Back 4 Blood is a thrilling cooperative first-person shooter from the creators of the critically acclaimed Left 4 Dead franchise. Play the Open Beta and experience intense four-player co-op, competitive multiplayer as human or Ridden, and frenetic gameplay that keeps you in the action.
Early Access Period: August 5 at noon PDT - August 9 at noon PDT Open Beta Period: August 12 at noon PDT - August 16 at noon PDT
Playable Modes: PvE (Classic, Survivor, Hard) - Choose from five different Cleaners, one of the immune survivors, and a range of lethal weapons and items.
PvP Swarm Mode - Play with or against friends in PvP. Switch between playing as a Cleaner with special perks and up to six different Ridden. Both sides come with unique weapons, abilities, and specialties.
We invite you to take a closer look at the new content codenamed "Desert Dog": this is the first character with his own storyline, themed appearance and a special set of items in the game. In this publication, we are sharing information about the new agent. Be first to learn more!
Agent's Story
The new stealth agent is a real killing machine. What mysteries does he keep and how dangerous is he? Our intelligence managed to collect a dossier and record the circumstances of the last appearance of the agent. Here's the recording!
The new set includes: the "Desert Dog" skin for the Rifleman, a themed series of arms and camouflages, exclusive weapon charms and achievements, as well as special contracts that will later become available in the new contract system.
"Desert Dog" Skin
A soldier equipped with the "Desert Dog" skin is not afraid of the heat and difficult tactical conditions, he is enduring and fully ready for any tasks while an additional bonus that increases the sprint distance up to 60% will improve his agility on the battlefield.
"Sandstone" Series
The looks of the arms will remind you of desert sands and survival in blazing hot conditions. The series includes weapons and camouflages for the AUG A3 9mm XS Custom, AMB-17, Taurus Judge and Kunai.
Weapon Charms and Achievements
In the "Desert Dog" set, you will also find unique items for customizing your weapons and profile: two themed charms and six unique achievements.
Special Contracts
In addition to the set, we have prepared special contracts. This content will appear in the game later after the introduction of a new contract mechanic. We will tell you about the terms of contracts and rewards for their completion in a separate publication.
The surveillance of the dangerous mercenary continues. Are you ready to face the unknown?
Submarines have made quite a journey, going through six open and a gazillion closed tests since they were first announced back in 2019. Adding a totally new type of ship to World of Warships requires extended testing by a wide and stable audience in Random Battles. Testing them on a standalone server or in a special game mode would simply not give us a broad enough picture.
However, we don’t want submarines to "surface" in the most populated type of battle just yet. It's essential that we ensure they are properly tested first. To perform the test, we've settled on Ranked Battles as the most suitable and closest equivalent of Random Battles. The new Ranked season kicks off a week after the update goes live, but submarines will be accessible immediately after the release of Update 0.10.7. Co-op Battles will give you an opportunity to try the subs out in a more relaxed environment and get prepared for the new Ranked season.
When Update 0.10.7 goes live and until the end of Ranked Battles Season 4, the Armory will feature three types of random bundles available free of charge. Each of them will drop four sets with 100 Coal and one set with two submarines that will be rented out to you for three days. Offering submarines in this way will help us keep an eye on how many of them are out on our seas and prevent extended queue times.
The bundles will be updated each week. This means that you can open them again each week to get Coal and the rental submarines.
Helm submarines in Co-op Battles and mow down bots—these battles offer a great opportunity to try out the mechanics that make the new ship type stand out. When the waters start raging with the heat of Ranked Battles, you'll already be familiar enough with submarines to test your strategies against real players. The season commences 1 week after Update 0.10.7 hits the live servers.
[expand style=more][/expand]
Ranked Battles Season
Forthcoming changes:
Ranked Battles statistics will be displayed in the profile summary. Distribution by league starts from the Fourth Season. Statistics for previous seasons, broken down by leagues, will not be available.
After qualifying, you can continue to play in the next league without having to wait for the start of a new Sprint. If you make it to Rank 1 in the Bronze League and successfully qualify, you can continue playing in the Silver League within the same Sprint.
