Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In our previous updates, we announced a pretty big overhaul of humanskins and sound. Both of these will be introduced when we push our next update. But what we haven’t told you yet is what else will be included in what we call “Community Update 2”. This blog is all about the rework we have started to improve the behavior of bots in both conquest and multiplayer. We are sure this update will vastly improve the player experience. Like the small arms weapon sounds and skins overhaul, this will come your way in Community Update 2!
AI Bot Behavior
We have embarked on a rework of bot behavior. It’s nowhere near finished yet! A large part of the work will be included in Community update 2, the rest will come in a separate update. However, we can already highlight some important changes. Reworking bots takes a very long time, since there are countless aspects to work on. Our goal for this update was to improve the AI bots’ perceived intelligence to provide a greater challenge for players while also reducing the need for the bot to spam as many units. We also addressed pre- existing bugs that were inherent to this version of the game engine.
For the upcoming update, we have focused our efforts to improve the bots in 3 main areas: 1. Separating Multiplayer and Conquest’s AI Bot logic 2. Improving the AI’s unit purchasing decisions 3. Improving the Bot’s unit behavior after spawning
So far, we were compelled to use the same bot logic for both MP and Conquest. Even though this enabled pretty much everything you need under most circumstances, there was room for improvement. We have now separated the logic. Since they are now separate, bots for any game mode can be controlled completely independently. This results in better adaptability, which improves gameplay.
Purchasing
We added the ability to control the timing of bots’ first unit purchases. In MP this means the bots get their first unit immediately just like players. In Conquest bots can have different "start" times depending on whether they are the attacker or the defender. Previously, due to the file structure and the outdated scripts, bots would attempt to purchase “impossible” units from other time periods or units it couldn't afford; in other cases, it would try to get units that were still on cooldown timers. This would cause the purchase scripts to - unnecessarily - skip or loop endlessly. As a result it would take far too long before bots were buying valid units. We have improved this by updating the file structure so only the units for the current game mode and time period are considered along with adjusting the scripts to filter out units that are on cooldown or are too expensive. We are considering making an open beta branch available in order to allow modders (and anyone else) to anticipate the update, so everyone can try out the flexibility in this new structure. If we do an open beta, we will let you know.
Another feature that is WIP, but which won't be quite ready for the next update, is the ability to track all the unit types and how many each player (bots and users) currently have. This will allow us to create new and more advanced scripts to improve the bot's purchase decision making based on the units the bot already has, and what the opponents have.
Unit behavior after spawn
In Multiplayer, we added a new factor that improves the AI units' initial move order (the flag they choose to move towards after spawning). Bots will not only consider which team has captured a flag, now they will also consider the flag's location in relation to their own side of the map. Bots will prefer to capture flags on their own side and the flags along the centerline, before flags on the opposing team's side.
On top of the bots’ global movement of troops, a lot of work has been invested in cleaning up the bot algorithms and scripts. This will ensure no negative performance, as well as bringing AI gameplay closer to what an ordinary human would do. For example: bot tanks, when spotting an enemy, will attempt to "gather" a squad of nearby bot soldiers and perform various actions, from advancing and attacking, to engaging from a static location. The additional infantry squad during this period helps to protect the tank and improve its vision if it does indeed advance.
Our first community update was published about a year ago, and like last year’s, this community update intends to reward the continued support and constructive criticism we get from you, the Gates of Hell community. Community update 2 will be free for everyone of course. As you may have spotted in one of the images in this blog, we will also add a bunch of DCG maps to this update. The list of additions is already quite long. If you missed our blog about humanskins and sounds, we recommend you check Development update 126 as well, which details work we have going on in those areas.
Our beta testers are working their way through the update right now, and progress is good. Community Update 2 will probably go live sometime this spring. Would you agree this is going to be a sizable step up in quality of life for everyone? Let us know in the comments!
Did you know?
Community update 2 is the 5th large & free update for Gates of Hell: Ostfront
We will do a developer Q&A on our Discord server in March.
We have a map design competition going on! This takes place on our Discord server as well.
You can help spread the word on Gates of Hell by linking people to our LinkTree. Thanks for your support!
We're excited to announce the winners of our galactic Meteoric VR Giveaway! We want to thank all of our players for being a part of our community and for your ongoing support.
The lucky winners of a Meteoric VR - Early Access Key are Anh, Agata, and Jsinthe! We're thrilled for them and hope they enjoy their Early Access version of Meteoric VR.
"Nothing goes against the Emperor without consequence." – Ixion Hale
When the Emperor took Terra for His own, He was accompanied by but a handful of Custodians. By the time of the Siege of Terra, that number had grown to ten thousand, and among all, only ten of them were part of the Custodian Tribunate, acting as advisors to the Captain-General.
Ixion Hale has just joined the current event! A long-standing member of the Tribunate and consumed veteran, he has known many battlefields and is now ready to face any enemy who dares approach Terra. Play as him in the Breaching the Saturnine Gate event, and smother the Emperor's Children attempt to break through Terra's defences!
