August 19th - Update 66 (released)
- New skirmish area introduced: East Woods. This skirmish area is part of Confederate General Hood’s counterattack into Miller’s Cornfield and the East Woods in the early morning hours of the battle.The push would push the advancing Union forces back through East Woods & Miller’s Cornfield before stagnating due to heavy losses by the flanks. This skirmish area marks the first time the Union is on the defensive.
- Introduced regimental & class limitations. Two regiments per side per skirmish area will now be available with limited class slots: 1 officer, 2 NCO’s & 1 flag bearer available per regiment. This system will eventually include rank selection & weapon limitations in a regiment based on a percentage (50% P53 Enfields & 50% Springfield 1861’s for instance).
- Introduction of morale states: combat ready, engaged, taking losses and breaking to replace tickets. This change masks the exact status of the two teams and lays the foundation of several morale-centric mechanics to be implemented in the future.
- Added morning fog in Miller’s Cornfield & East Woods.
- Tweaks to smoke - less bright against the sun.
- Tweaks to time of day.
- Several LOD updates to characters.
- Increased CSA morale by 25 at bloody lane.
- Added more loading screenshots.
- Added the correct overview maps of the current active skirmish area in the deploy menu screen.
- Added preliminary casualty reports in the victory/defeat screen.
- Added numbers next to the regiments, indicating the amount of players in each regiment.
- Added several new ground textures (such as muddy patches in the drill camps).
- Updated most of the rocks (they were in dire need of an overhaul).
- Increased the speed of the animation of thrusting the bayonet & entering melee mode with no bayonet attached to make it feel more natural. Delay between melee attacks is unchanged.
- Added movement animations while aiming with a rifle.
- Added revolver aim idle animation.
- Fixed an animation issue where other players would drop their rifle to their knees when moving while being at the ready.
-Tweaks to artillery shrapnel whizzes to make them feel more “3D” (the sensation of chunks of metal flying past your head).
- Gunshots resonate more in the environment.
- Added first person & third person fire sounds.
Known issues
- Ambient sounds don’t work as intended.
- Character models sometimes fail to render.
Finally we can go on the offensive! I cant wait
2Lt. Obadiah Peyton. 2nd Georgia Infantry Company G
Ancestors:
Major Charles S Peyton - 19th Virginia Infantry
John Daniel Belcher - 13th Georgia Infantry
Elijah Clark Belcher - 47th Georgia Infantry
William Hughes - 7th Wisconsin Infantry
Cpt. Thomas J Peyton - Fry's Company, Virginia Light Artillery
So we can only have 2 regiments on either side at a time?
Texas Poppin B
My Youtube:https://www.youtube.com/c/SarisTX
USA Major
Thanks a lot to the whole team! Looking forward to test it tonight.
Yes. Our limitations system is based on a per regiment basis and thus a low number of available regiments is very much preferable. Luckily we have plenty of skirmish areas to be able to feature every regiment in the alpha thus far.
Thanks! We're looking forward to it too!
- Trusty
Excellent! I look forward to joining in tomorrow evening.