Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In our daily efforts to raise the bar for all aspects of the game, we are currently working on several improvements in the field of performance and the general quality of life. In this update, we will discuss a number of developments we plan to introduce in our next game update.
Performance upgrade
With our next update, you will notice an improved frame rate in specific areas. These would be due to improved usage of mesh groups and game optimization. The largest improvement will be noticed on maps with many buildings. Our own lab tests suggest that the improvement could be as much as 20-30 fps in such areas! Another gain in performance should be noticeable under morning or evening conditions with strong directional shadows which, so far, is particularly performance draining on low end PCs. We also did a cleanup in - and improvements to - the resource packing, which will result in a 2 Gb reduction in the installation size and an improvement in loading times. To visualize the improvements we made a “before and after” comparison, Click here to view; to open the image, click on it. Then, slide the white bar from right to left to compare “before” and “after”.
We changed the laws for rendering Shadows and grass. They will be rendered at longer distances; perhaps surprisingly, performance improves at the same time! Object visibility distance will also increase by 20%. This will make the game look even better, and it’s actually a stepping stone toward the new expansion we are working on. When we announce the next episode in the Gates of Hell experience, It will be the biggest leap forward in visuals in the history of our project, or even in the history of WWII RTS games. Does that sound like a bold claim to you? Well, you can be the judge of that very soon!
We also upgraded the visual damage modeling for vehicles. When the shots do penetrate, they will leave different marks, depending on the size of the shell. We enhanced large caliber penetration marks with new molten metal glow effects. Make sure to enable the glow effect in video options. This will make vehicle combat more immersive and readable.
Many fixes and improvements have been made to the shaders of human models. We changed the rendering of light in one texture direction, which fixes some unwanted artifacts and wrinkles that were especially noticeable on human faces.
We have improved the way selection sprites are displayed on the units, so that they are uniformly sized, tailor-fitted to each geometry of vehicle, and not too obtrusive to the eye. We’d like to remind our players that a year ago we introduced the ability to hide the selection sprites for increased realism in the game options.
Furthermore, we will also introduce new cursors and icons to improve the overall look and feel of the game. We added new cursors for new ammo types which were recently introduced (APCNR, API) or will be introduced in the future. The reticles for the gun sights in first person mode have also been increased to 4k resolution, to improve the immersion.
Netcode improvements
We fixed an issue affecting multiplayer lobbies, where player- occupied spectator slots sometimes prevented the lobbies from being accessible to other players trying to access open player slots. We now separate spectator and player slots in the lobby. We have also been working on pathing and unit movement desynchronisation in the PvP environment. Work in the netcode progresses steadily.
Bot improvements
We are delighted with your feedback about the improvements to bots that were introduced with community update 2. In conquest, they became extremely challenging to fight. We read all your feedback, and there was a noticeable amount of people who considered the last update to be too difficult. We have toned down bot resources in conquest, so that the bots rely on their newly acquired abilities and tactics, as opposed to spawning an overwhelming amount of units. We hope that the players, especially new players from our sale, have an easier time fighting the AI.
Besides that, the bots have been taught how to tow guns. Not only that; bots will spawn less emplacements in the early stages, thereby avoiding the risk of players capturing those units early on. Bots will also make sure their tanks are escorted by infantry. And your most horrible dreams have come true: the bots will defend when their artillery gets flanked. The crew will get out of the vehicle and fight, instead of waiting for the enemy to kill the crew and capture the gun with impunity. We think you will appreciate the continuous improvements to AI. It's definitely been a lot of fun testing them!
We are also working on the logic that allows bots to decide what purchases to make based on the situation on the battlefield. The bots will spawn sufficient infantry to maintain line of sight, while maintaining availability of AT weapons. The bots will react to the units the player purchases, and try to counter them in the most logical and realistic sense. However, this will be part of an update further down the line. We are also working on the domination gamemode, and we want to make some improvements to make it more fun and competitive. We want to add a timer to the game, so it doesn’t protract for long periods of time. We also plan to make the flag points award victory points in the future, to give a bigger incentive to fight for them. Last but not least, we are re-balancing numerous units and doctrines, thanks to the input of our talented competitive testers, while we are also working on the artillery gameplay. We have long term plans for artillery, to make it a rewarding, less random factor. This will take time to implement, and we will keep you posted on progress of course. Stay tuned!
We are approaching a new milestone in our evolution of the conquest dynamic campaign. Stay tuned for future devblogs which will cover this in detail, once we come closer to reaching results.
Ukrainian and Polish
Ukraine and Poland are among the top 10 countries in terms of player base amount for our game. We decided to make the full localization for the game in these languages, and we will implement it in the coming updates.
That’s it for now, thanks for stopping by and see you on the battlefield!
Did you know?
We posted an interesting story about health bars in the forums
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
We regret to inform you that due to unforeseen circumstances, the original source code for the game has been lost and we are unable to continue development on the current version of the game. As a result, we have made the difficult decision to retire the current version of Cafe Simulator.
However, we are not giving up on Cafe Simulator! We have decided to start fresh and rebuild the game from scratch, with improved graphics, new features, and enhanced gameplay. We are committed to making this the best version of Cafe Simulator yet!
We apologize for any inconvenience this may cause and we thank you for your continued support. We will keep you updated on the progress of the new version of Cafe Simulator and we look forward to bringing you an even better gaming experience in the future.
-Fixed issue where Players were getting stuck in the storage room. -Fixed issue with interaction with Globe in the Office. -Fixed issue with making some choices in the Red Hall and getting a permanent black screen. -Added continue button in main menu when Players complete the game. The continue button will load the last scene to watch the second ending.
It's official - Gambit!, our next wild ride is coming to Steam (with crossplay support) next Thursday! (April 6, 7pm CET, 10am PST, $19.99) Sorry for not announcing it earlier - I've been hit by the flu train at the worst possible time 🤧
Release week's gonna be WILD wild, but you can soothe our anxiousness by wishlisting the game:
(As an added bonus, if you do wishlist it and comment "wishlisted" under this news, you might win a key on release-day!)
Gambit has been a true passion project within our team, we're thrilled to finally release it to the world - after last year's delay, we were mainly focusing on core gameplay polish, additional gameplay features and optim. Originally we wanted to pack a new game mode, the Consumer Cleanup™, our interpretation of a “zombie mode” with a twist (and a completely new campaign narrative) into the release package, but it got so big content-wise that we decided to change plans - it’s going to be a huge update instead, very close to launch. You're gonna LOVE it! 🤘
Gambit will be crazy fun no matter if you play alone, with friends or randoms. Spread the word! 🙏
See you on the flip side, - Dan & the whole XREAL Team
With the release of Zoeti coming very soon on April 20th, I want to take the time to focus on the playable characters. Today we focus on the first playable character you will play as, Valentina, who focuses on increasing her strength to deal massive damage and increasing her armor to limit the damage she take!
Check out the Valentina Adventurer Spotlight to learn more about Valentina's playstyle and a couple builds you can use to get through the different evils that infect the lands.