The new update named ‘Everhart – Knights of the road’ (named after the American soldier Forrest Eugene Everhart) is here! Here you can get a quick overview of all the new features we’ve added for you!
We’ll start with a short highlight video and then continue with more details below!
In the last weeks we have kept working on tweaking and polishing the Squad system based on player feedback and gathered data on how it performs in the live game environment.
With these updates (already on the live servers) we think it works really well and we have only a few extra tweaks and polished coming in the next update called Everhart! More about those in a future update!
Recent Squad Tweaks!
These tweaks all focus on making it easier for you to manage your squad and to help avoid leaderless squads getting stuck.
- Orders can now be given from all characters that have the squad leader unlock (rank 6).
- Ability to switch access-point is also available for squad leader cadets.
- If the squad leader/cadet has been missing from the squad for more than four minutes squad command is assigned to a new squad member.
- Added ready countdown.
- “Launch” button is briefly shown while 30 seconds timer ticks down.
- Even if a squad is not ready, the squad leader can select ‘enter combat’ and the squad will enter combat after 15 seconds
We know that it has been a big wish from all of you for us to optimize the game and make it run faster and better and with the recently released update to the game’s render engine we aimed to do just that. This update brought ao. support for DirectX 12 / Temporal Anti-Aliasing / Render Resolution separate from screen resolution and a number of other updates, optimizations and improvements to how the game engine runs.
Our extensive internal testing showed performance increases on all CPU/GPU combinations able to run the game, however the real world results did not live up to this.
For those players where it works as expected it runs really well and boosts performance, but for a large number of you it did not perform as well as we wanted. And we have identified a number of more complex bugs that would require multiple hotfixes over a long period of time to get stable and fast for everybody. We don’t think this is fair for those of you, for whom the game runs poorly at the moment, so we’ve decided to switch the render engine back to the previous version and postpone the render engine update.
As the render engine is an isolated component in our game engine, we’re fortunate that we DO have the option to switch to an earlier version. We want to deliver a better playing experience for all so when we have an updated version of the render engine ready we might ask you to help us test it on a separate server.
So tomorrow (21JUN16) morning we’re switching the Render Engine version.
UPDATE: The render engine has now been switched.
UPDATE Friday June 17 1300 CEST
We have just rolled out a set of hotfixes to improve the game performance. These are a fix for a memory leak in render engine (that lead to out of memory crashes). We have optmized the the DirectX 11 render to use a bit less memory in total. We have added an updated fix for render threading to reduce micro-stuttering and freezes AND a fix for the action game not closing properly if mission ends during loading.
Yesterday we rolled out a brand new update to the render engine, a core component of the game, with the purpose of making the game run faster and smoother. Before releasing it we did an extensive internal test and following release we asked you for feedback and started closely monitoring how it performed out in the “real world”.
It is clear that there are still a number of different issues with the DirectX 12 render causing problems for you out there. Instead of hotfixing these a handful at a time, we have decided to disable DirectX 12 support, for now, in the new render engine.
Alongside this we are also adding a fix for micro-stuttering that has affected players regardless of DirectX version.
We are extremely thankful for all the good and detailed feedback you, have given us and this information is solid ammunition for continued optimization!
We’re sorry that the render update caused issues for you and we would like to give you all a voucher for 24hr FREE VETERAN MEMBERSHIP that can be activated until Thursday June 23rd 2016, Noon CEST (click to see when this is in your timezone). So make sure you use the voucher BEFORE this time to activate your Free Veteran Membership.
The voucher code is
HOW DO I USE THIS VOUCHER?
- Go to http://game.heroesandgenerals.com/ or launch the game on Steam.
- Log in
- Click the Menu button (cog wheel) in the top right corner
- Click on the “Redeem Voucher” button
- Paste or type in the voucher code “RENDERJUNE16” and click “OK”
The new Squad System was introduced to support teamplay and for a lot of players this works really well. As our Game Director, Reto.RedBjarne, mentioned in the video we released on Friday, there are a number of improvements to the squads that a LOT of, especially veteran, players have requested! Today we roll out a number of hotfixes addressing a good selection of these!
Personal Squad Setup
You can now create your own squad and add that to the matchmaker, without adding a friend. The matchmaker will then try to fill open seats with other players. How do I do that I hear you ask?
In the upcoming Devyatayev update (named after the Soviet pilot Mikhael Petrovich Devyatayev) we went through and performance optimized the bullet impacts in the action game.
How does that EFFECT me?
Bullets hitting something is an event that happens a LOT in the game, and especially in areas where there is a lot of fighting, such as indoors when capturing a control point. You have probably experienced being in a firefight where there was bullets everywhere but you couldn’t really see what was going on with smoke and sparks flying everywhere. This optimization makes this look better, but also improves framerate!
In the upcoming Devyatayev update (named after the Soviet pilot Mikhael Petrovich Devyatayev) we are adding a new thrown Anti-Tank Grenade for the German faction!
The Panzerwurfmine Lang (or PWM for short) is a handheld thrown anti-tank weapon with similar function to the Soviet RPG-43. It enables German infantry to take out enemy tanks without having to run all the way up to them to place a magnetic mine.