v1.29 Production Update- things are heating up
Written by DOC   
Friday, 15 August 2008 00:00

DOCGophur's been away for a bit, so this production update will not include his news or participation. We've been working away on the wide range of goals we have for 1.29 and beyond. Some discrete things are finished or nearly so, and other new systems are also nearing completion, while core infrastructure changes, such as those underway for our future render solution and also gamewolrd instancing, remain significant and complicated tasks for which there are few incremental achievements to share with you at this time.

For instance, The Bf.109E-1 has been completed and has entered beta testing. It has turned out to be a neat little aircraft that dogfights very well and isn't as gimped as the light loadout of 4 machine guns might suggest. We took this opportuinty to also introduce incendiary ammunition for the 7.9mm machine guns in the German fighters. The new Spitfire Mk.Ib should be joining it in beta in Two Weeks(tm) or so.

The updating of many buildings continues with revised LODs ("Level of Detail", how it appears at different ranges) and colliders for urban buildings are nearing completion, as are some bridges. It's a buttload of stuff when you begin to realize how many buildings and building objects have populated the game in recent years. In adition to entirely new building objects and bridges we are overhauling texture resolutions and material shading for a slicker more professional look. We are incorporating as much revision of older art assets, into a newer better look; as we can possibly cram into this rather large and complicated v1.29 development cycle.

The tutorial system is now in a foundation phase and is able to be tested and experimented with so that we can ensure it provides proper feedback and functionality when it is completed to it's first stage implementation.

Another new system we created is the ability to have different controller setups, such as "keyboard only" or "keyboard driving and mouse steering." We are now able to test these internally and will soon send an implementation of this into beta testing.

There are also a lot of smaller fixes and additions that we have already done but unfortunately cannot give to you until 1.29 is ready for release. These include a wide array of things from several new Gold Builder statues to a fix for the problem that causes many joysticks to fail to work correctly when you have a USB keyboard. As with almost every release we have ever done there are dozens of little things that no one ever notices when they are fixed but stand out as "bad" when they are broken. Terrain glitches, little things in the UI, this makes for a fairly wide range of "fixes" that while semingly insignifigant do contribute to a better quality feel to the game and how it looks and functions.

We have made the knife a lot more deadly ... so you won't feel like you are trying to kill a guy who didn't know you'd snuck up on him, with a knitting needle anymore. The M5-76mm (French) ATG is getting a going over for handling issues (much like we rebuilt the QF.17pdr ATG recently) and a small issue with the PaK.40 handling was found and fixed.

A new rank and skill tree structure is being created for the infantry branch, much like we did with airforce branches for when the new planes go live at release. As a word of advice to all of you ground pounders, login some good hours over the next few weeks and call all your buddies and get them to do so as well, when the new rank structure is finalized there will be changes to what ranks get what weapons next campaign. The tanks and AFV's will be next after we get done with the infantry. We will also be making a small change to the sapper and adding a greater delay to the placement of the satchel to better mimic time spent "setting the charge in place and fusing it" but this requires more work on the animation of placing the charge. It is a possibility the sapper may be losing his rifle (and getting a pistol) since we want to focus the sapper role into one that is performed by players wanting to be sappers rather than just an uber rifleman with 4 HEAT composite explosive packs. The sapper will probably get other gameplay roles as well, in the future after v1.29 is done and in the bag.

We're working as hard as we can, and trying to stay out of the 106F degree heat. This will probably work out well while we're so busy since we actually have to leave the office to find out it's 106F outside. :D

Until the next update, have fun and go kill some players in game. S!

Comments (37)
37 Saturday, 30 August 2008 06:35
heyjms
Sappers are fine the way they are, don't mess with them just because some people are very good at using them.
36 Wednesday, 27 August 2008 11:54
Trolden
Sappers, with pistols or smg. Fair enough as long as you also make it impossible for lmg's to be used unless it is setup. Im tired of hip shooting Rambo type LMG'ers, if you want that kind of game go play counterstrike or duke nuke them.
35 Wednesday, 27 August 2008 10:11
Bulldog
Great stuff. As for the sappers, give them an SMG, as that seems to make the most sense atm. Oh and btw - add a pistol to the snipers, PLEAZE!!!
34 Monday, 25 August 2008 21:22
Hjesse
allies got alltime 300 vs 200 ratio overpower in numbers or more, they got 2sides! ax allies? had allies too.. atleast balance on sides. ally arcademode:starters + arcade sprayers can play allies and survivalists germans!
33 Monday, 25 August 2008 21:05
Fozzy Bear
What this game needs more than anything is graphics from the year 2008. I belong to a lot of game forums, and they all said they love the game play but wont pay a monthly subscription to a game with horrible graphics.
32 Monday, 25 August 2008 18:25
Zach
now a question with this update for me is,well,is this patch going to be making UNITY II the game engine or is just more tweaks with the now engine(UNITY I)? im getting confused a little.
31 Monday, 25 August 2008 16:30
fulanode
¿sappers with only a gun?,in Omaha no eingenners wears only a pistol,they are able to carry 20 kg and more of explosives,greandes,m1garand,etc.and vietcong sappers with 1,55 cm were able to carry 25 kg of mines,greandes ak ammo and pungi traps..
30 Monday, 25 August 2008 07:53
Burnvktm
Although I don't want to lose the rifle, I can see the validity in trimming out the Sapper. Perhaps waiting until those other roles are defined and implemented would be better? Just a thought.
29 Monday, 25 August 2008 01:24
sclar
PLZ remove sachels with Sapper - add sappers 2 antitank mine, 2 magnetic mine. Add Rifelman check: 1 sachels - 4 granade (key "d")
28 Saturday, 23 August 2008 21:14
Rick1945
try to make the french paratrooper with a helmet please not the leather cap he his a trooper not a pilot!!!
27 Saturday, 23 August 2008 09:03
renainn
Sappers keep the rifles, please. I have a question about 1.29. Are things like the cargo nets on fmbs being fixed, DD damage model, new naval vehicles? Submarines, fast attack torpedo boats, anything? What ever happened to the landing craft idea?
26 Friday, 22 August 2008 15:45
Bi0nic
I use a Sapper alot when ever I play, I dont use charges on atg's or Bofors.So if your going to change it by taking away his rifle then make sure he can kill the atg/bofors with that little pop gun.Oh and BTW why use Capping a cp part of his rating?
25 Tuesday, 19 August 2008 15:50
Calwatta
yeah just a pistol is a bit steep of a cut, perhaps give the brit sappers the sten gun, the french 2 automatic pistols(HEHE)&the german sapper a c96 carbine?
24 Tuesday, 19 August 2008 13:41
monster
Sappers with SMGs sounds more realistic than combat troops running around with pistols.
23 Tuesday, 19 August 2008 11:58
muzzy
what this game needs to icrease realism is a acurrate damage model for all ets , sappers need a rifle
22 Tuesday, 19 August 2008 07:49
xfil
When ET's were overrunning you didn't have a bunch of guys running out with charges unless they had a death wish. I know you didn't. I miss tanks battles where the end result wasn't over 65% killed by sappers. So I agree with the sapper changes.
21 Tuesday, 19 August 2008 05:29
skantb
Good idea for sappers ,it will force people to cooperate some more, I hope we'll see less lone rambo sappers running everywhere around towns :)
20 Tuesday, 19 August 2008 04:50
Gtanner
It's all looking good, i think it's great that the sapper is being focused more for a engineer role not sure why people are really against the sapper just having a pistol. Fbs attack are more close combat so i welcome a pistol than a rifle at times.
19 Tuesday, 19 August 2008 04:24
Dasspeil
Great work All of you at CRS. Love the sapper changes especially. Will be great seeing assults on FB's with troops supporting sappers. Great stuff!
18 Monday, 18 August 2008 19:15
all4u
You guys have been working very hard on this game, I am always pleased to see great progress like this S!
17 Monday, 18 August 2008 18:27
aitorbk
Excuse me, but sappers did have a carbine, so they should have one... period. If I wanted a "balanced" game, I would play a shooter.. No one goes to combat with just pistols.. this is crazy..
16 Monday, 18 August 2008 17:31
chkicker
I like the changes. It will be a lot tougher for sappers to take out an fb without support. I'd rather them keep the rifle. Maybe a lot smaller loadout. If they don't carry the rifles can we make their footsteps quieter. Great work.
15 Monday, 18 August 2008 16:40
indec01
sounds reasonable. but the sapper thing.. delay is ok. but no rifle will really suck.i can forsee few sappers wanting to take the risk of being nearly defenseless outside of towns
14 Monday, 18 August 2008 16:14
Spirou
It has been a long time. Nice to see things advancing. After this "fix patch", updates will start to become more interesting for the gameplay (improved UI, new in field deployment, new leadership tools, and so on and so forth)
13 Monday, 18 August 2008 13:28
Lipton
All the changes sound great, but...a question about these changes to the 09's BB's. So now they not only have 20mm, but can also set any plane on FIRE with a tiny burst from THEIR BB's. Hardly seems fair. ;)
12 Monday, 18 August 2008 11:42
aceman8
Excellent changes; I particularly like the sapper changes (until the day comes when we no longer need the pixie dust any more). The keymapping issue: will there be an option to keymap a game pad or console controller (e.g., an xbox controller)?
11 Monday, 18 August 2008 11:30
mcafeed
Excellent Stuff DOC!! Leave sapper alone though :)
10 Monday, 18 August 2008 01:35
gnarf
Good stuff DOC. Sapper changes will make life a lot easier for the already paranoid panzer driver, lol. I love it, but the chums need be able to defend themselves as pointed out already, let'em keep the boomstick :)
9 Sunday, 17 August 2008 18:09
anfiach
Sounds great. Looking forward to it.
8 Sunday, 17 August 2008 07:14
Fearny
Sounds good DOC and Co. Be nice to see people spawn sappers as primarily the combat engineer roll, instead of just as a rifleman with 4uber charges, just in case a tank appears!
7 Sunday, 17 August 2008 04:40
macalex
Hard to take rifle from sapper if they are still going to be attacking defended fbs. I guess you thought of that though but I can't see what the incentive is for a sapper to go in to an enemy controlled area with minimal ability to defend himself.
6 Sunday, 17 August 2008 01:02
Tuff
Sounds great for sappers!
5 Sunday, 17 August 2008 00:17
Simon 'je5ter' Campbell-Smith
Busy there DOC indeed. Is there any news on the replacement of the old style city appartment blocks? The patch looks like a big one so good luck.
4 Saturday, 16 August 2008 19:58
Zabrisk
Holy crap, nice changes. I'll be sure to sub again for this patch.
3 Saturday, 16 August 2008 18:28
rlnolan
The changes to the sapper sound amazing. Inroducing a delay should stop the silly practice of sapping moving tanks. I can't wait until you guys get this into an open beta. Hell, I can't wait for you to get into the live game. :)
2 Saturday, 16 August 2008 14:21
keir1984
working hard in that heat it is a sacrifice not just an acievement. please do not stop making the game better but try get an extra week off each of you can - maybe an extra long intermission so u guys get to spend some time with loved ones
1 Saturday, 16 August 2008 00:28
Calwatta
kudos, cant wait for all the new changes, makes it a new laearning experience everytime, take your time rats your doing awsome!
 
news archive NEWS ARCHIVE Bookmark and Share SUBSCRIBE IN A READER 

Recent Popular Articles

Game Patches & Updates1.29 Open Testing Nears End

Well the Open Beta has been going well, we've finished most of the core rewrites and fixed the vast...
Read More

Community

WillyTee's Comics

Free TrialFor the past 7 years, Bill "WillyTee" Teitzel has captured our best and worst moments with some absolutely brilliant cartooning. His creations are legendary in the WWIIOL:BE community/ (website down for maintenance).

Realism Events

Realism EventsA dedicated of community volunteers create and run special events outside of the normal game campaign rules. Sign up now for the next event and taste a different flavor of Battleground Europe.  Visit the Realism Events forum

Newsletter

Each week we hit our subscribers with insider news and special offers. Are you looking for past issues? Visit the archive.



Receive HTML?
Subscribing/Unsubscribing from the newsletter will not effect your Battleground Europe game subscription.

Special Offers

Save with Pre-Pay

PrepayBattleground Europe is just $14.99USD per month to play but you can save by switching to a pre-pay. By choosing a 12 month pre-paid subscription your can save almost $50.00USD a year. Click on 'I would like to modify my payment plan' from your subscription details page.  Switch to pre-pay now

Free 14-Day Trial

Free TrialDownload the game and play Battleground Europe for 14 days during this all-access FREE trial. You get to play for British, French or German forces- up to 9 characters plus drive tanks, fly aircraft, captain and crew boats and more! You also get full player discussion forum access. Start your FREE trial now

Quick Start

Getting Started

WillyTee's Comics

Battleground Europe is a PC and Mac MMO game that requires an Internet connection to play. Your computer needs to meet the recommended system requirements. The game can be downloaded from our website. The easiest way to start is to create a FREE trial account. You get to play for 14-days with up to 9 characters (personas) and get access to player discussions forums. At the end of the trial you will be billed $19.99USD for a game activation key and you become a premium subscriber. Plus, you get to play for 30 days before your first monthly subscription fee is billed at $14.99USD. Click to join the battle