As i promise i update this game but also i decided update achievements because I understand that the DMCA was extremely unpleasant news for you, as well as for me.
This news will be divided into 3 parts.
1) Briefly about all changes. 2) Detailed update information with examples (achievements only) 3) Answers to questions you might have.
I hope you will like this update, as I spent a lot of time to make it. I am also waiting for your opinion about this update, it is really important to me.
Thank you for your attention and have a good game
Short information about update
About game
Completely changed level 21
Changed title (Hope this is for last time)
Added exit button
Added Library Hero image (Appears at the top of a user's library details page for this product)
Added Library Capsule image (This image is primarily used in the library overview and collection views)
Added Library Logo image (Appears at the top of a user's library details page for this product, placed on top of the hero graphic)
Changed size of icons (pause, mute, start, exit button etc)
Slightly changed level 12
Slightly changed font (to look like more beautiful)
Slightly changed location of inscriptions (continue, levels etc)
Fixed small problems with textures in level 5, 6, 10, 11, 15, 16, 18 and 19
Fixed cloud speed (slower than before to look like more beautiful and not distract player)
Fixed borders when game is paused
Fixed score panel
About achievements
Changed first and last achievement for something new
Changed all 98 achievements for: Achievements consisting of 7 pictures Achievements consisting of 14 pictures Achievements consisting of 21 pictures
Removed all community achievements and wont add it before time is come
Achievements consisting of 7 pictures
For convenience, in the description of such achievements was written which part it is.
Example №1 Sunset
Example №2 Seal
Achievements consisting of 14 pictures
For convenience, in the description of such achievements was written which part it is.
Example №1 Misty tree
Example №2 Lighthouse
Example №3 Roe deer
Achievements consisting of 21 pictures
For convenience, in the description of such achievements was written which part it is.
Example №1 Mars
Example №2 Volcano
[/list]
FAQ:
What happened with community achievements?
I have changed all achievements that was added or removed cause dmca or not added yet and I closed community achievements thread for this game until time is come
Why did you changed all community achievements?
As I see a very few people want their achievements in this type game (restricted one) So I have decided to do overall style for all achievements
What does it mean "time is come" ?
if restrictions from my game will be lifted (I hope) I will open community achievements thread again
But we still cant put this achievements in our steam profile why did you do that?
Same answer as before if restrictions from my game will be lifted (I hope) you can put already exists achievements in profile or order your own.
Are you going to do same update for your other games ?
Yes, more and better than this one
Did you add new achievements?
Nope, I have changed old one
Should I unlock new achievements?
Nope, If you have unlocked them before
Can i still have community achievements?
Yes you can but only in this game (Sky jump, Reflex, Mouse (Sneaking) Achievements printer, Blonde driver and Hentai 3018)
I still have a questions. What can i do ?
Please reply in comments here and I will try to answer as soon as possible
[/olist]
P.s
You can check same update for Sky Jump -----> Click You can check same update for Reflex -----> Click You can check same update for Mouse (Sneaking) -----> Click You can check same update for Achievements printer -----> Click You can check same update for Hentai 3018 -----> Click
P.s.s
You can check trading cards update for Reflex ----> Click You can check trading cards update for Mouse (Sneaking) ----> Click You can check trading cards update for Achievements printer -----> Click You can check trading cards update for Hentai 3018 -----> Click
Here's the changelog for the latest test build available right now on the test branch (check out the next chapter to try it).
Improvements
Tweaked the camera obstacles transparency
Updated translations
Fixes
Fixed grenades being consumed in campaign missions even if they weren't used
Fixed the setup screen button shortcuts
Fixed map generation placing obstacles in front of doors
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.
If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue. This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes & performance improvements
Performance improvements with impacts (blood, concrete, wood, dirt etc). Limited the amount of simultaneous blood impacts (the blood splatter particles when you or a turret shoot a zombie). If you’re going bananas with machineguns and nailguns there are LOTS of impacts everywhere.
Performance improvements to ragdolls (makes a big difference in later waves).