This week we’re releasing a major update which includes a map redesign, balance and UI changes, collider reworks, snazzy hats and plenty more for everyone to dive into! Let’s take a look and see what’s in store:
🗺️ MOONSHINE RUN REDESIGN As part of the update, the Moonshine Run map has undergone a complete transformation. It has been given a unique Asian style, inspired by the Hakone Temple, resulting in the map being renamed to Kitsune Den. This redesign is a significant change that will provide players with a fresh experience when playing the game. So, get ready to explore the new Kitsune Den and experience the exciting gameplay it has to offer!
👒 HATS That’s right, we’re introducing some stylish attire to the game, and the first set of hats has arrived! Claim your reward cases from your Hero Masteries to unlock your head accessories. Don’t forget to show them off on the battlefield!
🥶 BREAK THE ICE Do you remember that moment when you took a couple of ice grenades from Sonny and slid towards the edge of the platform, trapped in ice? Now, you can immediately start breaking the ice from the inside to free yourself faster and get back into action. Start moving left and right in sync with the on-screen buttons, and before you know it, you'll be running again at full speed. Just don't try it too often, or you might catch a cold.
🏃 HERO COLLIDERS REWORK
No more jerky movement after landing on the ground.
Increased stability on character control.
Bullets do not pass through legs anymore.
Fixing cases when standing in the middle of the walls.
Heads are half-circle shaped instead of squares.
🤖 ARX ABILITY UPDATE
While in robot form, Arx can’t pick up any weapons.
You can now transform back into regular form at any moment, but it will start the full countdown for the ability.
While transforming back from a robot, you keep your expanded robot health until the transformation is complete.
🔫 WEAPON AND BALANCE CHANGES
Reworked how ammo capacity works, now you can pick up ammo even if you only miss one bullet from your mag. Ammo pickups now give you a full mag (or a reasonable equivalent in case of single-shot weapons). Ammo and magazine capacity were adjusted for numerous weapons.
When you pick up ammo on the battlefield, it now gives you a certain amount of shots/bullets based on every particular weapon instead of unified percentage number before.
Nub-R-Nine shock duration is reduced to 0.65 seconds from 0.8.
New visuals for the Franta sniper rifle. Now it looks how it is supposed to.
New type icons for super weapons and ability weapons like Arx’s machine gun.
🖥️ USER INTERFACE CHANGES
Updated visuals for tool tips throughout the game. They are more in line with the rest of the UI.
Account Progression and Hero Mastery screens updated with better colors and improved readability.
On the Respawn screen in battle, it’s now D-Pad Left and Right to switch heroes, identical to your Hero Loadouts in the main menu.
The whole selection panel on the Respawn screen is now closer to the bottom edge of the screen.
All hero icons throughout the game are replaced with comic style artwork.
On the post-battle screens, you can now see the match id again. Map name is also highlighted.
In the Main menu, the Account Progression widget and the Mastery widgets now display your progress within one level. If for example you are on level 7 and have 2000 Valor Points, you will see an almost half-filled progress bar with the clarification above about having 2000 points of 2200 required for level 8.
The score widget stays on the screen when the match is over and you are waiting to proceed into post-battle.
Dedicated button to leave a party in the Main menu.
🔷 OTHER CHANGES
When players change a hero from Sonny or Laika after being eliminated, all deployed turrets or decoys disappear.
Updated animations for heroes holding weapons in the Main Menu and Loadout with better hand placements.
On the Respawn screen, the battle camera now starts immediately following the player who eliminated you.
In the Main Menu, you can now choose to either create or join a lobby. If you choose to create a private party, you can switch it to public at any time and allow other players to join.
On the Leaderboards tab in the Social section, you will no longer see players who have 0 Valor Points.
🐞 BUG FIXES
Characters don’t gain armor after death when dying within Paavo's shield bubble radius.
When you reach level 2 in the game and the animation plays (taking you to the account progression screen), this is now not jerky and strange, plus tool tips don’t appear out of anywhere there.
On the Nominations tab after the match ends, tool tips for players won’t appear before heroes do.
When you pick up a speed boost in battle, a special sound effect starts playing as with Beast Mode.
No more “To Do” objective text in CTF mode when flags are spawning.
The back button position has been adjusted for some screens where it moved beyond the edge the previous time.
The replays page is now limited to 100 at a time and won’t crash the game anymore.
CRETE and Kepler0 infinite worlds will be open the last weekend of March. From the 24th to the 26th you will be able to explore the bizarre lands of the Terpsichore Peninsula and fight the enigmatic Ancestors.
Play Solo or Multiplayer. Choose between Chrys and Demian DNA hunters, select your Biopunk arsenal and start your journey. Every time you die, you will find a completely new level.
Here is the deal, you will be hunting Ancestors, and we will be hunting the bugs to make CRETE a better game.