With the precision of Anna’s shot, let’s get straight into it with all the improvements and greater game options this update brings.
Open Player Slots
Player slots are now open in Skirmish/Custom matches!
So, weather you’re playing against the A.I. or other players, this means that you can set-up players into two teams on any map however you like.
So on our 4 player maps you can play:
1 vs. 1
2 vs. 1
1 vs. 2
And of course still 2 vs. 2
While on our 6 player maps you can play:
1 vs. 1
2 vs. 1
1 vs. 2
1 vs. 3
3 vs. 1
2 vs. 3
3 vs. 2
And of course still 3 vs. 3
Go crazy experimenting with different team set ups, we’re sure you’ll have fun with this!
Just a note, because of the way the maps are designed, the maximum team size for that map cannot be changed, i.e., no 4 vs. 2. Also this is not Free for All because that requires extensive map reworks and/or new maps. We’re investigating this feature, however, right now we have other priorities and it would be a large undertaking. But, never say never.
AI Improvements
Recently, we pooled together all the feedback we could find from you about our A.I. because we see many of you love a good comp stomp with your friends. We thank you for telling us about odd little A.I. behaviors and quirks. We’ve rigorously investigated these. This led us down a complex rabbit hole that requires improvements to fundamental game systems.
Unfortunately, we’ve not completed as many A.I. improvements in this week’s update as we intended We would rather not disappoint and take the time to polish and make adjustments to our proposed fixes with the aim to implementing them in a near-future. Once we are satisfied with their quality you’ll be hearing more about this. Thanks for your understanding.
Fortunately, we were able to fix:
Occasions whereby all the A.I. selects the same reserves have been prevented.
Skirmish A.I. can no longer build all infantry unit types regardless of faction. i.e. If the A.I. is Polanian, they can no longer build flamers.
General changes
This updates has many fixes and improvements which directly relate to your feedback:
All players have to signal they are ready and then, to begin a multiplayer match or coop mode, the host must confirm the game’s start.
An exclamation mark (!) now appears on a unit’s portrait and unit’s overhead U.I. to indicate when it has been suppressed.
Anna’s piercing shot now fires more consistently and is a priority for her over all other actions/animations.
Wojtek now heals allied infantry while Anna is in cover.
Gunter von Duisburg “Iron Fist” ability no longer causes him to wait 3 or 4 seconds before responding to new commands after landing the hit.
Unit abilities no longer trigger on mouse up click if not hovering over the button.
Keyboard shortcuts for Abilities (and everything in the skill grid), group assignment, group selection and direct structure selection are now triggered on down-press events instead of up-press events. This will improve perceived response times.
The cavalry commander Michal Sikorski can no longer pick up weapon and victory point crates.
Numerous balance and unit adjustments to keep the 2nd challenge mission “Stronghold Siege” difficult, but now much more achievable.
The secondary objectives and challenges on the 2nd challenge mission “Stronghold Siege” has been reworked to also make them easier to achieve.
Minor adjustments to the rock placement and destroyer cannons on the 2nd challenge mission “Stronghold Siege”, as well as fixed dialogue and Artillery shoutout bugs.
Crewing the destroyer cannons no longer counts against "Build no fortification” achievement on Rusviet’s 4th campaign mission “Infiltrating Saxony”.
Olga now retreats to saxony medic tents when built on Saxony’s 5th and 6th Campaign missions.
Fixed the U.I. of Polania’s barracks that displayed two rows for T1 infantry. Now it displays one row and is consistent with other faction barracks U.I.
Unit portraits no longer selectable by mouse drag box.
Stiefmutter Gyro wheels no longer freeze in place if the target becomes neutral.
If a player leaves (concedes) a campaign mission, challenge map or AI skirmish they now see a defeat screen and are awarded achievements and season progression they have unlocked during that game.
Fixed occasions when an upgraded resource point would appear as an empty circle icon on the minimap.
Fixed flashing cutscene transitions during the Rusviet Revolution campaign missions.
Mines are no longer activate when in range of fallen enemy mech heroes.
Fixed wrong hours being displayed in the ranked screen for played time.
Players who are not a host during coop sessions no longer get sent to the campaign overview screen after finishing the coop mission.
Player colors now correctly reflect the players in lobby when positions are changed.
Barracks U.I. no longer has the same hotkey for two different units.
Zubov’s Bloodlust ability now only replenishes HP for melee attacks.
Ranked matchmaking now remembers player's search preferences.
Fixed achievements not refreshing when switching the game language.
Issuing, usually accidentally, directional commands via the minimap has been disabled.
Balance changes
Suppression: Is now more intuitive and clearer. A lot of units that are not primary sources of suppression have had their values reduced, whereas the Heavy Machine Guns, for example, has received higher suppression values. The list is too long to write here, but you’ll notice many units received a tweak.
Also, for clarity, a suppression icon (!) is now displayed on units' overhead U.I. and on their unit portrait.
Mechs and Infantry: We were still seeing that light/T1 mechs are often skipped out on and also buried under a flood of infantry. To address this, we’ve decrease workshop costs and increase barracks upgrade costs as well as given buffs to light/T1 mechs to help players transition better into the later stages of the game.
Polania Advanced Barracks cost increased from 180 to 340 iron and 85 to 100 oil.
Saxony and Rusviet Advanced Barracks cost increased from 180 to 380 iron and 85 to 120 oil.
Polania Workshop cost decreased from 400 to 250 iron and 120 to 100 oil.
Saxony Workshop cost decreased from 450 to 250 iron and 150 to 130 oil.
Rusviet Workshop cost decreased from 500 to 300 iron and 165 to 140 oil.
Mortar Weapon System: Received a clearer definition of its purpose in being a high threat to infantry.
Damage vs. unarmored increased from 65 to 70.
Damage vs. light armor decreased from 100 to 50.
Damage vs. medium and heavy armor decreased from 100 to 40.
Lech Kos (Rebel Leader): The damage per second increase he received from his passive ability made him hard to properly respond to. We’ve adjusted the thresholds at which this ability kicks in so that now it requires more thought on how best to deploy him. His ability to harm structure was also too high and so has been reduced.
Reduced damage to structures from 80 to 60.
Changed the HP thresholds at which his passive ability activates: State 1, from 90% to 60% HP and State 2 from 50% to 20% HP.
Strażnik (Spider Mech):
Increased HP 550 to 600.
Śmiały (Scout Mech):
Increased HP from 750 to 850.
Increased damage vs. medium armor from 60 to 70.
Increased damage vs. heavy armor from 35 to 50.
Increased damage vs. structures from 30 to 35.
Oil cost decreased from 120 to 110.
Grimbart (Gatling Mech):
HP increased from 1000 to 1100.
Cost decreased from 90 to 80 oil.
Isegrim (Tank Mech):
HP Increased from 800 to 950.
Cost decreased from 120 to 110 oil.
Wotan (8 Legged Mech): Now that light/T1 mechs have received an upgrade, its HP should compensate.
HP increased HP 600 to 700.
Victor Popov: His high Area of Effect damage caused him to gain veterancy very quickly. It is now slower and with slightly lesser impact so that he is more easily countered at higher veterancy levels. Overall, his auto attack damage was too high, so it has been reduced to make him more reliant on his abilities for dealing damage.
Veterancy bonuses decreased.
Veterancy thresholds increased.
Hitbox slightly increased.
Damage vs. unarmored, light, medium and heavy armor decreased from 40 to 30.
Damage vs. structures decreased from 25 to 20.
Ognivo (Flamer Mech):
HP increased from 700 to 750.
Kolokol (Bomber Mech):
HP increased from 800 to 900.
Damage increased vs. medium armor from 55 to 65.
Damage increased vs. heavy armor from 35 to 50.
Groza (Rocket Exosuits): We felt that they were left behind and their resource costs would be too high compared to the other T1 mechs.
Oil cost reduced cost from 100 to 80.
Nakovalnya (Rocket Artillery): It’s Sentry Mode has always been very strong and it is not always easy to see where it will strike. Therefore, we’ve reduced the punishment opponents get when not immediately realizing that they’ve strayed into its attack range.
Damage vs. light, medium and heavy armor reduced from 80 to 60.
Damage vs. structures from 50 to 40.
Nagan (Revolver Mech): Overall, it was too strong and a bit prevailed in too many matchups.
Damage vs. light armor decreased from 65 to 60.
Damage vs. medium and heavy armor decreased from 45 to 40.
With March complete, Spring isn’t the only thing in the air as more changes are coming to Iron Harvest.
Iron Harvest continues to be worked on with bi-weekly updates, clear roadmaps and DevBlogs each month. We've honnestly been going from strength to strength, in large part thanks to our community.
We'll have a huge-new faction DLC releaseing in the near future, so now's a great time to master your mechs.
Here are some key features of the game:
A unique world of alternative history base don the art of Jakub Rozalski.
Award winning game and sound design.
Expansive, interconnected and engaging single player campaign that crosses 3 factions with over 21 hours of game play.
Campaigns can be played in Coop mode with upto 3 players. v
Single player challange maps.
Single player and coop skirmish maps.
Replayablity with medals, season trees, objectives and achievements.
Tons of cosmetic rewards to be earned through playing not paying.
A lively casual and competetive multiplayer scene.
A mini (Rusviet Revolution) DLC already released as well as a new faction with it's own campaign DLC on the way.
If Multiplayer is your thing then we've a:
Rookie 1v1 Tournament
Following the recent success of the 3v3 tournament, our competitive players are organizing a 1v1 tournament for anyone unranked or placed 50 or below on the ingame ranked ladder. This is a great opportunity for some fun casual 1v1 games for those want to get in to the MP scene.
Thanks to our awesome community who share our vision for a great RTS game. Their constructive and valuable feedback reguarly makes it into the game. We're very proud to be a part of the RTS revival and there are many exciting things planned for later this year.
If you want be apart of the community, and have your voice heard, then stay up to date as we continue to progress by joining us on:
This months' DevBlog gives you a sneak-peek at gamepad development and has Backer rewards news, Fan-creations and casual tournaments. Read on!
News: Gamepad Controls Sneak Peek
Currently, we are refining the controller gameplay, not only for consoles, but for PC too! Check out this little teaser to get an idea of what is to come.
News: Backers Physical Perks
As you know, we had originally planned to be able to ship out your Kickstarter Backer Goodies in time for Iron Harvest PC-release. Unfortunately, the Covid-19 crisis continued and many of the numerous small and high-quality companies we partnered with suffered setbacks and delays.
We can now reveal that production is underway and we’ve been sent these awesome photos of the goodies. On the left we have the faction medals and the battle bag on the right
While manufacturing has started, we can’t confirm at this point an exact shipping date. We are hoping, with easing Covid-19 restrictions, that this will be in or before the summer. Of course, we’ll announce more as soon as we know more.
However, we have used the extra time to work with the manufacturers to enhance the quality of the metal-build figurine. Check out these awesome photos sent to us of the manufacturing process, metal molds, bases and packaging. It’s happening!
This month our bi-weekly updates have centered around players feedback regarding the campaign difficulty curve and providing A.I. options when setting up custom games. You can now customize the A.I. faction and difficulty in Custom Games for you and your mates to go comp stomping.
Next update:
Open Slots in Skirmish/Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3, 3v2 and 2v2 on a 3v3 map possible. You can also 1v1 or 2v1 on our 2v2 maps. This is not “Free for All” because that requires extensive map reworks & new maps.
A.I. improvements based on your feedback.
More balance and gameplay improvements.
Fan Art and Creations
We’re constantly impressed by the creativity and talent of our fans as well as how they are inspired by Iron Harvest and the world of 1920+. Here’s a selection of some of the amazing things created this month:
Following the recent success of the 3v3 tournament, our competitive players are organizing a 1v1 tournament for anyone unranked or placed 50 or below on the ingame ranked ladder. This is a great opportunity for some fun casual 1v1 games for those want to get in to the MP scene.
As you may have seen from this month’s roadmap, we’re focusing on players experience during the campaign missions and custom game options for those of you who like to do your own thing. This begins with today’s update and we've also fixed many bugs.
Campaign Difficulty
Following feedback from a range of campaign players, we have investigated and adjusted the difficulty curve of the single player experience. In particular, sudden difficulty spikes experienced in Polania’s 4th (Railroad Robbery), Polania’s 5th (“A Path to Hope”) and 7th (“Showdown”) campaign missions.