When dying from green gloop while transitioning from combat to construction phase, the green overlay remained and did not disappear (obviously only if you had a respawn point, otherwise it’s good night anyway).
When reloading an endless mode game, the respawn point(s) did not work.
Some more spelling fixes, provided by kind people who can spell gooder than I.
Reduced the thickness in the black outline of the story intro texts, as the thick outline made it hard to read some of the Chinese characters.
Increased the number of concurrent audio effects of the same type for most explosions and turrets firing. This addresses the issue that sometimes you can hear explosions or shots abruptly getting cut off.
BULWARK: Subject K now despawns properly in endless mode.
CONFLICT: Fixed issues with Zombies falling through the bridge/planks between the RV and the middle bunker and getting stuck “outside” the level.
CONFLICT: Fixed some holes in the level geometry as well as an issue keeping players from building barricades and turrets too close to the RV.
SUMMIT: Fixed issues that kept players from building barricades and turrets too close to the RV.
SHIPMEND: Fixed an issue that severely degraded performance on this map.
Features & other changes
Italian language option added (a huge thank you to Ivan Campana from The Games Brew).
Paying for equipment (like throwing a sticky grenade, using the teleporter, using a stim) now uses the money in your bank, if your pockets are empty. The same is true for switching your loadout at a wardrobe.
The tremor boots double jump can now be used during construction, and doesn’t cost any money that way.
SUMMIT now has 8 waves in story mode (down from 10).
Whenever cash drops (e.g. when killing a zombie), there are now always 3 pickups of equal value. Before, it was random, e.g. killing zombies spawned 4-5 stacks, and the cash was divided (somewhat) randomly as well. This makes it a bit easier to pick them up, and is also less taxing on the CPU (physics) and the GPU (rendering).
Ghost zombies (the green glowing ones) are now more visible before being uncloaked. They were a bit too hard to spot, especially for players with low vision.
On the minimap, empty grid squares no longer show up a solid green on top of everything else. This makes the map a lot more readable (and slightly improves rendering performance).
The “foundation” that is placed under the turrets and barricades on grid squares on uneven terrain is no longer shown on empty grid squares. Looks a bit nicer and slightly improves performance.
Machinegun and sniper turrets don’t eject casings anymore. You would have to be really close and invested into looking for them in order to see/hear them anyway. This will ever so slightly improve performance.
Nailgun projectiles now get destroyed after travelling 50m (less visual clutter, more performance).
Claymore now shoots 40 fragments dealing 75 damage each (before: 100 fragments dealing 30 damage each).
Claymore fragments now get destroyed after travelling 35m (this is purely a visual change, they become harmless after about 25m anyway).
Today we’d like to share the information about the planned balance changes, as well as tell you about a new co-driver, who specializes in energy weapons. You will also be able to try out all the planned changes and the new co-driver on the test server.
Please note that all the balance changes specified in this news are relevant at the time of publication and may not be final or not get into the game at all. Certain additional changes, if necessary, can be made after the announcement.
New co-driver “Hertz”
Since the co-driver system update, w’eve received a lot of feedback and questions from you about a dedicated co-driver that specializes in energy weapons. Now it’s time to meet such a co-driver. Meet Hertz!
No one in the Valley accepted Hertz because of his excessive fondness for dangerous experiments, which made the young scientist very angry. After years of wandering around power stations and transformer booths, his talents were finally recognized by the mercenaries. For them, the most important quality in a person was the ability to destroy.
Talent
Activation: The talent charges when the armoured vehicle moves at a speed higher than 80% of its maximum speed. The next shot at the enemy made from an energy weapon after a full charge activates the talent.
Effect: increases the damage of energy weapons to the cabin, modules, weapons and movement parts by 30%, but reduces the damage to structural parts by the same percentage.
Passive skills:
Protective field durability: +20%. Affects all parts that generate protective fields: “Nova”, “Aegis-Prime”, and “Barrier IX”.
Heating rate from enemy weapons reduced by 40%.
Speed and distance requirements to activate bonuses (perks) reduced by 20%.
