steyr M1907 are available for the K.u.K Trupp squad, while the Russian S&W No.3 is available for both Russian squads.




With a long bolt and integral magazine loaded from the top with 10 round stripper clips, the Roth-Steyr stands out on the battlefield. Despite the name, Steyr didn't contribute much to the produced design, instead primarily providing production facilities that Roth didn't have.




Firing a .44 cartridge, the Russian S&W No.3 revolver offers greater firepower and a faster reload (as you can see below), but the downside is that you need to manually work the hammer each time you want to fire.



The Frommer Stop is a Hungarian pistol, unusual in using a long-recoil operation more commonly found in shotguns. It also saw limited use by the Ottoman Empire.



New Sounds
While already live in Tannenberg for a bit we wanted to show what progress has been made on this front. Our audio engineering team at Game Audio Squad has been working in parallel to redesign the audio from scratch. Since April this year the community was brought and has been polished since.

For the weapon audio they were working from recordings supplied by our friends over at C&Rsenal (Thank you Othais & Mae), who fired and reloaded most of the available weapons, which have found their way ingame. Check out a large selection of fired weapons here

There are many features in the new system, some are tied heavily to the gameplay such as:

  • A dynamic weapon fire system now handles distant gunfire and gives a spacious and roomy feel to gun battles when you advance up a line
  • A dynamic breathing system based on the fatigue / stamina of the soldier
  • Gas mask now affects the breathing of a player when sprinting
  • Vegetation now makes a noise when running through it
  • A sonic ballistic system now determines the whizz and cracks of bullets as they pass by, sub or supersonic
  • A suppression system will muffle audio out based on incoming fire
  • The tinnitus effect will occur if the ears are subjected to enough pressure
  • Impacts on different surfaces are now accurate for melee, bullets, grenades and bodies
  • Footsteps were reworked and now allow you to hear better on which terrain surface players are walking, from the mud into the grass
  • The off-map artillery now creates a sense that a battery of fire is opening up on the players
  • Combat ambient is now dynamic, with higher and lower intensity gun battles in nearby sectors
  • Nature ambient is based on the weather of the map (crickets at night for instance)
  • Explosions were reworked, they now sound more powerful and bassy to give you a kick in the stomach
  • Grenades now have accurate bouncing sounds


    Many thanks to everyone who has given feedback on our forums and the support website, it's been very helpful. Curious how it now sounds? Here is an overview video to give you an impression of the new sound effects:

    https://youtu.be/VyIZ2TCCwAQ


    You can read the full changelog here.

    Let us know what you think of these new firearms!
Tannenberg - Wilson
Our work on the new user interface continues apace, but to tide you over until then we have several new guns for you to play with, to be released soon!

New guns
Following up from the recent networking update, we're going to be adding more firepower to the game with the Frommer Stop, Roth-Steyr M1907, and the Russian S&W No.3!


The Roth-Steyr M1907 was the first self-loading (semi-automatic) pistol adopted by a major army.


The Frommer Stop is unusual in using a long-recoil operation more commonly found in shotguns.


The Russian S&W No. 3 was designed by Smith & Wesson under contract to the Imperial government, but then reverse-engineered by Russian gunsmiths and produced in European arsenals for a substantially lower price.

Three different styles of reloading!






Tannenberg - Leo


We recently pushed live our improved networking code, which should mean smoother movement for players suffering from bad ping or packet loss. Player positions are more accurate, and some networking lag has been removed. The exact effect will vary depending on your connection, location, and which servers you typically play on. Please let us know if you notice changes!


A laggy player seen through the old networking code.


The same level of lag under the new networking code.

Key Changes
There are more fixes and improvements as well - read the full changelog, or get some highlights below:
  • Fixed a bug which could cause third person models to be at a different height to the first person view, particularly when prone (this stops other players appearing to be ‘buried’ in the ground).
  • Trade kill checks now take into account how far a bullet has travelled, which should improve trade kill accuracy for long range shots.
  • Improvements made to melee stabbing, with better locking on, better handling for stabs from above, and a slight speed boost during stabs.
Updated Roumanian Uniforms
After receiving feedback from both the in-game community and some dedicated reenactors from Romania (thank you Alex!) we adjusted the colours of the Roumanian uniforms. Firstly to match better with references (M.1912 green-grey pigment), and also to address several other points of feedback such as piping and helmet colours.

Green-Grey is quite distinctive from Pike-Grey.

In addition, and this was a big point of feedback from the community, it is now easier to distinguish Roumanians from the Austro-Hungarian early war uniforms:

With the variety of lighting conditions in tannenberg, uniform colours appear different. Wernd vs Bogdan, 1916.

If you spot issues in the game or have suggestions on gameplay or balance, you can post on our support website - vote up the topic if someone else has already made a post, or create one yourself!
If you want to see what’s coming next for Tannenberg, we have a WIP roadmap at on Favro - it also includes the Verdun roadmap.

128 Player Weekend
Finally, thanks to everyone who joined us this weekend for one of the two 128 player Tannenberg battles! It was great fun - we’ll certainly look into planning a few more events like this. We’ll see you on the (smoother) battlefield!
YouTuber HylianVoice made a video of Sunday's event: https://youtu.be/TZXQuAECk8Q
Tannenberg - Wilson
We’ve been making good progress on the networking update, which should make the game smoother and reduce the amount of stuttering characters, especially for those with weak internet connections. Our data currently suggests that player positions are now twice as accurate compared to the old networking, which should reduce the chance of being shot while behind cover and ping advantages.


A laggy player seen through the old networking code.


The same level of lag under the new networking code.

There are also a range of other bug fixes on our open testing build, which you can help out by testing right now - of particular note:
  • Syncing of players made instantaneous - this prevents heavy lag at the start of matches and lag spikes when new players join.
  • Fixed a bug which could cause third person models to be at a different height to the first person view, particularly when prone.
  • Trade kill checks now take into account how far a bullet has travelled, which should improve trade kill accuracy for long range shots.
  • Improvements made to melee stabbing, with better locking on, better handling for stabs from above, and a slight speed boost during stabs.
Read the full open testing changelog - with links to the support forum cases where applicable.
Note that you may encounter minor issues on the open testing build, and reporting them on the support forum will help get everything fixed for when the update goes live!

Activate open testing by following the simple instructions below and don’t worry, it’s easy to switch back to the regular game afterwards.
https://steamcommunity.com/sharedfiles/filedetails/?id=572388553
128 player battles this weekend!
There are two historically themed 128 player events happening this weekend! Join us around 7pm CEST on Saturday 1 and Sunday 2 for the Kerensky Offensive, 1917 and the Battle of Lemberg, 1914. Players will be limited to particular squads and uniforms, but there will be no weapon restrictions. All you have to do to join is hop on the maneuver game we’ll convert specially for the occasion - no password or anything required! Read more here.

Tannenberg - Wilson
We’ve been working hard over the last few weeks to focus on bug fixing, and today’s update with 60+ fixes is the result of that! Many of these will be familiar to those of you trying out our open testing branch.



Key Changes
There are too many fixes to list in full here, but these are a few of the most significant:
  • Fixed bug where you would spawn with a gray screen
  • Fixed case where you could get stuck in ADS
  • Fix two achievements that were never achievable: "Before the Leaves Fall" and "Strength in Numbers"
  • Fixed bug where ammo crates in HQ of your own side were hidden untill you switched side
  • Spawn time penalty for when the teams are unbalanced is now correctly displayed in Maneuver mode
  • Fixed a specific syncing issue where calling in an ability was not allowed
  • Fixed a case of third person machine gun animations not playing correctly which resulted in weapons being held wrong
  • Allowed more trade-kill time for melee hits which should make close combat more reliable.
Read the full changelog for Tannenberg.

Visual Polishing Changes

Smoothed out first person weapon movement


Tweaked distance shadows and overlap with realtime


Tweaked gasmask goggle FX and how light falls into the mask


Thanks to everyone submitting reports to our bug tracker!
This wouldn’t have been possible without the reports made to our UserEcho site where we’ve been managing feedback. Many of the fixes seen on the full changelog link back to UserEcho cases, so you can see how helpful the reports are! We are aware there are still some unanswered bugs and feedback but we are working on this and we will catch up soon.

Thanks everyone!
Tannenberg - Wilson
A small Frontline News, but a big testing update today! Our current open testing branch already contained a substantial number of fixes and improvements, but we’ve just added another large batch. The open testing branch is open for all players to try out.

Here’s some highlights from among the 79 changes and fixes currently on open testing:
  • Fix two achievements that were not achievable: "Before the Leaves Fall" and "Strength in Numbers".
  • Allowed more trade-kill time for melee hits which should make close combat more reliable.
  • Fixed various first person weapon animation bugs/stutters.
  • Fixed ghost colliders appearing in standalone builds blocking areas that ought to be walkable.
  • Fixed being able to access the roof of a house on Poland, and a sometimes deadly pole roof in Prussia.
You can find the full changelog on the discussion boards, including links to cases on our our UserEcho support forum where appropriate. If you happen to see an issue which hasn’t been resolved, dropping a note on the UserEcho case will allow us to look into it again. It’s also helpful to let us know if issues have been fixed.

How do I join the open testing branch?
It’s a very simple process which is part of Steam itself, so it’s also easy to switch back to the regular version of the game. Here’s a guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=572388553
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