Welcome to this the ninth of our regular post-release updates. We’re please to report that many players approved of the last weeks update and we hope to continue in this vein. Today, we release a new 1v1 map and fix some issues affecting competitive gameplay. Read on!
New 1v1 Map: Dark Forest
Saxony is home to many majestic and wild forests. Despite the ever present encroachment of man, these places are still filled with mystery and myth.
But you’ll find more than folklore here. Deep within this sparsely populated area, the Kaiser’s finest engineers have been working in secret on a cutting-edge hydroelectric dam. This potent alternative to oil would be an incredible asset to the commander who can conquer the woodland's twisted paths and crumbling castles.
We wish you luck navigating the narrow woodland tracks as you flank your enemy. Just don’t get distracted wondering if a mech that explodes in a forest, when no-ones is around to hear it, does it make a sound?
General Changes
Fixed a bug that prevented saved games on Polania’s 5th mission, “A Path to Hope”, from loading beyond 97%.
Olga now uses Changa’s cool down correctly, preventing Changa from immediately respawning after death.
Fixed an issue whereby grenadiers would freeze when trying to throw a grenade outside of their range while also aiming and firing.
Following our recent update of the 1v1 Border River map, the community highlighted some collider issues. Thanks to this feedback, these have now been fixed.
Barbed wire cost reduced in single player from 15 to 5 iron.
Fixed destroyer cannons that weren’t working, incorrect quest messages and misplaced bushes in Stronghold Siege map.
Balance Changes
This week there will be no balance changes while we continue to collect and assess player data. “Measure twice, cut once” is our approach.
We soldier on. Half the month complete with the month’s best almost here!
Next week: Group invite, that will allow you to queue for battle with your friends.
Stay up to date as we continue to progress by joining us on:
This is the eighth of our regular post-release updates. This week we address three issues which the community’s feedback highlighted. Engineers can now deconstruct barbed wire that hindered your advancing infantry and we’ve significantly updated the 1v1 Border River map. On top of all that we’ve also improved cover responsiveness and made some more balance changes based on your player data.
Cutting Barbedwire
In response to player feedback about the awkward use of barbed wire, especially on narrow bridges, we are happy to now add a counter. As a Polanian rifleman once said, “There is nothing an Engineer can’t do!”, well now they can also cut barbwire.
Simply select an Engineer unit, hover your cursor over the offending barbed wire and right click to deconstruct it. You can “shift + click” to queue up orders to cut multiple barbed wire sections. You’re even able to cut your own misplaced barbed wire.
Job done!
Border River 1v1 Map Update
We’re extremely happy with and proud of our community, especially those with a more competitive mind set. Thanks to the feedback from you all, we are now in position to update the Border River map that many disfavored. Here’s what we’ve changed and why:
Iron Mine moved from the Island to the Ford.
Our Pioneers and Geologists have completed their survey of this strategically important battlefield. They confirm that the Iron Vein on the Island between the rivers has been depleted. But not all is not bad news, a replacement vein has been found downriver, directly beneath the ford that is often used to field our biggest mechs!
While the island was always supposed to be a desirable target, it ended up being simply too valuable while also being too easy and cheap to defend. This change should also create a second alternative point of interest to contest, forcing players to make a calculated decision of what to prioritize.
Added neutral Mortars close to the Island.
Enemy engineers have taken to using ungodly amounts of Barbed Wire on both the Island and the connected bridges. Consequently, all commanders have ordered Mortars to be deployed in advance, so a trained crew can quickly clear a path for our soldiers!
Two neutral Mortar systems have been added to the map, one per side. We hope that these will offer not only a viable counter against barbed wire but will also make the island, as well as both riverbanks, a more contested and risky area.
Made Castle destructible, opened both Ruin Areas to all Mechs.
Mech-Commanders familiar with the area often return from battle complaining of unfavorable architecture. Engineers have been dispatched to remove some of the annoying rocks and boulders around both the castles and farms ruins. Unfortunately, their overenthusiastic use of explosives has destabilized the Castle’s once immovable walls to the point where inattentive large mechs could “accidentally” topple them.
We removed the restrictions on the ruin areas north and south of the ford, allowing all Mechs to move inside them and made several previously indestructible elements, like the castle walls, destructible for the first time. This should not only make navigation and Mech positioning easier, but also reduce the advantage that special Units like Lech Zubov used to have.
Improving infantry responsiveness
How easily/quickly units react to players orders is an area of improvement the community has highlighted. As part of our ongoing investigation into how to best achieve this we have improved the way all infantry (except flamers) units respond to a players order to dive into cover.
This improvement applies to infantry that are already firing at an enemy. Now, when ordered to cover, instead of sitting down first and then popping up over the wall to fire, they go immediately into their cover firing positions.
The following units are affected:
Engineers
Rifleman / Vanguards / Stormtroopers
Grenadiers
Medics
Anti-Armor Gunners
Anna Kos
Olga Morozova
Gunter von Duisburg
This is an ongoing process and we are very welcome to any suggestions and examples of how best to aid this.
General changes:
Updated the mini-map and icons on 1v1 Border River.