Not everyone is a veteran RTS gamer, and so we’re sensitive to Polania campaign feedback because we know for many it’s their first dive into RTS gaming. For example, to smooth out the challenge curve we want players to experience, we’ve added more health packs and weapons, as well as increased the time between enemy attack waves. We also worked on later missions players pointed out to us.
Unfortunately, these changes are significant enough that saved game files on Polania’s 2nd through to 7th campaign missions, Rusviet’s 2nd, 3rd and 7th missions, as well as Saxony’s 1st and 4th missions, have been invalidated.
Faction A.I. In Custom Games
Just as you can in single player Skirmish mode, you can now choose the A.I. faction and difficulty in multiplayer custom matches. If you like surprises, you can now even set the A.I. faction to random in both skirmish and custom game mode. We’re happy to add this as part of our continued efforts to promote game replay-ability via increased game set-up options.
Now it’s easier for you and your mates to enjoy a weekend of comp stomping!
Stay tune, because in 2 weeks we’ll have another major step towards great game customisation.
General changes:
We continue to respond to your feedback with general improvements and bug fixes:
U.I. Icon added above allied heroes to highlight when they are unconscious, same as for your own heroes.
Units that are interacting now properly retreat when ordered, even if a different unit is already retreating to the same target.
Exo-suits now no longer get stuck during retreat because the retreat order ends as soon as one of the unit models reaches it’s target building. Same as with normal infantry.
Related to this bug, we fixed various issues that occurred when engineers were ordered to repair exo-suits, one of these was engineers splitting up.
Fixed issues that caused units and resource points to not be displayed in the mini-map.
Players can now open the ingame menu via the Esc key even if they have toggled the U.I. off (F10).
Suppression improvements that now consider where the fired projectile actually hits and influence units along its flight path. Structures and mechs no longer explicitly block suppression in the same way, but suppression now stops at the location where the projectile actually impacts.
Fixed a bug whereby mechs sometimes continued to walk in the direction of their previous target.
Fixed a cause of fatal simulation errors in Polania’s 7th mission “Showdown”.
Fixed old skirmish setting values that got broken if the games language was changed.
Fixed a bug to improved how splash damage is allocated.
Fixed the U.I. from flickering when collecting achievements.
Fixed lobby chat not showing recent fading messages when closed.
Adjusted the unit presets that the A.I. can choose for their reserves to make them more effective.
Fixed a bug that caused issues when garrisoned squads were healed after cutscenes.
Fixed a bug that resulted in units that were garrisoned from being duplicated after the cutscene in the middle of Saxony’s 1st mission “Welcome to the mud”.
Fixed missing walls and hedges. This will invalidate saved games on Oil Spill, Urban Paradise, Harbor City, Restless Woods (Multiplayer maps) and Hold The Line (Challenge Map). Rusviet’s 1st, 4th, 5th, 6th and Saxony’s 6th campaign missions, as well as the 3rd Rusviet Revolution mission have also been affected.
Balance changes:
As always we continue to assess game data and talk with the community to gather feedback to inform changes. Our next updated in 2 weeks will implement adjustments we conclude necessary.
Now you can comp stomp, further A.I. improvements and game options are on the horizon!
In 2 weeks:
Open Slots in Skirmish/Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3, 3v2 and 2v2 on a 3v3 map possible. You can also 1v1 or 2v1 on our 2v2 maps. This is not “Free for All” because that requires extensive map reworks & new maps.
A.I. improvements based on your feedback.
More balance and gameplay improvements.
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on:
This month we focus on giving you greater game-set up customisation and AI improvements. Starting next week:
Week 2:
Adjustments to smooth out the AI difficulty on Campaign maps.
A.I. factions will be selectable in custom games.
Week 4:
Open Slots in Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3 and 3v2 possible.
This is not Free for All because that requires extensive map reworks & new maps, but we're still investigating this.
A.I. improvements based on your feedback.
More balance and gameplay improvements.
Let us know in the comments which feature your most looking forward to this month.
Have a great gaming weekend and we're looking forward to tomorrows 3v3 tournament! Join the Iron Harvest community tournaments Discord for more info here: https://discord.gg/mqj2h78JrS
These are another two key community suggestions that we are happy to now implement.
You can now use infantry and foot Heroes to revive Heroes from allied teams who have valiantly fallen unconscious in battle.
Furthermore, the Fog of War revealed by unconscious heroes has now been reduced to prevent them from being used to spy on enemies while still allowing you to easily find them on screen and the mini-map.
Reserves Rework!
Thanks to all your recent feedback we are ready to rework the Reserve System. This update aims to increase the variety of viable loadouts and encourage players to opt for having units in both Reserve I and II. From the data it is clear that Reserves have a huge impact on the game and are often the deciding factor. We want to reduce this on the games while maintaining the wow factor once it hits. Here’s how:
The cost of a Reserve ingame now depends on which specific units it contains. This cost is still cheaper than building them normally through the barracks or workshop.
Reserve Slots have been reduced from 3 to 2 per tier.
Reserve Coins have been reduced from 6 to 5 in total.
Exo-suits, Straznik, Grimbart and Ognivos can now only be picked for Reserve II.
Instead of at least one advanced building and a basic building, deploying Reserve II now requires one advanced building, or two basic buildings.
Deploying an empty Reserve costs 100 iron. It will still grant the player plus 25% maximum population capacity.
News: February’s Highlights
Improved Response Times
We recent improved response times between you issuing orders and the units undertaking them and it’s been encouraging to hear that many players can notice the difference. Responses time has been roughly halved, resulting in slicker gameplay.
Casual Community 3v3 Tournament
This should be a lot of fun and good chance to bring together players of all skill levels. Yours truely (The Iron Doctor) has already signed up and I'm sure I'll be able to drag some more Dev into the fray.
After our runaway success at the German Game Awards, Iron Harvest was also nominated by the French “Académie des Arts et Techniques du Jeu Vidéo” for Best International Game alongside other top games. Looking forward to the result with fingers crossed. More info at: https://store.steampowered.com/curator/39776893/sale/pegases
Info: ChangeLog 16
General Changes
The A.I. now spends the same amount of coins as those available to the player.
The Rusviet’s Nagan and Polania’s Tur mechs chrome skins have returned to the cosmetics screen as intended.
Prevented Destroyer Cannons from firing at targets that have disappeared into the Fog of War.
Fixed a few instances where larger mechs would fall through the terrain. We’ll be keep an eye out for more of these.
Enemy buildings within the campaign are correctly described in their tool tip.
Fixed an issue that caused game freezes to occur in both single player skirmishes and multiplayer matches at around 10 minutes.
Fixed an issue that would cause checksum errors on older machines.
Fixed an issue that prevented resource display from correctly updating when bulding a HQ in campaign missions
Balance Changes
Since the last update we’ve observed that the infantry changes had a lot of impact on the games progression. Mechs are closer to the state we want them to be and so we’ve decided to refrain from modifying them all and tuned back the infantry buff.
Gunners: have now been moved from the Barracks to the Advanced Barracks in order to make the counter of early mechs more difficult.
Advanced Barracks unit cost reduction has been readjusted: Engineers, riflemen, stormtroopers, vanguards, grenadiers, medics, and flamethrowers are cheaper when built through Advanced Barracks comareped to the normal Barracks.
Engineers cost increased from 100 to 125 Iron.
Riflemen/Stormtrooper/Vanguard cost increased from 125 to 175 Iron.
Grenadier cost increased from 150 to 200 Iron.
Flamethrower cost increased from 150 to 200 Iron.
Mortar systems: Compared to Polania's and Saxony’s artilleries, the mortar weapon system couldn't hold their ground or find a role to fill. By comparison, their inferior range is now compensated for by more damage potential, especially against larger groups of enemies.
Damage against unarmored increased from 50 to 65.
Damage against Light armor increased from 93 to 100.
Damage against Medium armor increased from 80 to 100.
Damage against Heavy armor increased from 67 to 100.
Mortar system’s explosion radius increased from 1.5 to 4.
Mortar system’s outer explosion radius increased from 4 to 6.
Mortar system’s outer explosion radius damage modifier increased from 0.2 to 0.4.
The Serp (Sickle mech): Against high skilled players, this monstrosity would not effectively reach their targets. Increased HP should help it survive long enough to inflict damage.
HP increased from 1150 to 1400.
Prince Wilhelm: His Lay Waste ability now has a good portion of its former glory restored (#Bringbackthebrr), while still using an appropriate fire rate. To make him more worthy of the Kaiser and better able to survive long enough to menace other mechs we have increased his resilience. Also, don't be mistaken by the flat damage values below, the increased Area of Effect of each bullet also contributes to more damage output.
HP increased from 650 to 700.
Armor class adjusted from Medium to Heavy.
“Lay Waste” ability Splash radius increased from 1.5 to 2.5.
Damage vs. unarmored increased from 40 to 50.
Damage vs. light armor increased from 20 to 30.
Damage vs. medium armor increased from 15 to 30.
Damage vs. heavy armor increased from 10 to 20.
Damage vs. structure increased from 7 to 15.
The Grimbart (Gatling Mech): This chonky boy now suppresses targets and is more effective against groups of enemies.
Suppression added to its main weapon.
Its “Sweep” ability suppression value and area has been increased.
Mechs and exo-suit Reserve coin costs have been adjusted as well: Saxony
The Grimbart and Eisenhans now cost 1 coin each.
The Isegrim and Erlkönig now cost 2 coins each.
The Wotan and Stiefmutter now cost 3 coins each.
Polania
The Łowca and Żółw cost 3 coins.
Śmiały and Mocny cost 2 coins.
Straznik and Exosuits cost 1 coin.
Rusviet
Nagan and Serp cost 3 coins.
Kolokol and Nakovalnya cost 2 coins.
Groza and Ognivo cost 1 coin.
The Battlefield Is Refreshed and Waiting For The Newest Strategies From A Versatile Commander
Stay tuned for the release of March’s Roadmap soon.
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on:
In celebration Iron Harvest is now 30% off as part of Steam's Lunar Sale
The year of the Ox represents people who are reliable, strong, fair, patient, kind, methodical, calm, and trustworthy. All good traits for a military commander and their mechs. Let us know in the comments below, which Iron Harvest Mech or character is most like an Ox.
Since Iron Harvest's release, the game continues to be worked on with bi-weekly updates, clear roadmaps and DevBlogs each month. We've honnestly been going from strength to strength.
Here are some key features of the game:
A unique world of alternative history base don the art of Jakub Rozalski.
Award winning game and sound design
Expansive, interconnected and engaging single player campaign that crosses 3 factions with over 21 hours of game play.
Campaigns can be played in Coop mode with upto 3 players.
Single player challange maps.
Single player and coop skirmish maps.
Replayablity with medals, season trees, objectives and achievements.
Tons of cosmetic rewards to be earned through playing not paying.
A lively casual and competetive multiplayer scene.
A mini (Rusviet Revolution) DLC already released as well as a new faction with it's own campaign DLC on the way.
This is large part thanks to our awesome community who share our vision for a great RTS game. Their constructive and valuable feedback reguarly makes it into the game. We're very proud to be a part of the RTS revival and there are many exciting things planned for later this year.
If you want be apart of the community, and have your voice heard, then stay up to date as we continue to progress by joining us on:
Greetings Harvesters, today we’re happy to implement many improvements that respond directly to the community’s feedback. This month we’re focusing on gameplay with today’s update largely focusing on infantry and the early game and general improvements regarding responsiveness and gameplay feel.
Improved Response Time
One of the key piece of feedback we received from you is that you wanted faster response times between you issuing orders and the units undertaking them. Thanks, and now we have done just that. Responses time has been roughly halved, so your orders should feel slicker.
Game Core Changes
This involved hundreds of behind the scenes fixes and improvements. All the interesting and relevant changes are listed in “General Changes”.
Importantly, with all of today’s changes it is inevitable that your previous in-mission saved game files will be invalidated. However, your general game progress will be unaffected.
General changes:
Infantry can now fire at targets that were initially blocked by resource and production buildings, aid stations and bunkers. This should improve combat close to buildings and in bases considerably.
Smaller mechs can now crash through smaller gate structures.
Mech with indirect weapons (that ignore line of sight) can no longer fire at targets when they disappear into the Fog of War.
Resolved an issue that could lead to online connection issues after an hour of continuous gameplay.
Fixed an issue that prevented Wilhelm from aborting his “Lay Waste” ability correctly.
Improved the animation for Zubov’s “Death from Above” ability.
“Jagged Peaks” 2v2 minimap updated to correct inaccuracies.
Fixed an issue whereby weapon systems would not abort their retreat if all paths to base were blocked.
“Isegrim” cannons no longer twitch and behave oddly while the mech is idle.
Fixed an issue that prevent the Rusviet Revolution bonus campaign missions from loading properly.
Fixed an issue preventing mouse scrolling unless cursor placed directly over menu window.
General volumetric effects improved.
Prevented the strategic positions indicator from appearing at the start of Dominance mode games.
Prevented Anna, when playing on easy difficulty, in the 1st Polanian Mission “Anna’s Shot” from being able to target and attack the first boy she encounters after he’s been defeated. Who’s the bully now huh?!
The boys in the 1st Polanian Mission “Anna’s Shot” now correctly become invisible when running into the Fog of War.
Balance changes:
We’ve completed our assessment of the games balance based on your feedback and the recent tournaments. This week largely focuses on the infantry gameplay experience. We’ll then monitor things over the next two weeks and make adjustments and more mech focused changes in the next update.
Headquarter units: The meta of building your Rifleman, Stormtrooper, or Vanguards until a player reach pop cap has stolen much of the attention that other infantry units deserve. Removing them from the HQ puts them in line with the other infantry to choose from when the barracks are built. Therefore:
Removed Rifleman, Stormtrooper, and Vanguards from being built at the HQ.
Starting squads: To accommodate for the loss and to speed up the very similar first minutes of gameplayer we added another squad to the starting units. Therefore:
Added one extra Riflemen/Vanguard/Stormtrooper squad to all skirmish and multiplayer maps.
General infantry cost rebalanced: due to their dying so quickly to advanced mechs, infantry can be a sunken cost during the mid and late game. We also want to give players more reason to upgrade their barracks and better reflect the units relative power levels. Therefore in the basic barracks:
Riflemen/Stormtrooper/Vanguard cost increased from 200 to 225 Iron.
Grenadiers (all factions) cost increased from 5 to 10 Oil.
Saxony medic cost decreased from 150 to 100 Iron.
Rusviet flamethrowers cost decreased from 275 to 225 Iron.
Polanian machine gunners cost decreased from 300 to 275 Iron.
Therefore, all tier 1 infantry units become cheaper to build in the Advanced Barracks:
Engineers cost decreased from 150 to 100 Iron.
Riflemen/Stormtrooper/Vanguard cost reduced from 225 to 125 Iron.
Grenadiers (all factions) cost reduced from 250 to 150 Iron and 10 to 5 Oil.
Saxony medic cost decreased from 100 to 75 Iron.
Rusviet flamethrowers cost decreased from 225 to 150 Iron.
Gunner cost decreased from 275 to 175 Iron and 20 to 15 Oil.
Anna and Wojtek: Anna’s damage against armoured targets felt too high and Wojtek just wouldn’t die even after Anna was defeated. Therefore:
Anna’s damage against light armored targets reduced from 30 to 20.
Wojtek’s HP Reduced HP from 500 to 400.
Lech Kos: with the new abilities, Lech Kos has become a power house that now deservers the reserve cost of 2 coins.
Riflemen suppression: Rifleman were able to suppress more effective than other quick firing weapons. Reducing this effect should feel more intuitive now:
Reduced suppression per bullet from 6 to 3.
PZM-9 "Strażnik" (spider mech): the use of this mech was far too flexible for its reserve cost when compared to its Saxony counterpart. Therefore:
Increase reserve cost from 2 to 3 coins.
PZM-16 "Żółw" (troop transport): Walking and firing is great, but it is still very hard for players come up with counterplay even when prepared. Therefore:
Reduced HP from 900 to 800.
PZM-24 "Tur" (mega mech): One part of making infantry more viable for the whole match is to reduce the Tur’s ability to wipe them out in one shot. Therefore the Tur’s splash damage against unarmoured & splash radius has been reduced:
Damage decreased from 80 to 45.
Splash Radius reduced from 7 to 5.5.
Zubov: Jump time adjusted to better fit the animation:
Air time increased from 3.19 to 3.6 seconds.
Season 3 Begins
We hope you had fun unlocking all the collectables in Season Two. It ends Thursday at 16:00 CET. Congrats to NOAH, our season 2 winner, and all those who made our competitive scene more lively and interesting this season with tournaments etc. It’s great to see our mech vets helping out newer players in our Discord and subReddit communities.
All ranked players will receive an in-game title reflecting your achievement.
Everyone who ranked gold or higher has now just unlocked the “Wrought Iron” skin for the Rusviet Nagan (Revolver) mech. You should receive it in the next 48 hours. Nagan lie, it looks even sexier in black. Congrats all.
A new season begins with more rewards for you to unlock. Unlock everything and you’ll receive the Fire Truck “Tur” skin seen here on the right.
The ranked race to the top has also begun. Today’s changes means new metas are waiting to be established and so there is everything to play for.
With early gameplay now improved, the mechs are getting ready for a tune up!
In 2 weeks: Revive allied Heroes, reduced Heroes Fog of war reveal and more Gameplay improvements.
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on:
On the Saxony border lies a mountain range that has been steadily, and over the course of centuries, been carved away for raw materials. The region has become heavily contested by other factions seeking to feed their own, ravenous, war machine.
Last week we took home 4 out of 6 German Game Awards. We’re happy and humbled because Deutscher Entwicklerpreis is like the Oscars for us.
We won:
Best German Game
Best Studio
Best Game Design
Best Sound
Thank you to all our collaborators, fans and supporters who have joined us on this journey to revitalize RTS gaming. The recognition and feedback you guys have provided really keeps our mechs going.
Also a massive mech sized congratulations to the other games that won and were nominated such as Desperados 3, SpellForce 3 and so many other great German games. We're extremely proud to be a part of this growing industry and community.
News: January’s Highlights
New Abilities
We’ve released new abilities for two of our iconic heroes. If you haven’t already, check them out and see how you can use them to turn the tide of battle.
Community Tournaments
Our glorious community remains active and are now established a tournament series that will see a tournament played once a month. As well as a prize pool, you will win league points that culminate in an invite only special tournament in September.
The first tournament took place last weekend and was a lot of fun to watch with some meta busting strats on display. Congrats to our winners and a massive thanks to everyone who organised and took part.
Community Art Contest
Our community members aren’t just lethal mech commanders, they also have creative talent. Seemann Oome, The_Von and The Iron Doctor have come together to judge a fun little art contest. Here are the details:
There will be two winning categories, literary (written) and visual.
Artwork must be submitted by Monday, February 15th.
The artwork has to be safe for work.
You are allowed to post multiple artworks for the contest.
There will likely be a prize (tbc) for the winner!
All submissions should identify themselves with the paint emoji.
The winning submission of the last art contest by Dark maximus.
Behind-The-Scenes With Our Devs
Marilena (Assistant Producer) and Justin (Game Designer) spoke to the fine folks over at DevCom about working on Iron Harvest and all thing KING Art Games.
We've also updated the game with various changes and improvements:
Reduced collision height values for Barbed Wire and Flag Poles to minimize line-of-sight issues for infantry.
Ensured that Lech Kos and the Polanian scout (Śmiały) mech’s charge ability would no longer allow them to bypass terrain.
Fixed issues to prevent the custom lobby from freezing and/or crashing the game when the host changes game settings while other players click “Ready”.
Balance Changes
We are nearing completion of our balancing assessment and are now in the process of testing some of those changes. As discussed in previous DevBlogs, we concluded that constant tweaking of numbers and the endless spiral of buffs and nerfs is not desirable, nor does it fit with our long term goals. Future balancing improvements should come from systematic changes, rather than a game of number tweaks. We’re also mindful of the fact that, eventually, a 4th faction will enter the mix and so balancing will need to be reassessed again. Therefore, you can expect some changes with the next update in 2 weeks.
January is already done! Time is flying as we progress onwards.
Stay tuned for February’s Roadmap.
Stay up to date as we continue to progress by joining us on: