The Elder Scrolls IV: Oblivion Remastered - christian.vanhoose
The Elder Scrolls IV: Oblivion Remastered is here! Experience the beloved classic with a modern look and refined suite of features and updates.
When The Elder Scrolls IV: Oblivion launched in 2006, no one at Bethesda Game Studios could have predicted the lasting effect it would have, not just on the community that would continue to love it for decades to come, but on the studio itself. Bethesda Game Studios’ foundational open world role-playing game set the stage for nearly everything they have accomplished in the years since. Now Remastered, returning players and newcomers alike can experience the iconic RPG with a breathtaking new look. Get an in-depth look at all of the refinements in Oblivion Remastered, from visuals to gameplay and more.
The Elder Scrolls IV: Oblivion Remastered is available now on Xbox Series X|S, Game Pass, PlayStation 5, and PC.
The Elder Scrolls IV: Oblivion Remastered is the result of a collaboration between Bethesda Game Studios and their partners at Virtuos. This allowed Oblivion Remastered to remain faithful to the original vision, while giving it a visual overhaul and some modern refinements.
What’s New in the Remaster?
“Oblivion is the heart and soul of the Remaster,” says Virtuos Executive Producer Alex Mur-phy.
It’s running underneath everything you see, powering all the gameplay and world logic. But to bring the Oblivion experience into 2025, it needed some modernizing, and that came in a few key places.
Stunning New Visuals
The Remaster uses Unreal Engine 5’s vast suite of tools to significantly enhance the visuals and performance. This means you'll experience stunning landscapes; more detailed character models and improved lip synching; and atmospheric effects that make the world of Cyrodiil feel more alive than ever.
Oblivion has been meticulously recreated from scratch. Characters, weapons, pieces of cheese, rocks, and even sweetrolls… If you can see it, it’s been remade. On top of that, the advanced real-time lighting system accurately simulates how light interacts with the environment, resulting in more realistic atmospheric effects.
It's not just the environments that have gotten the beautification treatment. The new character base meshes combined with the new lip sync technology further enhance the dialogue performance of characters, giving them much more expressive faces – even with races that don’t look as human, like Khajiits and Argonians.
Refined Gameplay
If you played the original, you’re going to recognize everything you see. But the teams at Bethesda Game Studio and Virtuos knew that gamers of today have certain expectations when it comes to an open world role-playing game.
Like... Sprinting! Sprinting was added to meet modern RPG standards. In fact, all character locomotion and models have been completely redone from scratch. Combat animations have been fully recreated, adding more flourish and separation between the upper and lower body. Combat also now includes sound effects, visual effects, and hit reactions, making it more engaging.
And if you love looking at the beautiful characters you create (or the horrifying monsters – we’ve seen your videos) third-person perspective has been overhauled as well. The third-person perspective now includes a crosshair and has been modernized to compare to Starfield, in terms of playability.
Quality-of-Life Improvements
In addition to refining gameplay, there have been tons of quality-of-life improvements to continue adding a modernized touch to 2006’s Game of the Year. The leveling system has been redesigned, inspired by both Oblivion and Skyrim, to offer the best of both worlds. Visual updates to UI and UX reflect contemporary gaming standards and hardware. New dialogue was also recorded for this Remaster. Where before some races shared voices, now each race represented in the game sounds unique, adding to the immersion.
And those are just three of the big QoL updates. There are dozens of others to help modernize and enhance your experience.
Cyrodiil Won’t Save Itself
The Elder Scrolls IV: Oblivion Remastered is a love letter to fans of the original game, bringing modernized graphics, refined gameplay, and numerous quality-of-life improvements.
Oblivion is considered a classic for a reason. So many people have fond memories of playing the original decades ago. Now, those same players can return to Cyrodiil and experience the magic all over again alongside a new generation of Elder Scrolls fans. So, gear up, close shut the jaws of Oblivion and bring Tamriel back from the brink of destruction.
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! We have been very busy, as you may have noticed; work on the next DLCs is progressing well. Besides the things you may already know about, such as the work on the British faction, we’re also preparing an update that will appear very soon. In this episode, we’ll have a closer look, as promised in our previous blog.
Two automated reviving methods for medics
This is undoubtedly one of the most requested changes, obviously intended to reduce the need for micro-managing in-game. We have developed two separate mechanics for reviving, offering the player a choice of ways to ensure the medic acts just the way you want and revives fallen soldiers without needing to instruct them. This automation will be centered either around the medic or on a specific map area.
The first mechanic allows you to set a radius around the medic as the area in which wounded soldiers will be revived automatically, provided the medic has sufficient inventory to do so, of course. The radius moves with the medic, which means you can order your medic around as you wish. The automatic reviving starts whenever the medic stops moving and detects a wounded soldier.
The second mechanic allows you to set a specific area on the map and thus to keep the medic in the same area, scanning for any wounded soldiers and reviving them when they need to be. That means you can station a medic to oversee a trench, bunker, emplacement, or any other designated area, and the medic will not leave the area unless ordered to do so. The medic will detect the need for action in this area and act accordingly.
Both methods of automation receive their own button in the UI. Clicking on either one will allow you to drag a radius around the medic or onto the map. These buttons can be used at any time to set, move, or remove the auto-healing radius. This allows you to switch between methods during play and adapt to the changing needs of the moment. Those players who want to use the classic way the medic works can still choose to do so. Will you be using automated healing in battle, or will you stick to classic microing? Let us know in the comments!
Key binds
Another change that was requested many times will be included; we have added key assignment options for various existing actions, including engine toggle, suppression fire, mines, de-mining, planting explosives, medic tent, various emplacements, fortifications, and foxholes. Mod creators will be happy to see that we have added the 'Key' keyword to interface actions, which updates when the corresponding key is set in /profiles/ and changed in-game options. This allows for key assignments to be created for custom actions.
Open Beta
We will be releasing this 55th free update as soon as possible. This might be during the next few days, provided we are happy about the open beta by then. This beta will run for a couple of days. To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you won’t need to do anything to reverse the process. If you want to participate, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.
Other news
Work on the British faction is progressing nicely. In parallel, we’re working on the trailer, which will reveal the name for this DLC while also marking the official announcement. The amount of work on this DLC is phenomenal! We’ll keep revealing bits of the DLC on the official CtA - GoH Discord server, where we’re running our 5th metagame, which reveals more every Sunday.
We have mentioned that there will be another smaller DLC coming soon. This will be one for the community, celebrating 10 years of community support for Barbedwire Studios! It took us six years to develop and release Call to Arms - Gates of Hell, our very first game. To those six years, add four years after release - we think it’s time to celebrate! We’ll be more specific about the contents of the jubilee update in one of our next blogs.
That’s it for now; enjoy the beta, and don’t forget to join our Discord server by clicking below.
Change Log
Highlights
Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortifications, and foxholes
Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control
Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)
Updated small arms with new weapon parameter and their burst amounts/timings
Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"
Conquest
Updated conquest with a new system for music: - Music is based on the player's nation and to some extent the enemy nation - Improved system to determine if action music should play (more dynamic) - Increased the number of possible music tracks that can be played - Added rare/special event for heroic music to play
Added Bot difficulty parameter data into/used by mission scripts
Added randomized deletion of enemy flag defenders is now based on bot difficulty setting[User is attacking]. On normal and easy are unchanged. Hard and heroic fewer enemy defenders are removed at random
Added option of lower altitude air attack if the map landscape/buildings allow it
Fixed enemy airstrike where the plane would not attack after making an initial fly by. (large altitude differences & landscape below z)
Fixed missing heightmap polygons and broken ground textures on DCG Dubovka
Fixed broken textures on DCG Puhoksen
Fixed house textures on DCG Ranes
Fixed MGs in tobruk_mgun entities on DCG Crisbecq Battery map being unable to reload
Fixed missing "no_scavenge" tag to mgun_ring and h39_turret so map entities cannot be captured in Conquest
Fixed soviet pilot (blue man)
Single Player
Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"
Fixed in RUS mission: Winter Storm - all pz3 & pz4 that have passengers to disembark in action
Fixed in GER mission: The Ace of Swords - intro if player doesn't skip before pz3 hits mines
Fixed in GER mission: Among the Heavens - 2nd part, reinf elite sniper to use early breed as to have kar98 instead of gwr43scoped
Fixed in GER mission: The Siege of Sevastopol - default doctrine(all around) not working for users in coop.[bad mission_option name as the default]
Fixed in GER mission: Downfall [Skirmish] - purchased vehicles having the wrong 'fire mode'
Fixed in GER mission: Berlin [Skirmish] - icon used for volkssturm infantry buy units
Fixed in GER mission: Kharkov [Skirmish] - MG and MG assistant having mismatched ammo for MG weapon
Fixed in USA mission: Crimson Ridge - convoy vehicles so that if the player repairs/mans them, their movement is not limited to slow speed and no reverse
Fixed in USA mission: Battle of the Bulge [Skirmish] - arriving intro troops missing winter clothes
The Cold Supper (rus 02) - Fixed bug where in coop, the soldier who "poisons" the German barracks kitchen is never returned to the user/autoassign properly, thus if it's a commissar, the mission was not possible to complete in coop at that point[mission breaker in coop] - Same fix as above for "sabotage fuel with sugar" task - Fixed one mortar having German humans as inactive - Fixed another mortar missing tags for when it's meant to be operational - poisoning kitchen/sabotage fuel with sugar makes sure the player user is not linked or inactive(in vehicles) for when taking control of the scenario - Fixed coop crash if the player doing kitchen "poisoning" was in direct control.[actor state ai and able select off before changing player# !] - Fixed map broken polygons.
Operation Bustard Hunt (rus 03) - Fixed various issues with part 2 tasks and trucks that can result in being unable to progress - Fixed part2 enemy inf reinforcements loop, which worked if enemy tanks were operable, even if it was by the player - Fixed various enemy planes in part 1, resulting in circling forever - Fixed case where it was impossible to capture part2/tasks/task06/capture_line - Fixed soldier inventory miss-tagged as entities meant for cloning - Fixed f-22 at gun being blocked in part2 by obstacles - Fixed order of operations, resulting in some part2_hidden allied units not becoming active - Fixed so that automatic miners are using placement with only inactive mines as a source when cloning - Fixed convoys to only attempt to clone proper and inactive trucks - Fixed some map bugs
Unbroken (rus 05) - Fixed spotters are assigned to the player upon completion of task 4 if any are still alive - Fixed map issues
Closing the Pocket (rus 09) - Enabled entity_manager right away to prevent issues in coop, as it has a large amount of units present on the map. - Removed outdated(old!!) AI logics that had a chance to cause serious issues. - Deleted obsolete entries.
The Koenigsberg Cauldron (rus 10) - Fixed assignment issues during task3 & part3 allied/player units and their assignments - Fixed coop issue related to part3_# scenarios, avoid using trigger on next, use event and both next/skip - Fixed various enemy soldiers being in bad building positions(possibly due to building entities changes)
Carpathian Turmoil (ger 09) - Added autosaves - Fixed the wrong game loss message used - Fixed extra supply truck cloned and saved on the map - Fixed officer often not looking through binoculars at the area discussed in the intro - Fixed russian assault reinforcements calls, further, no need to use shuffle when selecting 1 out of the pool - Fixed northmost assault area spawn for russian units, as they would telefrag/stuck - Fixed pathing near bridgethe that often gets damaged by allied bombing, thus making supply trucks flip
Through Ice and Fire (fin 01) - Fixed and cleaned up all 3 parts where units are set and assigned to the player(was possible to have squads of soldiers from all over the place) - Fixed missing texmods for russian vehicles for winter - map fixes(bunker being mid air up close)
Escaping the Pocket (ger west 03) - Fixed usa mortars in part 3 of the mission looking at the player but never firing - Fixed hidden tags on weapons of some part3 soldiers who were also linked to cannons - map fixes
Wacht Am Rhein (ger west 04) - Changed to call Usa counter 2[timer itself] *early* instead of 10 minutes delay IF player somehow managed to accomplish task 03 or 04 before timer showing counter 2 arrival(prevent player from not knowing what's going on) - Prevent game fail possibility after task4 completion is triggered but not yet shown(due to scenario/talks) - Clean up of task 03 & 04 completion conditions to prevent inactive units from blocking(progress block) - Clean up of both usa counterattacks on how tanks and units are spawned - Use seconds values in timers as minutes entries do not show up in certain cases(counter attack timers) - Use non safe teleport(waypoint) for reinforcements of usa counters as the hybrid stamp snow_embankment* entities completely mess up "safe" teleport - Map fixes for both usa and germany reinforcements spawns
Multiplayer
Updated Bot "ai/ai_untow" logic script so that the Bot vehicle that is towing cannons will additionally unlink the towed vehicle if all the crew on the towed vehicle died
Updated command point cost consistency of mid and late usa cav crews
Updated Fronlines game mode so that if defending team recaptures the sub-flags (not main frontline flag) that spawns will shift back for both teams to position before the flag was captured by the Attacker
Increased sdkfz251d "wurfrahmen" doctrine point cost from 105 to 110
Increased reload time for 280mm BR-5 from 120s to 150s
Decreased Jagpanther doctrine point cost from 100 to 95
Decreased reload time of Soviet 100mm guns by 1s - 1.5s
Decreased magazine capacity for Finnish DS-39/VTK from 250 to 200 and updated its name/description
Decreased usa cav_driver and cav_gunner CP cost to be like artillerymen and mg crew in other vehicles
Decreased reload time for the following rocket artillery: - 15cm Nebelwerfer 41 from 140s to 120s - 82mm BM-8-24 from 140s to 120s - 15cm Panzerwerfer 42 from 180s to 170s - 21cm Nebelwerfer 42 from 220s to 200s
Fixed Soviet Earlier war 45mm AT gun DP buy having 2 tankman crewing tow truck instead of 1 rifleman
Fixed Finnish MG assistant in late war sometimes not spawning with helmet
Fixed 4v4 Olkhovatkaone house floating and pathing issue
Fixed reported issues on Frontlines maps
Fixed missing small icons in multiplayer after-action report
Everything Else
Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortification,s and foxholes
Added 'Key' keyword to interface actions, updates when the corresponding key is set in /profiles/, and changed in-game options. Allows for key assignments to be created for custom actions
Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
Added scope view to fg42_scope and stg44_scope weapons
Added new K98k bolting sounds
Added new grasses and flower bushes
Added some balcan ground textures
Added double precision skeleton matrices and IK, primarily useful for aiming and shooting
Added volumes to snow_embankment3 series so that they generate cover for infantry while still allowing pathing over/through (Liberation winter maps)
Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control
Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)
Updated small arms with new weapon parameters and their burst amounts/timings: SMGs - Bursts at short range now have fewer shots (from +10 to 4-8) - The time between bursts is now reduced as enemies get closer Rifles - no longer fires "double shots" at shorter ranges - The time between bursts is now reduced as enemies get closer Semi-auto rifles - no longer fires "double shots" at shorter ranges - The time between bursts is now reduced as enemies get closer Battle rifles (BAR,FG42,AVT40) - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer - FG42 will now fire rapid single-fire shots at longer ranges - AVT40 will now shoot single-fire shots at longer ranges, similar to SVT40, and bursts at short range Assault rifles (STG44) - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer - will now fire rapid single-fire shots at longer ranges AT Rifles - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer MGs - slightly longer time between bursts at long range - Bursts at short range now have fewer shots - more shots per burst at long range for fast-firing MGs - The time between bursts is now reduced as enemies get closer Pistols - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer
Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
Updated demine decal around minesweeper to show only for allies and not enemy players
Updated LVT-4 with 4 additional passenger seats, 12 in total
Updated rock_group01-04 entities to be destructible by "crushing". They are the same as buildings and only crushable by medium and heavy tanks
Updated some ostfront ground textures
Updated vehicle view for universal carrier mk2
Updated vehicle views for USA vehicles
Updated Panther series tanks by increasing off-road speed slightly and max speed in turn
Updated soviet marines human model with more ammo belts
Updated Heer Artillerymen to have tunics instead of shirts
Updated some AT-Grenade sizes in inventory to be more in line with other grenade sizes - Reduced size of RPG40 from 3x2 to 2x1 - Reduced size of No73 from 3x2 to 3x1 - Extended the length of molotovs and pwm_l by 1 cell
Removed weapon burst modifier for MP and Heroic difficulties
Removed DSHK mount/weapon from Finnish captured ISU152 (seems it did not have it historically)
Removed Jumpsuits from Midwar Paratroopers, as they did not use jumpsuits at that point, and randomized paratrooper headwear
Fixed [inventory] exchange getting bugged when doing fast rifle transfers in both directions
Fixed crash: remove assert, just close dlg instead (users are reaching unreachable states)
Fixed a server crash
Fixed suspension, animations, wrong x and xx (being completely different models), and various other aspects for panzer3e and panzer3f
Fixed suspension and missing track break animation for panzer2c
Fixed missing track break animation for panzer35t
Fixed track break animations for panzer3m
Fixed track break animation for panzer2l
Fixed Soviet BT-7A wheelr2 and wheell2
Fixed Finnish BT-42 wheelr2 and wheell2
Fixed obsolete winter texmod names used in missions/maps for t26_33 & stalinetz60 (w -> winter and winter1 where applicable)
Fixed USA 105mm M2A1 sometimes not aiming properly
Fixed missing animation track break for bison (Sturmpanzer I)
Fixed suspension for bison (Sturmpanzer I)
Fixed wrong track texture on bison_x (Sturmpanzer I)
Fixed incorrect gun file being used for Jagdtiger
Fixed and added the suspension system to opel blitz
Fixed m3 lee wrong tracks skin modifier setting
Fixed super pershing hole volume on spaced armor extending too far into the armor plate
Fixed ammo volume locations in Sherman5c (Firefly)
Fixed dshk normal textures
Fixed 15cm SiG 33 cannon having the incorrect detect settings, causing it to not appear in fog of war correctly
Fixed the towing link bone position for 40mm ITK38b
Fixed timing of breach closing on 5cm Pak 38 cannons during reload
Fixed M13 and M16 MGMC halftracks turret component hitboxes
Fixed missing "volume" tag for hole volumes on several vehicles
Fixed tiger2h righttrack animation skin problem
Fixed t26_33_fin and vickers6t mantlet x texture swapping problem at breaking
Fixed bt5 tracks break animation problem
Fixed missing winter textures for t27 and bt2 variants and their tracks
Fixed naming of winter textures for T-26 M1933
Fixed volume on 50mm_kwk39_platform
Fixed Finnish 5cm Pstk38 to use the same vehicle view as German 5cm Pak38
Fixed halftracks with mortars to be able to shoot better when the vehicle is on uneven terrain
Fixed T-60 missing break animations, replaced existing animations, improved suspension, and updated x models
Fixed missing x texture on broken wheels and missing back polygons on wheels and fenders of 20mm flak30
Fixed building_part_wood from generating wood fx on contact by light vehicles that couldn't crush it
Fixed sandbag_heap_straight and sandbag_structured_straight volumes and fixed them being slightly crooked when placed
Fixed texture references for dutch_house01 and large_store01
Fixed missing x model (destruction) to finnish_storage_shed1
Fixed foundation volumes of sov_2st_build1 to provide cover points for infantry
Fixed obstacleID (pathing profile) for sj4_fort_poppius and sj5_millionaire bunkers (4v4 Mannerheim Line)
Fixed some walls missing obstacles and parts of 2nd floor not hiding when inside for germany_house_02
Fixed roof not hiding properly for french_house_07
Fixed euro_plank1-5 causing mortars not to shoot when set on top of them
Fixed anm8 smoke grenade missing smoke fx bone
Fixed Bren gun and mag now only takes 28 bullets
Fixed 280mm and 300mm rockets from not exploding when hitting thin objects like wood fences by removing {detonationThickness 0.5} from the respective ammo files
Fixed artillery flare from disappearing when hitting specific locations of 2 trench models
Fixed weighting issues on Soviet pants
Fixed several soldiers that could spawn without a helmet due to too much other gear in their inventory
Fixed human models for German Late war volksg_sl and volksg_sl_asst
Fixed the bolt sound playing when bolt-action rifles reload
Fixed mismatch for 1st person Shot sounds and reloads in several tank gun files
Fixed some voice lines for soviet actor 8 being in the incorrect folder/directory
Fixed more situations where sound fx would be cut unintendedly by making adjustments to fade distances, volumes, priorities, and buffer allocations
Fixed able "emit_passengers_on_enemy" to "emit_passangers_on_enemy" in vehicle files and script command calls
- Fixed issue in cabin area where bird would disappear if the area was left. - Fixed an issue in the well where the character's facing direction would be awkwardly locked until something else changed it
Im working to bring the beta / early access update out with a date with the week , as i write the im putting the final touches before more content can be added
Custom Characters: Upon release of beta/early access version of Helhigan character customization will feature both genders, 9 hairstyles for each , all color supported, and 3 different shaders for your hair. and custom bodies. no accessories or modular armor as of yet.
Right now i dont have time to add eyes, face stuff but more advanced character customization being added is top priority, Texture quality is low right now on the bodies but all will be done together after i can reward and hand items out in game easier
Task System: Something important about releasing a beta version of the game or early access is the progression and how it will mean anything in the future updates without it dragging the player down before then.
Upon release i may not have the time sync feature but 5 daily quests will be available in the hub and refreshed.
You will be rewarded with diamonds, hard capped at how much you could really earn daily
With all the seasonal and beta items released, i would hope to not remove anything and just update them as we go
EventSystem and the Destiny Board:
After the dailies are completed you should still be able to access my event grid in the hub near the same task npc, you should be able to access the Destiny Board in all its greatness (to be honest i think full rework in 2d would look better and be much lighter)
This should interlock maps how i want, and will play a bigger role later, for now attached to the event grid exclusively and mentioned in the quick travel system
Pet System:
I have alot of hopes for the pet battling system working with Steams features to hopefully make a really powerful and interactive pet-battler game
Your golem will help you everywhere in the game, but i have plans for a minigame for more balanced golem fighting and PvP matches
Zombies?
The zombies will be added mostly as a kill count extermination task but i would like to expand the way the game is played with buildings and interiors more but it wont be for a while. In the meantime they will just be part of the infection task-series
The Open World Early Access will feature 8 or so biomes (im not even sure) and will be filled with monsters, not sure about the leveling as of writing this but i kinda wanted the game to be not too stressful and revolving around coming to the open fields, killing an elephant, getting meat, warping back to a survival map with zombies and living...
I thought that idea to be a bit hard on everyone including myself, so limiting the food survival to whatever you buy at the hub in helhigan will most likely be the only option for a while ( cooking was planned but not sure )
So killing these monsters off of the Daily task would reward the player with what? For the Beta destiny board i believe ill just have it as a "check these maps out and they randomly generate, feel free to keep what you want"
In conclusion im kinda still trying to find a way to wrap the game together with my limitations, im moving and its busy lately but the beta will be released probably within 30 days from this post , the main features are being added and worked on 6-8 hours a day and i cant wait to really get into this
Today I’m excited to share the Geronium battle map as it appears in Carthage: Bellum Punicum, alongside a comparison with the historical illustration from Ancient Battlefields: Building Blocks for an Ancient War History (Volume 3).
This is part of my ongoing effort to faithfully recreate historical settings while ensuring they work well for gameplay.
I keep working hard every day on the game. My main focus right now is building and polishing battles, aiming to start internal testing as soon as possible. A big part of this is the battle AI—I’ll do my best to make it the best ever seen in any strategy game.
Thanks for following the development and taking the time to read this update—your support means a lot!
Seeing so many people across the years respond to our post, jumping back into the comments and the Guns Discord, with many little stories and moments shared, we felt really moved and nostalgic, so we wanted to gather some of these stories together for everyone.
If you have a fond memory, a funny story, or met a group of people that have been a part of your life while playing our games, we would love to hear them!
Drop them in the comments here or post them in the General chat in the Guns Discord. We'll collect them all and share them with everyone.
Let me share mine first, one about how we started:
Releasing a game that we’ve worked on for over 2 years should be a cause for joy and celebration. For us, it turned out to be the biggest crisis we’ve ever faced. Leading up to release, positive and supportive articles, previews, and videos by journalists and casters gave the game some momentum. Our Kickstarter backers and alpha/beta players were also incredible at helping us test, fix issues, and get the word out. Later in beta (when people could pre-order) and when the game went live, it reached #2 in Indie and #7 overall on Steam. I took a screenshot and savored for a brief moment. Then disaster struck, literally. Survival was once again on the line.
We had known that Hurricane Sandy was building, but we had no idea how devastating it would end up being. On the eve of the game’s launch, we found that out for ourselves first hand. As the game went live, most of NYC, NJ, and Connecticut’s power and internet were being knocked out, and there was severe flooding and debris falling everywhere. New York was not (and still isn’t) equipped to handle a hurricane, and the city was battered to a halt. There were no subway lines running, no buses or cars on the street. The wind shook buildings, and windows panes were falling away and shattering on the pavements. Cranes on buildings under construction were torn and dangling precariously. Trees fell, houses flooded and uprooted near the shores.
The area around our building was flooded, and we would end up having no power and internet in our space for almost a month. A month later, after the storm had passed, I went out to the Rockaways to volunteer. For miles, there would be nothing open, no electricity, and almost no activities of daily life. At a gas station, people would line up over 10 blocks or what seemed like a mile to get gas under army surveillance. At the volunteer station, we went through huge piles of various items of necessity, and it wasn’t enough. All this hit on the night we released the game.
Around release, we had a lot of players in-game, and a lot of them had very rough experiences. Servers were teetering and going down as the storm slammed our hosting company’s facilities. Steam’s servers that we used for authentication and voice were very unstable as well. Disconnections, match slowdowns, server overloading and hangups abounded. We had slow to no access to Steam’s dev portal as well as our site, so had a desperate time supporting players or even updating our Steam page info. We also had player reported issues with disconnections, crashes, frame drops, etc., that were new to us. The game released, and it was at or near the top of Steam’s charts. Yet, we had no time to do anything else but to buckle down and get to work. I was stressed out and wanted to freak out, but players were waiting and everything that could have gone wrong was going wrong, so there was really no time for that.
For the first week, because most of us had no internet or power for long stretches, we had to divide up the support roles. A couple of us who had internet were on player support, updating players on Steam forum, our forum, and in game for pretty much all our waking hours. The programmers were debugging and trying to divert traffic to server regions that were unaffected by the hurricane. One problem we had was that the build machine we were using to deploy builds was in our studio room, and the building was closed off by the NYPD, and submerged in one story of water. We had quite a few fixes that we urgently needed to commit and deploy. We mulled over our options, trying to figure out if we could deploy without the machine. If we couldn't, who should go in to retrieve it, and where could we relocate and set the machine up. One of our programmers decided to go because he knew what to get and knew the deploy code the best. He biked in, but our building was closed off. He was standing by while we haggled with the building security trying to talk our way in. Finally, he made it in, grabbed what we needed, ditched his bike (which was actually still there a day later), and rode an absolutely cramped bus to my apartment where I had power and internet working. For the rest of the day and night, he set up the build machine while I updated our status and supported players. The programmers made fixes and deployed while the rest of us then jumped on support. And while the servers were being overloaded, we were manually starting matches for people and in game helping people pretty much non-stop.
We probably had one of the most harrowing, stressful, and sleepless launch weeks ever, but we stuck together and fought through it. With conditions being as rough as it was, we lost players for certain. Some people had a rough time in the game and quit the game forever. But to see how supportive a lot of the players were was also very uplifting. We got a lot of nice posts on Steam like this one below:
First off I would like to congratulate you on releasing a great game; the gameplay, art, and music compliment each other incredibly well. Second off, wishing everybody is all right in the aftermath of Hurricane Sandy and hopefully the team is back at full force soon.
And they definitely motivated us to work hard for the players and to keep the game alive. Over the next few weeks, we would roll in patch after patch. Desperate times called for desperate measures. At least the players knew we were trying everything we could. We identified many issues to fix and things to improve on over the coming weeks and months, but our initial bond with our players was forged through a hurricane. Because of the support of our players and our community, we accomplished the most important thing in the early days of the game - not dying.
New custom gamemode, allowing for up to 32 players
Ability to switch teams in lobby, allowing unbalanced matches if you want
Quantum Bagel Switch is now only available when its not held by a player
Added 0.1s buffer so that once dropped, Quantum Bagel Switch can't be used for 0.1s
The goal of these quantum bagel changes was to prevent spamming right click from being viable movement, and this prevents you spamming left click right click, since you could imitate the same movement like this.
Added quantum bagels to practice mode
New spawning method that is infinitely scalable (more for me)
Added a goal score noise to spectator
Golden goal now resets spectators
Bug Fixes
Can no longer hold two bagels if you pick up a bagel, then quantum switch
Added the pre-game countdown to be controlled by the SFX volume slider
The game now focusses itself as a window when start game is pressed, previously if the game was minimised it just crashed.
I have nerfed almost all of the projectiles so they now have a wider and taller hitbox.
This should allow for a greater success rate in terms of parrying.
This also makes the Wizards Eye less lethal, as before you couldn't parry when the projectile was above you, but you still took damage. Now you can parry in from any height or depth.
Wizards Eye Projectile speed buffed (was 10 now is 15)
Sealsorer Projectile speed buffed (Was 25 now is 30)
All projectiles now have trails, and will properly make noise