Planned changes for co-drivers
Falcon
The talent now charges for 3 sec. (instead of 2 sec. before)
Comment: Falcon’s talent is being activated much more often than the talents of other co-drivers, which makes him almost the most effective choice for many players.
Yuki
Now, to activate the talent, you need to fill 2 charges (instead of 4 charges before).
Comment: the situation is opposite to the situation with Falcon. Yuki’s talent is very rarely activated due to the excessive requirements, which affects her effectiveness. This change will make it easier to use her talent.
Planned balance changes
Rare parts
Borer
Increased the length of the weapon’s physical model.
Comment: of all the melee weapons, “Borer” has the most effective area of damage in relation to its model and can quite effectively penetrate the internal parts of the vehicle. Now it will only deal damage to external parts.
Special parts
Prosecutor 76mm
Explosion radius increased by 50%.
Comment: the effectiveness of the cannon doesn’t match its rarity. By increasing the projectile explosion radius, we will fix this problem.
Pyralid
The rocket launcher now reloads faster by 0.5 sec.
Comment: in order to become a more attractive analogue of the “Wasp”, this rocket launcher lacks efficiency. A small reload boost should resolve this issue.
Epic parts
MG13 Equalizer
Optimal range reduced by 30 m.
Maximum range reduced by 100 m.
Comment: the minigun is now over effective at long-range battles when compared to other epic weapons that perform the same function.
Executioner 88 mm
Explosion radius increased by 50%.
Blast damage increased by 6%.
The cannon now reloads faster by 0.5 sec.
Durability increased from 495 to 545 pts.
Comment: after these changes, the “Executioner” should become a more powerful cannon, comparable in effectiveness to other epic weapons.
Deadman
The bonus to the reloading of weapons mounted in a single copy has been reduced from 25% to 20%.
Comment: the 25% bonus turned out to be excessive when compared to 15% and 10% bonuses for 2 or more weapons, which leads to an excessive increase in the effectiveness of weapons mounted in a single copy.
Yongwang
Perk damage bonus reduced from 15% to 12%.
Comment: extremely high weapon efficiency with almost any combination of modules. Vehicles with “Yongwang” provide both high damage and versatility in terms of modules — something that vehicles with other weapons cannot provide. The change is aimed to reduce the effectiveness while also preserving the weapon’s main purpose.
Barrier IX
Energy drain reduced from 3 to 2 pts.
PS reduced from 825 to 550.
The shield now activates 50% faster.
Shield durability reduced by 19%.
Increased the amount of points received for blocking damage.
Comment: the turret is almost never seen in battles. The changes are similar to the recent changes to “Aegis-Prime”: the decrease in shield durability is compensated for by the reduced power consumption and increased convenience of using the turret. Increasing the number of points should encourage the use of the “Barrier” in a more fair way. Point scoring has also been added to the shields of “Aegis-Prime” and “Nova”.
Tormentor
Damage bonus increased from 50% to 80%.
Active time increased from 5 to 6 sec.
Comment: the module shows rather low efficiency in relation to its energy drain. The assemblies with “Tormentor” may have been even less effective than those without it. By reducing the energy drain, we can make the module a necessary part for mounting on a vehicle, so we choose another option and increase the damage bonus.
Aggressor
Tonnage increased from 3800 to 3900 kg.
Mass limit increased from 7800 to 8000 kg.
Time to reset the charge when driving in a non-straight line increased from 0.5 sec. up to 1 sec.
Comment: the changes are aimed at increasing the efficiency of “Aggressor” in comparison to similar and more attractive cabins.
Tank track
Turning radius reduced.
Reinforced track, Armored track and “Goliath”
Turning radius reduced.
Increased turning speed on the spot.
Comment: adjustments to the tracks will make them more responsive and maneuverable.
“Icarus IV” and “Icarus VII”
Fixed a bug in calculating the acceleration of hovers: now the mass of the car and the number of hovers have a greater impact on acceleration.
Reduced the effect of acceleration on the tilting of the “Icarus VII” hovers.
Now the effects of hovers are visible in stealth mode. The detection distance is comparable to the visibility of traces from ground movement parts.
Comment: the change in acceleration will primarily affect the cars with high PS level with a large number of hovers. The invisibility fix will equalize hovers with ground movement parts in terms of detection when using invisibility modules.
Legendary parts
MG14 Arbiter
Optimal range reduced by 30 m.
Maximum range reduced by 100 m.
Comment: As with the “Equalizer”, this minigun is over effective at long-range battles when compared to other legendary weapons that perform the same function.
Reaper
Improved physical model of the weapon.
Accuracy increased by 11%.
Optimal range increased by 50 m.
Comment: the physical model has become smaller and closer to the weapon’s visual model. The change should increase the survivability of weapons and make the process of building cars with this minigun more convenient. The remaining changes are aimed at improving the effectiveness of the weapon at long range.
Assembler
Now the penalty to the weapon’s rotation speed is 33% (instead of 61% before).
Now, when the weapon is charged for too long and then being reset, it heats up by 50% (instead of 100% before).
Accuracy without charging increased by 11%.
Comment: using the “Assembler” will become more convenient, and the cost of a possible error will no longer be so high. The convenience of shooting without charging should also improve.
Kaiju
Now the weapon fires 2 more shots per burst.
Comment: Increasing the burst length should improve the overall efficiency of the weapon, but make the use of the perk more dependent on the player’s skills.
Kami
Tonnage reduced from 4700 kg to 4600 kg.
Mass limit reduced from 8850 kg to 8700 kg.
Perk duration reduced from 5 to 4 sec.
Perk cooldown increased from 15 sec. to 16 sec.
Comment: the cabin has high efficiency which, combined with the perk, makes certain types of weapons irrelevant. The cabin parameters are returning to their original (release) state, and the perk’s active time is reduced, which should slightly reduce the cabin’s efficiency and increase the relevance of other parts.
AM-5 Avalanche
Projectile explosion now deals 30% more damage to the player’s armoured car.
Comment: in its original form, the weapon could be used as a kind of “reusable spear”, by firing at the enemy at close range. We would like to slightly reduce the popularity of this type of gameplay by slightly increasing its risks.
Relic parts
Ripper
Added 90% resistance to melee damage to the weapon’s disks.
Disk durability reduced from 100 to 50 pts.
The physical model of the disk is increased to match the size of the visual model.
Comment: the edit is aimed at improving the disk launcher’s perk. Now a disk stuck in the ground will not be destroyed by a collision and will have time to deal more damage. Changing the physical model of the disks should also increase the chance of dealing damage this way.
Other
Improved the handbrake mechanics:
Now the braking distance when using the handbrake has become shorter.
Now you cannot continue to move forward while the handbrake is used. Disabling the handbrake no longer results in an immediate acceleration.
When cornering, the reduction in speed is not as severe as when driving in a straight line. This is done in order to preserve the ability to use the handbrake to start drifting.
Once again, we’d like to remind you that all of the above edits are not final and may still change before the update is released.
See you in the next announcements! Before the Hyperboreans arrive, we can expect one more part of the devblog, as well as a first look at a new map. Stay tuned!
How to get to the test server?
If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
Create a new folder for the game on your hard drive.
Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
After the installation is complete, start the Launcher and enter the game with your username and password.
The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
Please note the schedule of the test server:
Tuesday, January 17, 2023 from 13:00 to 20:59 (GMT time)
Wednesday, January 18, 2023 from 13:00 to 20:59 (GMT time)
Friday, January 20, 2023 from 13:00 to 20:59 (GMT time)
Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in the comments to this news.
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.
For more information on Crossout, follow these channels:
1.Adjust the map sprite layer of store, library and hospital, now all those will on top of enemies 2.Fix many visual issues 3.Improved performance, it should has 15~20 fps improvemnt(as the third step our optimization plan)
For multiplayer game players, please ensure the same version with your friend otherwise it will not able to play together And if you are metting crash issue, please try to restart steam & game first, if crash still hapen please leave comments under here
Welcome to another devlog! Today, we'll give you a quick update on the progress of Into the Darkness VR. Each of the team members is in the process of developing their big components and it's hard to show anything specific at the moment. We understand that the technical details of rebuilding the Unreal Engine to extract more performance may not be interesting (so we will not bore you with that), but we want to assure you that we're making every effort to create a game that uses the full potential of PCVR.
We've recorded a sneak peek of one of the game's rifles in action. The gif showcases the seamless reloading feature, where the magazine can be ejected and replaced with a smooth motion. Additionally, we've added more physical elements to the game by making each bullet a separate object that can land on your weapon. While we understand your eagerness to see gameplay footage, we're excited to share it with you soon. Keep an eye out as we gear up for the early access release of Into the Darkness VR in 2023.
If you want to be even closer to the development process - you are more than welcome to join our Discord server and ask us any questions!
1.Fix research center map issue 2.Fix some skill VFX cause Fps issue 3.Fix some SFX issue 4.Fix a bug cause skill cast no cooldown. 5.Fix Power up load issue 6.New steam achievement unlock research center
The First World War produced a significant change in the tactical elements of warfare, from establishing new technologies to gain an advantage, to adapting the strategies behind the deployment of resources. The Great War: Western Front from Petroglyph and Frontier Foundry is dedicated to replicating these changes and their importance to WW1 – and puts you in control of it all.
In the Campaign, you will experience immersive dual-role gameplay that gives you command of either the Allied Forces or Central Powers, both on the battlefield and on a much broader scale. Combining grand strategy and real-time strategy, your faction will be relying totally on you to guide them to victory, as both the Theatre Commander and Field Commander. Let’s look more closely at these two roles.
Theatre Commander
The role of Theatre Commander in The Great War: Western Front allows you to take the reins of your chosen side’s war effort at a grand strategy level, affecting not just the approach for battles and offensives, but the wider tactics of war.
Campaign screen
The Campaign map is your main hub to operate all aspects under your control. A grid represents the Western Front, with each hexagon representing a territory that you are fighting for control over. Winning battles, and taking those territories, is vital. Each move you make as Theatre Commander counts as a turn, which represents one month. You are free to move your units to any controlled region across the Western Front during a turn - though you will be unable to move units and order them to attack or defend in the same turn. To support your soldiers in prominent locations, you can invest in structures, such as hospitals, to improve morale and reduce the cost of replenishing infantries. Consider how stacking heavy amounts of resources into one territory, to increase your chances of victory there, may well leave you vulnerable to an enemy onslaught elsewhere. Deploy your units across the region, try to anticipate the moves your enemy will make in their turn, and aim to strategically push the front line in your favour.
Resources and Currency
Achieving this will require careful tactical use of resources. In The Great War: Western Front, you will manage three main resources types throughout the Campaign:
Gold Reserves are the primary currency, which represents the economic power your faction holds. As Theatre Commander, use Gold Reserves to invest in key resources and heavy equipment as you push across the Western Front, such as maintenance costs, replenishing troops after a battle, and more. The amount of Gold Reserves available to you will be affected by your spending, but also by other factors. Gold Reserves will be generated after each turn, and certain key decisions you face during the Campaign can provide a boost or a hit to this currency. Keeping an eye on your level of Gold Reserves will be important; if you run out, and go into negative Gold Reserves due to mandatory replenishment of troops, you will be unable to initiate battles or purchase anything, until your debt is repaid.
Supply is your resource that represents all of your necessities when it comes to fighting a war, split into two sources: Corps Supply and World Supply. Corps Supply represents the basic supplies carried by soldiers; this can be increased through research and is replenished after each battle. World Supply, meanwhile, can only be generated by converting resources, or from specific events you'll encounter. There will be a limit, per turn, to how much you can convert - though the conversion rate of Gold Reserves to Supply can be improved via conducting specific research. The maximum supply you can draw into a region from the Global Bank of World Supply to supplement your Corps Supply for a battle can differ across regions. Building Supply Depots at a region will help increase that limit. Unlike Gold Reserves, you will be unable to go into a negative figure; if you run out of Supply, you will be unable to use it during battle. Later in this article, we will explain how you can use Supply on the battlefield as a Field Commander.
Research Points are the currency required to purchase upgrades and new technologies, as you conduct research into them. Research Points are earned per turn, or potentially received during significant moments of the Campaign, and can be stacked or used whenever you wish. Let's look at how you can spend those points...
Research and New Technologies
The arms race and necessity for both the Allied Forces and Central Powers to improve the tools for battle at their disposal is represented in The Great War: Western Front's research system. Here, Theatre Commanders can use Research Points to immediately unlock structures, boost the effectiveness of existing resources, and provide new options for both attack and defence. The more Research Points spent, and the more options you unlock, the greater your potential power in battle becomes.
Research is split into six areas: Flight, Infantry, Logistics, Engineering, Intelligence, and Trench. Choose whether to focus your research on any of these areas, or spread your focus across them. Think about the current strengths of your units and resources, and decide if your research should look to emphasise those strengths, or account for weaknesses. Do you want to support your troops better with your resources on the ground? Focus your research on Trench Warfare to improve aspects such as trench cover or machine gun spurs. Think you need something bigger to fight the enemy? Engineering research will unlock upgrades to existing artillery units, or even new tanks. Researching into other areas can help with wider factors of the conflict, like espionage.
The options and progression of the research system is a reflection of WW1, often replicating the advances and changes shown by both sides during the war. Many options in your research will be broken down into multiple levels, requiring you to purchase and unlock the first level, before being able to unlock the second and more effective level, and so on. The highest levels, and the most sought-after technologies, will cost you the most time and Research Points - but could be the defining breakthrough. Will you replicate the advances made in WW1, or take the progress of your faction in a different direction?
National Will
Success in The Great War: Western Front is not just calculated by territorial gains, but by the public support each side wields: their National Will. Maintaining your side’s National Will, whilst depleting the enemy’s, can be your key to overall victory – and as Theatre Commander, you will make decisions that directly the influence the backing you have from your people.
National Will can be affected by the outcome of any battle. Losing territory, or heavy troop casualties, can negatively impact National Will. Even victorious battles that come at a significant cost of soldiers and units will not go down well with the public, so carefully consider the human cost of each engagement.
Other aspects that can affect this are objectives, which offer varying rewards for completing, including National Will. Building specific resources, or researching a certain area within a set period of time, will bring its benefits, potentially including more support from your people. Additionally, throughout the Campaign you will be presented with important decisions which, as Theatre Commander, are yours to resolve. You will be given multiple options to solve the dilemma, with differing consequences including infantry availability, Gold Reserves, and National Will effects. Managing all of these areas closely, and making the right calls to limit the drop in National Will, is a crucial part of the role of Theatre Commander.
Prepare for Battle
All battles in The Great War: Western Front’s Campaign can be conducted at a Theatre Commander level. Factoring in all of the options and aspects we have mentioned, move your selected units and resources into territory you plan to battle for.
Whilst firepower and fortifications are imperative in any battle, so is intelligence. When you view an enemy-occupied region, there will be limitations in what you can see in terms of the enemy’s location, arrangements, and units deployed. Your use of espionage options at the Theatre Commander level will also dictate how much you knowledge you have on enemy units being deployed in any given territory. In WW1, both sides used observation balloons to attempt to get a bird’s eye view of their surroundings and understand what they are up against – and you can do the same in The Great War: Western Front, which we'll explain in more detail later on.
In the Battlefield Deployment area, you have the option to auto-resolve, which will simulate the battle, using the units you have selected for that territory. You will be presented with a ‘likely outcome’ window, showing the expected conclusion based on the parameters in place. Potential outcomes include victory for either side of varying degrees, or a stalemate, with marginal gains made one way or the other. Choosing to auto-resolve a battle could well come at the cost of more soldiers and resources than if you were to control the action yourself, as Field Commander...
Field Commander
In The Great War: Western Front, heading to the battlefield means taking the role of Field Commander. This puts in you in complete control of your side’s actions in battle, setting up troops and resources, and dictating the tactics of every moment of the conflict.
Laying the Groundwork
This begins before the battle commences, as your forces arrive at the scene to get ready for action. A pre-battle phase allows you to prepare for what lies ahead – and a large part of this focus may well be on creating a network of trenches. A variety of trench types (available dependent on the research you have undertaken) give your troops protected areas for movement, firing, and cover. Build defences into and around your trenches, too, such as machine gun nests, artillery, and barbed wire. Tanks and artillery can also be pre-placed to support your troops on any planned offensive. Set up your observation balloon, ready to deploy once confrontations begin. Select their placement carefully, considering the risk of being shot down by opposing airborne balloon busting missions. Check out this article on trench warfare in The Great War: Western Front for more intel on this pre-battle phase.
The Supply that you purchased and banked as Theatre Commander will be used throughout a battle, spent on carrying out actions such as building trenches, artillery barrages, deploying balloons, or rolling out aircraft. This is where your use of Supply Depots, selected and built as a Theatre Commander, can come into play as a Field Commander. Having a Supply Depot at the region you are fighting for can increase the amount of Supply you're able to use - and investing in upgrading those Supply Depots can raise the cap even more, helping with resources for troops and trenches.
The Conflict Commences
Once the battle begins as Field Commander, your attention turns to issuing orders to those troops, using defences and resources in the correct way to forge a path to victory.
All of your active units on the battlefield are displayed at the bottom of the screen, also showing information such as their morale, weapon type, and current level of cover. With a maximum pop cap of 30 for all battles (apart from some Historic Battles, which have lower numbers to replicate the real-world battle), Field Commanders must decide how to spread these units out, and also the cadence of their involvement. As the battle progresses, choose the right moment to bring in reinforcements, selecting exactly where you want them to advance, to keep the pressure on the enemy.
Move one or multiple infantry units at a time around trench networks to gain ground or a strategic advantage – or pick the right time to send troops over the top, into no man’s land, for an aggressive offensive manoeuvre. Order tanks to lead your infantry across the battlefield, absorbing enemy fire and delivering some damage of their own. Choose when to deploy artillery fire, even using a rolling barrage of overhead attacks as cover to move your troops more safely across open land. As it was in WW1, artillery can be a major influence on a battle; use it to suppress the effectiveness of enemy advances, nullify barbed wire that’s slowing your troops’ progress down, or weaken trench defence lines.
In the air, deploy your observation balloons to help you anticipate enemy attacks – and order balloon busting missions of your own to shoot down the other faction’s balloons and reduce their intel. Or, go on a direct airborne offensive by ordering your aircraft to engage the enemy. Fighter and bomber planes can be at your disposal, each used to carry out different types of orders. Bomber aircraft are used for harassment orders, using machine gun fire on enemy units out in the open, or for bombing runs, targeting artillery companies, spurs, or tanks. Fighter planes, meanwhile, will be responsible for balloon busting missions, or battling for air superiority, attacking enemy aircraft.
Whilst instructions can be ordered to air units as you deploy them, once they enter the battlefield, their targets and locations are chosen by the pilot – a reflection of the lack of ground-to-air communication options in WW1. Aircraft will also need to return to ground to refuel during battles, before conducting their next mission. Dual-Role Commanders should also note that aircraft will only be usable in battle if they had assigned an air wing to that region, whilst in the Theatre Commander role. Place your air wings smartly, and use your research to improve the effectiveness of aircraft, to ensure you own the skies and win pivotal dog fights.
Tactics and timing are imperative as a Field Commander – but so is perspective. Brute force and all-out attacks may not be the best course of action. Think about distractions for the enemy, use of cover, dictating lines of fire, and craft opportunities via your strategy to gain the upper hand.
Whether you’re in the role of Theatre Commander or Field Commander in The Great War: Western Front, the main objective remains the same: depleting the enemy’s territory, resources, and National Will. Manage the grander aspects of your war effort to give your side a platform for success, before putting your boots on the ground to navigate your troops through any battle.
Combining the grand strategy aspects of Theatre Commander, with clinical and effective real-time strategic moves as the Field Commander, is the challenge you face. How you approach it, Commander, is up to you.
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