Rewards
The rewards for each league will be refreshed and available again at the start of each new Sprint. Reaching Rank 1 will reward you with Bronze, Silver, and Gold League containers. A commemorative flag is awarded for achieving Rank 1 in the Bronze League.
Rules
Format
7 vs. 7 (with a maximum of two submarines per team)
Tier VI in the Bronze League
Tier VIII in the Silver League
Tier X in the Gold League
Game maps and modes
Map
League
Battle Tiers
Strait
Bronze
VI
New Dawn
Bronze
VI
Fault Line
Bronze
VI
Neighbors
Bronze
VI
Tears of the Desert
Silver
VIII
Mountain Range
Silver
VIII
Islands of Ice
Silver
VIII
Shards
Silver
VIII
Northern Lights
Gold
X
Sea of Fortune
Gold
X
Trap
Gold
X
Loop
Gold
X
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Battles on the Neighbors map will utilize Epicenter mode. Battles on other maps will utilize Domination mode.
Season structure
The season is divided into six Sprints. The first Sprint runs for 1 week, and each subsequent one runs for 2 weeks. Each new Sprint starts immediately after the end of the previous one.
Submarines: Strike in Swift Silence
Submarines are fragile and sneaky hunters. The diving depth of a submarine affects her detectability, viewing range, and interactions with other ship types and submarines. Maneuver, change your submergence depth, hide from your enemies, and surprise them with stealth attacks. Keep the enemy guessing and on their toes!
Submarines have small HP pools, so stick to the flanks and attack your opponents while you are submerged. Change position often, try to enlist the support of your teammates, and dive deeper when you find yourself in immediate danger.
Cruisers and destroyers are the primary targets for submarines during the beginning and middle stages of a battle. These ship types keep submarines in check and prevent them from breaking through to the sluggish battleships.
Controls
The W, A, S, and D keys control horizontal movement.
Press F to ascend.
Press C to dive.
1—sonar pings.
2—torpedoes.
Surfaced and submerged
Submarines have four submergence levels: surface, periscope depth, operating depth, and maximum depth.
[expand style=more][/expand] The amount of time that a submarine can operate at levels other than the surface level is limited by her dive capacity, varies by submarine, and does not exceed 10 minutes. If a submarine is detected while at the periscope depth or underwater, her dive capacity depletes faster. When her dive capacity runs out, a submarine will automatically surface. On the surface, her dive capacity can be gradually restored.
Shells, ship and aerial torpedoes, bombs, and rockets pose a threat to submarines that are on the surface or at the periscope depth.
The deeper a submarines dives, the harder she is to detect—her detectability for enemy ships decreases as she descends into the depths. Each submergence level needs to be used in a specific situation, and it's important to take the penalties and bonuses of each level into account.
The surface level is the riskiest, but you don't spend any dive capacity while on the surface. Capturing Key Areas is only possible while on the surface.
At the periscope depth, submarines can move at full speed and become less visible. Descend to this level to assume an attack position quickly without being noticed.
At the operating depth, submarines have much lower visibility, but enemy ships are also harder to detect. This position is the best to attack a target you’ve already detected.
In case of immediate danger, dive to the maximum depth. Once there, your submarine can't be detected by other ships. This comes at a price—at this level, your sub can detect only other submarines sailing at operating and maximum depths within your guaranteed acquisition radius.
The higher the tier of a submarine, the faster she can sail while submerged. Like a shark, the sub gradually takes to hunting at her operating depth as effectively as on the surface.
Acoustic homing torpedoes
Submarines' primary armament is acoustic homing torpedoes. The sonar pings mechanic will help you increase the potential effectiveness of your torpedo salvos. By hitting an enemy ship with a sonar ping, you activate horizontal and vertical acoustic homing on that ship. Torpedoes can ascend from the depths and home in on an enemy only with the help of an active sonar ping effect.
You can launch torpedoes and sonar pings from any depth. When underwater, you can emit sonar pings in any direction—even at targets above or below your submarine.
Aim at an enemy ship, take a lead on the target, and click the left mouse button.
Hitting a target with a sonar ping highlights a section on its hull that torpedoes will home in on. The pinged part of the target ship will also be highlighted for the player controlling that ship. Moreover, the targeted ship will see an indicator showing the approximate direction the ping came from.
Hitting the highlighted part of the ship with another sonar ping extends the duration of the sonar ping's effect and increases damage inflicted by torpedoes.
The effect of a successful ping hit remains active for up to 30 seconds, depending on the specific submarine. Hitting the highlighted part of a ship with another sonar ping will reset its action time.
If a sonar ping hits part of a ship that isn't highlighted, the spot from the previous sonar ping hit will relocate to the new area and the active effect will continue working.
1
2
If you attack a ship from afar, keep emitting sonar pings to maintain their effect while your torpedoes are traveling to their target. Bear in mind, though, that guiding your torpedo to its target with the help of sonar pings doesn't guarantee a hit.
The target will know the approximate direction from which torpedoes will approach it.
The target ship can remove the highlighting effect from its hull by using the Damage Control Party consumable. You won't be able to highlight it again while Damage Control Party is in operation.
Upon approaching to a certain distance of the target, torpedo homing gets disabled, and it will travel straight ahead. If the enemy changes speed or course at the right time, your torpedo might miss it.
Emitting a sonar ping makes your submarine more visible, so be sure to consider this factor if the enemy is nearby.
Torpedo tubes mounted on submarines do not necessarily reload simultaneously like they do on surface ships. The number of torpedoes that can be reloaded simultaneously depends on how many loaders are available. Torpedo tubes located at the bow and stern can have different numbers of loaders assigned to them.
To counter hostile subs, make use of the Hydrophone—a consumable designed to detect submerged submarines over long ranges.
Nation-specific features
U.S.A.
[expand type=details] U.S. submarines have the following key features:
Long-range torpedoes.
Small number of loaders.
High sonar ping velocity.
Good maneuverability.
Access to the Enhanced Rudder Gears consumable, which accelerates the diving plane shift time and makes it possible to change diving depth faster.
Submarines of this nation can attack targets from a long distance using multiple-torpedo salvos. However, if you fire all your torpedoes at once, the total reload time will be rather long due to the small number of available loaders. [/expand]
Germany
[expand type=details] Key features of German submarines:
Short-range torpedoes.
Large number of loaders, which provides for high damage per minute.
Access to the Hydrophone consumable with a longer action range and time.
Access to the Reserve Battery Unit consumable, which temporarily stops dive capacity depletion.
German submarines are a good choice for a risky style of combat at close to medium ranges. You can deal high damage by unleashing a full torpedo salvo, then deliver another painful punch after a relatively short time. After an attack, these submarines can sneak away from enemy radar and lurk around at their maximum depth for a long time. [/expand]
Playing against submarines
Many destroyers and some light cruisers carry depth charges that can hit submarines prowling about in the depths. Approach the approximate location of the submarine and release your depth charges using the G key.
Some battleships can call in anti-submarine defense aircraft. You can choose this armament type by pressing 4. The camera rises and the reticle allows you to select an area within a 10 to 12 km radius from the ship. A group of aircraft will arrive and drop depth charges in this area shortly after being called.
In addition to depth charges and anti-submarine defense aircraft, high-explosive shells, Surveillance Radar, and Hydroacoustic Search will come in handy when fighting against submarines.
A submarine on the surface and at periscope depth can be hit with shells, ship- and airborne torpedoes, bombs, and rockets, as well as by ramming.
All shells can inflict damage to a submarine even when they don't directly strike the sub but fall within her vicinity. High-explosive shells, however, are the most effective shell type to deploy against submarines thanks to the shell's large fragmentation damage area.
Depth charges and anti-submarine defense aircraft have several charges that are reloaded in sequence. This armament can be activated several times in a row.
If your ship is hit by a sonar ping, the hit sector will be highlighted, and an indicator will show the direction from which the ping was launched. This will help you identify the location of the attacking submarine. Change course constantly to make it all the more difficult for the enemy to hit you.
If you're hit by a sonar ping, you can remove its effect by using the Damage Control Party consumable. Incoming torpedoes will cease to home in on your ship but will continue to run straight, so don’t stop maneuvering!
Surveillance Radar detects submarines on the surface and at the periscope depth; Hydroacoustic Search detects them at all depth levels except maximum depth. Detection increases the rate at which a submarine’s dive capacity depletes.
A submarine can spend only a limited amount of time underwater—it will have to surface sooner or later. If you can detect a submerged submarine, it will consume its dive capacity faster.
This is almost everything you need to know about the key principles of operating and countering submarines in the game. Good luck in your Ranked Battles, Commanders!
- Add new map for solo play West Cave - Add new map for solo play Dungeon - Fix problem, when dino die but game not end - Fix problem, when you win, but dino has died
Hello everyone, We’re here to announce another milestone in our development of MonsterSoft.
Here’s what’s new…
- 3 new missions - New playable character - Humans can now use barricades and boosters - Turrets as a new defensive system - Armor as a way of reducing physical damage - Skin for phone
Thank you for playing! If you find any bugs, mistakes, or oddities - PLEASE let us know here on Steam, or on our official Discord (link below). The best way is to record your gameplay or take screenshots of encountered unwanted circumstances and filthy bugs :)
Join our channels:
New content and updates will come sooner than later... Stay tuned.
Ground Forces Rally As We Tease Anti-Air Turrets, More Console Progress And Make Balance Changes and Fixes!
Welcome to July’s DevBlog, which is accompanied by a free update to the game. Apologies for the technical hitches that prevented us from releasing this last week.
Read on for all the details, knowledge is power commanders.
Info: Anti-Air Turrets Tease
We’ve seen your feedback since releasing Operation Eagle. Thank you for it, and based on it, we are happy to reveal that buildable Anti-Air Turrets are coming with the next patch
However, for gameplay reasons, Anti-Air Turrets will be a base defense and so only buildable in the HQ zone. All factions can build them using engineers and they will serve as a building to protect HQs from air-based units if the players fear aerial assaults. Players will have to making the decision to invest precious resources into them, but our thoughts on balancing them will likely head in the direction that they are relative cheap, and that building two or more can be viable depending on how the game is progressing.
News: Backers Artbook Tease!
Looks great! We're making progress, but still waiting for all goodies to arrive at HQ before we can then package them up into the backers bespoke editions and send them out to you. We’re very grateful to our backers, not only for their support in getting the game made, but for waiting with us on the physical goodies. Hang tight!
If you haven’t seen them yet, we have photos of the metal figurine, medals and battle-bag here.
We’ll let you know the moment there’s more worthwhile news, so keep your postal address up-to-date here.
Info: Changelog 23
General Changes:
Fixed an issue on Usonia’s 2nd mission “Hostile Takeover” where players sometimes could not progress past the final cutscene.
Fixed an issue that caused a fatal simulation error on “Beachfront Stronghold” 2v2 map if slots 1 or 3 were empty upon the games start.
Infantry is now immune to tumbling while they are retreating.
Suppression icon will now appear again on the unity card of infantry.
Partial fix for an issue on Rusviet Revolution’s 4th missions “No Signal” that prevented players to progress past a the cutscene after entering the radio tower.
Beachfront Stronghold cover location updates to alleviate squads splitting between levels. Additional cover locations now correctly spawning on upper bastion levels.
Balance Changes:
Common faction units
Skybike:
Increased Anti-air damage vs. light from 2.5 to 4.5.
Increased Anti-air damage vs. medium from 1.5 to 3.5.
Increased Anti-air damage vs. heavy from 2.5 to 3.
Gunship: The combination of aircraft movement and high damage output made the Gunship just too good of a pick in a lot of situations. We are tuning down the damage a bit to give the other dedicated anti-mech mechs more situations to shine.
Reduced damage vs light/medium/heavy from 150 to 120.
Airlift:
Reduced reserve coin cost from 2 to 1.
Anna and Wojtek: Their strength and versatility gives them the edge over other early-game heroes and most groups of infantry available when they enter with Reserve 1. Tuning Wojtek down a bit reduces the overall power while maintaining Anna’s strength as a sniper.
Reduced Wojtek's HP from 400 to 350.
Reduced Wojtek's damage against infantry from 40 to 30.
Zolw (troop-transport mech):
Increased Reserve deployment cost from 350 to 400 iron and 120 to 135 oil.
Ognivo (flamethrower mech): Where Ognivo shines the most is when the veteran ability is unlocked. Reaching veterancy is a bit too difficult, therefore we decreased the amount of XP necessary to reach it.
Reduced veterancy threshold from 2000 to 1400.
Barracks and workshop: The longer build and upgrade times for Rusviet sets them a bit too far apart from the other factions in matches where it comes down to every second and every single bar of iron.
Reduced Workshop and Barracks build times from 55 to 45 seconds, and 55 to 50 seconds, respectively.
Reduced Advanced Workshop and Advanced Barracks upgrade time from 65 to 45 seconds.
Reduced Advanced Barracks upgrade cost from 120 oil to 110 oil.
Reduced Workshop build cost from 140 oil to 120 oil.
Reduced Advanced Workshop upgrade cost from 575 iron to 520 iron.
Salem (MG mech): Due to its high accessibility and high damage output in the early game, Salem is able to reach Veterancy too quickly, creating even more of an advantage. We delay the time Salem hits the battlefield and the veterancy upgrade to give enemy infantry a bit more breathing room.
Increased build cost from 300 iron 80 oil to 330 iron 95 oil.
Increased veterancy threshold from 1500 to 2000.
Captain William Mason:
Increased Turret Relocate cooldown from 30 to 50 seconds.
Increased Turret Requisition cooldown from 80 to 100 seconds.
Admiral George Mason: The combination of George’s distinct attributes make him a difficult to counter. We are reducing his stats across the board to give players more room to come up with answers to him while keeping an eye on the fact this unit cannot be revived once killed.
Reduced HP from 1300 to 1200.
Increased reserve coin cost from 2 to 3.
Splash damage vs. Unarmored decreased from 50 to 40.
Reduced shell damage vs. unarmored reduced from 50 to 40.
Reduced shell damage vs. light reduced from 50 to 45.
Reduced shell damage vs. medium reduced from 40 to 30.
Reduced shell damage vs. heavy reduced from 40 to 30
Undecided? Wanna get a mate involved? Next Monday Brings a 75% sale!
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:
Let's talk about the other major feature coming in the next update.
GAUNTLET
Gauntlet is an endgame activity that serves as a less time-consuming alternative to Endless runs. A condensed repeatable quest that gets harder each time you complete it, quickly ramping up from manageable to near-impossible.
Here's the kicker, though. While Gauntlet levels are procedurally generated, they are also persistent and stay the same until completed. This means that even seemingly impossible scenarios can eventually be overcome with tailor-made strategies. Got swarmed at the stage with several summoners? Bring a more AoE-oriented loadout and party composition next time.
This encourages experimentation and successful tactics can also be shared with other players.
NEW DANGERS
The introduction of Skill Trees significantly ups the relative power of heroes, so if any endgame activities are to work, new dangers are necessary to put that power to the test
As you can see from the thumbnail, several new enemy types are coming in this update, each bringing a unique tactical twist. This is partially just us moving towards our final content target, however. Balance-wise, we're focusing on Miniboss vaiants and Elites, with both adjustments and fresh additions.
We want these encounters to feel truly special and challenging even for late game parties.
RELEASE DATE
Initially this update was meant to focus just on the Gauntlet and new enemy content, but ultimately we decided that based on your feedback Bonfire really needs finalised character progression. So essentially we're merging two updates into one (for a while we considered three, but let's not go there...), especially as their systems are closely intertwined balance-wise and require a lot of playtesting together.
Our current release goal is either the end of August or mid September.
As always, if you have any questions, feedback or just want to chat, drop by our Discord server.