This is the fifth of our regular post-release updates. A special welcome to all the new players who’ve joined us recently. It’s great to see the ranks swell with new fodder for the war effort.
Today’s update brings more general improvements and will see you battling it out, street by street, in an expansive new 3v3 map.
New 3v3 Map “City Outskirts”
2Sk3tchy has scouted ahead and reports back on this new frontier, ripe for the taking.
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General changes:
As ever, we are hard at work implementing improvements and fixes largely based on your feedback. This week we’ve:
Fixed an issue resulting in Bunker foundations being visible through the Fog of War.
Improved VFX system, especially related to destructibles.
Fixed an issue that prevented medics from healing via clicking the ability button and then left clicking the target.
Fixed numerous Season Tree visual inconsistencies and counting errors.
Earned coins now display on the Season Tree screen.
Added improvements to prevent game crashes on the 6th Polania mission "Kolno in Chaos".
Adjusted a few minor unit values in the CODEX.
Fixed issues whereby Olga’s interaction with Changa would prevent saved games from loading or her moving after a successful load.
Adjusted layout of achievement screen and changed the ranked image you see so that it depends on your rank.
Adjustments made to prevent units teleporting as part of the unit avoidance system.
Added new title "prodigal spender" for big coin spenders.
Fixed in-game achievement to correctly reward capturing 1500 strategic positions.
Balance changes:
We continue to collect data and feedback from all your battles as we seek to make informed balance changes. This weekend’s community tournament is another excellent opportunity to evaluate gameplay and so we’ll be assessing the result of this, and more, with the aim of implementing more concrete balance changes next week.
Yes, that’s right, all Iron Harvest editions are now 20% cheaper this weekend!
The sale will run from October 8th (10:00 am PST) until October 12th (10:00 am PST) and apply to both Iron Harvest Standard and Deluxe editions.
Iron Harvest released on September 1st and in the 5 weeks since we have delivered free weekly updates. Here are some Highlights:
New Multiplayer/Skirmish Maps
“The Great Wastes” 3v3 map
“Harbor City” 2v2 map
“Urban Paradise” 1v1 map
Community Engagement
By working with and listening to the community, we incorporate feedback about balance into the game and fix bugs. We’ve even produced videos with mega-fans like this:
We plan to continue like this for the foreseeable future, and it’s been great watching the community organised tournaments unfold.
You now have the option to play through the entire campaign with a buddy. Coordination is key. You’ll play the campaign as normal, however each of you can control all available units. Work together to achieve your goals and blame the other person when you lose!
Ranked Ladder
Iron Harvest became more competitive! Players can play against one another in ranked matches. Your position on the ladder is decided by your “Skill Rating” (SR).
There are 6 Lleagues (Bronze, Silver, Gold, Platinum, Diamond, Master) with 4 Divisions each. With every match played you will gain or lose SR. Earn enough SR and you will be promoted to the next Division or League. Losing SR may result in you being demoted. To establish your initial rank, you will need to play a series of placement matches. Currently, we estimate that 10 to 15 placement matches will need to be played before reliable and fair matchmaking is possible. This is simply because right now we don’t have the data to precisely match you with players of a similar skill.
Codex
This is a treat for all you lore-lover, deep-divers and stat-swains out there. We’ve compiled for you all the details and lore to enhance your enjoyment of Iron Harvest and the world of 1920+. Here you can compare units, enjoy new artwork and strategize in greater depth. For your reference, we’ve also included handy tutorial points for when you need to polish up your battlefield technique.
Native Mode
We’re pleased to have worked with so many international peoples and so we now have a native mode in game as shown by this Story Trailer. Somehow, even if you don’t understand the language, the words carry extra weight when spoken by a native.
And much more planned!
We will continue with regular free updates for the foreseeable future. See you on the battlefield.
Stay up to date as we continue to progress by joining us on:
Welcome to this, the fourth regular post-release update. With these we see the game and community going from strength to strength and we’re also especially happy to see a lot of you enjoying the new 1v1 night map “Urban Paradise”. All those buildings make for some interesting gameplay. . . at least until the mega mechs come smashing into town 😉
Today’s update will help you better aid your friends and dazzle your foes with style on the battlefield.
New Cosmetics Collection
As well as being a thirsty bunch of mech commanders, the pirates among you will have noticed that you have being earning coins while playing and unlocking certain achievements. Well, we have now released the Cosmetic Collection for you to spend those spoils of war. Here’s how it’ll work:
For the first time players can see all the rewards we have in our game. Shiny!
For each cosmetic item and skin, you can now see precisely how they are obtained, be it a specific achievement, season-tree node, specific level up etc.
Players will be able to see all obtainable rewards, but some very special rewards will not be for available by using coins. For example, legendary rewards from the pre-season and past seasons will stay unavailable for the foreseeable future.
Players will not be able to buy any items that are locked by achievements, season-tree, or level ups. To start with there are roughly 15 rewards buyable within the categories of faceplates, frames, avatars, and banners.
As time progresses, we will likely add more rewards that can be purchased by coins.
Currently there are no unit skins buyable for coins, but we may add them in the future.
From Season 1, Episode 4, onwards (starting October 13th) completing season tree episodes will also award coins.
New Healing Allied Units
We’ve received a lot of feedback telling us how great it is to play with a buddy at your back. So now you can now heal and repair allied units using medics and engineers. This is a awesome example of when the community comes together over a feature they’d love to see in the game and so we boosted it up the priority list. So, thanks everyone!
For those who love to play in support roles, healing and repairing also applies to your teammates when playing multiplayer games. Note, that this feature does not apply for reinforcing/repairing at base/aid station.
Good communication, team awareness and cooperation are now more important for victory than ever! Your cries for “MEDIC!” might be answered now :P
General changes:
Fixed a navigation and building entering issues on the new 1v1 night map “Urban Paradise”.
Fixed a bug whereby Michal Sikorski’s (Cavalry hero) sticky bombs fly to middle of map if targeting an unusual surface.
Resources gained from harvesting wrecks are now also granted to allies, to make this more consistent with the rest of the normal resource gains throughout the game.
Time challenge fix for Rusviets 3rd mission, “Peace and prosperity”, is now correct and in sync with match time.
Fixed dialogue lines not being spoken in some cinematics.
Fixed an issue whereby enemy structures sometimes were not visible when uncovering the fog of war.
The Season Tree will now have "pins" in the board once you claimed a reward to make your progress more visually distinct.
Olga fixed so she can now reinforce at medic buildings and barracks while riding Changa.
Olga fixed so that when she is riding Changa it now costs the same for medics to heal her as when she wasn’t riding Changa.
The Ranked Overview Screen now shows correct total hours played.
Balance changes:
Ranked Mode: We are closely monitoring the ranked game mode and will be adjusting where necessary throughout the coming months. As a first step, we’ve:
Decreased the maximum amount of SR (Skill Rating) that can be lost when you are defeated.
Decreased the rate at which players hit the maximum possible SR loss or gain at the end of a match.
Mega Mechs: We’ve removed the advanced barracks requirement for mega mech production in Campaign and Challenge missions. This change does not affect multiplayer/skirmish games, but we will keep an eye on how the added prerequisites for building the Tur, Gulyay-Gorod, and Kaiser influences the multiplayer experience.
Hero Veterancy: To better align the power scaling of infantry hero veterancy (i.e. Anna, Olga, Gunter) with the overall match progression, we reduced the health and damage bonuses a hero gains across the board. These changes only affect Multiplayer and Skirmish.
Damage bonus for veterancy rank I decreased from 1.2 to 1.15.
Damage bonus for veterancy rank II decreased from 1.5 to 1.3.
Damage bonus for veterancy rank III decreased from 1.7 to 1.6.
Health bonus for veterancy rank I from decreased 1.5 to 1.3.
Health bonus for veterancy rank II from decreased 2 to 1.6.
Health bonus for veterancy rank III from decreased 2.5 to 1.9.
Health bonus for veterancy rank IV from decreased 3 to 2.2.
Hero’s Base Healing: To align them closer to other units, healing infantry heroes (i.e. Anna, Olga, and Gunter) within the base now costs resources. These changes only affect Multiplayer and Skirmish.
Destroyer Cannon: It fulfils its role as a very powerful weapon, but it should not dominate the battlefield completely on its own. To make this weapon system less daunting, the following adjustments have been made for Multiplayer and Skirmish:
Damage vs. Unarmored decreased from 300 to 200.
Damage vs. Light Armor decreased from 600 to 200.
Damage vs. Medium Armor decreased from 500 to 200.
Damage vs. Heavy Armor decreased from 350 to 100.
Splash damage vs. Unarmored decreased from 100 to 60.
Michał Sikorski (Cavalry Hero): Due to the changes for healing infantry heroes within base, reinforcing Michał’s cavalrymen will be a bit cheaper to compensate.
Reinforce oil cost per cavalryman decreased from 10 to 7.
Gunter von Duisburg:
Splash damage vs. Light Armor increased from 30 to 50.
Splash damage vs. Medium Armor increased from 30 to 50.
Splash damage vs. Heavy Armor increased from 30 to 50.
Damage vs Heavy Armor decreased from 65 to 50.
Prince Wilhelm: To increase Wilhelm’s viability as a tier 2 reserve hero, we made some adjustments to his base weapon.
Damage vs. Unarmored increased from 40 to 50.
Damage vs. Light Armor increased from 50 to 60.
Damage vs. Medium Armor increased from 40 to 45.
Damage vs. Heavy Armor increased from 30 to 35.
Damage vs. Structures increased from 10 to 15.
Eisenhans: To more accurately represent the intended impact of the Eisenhans’ melee weapon against unarmored targets we made one key adjustment:
Melee damage vs. Unarmored increased from 50 to 100.
Vanguards:
Damage per bullet vs. Light Armor decreased from 0.7 to 0.5.
Olga:
Melee damage vs Light Armor increased from 20 to 30.
Ranged damage vs. Light Armor decreased from 10 to 5.
Changa:
Damage vs. Unarmored decreased from 100 to 80.
Damage vs. Light Armor decreased from 20 to 10.
Damage vs. Medium Armor decreased from 15 to 5.
And so, we keep plodding onwards!
Stay up to date as we continue to progress by joining us on:
- Players can spend their collected coins on cosmetics within the “Collection” that they haven´t unlocked yet. - Healing & Repairing Allies. Players will be able to heal and repair the allied forces of their teammates.
Week 2 = New 3v3 Multiplayer map called "City Outskirts"
Week 3 = Pings and XP for Multiplayer.
- Multiplayer matches will also reward players with experience points and cosmetic rewards for levelling up. - A new Ping System will allow players to select from different identifiers to mark specific spots in-game and on the mini map. Pings are visible for allied teammates in Coop and PvP Multiplayer matches.
Week 4 = New Challenge Map called "The Great War"
This is what to look forward to during October's weekly updates. You can also expect us to continue to monitor your feedback and make general balancing changes and game improvements. We are stomping ever on-wards and it is great to see you guys playing and engaging with the game. It is truly a labor of love for us which we are excited to continue to share it with you.
Four weeks ago, we released Iron Harvest for PC. We released an update every week since then and we are very happy to see the community thriving!
Out now! New 1v1 Map – Urban Paradise
This city is considered by many to be a bastion for the upper class, impervious to the scythe of war. The sound of gunfire and the sight of mechs cutting a path through its impressive buildings, however, will prove otherwise.
Opposing forces have arrived in one of the pristine suburbs; a central area featuring luxurious residences, while the outer edges betray a stark divide between the haves and have-nots. The many houses grant significant protection and opportunities for infantry forces seeking to capture the necessary strategic positions to claim victory over this town.
Once commanders begin fielding larger mechs however, even the grandest structures will quickly be reduced to rubble, another casualty in this all-consuming conflict.
General changes
Fixed a timing issue in the reload animation for the Rusviet Vanguards. This issue occasionally made Vanguards fire at their previous target while performing a new unrelated order.
Medics, Flamethrowers, Engineers, Riflemen, Vanguards, and Stormtroopers now stop shooting immediately if the target they were firing at was killed.
Stay up to date as we continue to progress by joining us on:
Hey everyone, we noticed the issue a lot of players had regarding people leaving ranked games before they started. To encourage players to stay in their games, leaving a ranked game while in the match countdown, reserve picking phase, or loading screen, will incur an SR penalty for the leaver. We will be looking into more solutions to tackle this issue for the future. Thanks for your understanding! There will be a small Hotfix for this (and some minor UI tweaking).
Iron Harvest just became more competitive! Many of you have been patiently waiting for this and we’re happy to be able to release it now.
Players can play against one another in ranked matches. Your position on the ladder is decided by your “Skill Rating” (SR).
There are 6 Leagues (Bronze, Silver, Gold, Platinum, Diamond, Master) with 3 Divisions each. With every match played, you will gain or lose SR. Earn enough SR and you will be promoted to the next Division or League. Losing SR may result in you being demoted.
To establish your initial rank, you will need to play a series of placement matches. Currently, we estimate that 10 to 15 placement matches will need to be played before reliable and fair matchmaking is possible. This is simply because right now we don’t have the data to precisely match you with players of a similar skill.
Generally, we have improved our backend matchmaking and we are working on solutions to continually evaluate your skill level accurately as it evolves over time.
We currently plan to have only one ladder combining your score from all multiplayer game types and factions, but this may change in future based on player demand and feedback.
Ready to wreck? Iron Harvest is available now from Steam and GoG. Game edition comes with perks and check out the store from our merchandising partner for Vinyl, T-Shirts and more exclusive stuff here.
News: Auto-Cast Abilities
You can right-click on many of your units' abilities to toggle their automatic usage on or off. When auto-cast ability is on, the units will use these abilities autonomously in appropriate situations.
The idea behind this feature is to take some of the micro-management off the players should they choose. Should you want to keep full control, you of course don’t have to use it.
Auto-cast doesn’t make sense for all abilities, but we may enable this for more in the future depending on the feedback we receive.
News: Change Log
We also updated the game with various changes and improvements:
General Changes:
A.I. improvements which allow them to heal, repair, and use some veteran abilities on medium or higher difficult level.
The position of the default set Rally Point after entering a Building now depends on the direction from which you entered it.
Fixed crashes related to loosing online connection while playing single player modes
Fixed a bug causing freezes during campaign missions.
Fixed an animation bug that prevented Olga from falling into her unconscious state.
General U.I. and tool tip fixes.
Updated multiple minimaps.
To accommodate these changes and fixes, all saved games will be invalidated.
Balance Changes:
Heavy Mechs- The Tur, Gulyay-Gorod and Kaiser are performing well but we want them to be less common in the mid-to-late game and give other high-tier mechs a chance to shine.
The Tur, Gulyay-Gorod, and Kaiser are no longer available as Reserve options.
Both an Advanced Workshop and an Advanced Barracks are required to build these mechs.
Field Cannons and Anti-Armor Gunners- These have proven to be a bit too effective against unarmored targets such as infantry. As a first step, we:
Anti-Armor Gunner splash damage decreased vs. unarmored from 15 to 5.
Field Cannon damage decreased vs. unarmored from 100 to 50.
Field Cannon splash damage decreased vs. unarmored from 50 to 15.
Headquarters- We want to give players more time to respond to base attacks and reduce the odds of being caught off-guard. Therefore, we are making it more difficult to destroy an HQ and we’ll keep a close eye on this going forward.
Increased HP for all Headquarters from 1300 to 1750.
Reinforce, Repair and Heal- The cost of these affected the rest of the match too heavily. Therefore:
Costs for repairing mechs in-base reduced by 40%.
Costs for Medic’s Heal ability decreased:
For infantry decreased iron cost from 170 to 75.
For repairing exosuits decreased iron cost from 200 to 150 and oil cost from 30 to 25.
Rycerz reinforce cost from 85 to 60 Iron and from 20 to 10 Oil.
Eisenhans reinforce from 85 to 55 Iron and from 15 to 5 Oil.
Groza reinforce cost from 85 to 55 Iron and from 30 to 15 Oil.
Michał Sikorski was very difficult to counter for most players, while Polania’s early mechs were slightly too powerful for how easy they are to acquire. By contrast, their Rycerz exosuits needed a little love.
Michal Sikorski:
Reserve coins increased from 2 to 3.
Melee damage decreased:
vs. Unarmored from 40 to 20.
vs. Light Armor from 20 to 10.
vs. Medium Armor from 10 to 5.
vs. Heavy Armor from10 to 5.
Armor class changed from Light to unarmored.
Michal’s personal HP decreased from 400 to 250.
Cavalry soldier’s HP increased from 100 to 110.
Rycerz (exosuit):
Weapon damage increased:
vs. Unarmored from 15 to 25.
vs. Light Armor from 20 to 30.
vs. Medium Armor from 15 to 25.
vs. Heavy Armor from 7 to 12.
vs. Structures from 8 to 10.
Strażnik (spider mech)
HP decreased from 600 to 550.
Śmiały (scout mech)
Weapon damage decreased:
vs. Light Armor from 75 to 70.
vs. Medium Armor from 65 to 60.
vs. Heavy Armor from 45 to 35.
vs. Structures from 35 to 30.
Mocny (artillery mech)
Weapon damage increased:
vs. Light Armor from 100 to 150.
vs. Medium Armor from 80 to 110.
vs. Heavy Armor from 70 to 110.
Lowca (Stinger mech) cost decreased from 600 to 575 Iron and 170 to 165 Oil.
Brunhilde is powerful but hard to utilize properly. With this change, we want to make playing with her more forgiving.
Brunhilde's HP increased from 850 to 1100.
Stiefmutter's wheel damage increased:
vs. Light Armor from 65 to 85.
vs. Medium Armor from 50 to 75.
vs. Heavy Armor from 40 to 65.
Wotan's (heavy mech)cost decreased from 550 to 525 Iron and 170 to 160 Oil.[/b]
Rusviet’s high-tier mechs have received some improvements to help make the Advanced Workshop feel like a worthwhile investment.
Kolokol's (bomber mech) damage vs. structure increased from 20 to 35.
Nagan (revolver mech)
HP decreased from 1150 to 1100.
Weapon damage increased:
vs. Light Armor from 45 to 65.
vs. Medium Armor from 35 to 45.
vs. Heavy Armor from 25 to 45.
Cost decreased from 550 to 525 Iron and 190 to 155 Oil.
Serp (scythe Mech)
HP increased from 1000 to 1150.
Melee damage increased.
vs. Unarmored from 100 to 175.
vs. Light Armor: 100 to 150.
vs. Medium Armor: 100 to 150.
vs. Heavy Armor: 100 to 150.
vs. Structures: 80 to 40.
Oil cost decreased from 175 to 140.
Info: New This Month
We have already released two new maps since releasing the game and we have more planned in future updates to keep the battlefield fresh. If you haven’t already, check them out here:
Check out new artwork, the stats and lore behind each unit in game as well as refresh your game knowledge with the tutorial.
You and a friend can work together to complete over 21 hours of campaign missions spanning the intertwined narratives of our 3 factions and their heroes.
Outlook
As many of you know, our Kickstarter player survey revealed that most of you wanted the campaign experience to be the focus of our development. With this largely complete, and receiving much praise, we can now shift our attention to the multiplayer experience. This, and the recent map additions are only the beginning as we assess your feedback and establish our long-term goals for future updates.
This weeks update, expected on Thursday if all goes to plan, will involve some significant changes and fixes. To accommodate these, all in-mission saved game will become invalidated. So if your holding off on completing a mission, do it ASAP. Your overall campaign progress and medals etc. will of course be kept. Until these enjoy these behemoths in high-res.
Welcome to this, the second of regular post-release updates. You continue to feed the machinery that drives Iron Harvest with your feedback and we thank you for it. It’s also been a joy to see many of you enjoying the newest 3 vs. 3 multiplayer map “The Great Wastes”. Today’s changes bring a new 2 vs. 2 map which will be very interesting to adapt to. We’ve also released a detailed Codex, and made some general and balance changes. Read on.
General changes
Repositioned some crates and surrounding terrain on “The Great Wastes” multiplayer map.
Fixed a display issue when multiple pop-ups were queued and shown one after another.
Insane A.I. adjusted to minimise early rushes.
Minor adjustments to improve readability of the credits.
New CODEX
This is a treat for all you lore-lover, deep-divers and stat-swains out there. We’ve compiled for you all the details and lore to enhance your enjoyment of Iron Harvest and the world of 1920+. Here you can compare units, enjoy new artwork and strategize in greater depth. For your reference, we’ve also include handy tutorial points for when you need to polish up your battlefield technique.
New Multiplayer/Skirmish Map
Surviving the onslaught, 2Sk3tchy has created this introduction to prepare you for this new theatre of battle. Adapt or perish.
Balance changes
Altered the overall offensive and defensive attributes of Michal Sikorski’s cavalry command unit to improve consistency with other heroes.
Michal Sikorski personal HP increased from 200 to 400.
Other cavalry soldiers HP decreased from 200 to 110.
Sticky bomb explosion timer decreased from 8s to 2s.
Melee damage vs. light armor decreased from 30 to 20.
Melee damage vs. medium armor decreased from 30 to 10.
Increased Prince's damage against armoured targets to match his power level with the other heroes.
Damage vs. light armor increased from 40 to 60.
Damage vs. medium armor increased from 30 to 50.
Damage vs. heavy armor increased from 30 to 40.
We continue to collect game data while you play to help inform future balance changes.
With all that to get your mech-claws into, here's how our road-map for September is looking.
Stay up to date as we continue to progress by joining us on:
Welcome to this our first of regular post-release updates. Your response to our release has been beyond anything the Kaiser himself could have imagined. Thanks a lot for the encouragement and constructive feedback! Here you’ll find the improvements we’ve made since here.
General Changes
The 7th Rusviet mission has been significantly reworked. The AI has been adjusted and a bug has been fixed that sometimes let to an overproduction of guardian mechs. As a result, previous saved games are now invalidated for this mission.
Fixes to aid progression for those who played during the open beta and hadn’t completed the missions in the intended order.
Mechs preview skins are now always removed before a new one is displayed.
Background diagnostic tools added to create detailed logs when online services fail (pending).
Added auto reconnect to online services after 30 seconds if connection unexpectedly lost.
If not accepted, the EULA auto pops-up so that it is easier to access online services.
U.I. fixes and improvements to accommodate text changes.
Language localisation improvements and fixes.
SFX added.
Saved game improvement, incl.an overwrite function when you have reached the maximum number of save games possible.
General improvements to aid match making.
GOG pre-order mech skins are now available.
Steam achievements are now available.
New Campaign COOP Mode
You now have the option to play through the entire campaign with a buddy. Coordination is key.
You only need go to the Campaign overview menu.
Click the mission you want to play.
Invite a buddy and play.
You’ll play the campaign as normal, however each of you can control all available units. Work together to achieve your goals and blame the other person when you lose! :P
New Multiplayer/Skirmish Map
Fresh from the trenches, 2Sk3tchy has created this overview to tempt you once more into battle.
New Native Mode Story Trailer
We’re also pleased to work with so many international peoples and so we now have a native mode cut of the Story Trailer. Somehow, even if you don’t understand the language, the words carry extra weight when spoken by a native.
“Thanks to this effort from KING Art, the native mode throws player right into the middle of this European conflict and they can dive even deeper into the thrilling story line. It’s truly amazing seeing my artwork and the world I worked on coming to live in this way. For me personally I wouldn’t play it in any other way then with the native languages for each faction, it just adds so much to the experience” - Jakub Rozalski, the artist behind the world of 1920+.
Balance Changes
We collected data and feedback from all your battles and are working on balancing changes. These changes are currently being tested and if everything works out will be part of next week’s update.
Accolades
We’re still extremely proud and honoured many of you love the game (see video). We’ll keep working hard winning those over, who are still missing something.
Stay up to date as we continue to progress by joining us on: