Monthly Archive for: ‘October, 2013’

Map Updates – Mountain Town – Part 2

Just before Manstein was released, we gave you a tour of the eastern half of the new Mountain Town map. Today we visit the other half, where all the vertical action happens. Put on your helmets!

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Intelligence Bulletin Vol 3 * No 32

Fall is truly here. Stormclouds everywhere, rain falling from the clouds and cold winds blowing, so there’s nothing better to do than grab a hot cup of coffee and get to work! As you have probably noticed we have released the Manstein build and we are monitoring server performance as well as client issues and hotfixing whenever we see issues.

We are also doing all we can to gather feedback on new features and then match the community’s ideas with our plans and designs. So head over to the forums and discuss and chat with your fellow players.

We are currently in the process of locking down the features for the next build, and I am gathering screenshots and info from the rest of the devs so we can start presenting the new features in the coming build.

On another note reto.Gargamel is busy playing the Manstein build to find new exciting ideas for the “Half the battle” column. Please drop him a PM in the forum or write a comment if you have ideas for future posts.

That is all from me, have a great week everybody! :-)

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Manstein is online!

The new build named Manstein (after the German Field Marshall Erich von Manstein) is live on the servers! And here is a short update explaining the new features we have added for you to enjoy!

New Features

New Mountain Map

We have updated the Mountain Map with about 200% more mountain and a lot of improvements to how the map is constructed behind the scenes. This makes updating and adjusting easier, so we can make sure the map stays as fun as possible over time without turning level designer’s hair gray.
Take a look here for screenshots and additional details.


“Enough with these fences everywhere! Destroy them!” That is how it sounded here at HQ, so we can now destroy fences by crushing them with tanks, shooting them or by having things explode next to them. Click the link for more details (and a few splinters).

Asset Streaming & Partial-State Update

Behind this cryptic sounding point hides two very important features. Asset Streaming lets us load assets (textures now, models & modifications & vehicles in the future) into a running action game. Streaming also adds a layer of performance optimization on graphics adapters without tons of onboard memory as explained here. The Partial State Update is a new generation of the network code handling how your game communicates with the servers. This lets the game send smaller packages and gives a better game experience for all players, but especially those further away from the servers. More Techy info here.

Mounted MG34 & Weapons Sounds

In addition to improving the game’s performance we have also added a new weapon. The MG34 has been added as the mounted machinegun of choice on a couple of German vehicles and we have added the first batch of the new weapon sounds (with more to come).

Fog of War

In Manstein we introduce fog of war for the first time. This is mainly relevant for Generals as it now only let’s them see what their Assault Teams can see. Take a look here for more information!

There are of course more happening in the build, so continue reading for more details…

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Half the Battle: Become a Better Tanker!

Tanks often make the difference between victory and defeat — if they are maneuvered by capable hands, that is. Misused tanks are just big, dumb targets. But correctly employed, they are deadly and terrifying. This week I’ll give you some tips on how to get the most out of your armored Assault Team!

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Developer’s Corner: the Fog of War

In our recent Developer Q & A, we mentioned yet another new feature to be introduced with the imminent arrival of the Manstein build: the first iteration of the fog of war. It’s a fairly common feature in strategy games, and it should have a noticeable impact on the way Generals plan their moves.

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Map Updates – Mountain Town – Part 1

The time has come to announce the biggest change to come in the Manstein build: a complete overhaul of the Mountain Town map. In fact our level designer and graphics department haven’t “reworked” the map so much as completely rebuilt it! This is the first part of the tour. Hop onto my truck!

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Dev Q&A – Fall 2013 – Part 5


We saved the best for last, so to speak, and answered some of the hardest questions in the final part of the Fall 2013 Developer Q & A. In case you just walked in, here’s what this is about: last month, in a chat session moderated by Reto.Vashu, the players submitted 20 pages worth of questions concerning the future of Heroes & Generals. We then assigned a few undercover Stasi agents to spy on the developers and tap their phone lines (while wearing fake moustaches).

Here is a random selection of your questions and developers’ answers:

Q: Will it ever be possible to get more than just 10 ATs per account?

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Developer’s Corner: Asset Streaming

As was mentioned already in the last few blog posts, a lot of the work that we have been putting into the upcoming Manstein build of Heroes & Generals is aimed at improving performance. One of these improvements is asset streaming.

Lock & Load

In all the previous builds, the game would load all of its assets (geometry, textures, sounds, etc), every single time you launched a FPS match, using up a large amount of memory, preventing some of the lower-end graphics processors from running the game at all. Starting with the Manstein build, textures will be loaded on the fly (i.e. streamed), as they become needed.

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What are you waiting for soldier? We need heroes on the battlefield and generals to lead them!