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The way your assault teams earn warfunds has changed in the Leeb build, as we are moving towards a system which rewards risk-taking and initiative. This blog post is for you, Generals!
As an extension to the matchmaking work required by ‘Play with Friends‘ and as part of the general effort in making the game easier to understand for new players we are working on adding tiers to matchmaking as has been requested by the community for a LONG time. So without wasting further keystrokes, take it away Reto.Hal9K (tier 3) – Reto.Robotron3000
To help avoid the situation where first-time players are being completely overrun by more experienced players, we are working on adding tiers into the action game matchmaking. This is also a benefit for the veterans, as they won’t be as frustrated with people new to the game who might not yet understand what “NMY pz3 at B2 app. B3″ means. :-)
In the first iteration we will stick with two tiers, cleverly named: Tier 1 & Tier 2
Mobile Command has been updated to allow generals full control over their Assault Teams on both iOS and Android.
Generals can deploy, resupply and move Assault Teams in and out of battles and thereby update their strategy to counter that of their enemies even when they’re on the go.
The new build ‘Irwin’ is online with a number of new exciting features (and a lot of bug fixes) and we hope you will all help us welcome new players and community members to the game. We also realized that we hadn’t made a videolog in some time, so Reto.KenSolo and Reto.Colding went to work. Take a look here:
PHEEEEW! – or the sound of 1000 men breathing! The new Irwin build is out on live and we are bug fixing it as fast as we can. [pun intended, Ed.]
We have added Warfunds – so now Assault Teams earn income as well as experience. This income is then spent on securing supplies for your assault team so you can keep on fighting. Infantry and low-level assault teams generally earn more warfunds than they need to keep in supply whereas high-level assault teams earn less than they need.
If you want to resupply your team RIGHT now, you can do that using gold.
The reasoning behind this is that we can keep on letting players play the game and earn warfunds without being forced to pay for it, but if you want to only play with heavy tanks and paratroopers you can of course do that but it might cost you a few gold pieces.
We have also updated the GUI and are gathering a lot of feedback for further tweaks. Reto.Hr.Wille is lurking and gathering feedback so we can keep on improving the way the game looks.
Have a great weekend everybody! :-)
It’s a common question ingame, on the forums and pretty much everywhere: “What on earth are Warfunds?”
In this short article I am going to try and explain what you can use them for, how you earn them and share some strategies for a solid army.
The idea for warfunds is to add a deeper layer to the strategy game as the first iteration of a system of limiting supplies. It should make the strategy part more interesting, rather than just sending your limitless supply into combat. This new build will make it an important decision if you sent your tanks into battle A or into battle B. You could send them to A… but do you really need them there?
We have come to a stage where a lost battle, can actually be a win. If you managed to destroy a lot of tanks. The ‘heroic last stand’ can help your faction greatly.
What happens when the heroes do not show up for war? Well, then the generals have to throw the die.
Heroes & Generals is a game where a series of action games are triggered by a strategy meta-game. In some cases there is not enough human players to play out a battle or the battle is simply too imbalanced for the action game to be any fun. In that case the result of the battle will be decided by the server.