First we want to thank everyone for hanging in there! It's been some crazy months since we first revealed Kingpin Reloaded, and things are going quite well!
You might wonder: Where are all the news? How about some updates huh? Are we going to see anything from Kingpin Reloaded at Realms Deep? The short answer is YES!
Right after we revealed the game at PAX South earlier this year, we realized that we had to drastically change the technical approach to this game, in order for us to make sure the Reloaded version would feel as authentic as possible.
As many of you already know, the source code to Kingpin: Life of Crime, no longer exists. That left us with two options:
1. Use another engine and write interpreters to use the Kingpin: Life of Crime data. (This was the approach the picked).
2. Completely re-engineer the source code from scratch (A huge undertaking, but it would result in a much more "Accurate" port).
We went with the first approach, which was the basis of the reveal back in January. However, we soon realized that in order to replicate many of the key aspects of Kingpin - especially the AI - going for the second approach would be a better solution.
So we started over and dived into completely re-engineering and porting KP, using Unity as a backend.
We're happy to announce that we're ALMOST there. Unfortunately, in order to show gameplay, we'll have to pretty much be done with the entire port.
This should be done before the end of the year, at which point we'll have brand new screenshots, footage and a gameplay reveal of the game.
Until then, we want to give you a little sneak peek - We're pretty much done re-doing all of the artwork from the original game, and we want to give you a small taste of the visual differences between the original and Kingpin Reloaded.
We've assembled a Comparison Video below, which we hope you'll enjoy for the time being!
TL;DR - We're close to the finishing line, and we have much more to show later this year!
I hope everyone is doing well. Today I bring you some new content to further expand the Brass Brigade arsenal. This "defense-themed" update has two major features - the Maginot Line map and the addition of two stationary field guns. Let's dive into them.
New Map - Maginot Line
The main bunkers in the Maginot Line.
The Maginot Line was a series of defensive structures built by France in the 1930s in an effort to deter and stop any potential invasion by Germany. The line stretched a vast distance through the south of France and proved to be a nearly impossible defense to breach. However, as German troops moved north through France, the line weakened/ended, and provided pockets and flanks for the German advance to leverage in the Summer of 1940. It would eventually become an expensive symbol of false security. French soldiers overlook their forward defenses.
The new map available in Brass Brigade is an assault-styled map, designed to play as a front-line attack. German troops spawn just outside of a French village before the main defensive line. German troops will need to capture the town before attempting to cross a series of small fields and defenses before reaching the main line of bunkers and field guns. The attackers get four tanks to assault the line with, while the defenders get two tanks and a series of scattered field guns positioned around the line. A German Panzer waits near the Ammo Dump spawn point.
The map is balanced such that the attacking team (Germans by default) start with less tickets, and gain more tickets each time an objective is captured. Conversely, the defenders (French Army) start with a full slate of reinforcements, but gain back less tickets for each objective captured than the attackers. This asymmetric reinforcement balance encourages the attackers to maintain momentum in their attack, as without consistently capturing flags, they will run out of tickets before reaching the final set of objectives. It also encourages the defenders to keep the attackers at bay, as merely stalling the attack may be enough to bleed the attackers of tickets.
Stationary Field Guns
Tanks have been a fairly powerful and dominant force on the battlefields for quite a while now, with only heavy explosives such as TNT, rocket launchers, and mortar strikes being the most viable option for stopping them. This left other troops completely defenseless against enemy armor - until now. New to many of the maps are stationary field guns that players and bots can hop onto to rain down heavy fire on enemy troops. But be careful! When manning a stationary gun, you are exposed to enemy fire. If you see an enemy soldier manning a gun, try to take them out with your small arms. Otherwise, you can damage a field gun the same as you would a tank. Field guns also have sights (just like tanks) so you can aim at far away targets.
A German officer mans an 88.
There are two field guns introduced in this update. The first is the Flak 88 cannon (for the Axis forces) acting more-or-less as an anti-tank weapon. It has a fairly slow traversal speed and can only be aimed high vertically when using the sight. But it has a fairly high projectile speed which makes long range target shooting fairly easy.
A French soldier fires the 25-PDR.
The second field gun is your classic 25-pounder styled gun with a short barrel (for the Allied forces). This gun has a quicker traversal speed but leaves the gunner slightly more exposed. They are smaller though, which makes them a harder target than the large 88s.
*As with all things in Brass Brigade, artillery guns can be toggled on/off in the Instant Action menu.
Other Updates
Anzio Day 1 & 2 Updates
Foliage improvements
Added more props to the German spawn area
Added more foliage and micro-terrain to the exit from the Allied spawn area into the main town
(This is part of a sweep I plan on doing to try and equalize the quality of all maps)
Optimization & Bug Fixes
Adjusted culling layers on camera system which may result in minor performance increases for some users.
Added occlusion culling data to Arras; some users reported lower performance on that map compared to others. This should help to balance performance.
Fixed a bug that caused bots to stand still at spawn for extremely long periods of time after respawning when the bot count was high.
Tanks & Field guns now have their vision affected by the "Vision" slider in the Instant Action menu properly. This should reduce the frequency of being "sniped" by distant tanks.
AI will not attack a tank/field gun that has not been occupied.
AI attacks vehicles based on the driver now, rather than the absolute team the vehicle belongs to; this should prevent friendlies from killing you if you steal an enemy tank for example.
Class Changes
British Armies now have an Anti Tank Rifle class, equipped with the Boys AT Rifle & Sten (by popular request)
German K98k Standard has 10% damage increase to better combat the semi automatic M1 Garand, 10 round Enfield, 8 round Lebel, and powerful Mosin Nagant of Allied Forces.
G43 damage bumped from 30 to 50 to align it closer to the M1 Garand.
German Early War Team no longer includes the Stug and Tiger tank; only the Panzer tank is available for the Early War variant.
The Future & Personal Note
I think the immediate future will bring some more maps to Brass Brigade. I have a few more maps that I would like to explore developing as I think they would provide unique environments and may offer unique gameplay scenarios. That's all I'm willing to divulge at this time. It's hard to believe in just about two months, Brass Brigade will be a year old - at least publicly. The game was in development for almost 2 years before that. It's been a three year sprint and I suspect another slowdown may accompany the fall/winter season - the combination of screen time and the still-persistent shutdown of much of where I live due to Covid make consistent programming/development strenuous. I still have more I would like to development, but maps are the easiest thing to add, so in order to pace myself, that's where I think I will put my attention for now. Thanks for understanding & your love & support.
Ver 0.12 Update Contents ・Implemented a difficulty setting function. In the new game, the first time you clear 1-1, you can play It's now set at an appropriate level of difficulty. You can also change the difficulty level from the options screen ・Implementing a bust-up graphic. Boss characters now have a busted-up graphic!
The recent announcement by our Game Director, Judd Cobler, mentioned an initiative we're undertaking to include community members in our testing of content as it is iterated upon during a patch cycle. This is being called the Community Tester program.
Since we first began releasing free playable demos in 2017 - of what was then a game worked on by a small team during the evenings and weekends - we've strived to balance developing an ARPG that matches our vision with incoporating community feedback. The goal of this program is for us to receive some initial feedback during the development process, so that we can begin acting on feedback sooner, and release more polished content patches going forward.
Members of the Community Tester program will have access to restricted sections of the forum and a dedicated Discord server to discuss upcoming content with us. You'll know one of these people when you see them on our official forum as they'll have a distinctive 'Community Tester' forum title.
While this is likely to change in future, at the present time we aren't accepting nominations. All invitations to join the Community Tester program are sent from an @lastepochgame.com e-mail address. If you ever receive an e-mail claiming to be from Eleventh Hour Games and wish to verify its authenticity, please send 1) the subject line of the e-mail, 2) the e-mail address of the sender, and, 3) the date on which you received the e-mail to us directly. We'll let you know whether we did in fact send the e-mail.
Version 1.0.4 - What's new: - TriPeaks: If you clear the layout, you no longer have to flip the remaining cards. This also means that it is now possible to win a game in under 51 moves. - German Patience: The scoring has been fixed. It now scores the built sequences rather than the number of cards in the waste pile. - New York: You can no longer play cards from the foundations to the 3 waste piles. This didn't hurt anything, but it shouldn't be allowed. - The audio no longer uses Windows Media Player. This might affect a few users who could not launch the game if they didn't have WMP.
On October 10-20, we plan to release a global update that will bring the game to the alpha version. If you want to talk to the developer directly, write to this email address, which is regularly viewed: NGOG-Corporation2020@yandex.ru
Castle of no Escape 2 is approaching its 4th anniversary, so we're thinking - does it make sense to get some official merchandise produced if there's anyone out there wishing for it? We're not talking about T-Shirts - everyone can do that. It's more like figurines and/or custom NES cartridge replica tier things.
But...
Due to the lockdowns and stuff, we're not able to get anything manufactured nor shipped. This will just have to wait until the 5th anniversary, I guess? XD ːcone_mageː
Dear Dreamers, thanks to your feedback we have worked on some things that did not work properly and others very annoying for some. Now you can open your tablet or map even when you are in a vehicle or riding a horse. Those with difficulty finishing the tutorial can now use a button to skip it completely and be teleported outside the training ground. Other fixes and improvements include language switching, additional sound adjustment options, localization improvements, etc. Below is the complete list.
SETTINGS
Added the option to change the game language.
Added the option to adjust the volume of the music.
Added the option to adjust the volume of environmental sounds.
GAME
Ability to use the tablet and the map while on horseback and in vehicles.
Ability to skip the tutorial via a button in the pause menu (Esc).
LOCALIZATIONS
Improved Russian localization.
BUG FIX
Fixed problem with loading settings in the main menu.