Fixed some collision issues that impeded navigation on Stronghold Siege challenge map.
Fixed a bug whereby Grenadiers would get frozen while trying to throw a grenade outside of their attack range.
Balance changes:
Barbed Wire: Based on the changes made to Barbed Wire as mentioned earlier in the log, we are making it a little less easy to mass produce Barbed Wire to match the effort of dismantling it.
Increased Barbed Wire Iron cost from 5 to 15.
Łowca (Polanian mech hunter): Despite a few past buffs, we have observed that players still experience some difficulty utilizing the Łowca’s high damage output. With these changes, this mech hunter will arrive earlier on the field and last longer in combat.
HP increased from 1050 to 1200.
Decreased Iron cost from 575 to 525 Iron and 165 to 150 Oil.
Zółw (Polanian troops transport): The Zółw is a versatile mech that we’ve had our eye on for the past few weeks. This change will help prepared players inflict more meaningful damage to this troop carrier.
HP decreased from 1000 to 900.
Dieselpunk engines engaged, there’s a lot to look forward to this month!
Next week: new 1v1 multiplayer map.
Stay up to date as we continue to progress by joining us on:
Following the positive response to the 3v3 “The Great Wastes” Multiplayer map, we now return again to the dirt and horror of the trenches. The Saxonians have built an imposing stronghold over the western border of Polania. From here the Saxon front lines are supported and supplied. You must command the Polanian forces, devise a new plans and force Saxony to cede the territory they gained.
Unfortunately, due to the new Corona related restriction, we were unable to complete all voice acting recordings and text translations for this map. These will be added at a later date.
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: Halloween Harvest
As if those lumbering ferrous mechanized monstrosities weren’t terrifying enough, Iron Harvest has some spooky "serprises" this week. Take a trip, if you dare, down to the Graveyard behind the Church on our 1v1 Oil Spill map.
Make your player profile become all that is unholy with Iron Harvest’s 5th Season tree episode. It’s just unlocked with cosmetics for you to earn. They’re available from now until the end of Monday November 16th.
Info: Fan Lego Diorama
Hi Benjamin,
First of all, awesome video, thanks for making it and sending it to us. It put a big smile on the faces on many of the people working on Iron Harvest. Let’s find out more about you and your creations:
The Iron Doctor:Please tell us more about yourself, how long have you been building Lego dioramas? Benjamin:Hi! I live in West Virginia. I have been playing and building with Lego since I was super young. I love creating dioramas and scenes from my favorite games and movies. Recently, I have started building scenes from famous World War 2 Battles with a Star Wars theme.
The Iron Doctor:Why did you focus your diorama on the train tracks, is Deserted Tracks your favorite Map in Iron Harvest? Benjamin: I have always loved trains, and while playing and watching trailers (I love Iron Harvest ones) I have observed that this map is one of the most popular. Also, there are so many buildings to send a Serp plowing through!
The Iron Doctor:What do you think of our single player Campaign story? Is there, any moment from it that really stood out to you? Benjamin: I’m currently playing the Polanian level "Showdown", but I liked bringing “Hope to Kolno” with the train. . . before Lech’s madness of course.
The Iron Doctor:Why do you think Lego and Iron Harvest work so well together? Benjamin: The amazing thing about Lego is that you can create literally anything you can think of with time and the right parts. You can be as creative as you want to be. Iron Harvest is a new world that no one has thought of before filled with possibilities. The two work well together! I can’t wait to create more and more creative and detailed Iron Harvest world scenes with Lego.
The Iron Doctor:Do you enjoy the limitation of building with the Lego parts you have, or do you just wish you had more realistic parts? :D Is realism important? Benjamin: I really wish Lego had more world war weapons and armor. Finding them was very difficult, and I like to make my scenes as realistic as possible, though I do go a little crazy sometimes :-)
The Iron Doctor:Going into battle, you can only choose one mech to pilot and one Hero to cover you back. Which would you choose and why? Benjamin: That depends on the map. In a city assault I would choose a Łowca (Polania’s mech killer) and Brunhilde, to blow apart buildings and level any enemy foolish enough to get in my way. While in a forest I would choose Anna and Wojtek and a SmiaŁy (the one with the bayonet) because of their good sneaking skills, speed, range, and seriously good shooting on Anna’s part.
The Iron Doctor:What would you like to see in the future of Iron Harvest and how would that inspire your future Lego builds? Benjamin: Hmm. Probably more maps, units, and perhaps even a new faction or two! Ones with all new heroes, backstories, campaign, and epic (plus inevitably brutal) new mech styles as downloadable content. This would result in even more creative options for me to try and replicate. It could also mean the rise of 4-6 player maps and vicious monstrous confrontations with new Mechs, characters, infantry, and rules.
Great answers, and good luck with your future builds. When fans reach out to us about how they have also been inspired by our game, it really is the most rewarding part of working in the games industry. I expect to see our Dev’s desks even more cluttered with Lego after this. Those in the office (including myself) who don’t like to wear shoes best be careful ;)
Video made, and interview conducted, with the support and encouragement of Benjamin's parents.
Info: Change Log #07
We also updated the game with various changes and improvements:
General Changes:
Numerous fixes to UI elements in various menu and result screens to aid clarity and function.
Fixed coins count not updated after claiming a season tree node.
Moved map ping button in tactical map a bit down to prevent overlapping with the map graphic.
Fixed issue with Halloween conditions for skirmish player 2.
Balance Changes:
Thank you once more for the data and feedback you’ve supplied that help us to make informed balance changes. This week there are no balance changes as we evaluate how best to implement your suggestions and the technical requirements this may entail. We have some units on our watchlist.
Info: October’s Highlights
New 3v3 Map “City Outskirts”
The factions deploy in the hopes of conquering the city outskirts. This area is an ideal staging ground for a major offensive, if it’s resources can be secured.
Pings!
Gaming 101: communication will always be over-powered. Map pings were a much-requested community feature. We listened and added 5 types of Pings: Attack, Defend, Retreat, On My Way and General.
November's Roadmap
We’ve been collecting your feedback and we’re happy that several additions and improvements that are player priorities are in Novembers Roadmap of weekly updates. Here’s what you can look forward to:
Week 1: Engineers will deconstruct barbed wire and Border River 1v1 map will be updated. Week 2: A new 1v1 map. Week 3: "Group invite" feature for you to play with friends more easily. Week 4: New Game Mode and Season Tree!
Stay up to date as we continue to progress by joining us on:
This is the sixth of our regular post-release updates. This week sees the implementation of two features much requested by the community. Thanks everyone for your feedback, it’s great to improve this game in concert with you. Now you have these, enjoy, and let us know you get on.
New Ping System
Gaming 101: communication will always be over-powered. Now, regardless of whether you’re in voice chat, you can alert your brother in arms to whatever’s unfolding on the battlefield. There are 5 types of Pings:
Attack
Defend
Retreat
On My Way
General
Pings can be deployed directly on the map, the mini-map and the tactical map. Use hotkey “X” and then hold down the left mouse button to reveal a radial menu from which you can select the type of Ping you’d like to deploy.
If your ally deploys a Ping, you’ll see it on the maps and can press spacebar to jump the camera immediately to it.
Please Ping responsibly, there is a cool down and you can only have 4 pings on the map simultaneously. We’ll assess, based on your feedback, if the cool down needs to be increased due to spamming. Should you need to, the option to disable Pings is available in the settings menu.
New Multiplayer XP
Players will now earn XP while playing “Quick Matches” and “Ranked Matches”, but not for custom matches. XP will be accumulated based on match time, wins and even more if you’re on a winning streak.
The current limit on player level and faction level will not be increased because, out of the tens of thousands of active players, only 300 players have reached this limit. We will review this again at the start of the next season and may increase it at that time.
General changes:
Fixed a bug that prevented the Rusviet and Polania artillery mechs from receiving extra rear armor damage.
Dragging with the middle mouse button now works correctly when holding the shift key.
Minor U.I. Improvements.
Previous saved games on the 1v1 Oil spill map are now invalidated due to a slight rework. We apologize for any inconvenience.
Balance changes:
Medics
To make Medics a more appealing alternative to reinforcing at base, we are tweaking their ability so healing heroes, exosuits, and infantry is more affordable. Decreased costs for Heal ability on:
Heroes: Iron from 150 to 100, Oil from 25 to 10.
Exosuits: Iron from 150 to 100, Oil from 25 to 10 per soldier reinforced.
Infantry: Iron from 75 to 25 per soldier reinforced.
Mocny (siege artillery)
To further emphasize the different strengths of the Mocny’s mobile and deployed mode, we made the following change:
Weapon range while mobile decreased from 50 to 40.
Olga and Changa
Olga currently has the ability to engage in any fight with minimal risk. With these changes we want to emphasize her role as an assassin who must pick her targets more carefully.
Olga’s HP decreased from 500 to 400.
Changa‘s HP decreased from 750 to 500.
Olga’s HP while riding Changa increased from 500 to 600.
Gulyay-Gorod (mega mech)
Rusviet’s mightiest defender has struggled to compete with its contemporaries in the Rusviet arsenal, as well as other mega mechs. These changes should bring this behemoth more in line with its Polanian and Saxonian counterparts.
HP increased from 1500 to 1750.
Damage to light armor increased from 50 to 65.
Damage to medium armor increased from 40 to 55.
Damage to heavy armor increased from 40 to 55.
Nakovalnya (rocket artillery)
The Nakovalnya’s Sentry Mode veteran ability is very potent, particularly when used to quickly react to incoming threats. With this change, players will have to think more carefully about where and when to engage Sentry Mode.
Cooldown after exiting Sentry Mode increased from 10s to 25s.
Groza (exosuits)
The Groza saw several changes during open beta, particularly a reduction of its movement speed. With this change, we want to return some of the mobility the Groza’s had lost.
Cooldown for Rocket Jump decreased from 60s to 45s.
Our gears are greased and our mechs keep stomping!
Next week: new challenge map.
Stay up to date as we continue to progress by joining us on:
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.
Insert video
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: