Future Developments

From BattlegroundWiki

The game is constantly evolving and changing. This page lists the information that is confirmed to be upcoming from CRS through forum posts. Please cite your reference if you add anything.

Contents

v1.22.0.7 In Beta

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World War Two Online
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Version 1.22.0.7 Beta (2-20-06)
Infantry:
- Fixed a timing bug in the new infantry predictor, should be much smoother
Vehicles:
- Added placeholder ranging marker to M10 commander
In archive but not in patch at this time (added by merlin51)
Squads:
- Fixed an issue with ex-CO's
UI/HUD:
- Added opinion polling to launch dialogue
- Removed alt-tab sound cancellation due to errors

Source: 1.22 In Development Post By merlin51

v1.22.0.6 In Beta

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World War Two Online
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Version 1.22.0.6 Beta (2-16-06)

Infantry:
- Added new infantry smoother and predictor
- Added new death view for fps
- Added new red out and blackout effects
- Increased deploy speed for LMG
- Changed color of French paratrooper uniform
- Changed French Commander hat
- Fixed several emote issues
- Fixed a deflection error with British RG
- Fixed a sighting error on rifle scopes
- Improved prone check to allow for easier going prone near berms and trees
- Improved going prone third person animation to remove a jump effect

Vehicles:
- Added range finder to M10 commander
- Fixed LOD shift among vehicles in close range
- Fixed altimeter bug in Ju-52
- Fixed Panhard commander being deaf when hatch is open
- Fixed a bug in the hit model of the PzIIIH the turret had a superfluous floor
- Fixed a bug where positions 6 and 4 would not allow you to “cross the boat” when multi-crewed
- Fixed a bug where destroyers would fall through the earth when crossing boundaries
- Fixed several dispersion errors on older French AT guns based on historical data
- Fixed a bug where low LOD AT guns had too few damage objects
- Adjusted convergence on AA guns mounted on Destroyers to improve sighting
- Adjusted several lower gears for smoother acceleration from dead stop
- Completed turret traverse rate audit on AA guns
- Completed deflection audit on mg rounds for aircraft 
(.50cals done previously, .30s now completely, minor reduction in deflection angle)
- The "gear" display in readout window now only shows if your vehicle actually has gears

Terrain:
- Infantry inside a building that is destroyed will be killed
- Buildings (except factories and AI) can now be destroyed with friendly fire
- Fixed several alpha issues on factory and munitions buildings
- Added new city buildings
- Added normal map textures to buildings (see settings)
- Added dynamic water reflections (see settings)
- Updated the memorial statue

Chat:
- Added change so that chat channels are saved, per-player, between game sessions (except private channels)
- Added change so that F6 is tuned by default to the help channel

HUD/UI:
- Fixed a spacing issue with the ready room unit reservation view and certain units with long brief texts
- Fixed new personas not showing rank
- Added new welcome pop up to the persona screen
- Moved CRS motd to the welcome pop up
- Added population feedback to welcome pop up
- Overpopulated side will now have a brief wait at the persona select screen
- Added population feedback to persona list
- Enhanced list view functionality; you can now set whether a row is selectable or not
- Units in the mission screen spawn list are no longer selectable if the current column equals 0
- Units in the mission screen spawn list are now gray if the current column equals 0
- Added the required minimum rank level for each vehicle/unit's tool tip to the mission screen spawn list

Map:
- Re-formatted the map options panel; combined a few and added a header and section
- Increased nearest town check and feedback to 2000m from 500m
- cleaned up way point/contact report posting chat feedback (better feedback)
- cleaned up spawn/vehicle reservation messages (better feedback)
- Fixed a bug where center me wasn't turning off in game when you manually scrolled the

map
- Fixed a bug that caused players icons to remain on the map after they despawned
- Added new map options to full map
- Added defaults button to map options panel; sets the map filters back to the factory
- Added my division map filter to options panel
- Minimap now reappears in the correct state after closing the ingamemap or full map dependent on 
the HUD cycle state

Way points and Contact Reports:
- Contact reports now show the same icons as EWS
- Now only tanks and scout cars use the tank friendlies icon
- Now trucks and AAA/AT Guns use the infantry friendlies icon

Missions:
- Mobile spawns may no longer deploy on closed missions

Persona and Ranks:
- Added code that lifts side lock restriction for the "underdog" side
- Personas that rank up as enlisted will have their same side same branch personas receive 
matching rank up to rank 5

Friends list:
- .friend <name> now adds or deletes a player from your friends list
- Players will now be notified through chat when a friend logs in

Host:
- Optimized dbase operations
- Fixed a cause for invisible players
- Fixed a problem whereby an occupied factory would block pass-threw of the occupiers

supply
- Fixed issue with brigade movement delays being reset on host restart

Global:
- Added callbacks during loading to help ensure connections
- Updated textures to new format
- Removed several unused or updated assets from the archives

Keymapper:
- Added new keymap "change chat height" which toggles the height of the chat window
- Moved the "cycle icon mode" default keymap to control-i
- Made default keymap for "change chat height" to tab

Settings:
- Added settings for water effects
- Added settings for normal maps on buildings (in beta use .normal to switch on/off)

Source: Focus Test: 1.22.0.6 Read Me Post By Gophur

v1.22 In Development

1.22
• General inf/veh update system review and overhaul (server)
• Inf collider review
• Inf headshake review
• Improve MS availablility (inf first)
• New inf update, smoother, predictor (client)
• New French commander and paratrooper
• New fps death effect
• New fps concussion and damage effects
• Speed up deploy animations for lmg and atr
• Inf prone revisit
• Fix c47 gauges
• Revisit vehicle LOD issues
• Normal maps on buildings (first pass)
• Performance improvements
• Opinion poll
• RDP redo (code support needed)
• Manuals update to include credits, chat commands, others?
• Bug fixes (approx. 50)
• Squad night support
• Need con patch
• Inf deploy revisit
• Settings update

Source: 1.22 In Development Post By Doc

V1.22.01 In Beta

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World War Two Online
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Version 1.22.0.1 Beta (1-27-06)

Infantry:
- Fixed a sighting error on rifle scopes
- Added new death view for fps (cam falls to ground)
- Added new red out and blackout effects
- Death now causes fade to black
- Improved prone check to allow for easier going prone near berms and trees
- Improved going prone third person animation to remove a jump effect
- Added new French Paratrooper uniform
- Added new French commander hat

Vehicles:
- Fixed LOD shift among vehicles in close range
- Adjusted several lower gears for smoother acceleration from dead stop
- Fixed Panhard commander being deaf when hatch is open
- The "gear" display in readout window now only shows if your vehicle actually has gears
- Added range finder to M10 commander
- Fixed several dispersion errors on older French AT guns based on historical data provided by Patchy 
(thank you sir, they were wildly off from other guns)

Terrain:
- Infantry inside a building that is destroyed will be killed (under test and review for game play)
- Buildings can now be destroyed with friendly fire with the factories and AI being an exception 
(under test and review for game play)
- Building posters now store in a specified client directory

Map:
- Fixed a bug that caused players icons to remain on the map after they despawned
- Increased nearest town check and feedback to 2000m from 500m

Way points and Contact Reports:
- Now only tanks and scout cars use the tank friendlies icon
- Now trucks and AAA/AT Guns use the infantry friendlies icon

Missions:
- Mobile spawns may no longer deploy on closed missions

Host:
- Fixed a problem whereby an occupied factory would block pass-threw of the occupiers supply
- Fixed issue with brigade movement delays being reset on host restart

Global:
- Updated textures to dds format
- Removed several unused or updated assets from the archives

Settings:
- Settings will now auto detect which options are available based on your system specifications

Source: 1.22 In Development Post By Doc

v1.23 In Development

1.23:
• FP redo complete
• Finish Squads in game
o Need squad tab to be able to search and contact squads flagged as recruiting
• Show squad/brigade/unit in name tag
• Need better communication from HC to players (AOS + Brig movements)
• Brigade screen revamp (info management)
• Mission info more available, accessible
• Redo AAR - Don’t auto reserve me a rifle when my reservation is not valid, make me select again (bug)
• ATG and AAG LOD and damage model issues (investigate again for improvments)

Source: 1.22 In Development Post By Doc

Upcoming Changes

The following is a direct Cut-and-paste from the Post by Doc in Motor Pool Forums.

Our intentions are to get 3 things completed in the short term, and possibly 4 depending on our development schedules and manpower in that short term window.

1. Numbers balance. We have a number of mechanisms (no I'm not talking about a queue to login) to get the numbers to be or behave close enough to 50/50 that this should (I say should, we won't know precisely until after we do it) ... should negate the core issue of bring more players to every battle everwhere that the opposing side cannot hold them back. Yes, localized differances will occur but that's ok as long as the global balance is good. You will lose ground where you have a localized inferior number, and gain it where you have a localized superiority in numbers. This will prove a lot more interesting than a superiority eveywhere which is what happens now. Which is why it's being changed. Accompanied with same day arival of each tier for each country balanced numbers will play better at all times during a campaign.

2. British/French "split" due to country seperation in the code rather than unit seperation. We are going to do 3 things here:-

i) Allow movement of Allied players from British to French areas of operation (and vice versa) with rank access transferable so that they can better mimic what the Axis can always do, play in any area of the map to match needs as the come about through localizeed brigade movements and attacks.

ii) More difficult (but being worked on) is Allied movement through all Allied held towns regardless of whether they be French or British. This is a core engine code change and will take a little longer as a result.

3. Equipment disparity. Yes it will be impossible to match the sheer draw of the Tiger tank. You could pass that same effect onto other items but to a lesser degree that is fairly well matched in most respects by Allied equipment, but there are some areas we can improve things. Prime amongst those, given modeling completely new uitems and systems is not a short term possiblity at all ... is the French ground situation. We have already addressed several of those. One is the review of the previosuly bad dispersion on French ATG's (that means the tanks guns also) which will be changed when we patch next. Two is the desire to now move the M10 down to it's more correct tier 2 slot, where it pairs with the other 2 countries in bringing some parity to function there ... Axis have a good tank (Pz.IVg) and an tank hunter (StuG.IIIg) ... British have a heavy slow well armoured tank (Churchill III and 6 pdr. gun) and a faster lighter armoured tank (Crus.III with 6 pdr. gun) while the French will have a good all around medium tank (Sherman with 75mm gun) and a lighter well armed tank destroyer (M10 with 3"M5.Hv gun) ... this leaves tier 3 with the very heavy Churchill VII (still with a 75mm gun) and the french with a Sherman M4a3(76) which could even outperform the M10's 3" gun slightly.

No they aren't Tiger tanks but they will have more of them, and with numbers balanced this can still work, without numbers balanced it never will.

4. This would be the new ATGs, with the QF.17 pdr chief amongst them. Since the best gun the British have is the QF.6 pdr they need this gun more than the perhaps the French as the 76.3mm M7 and 3"M5 will outperform all but the 88mm German gun, currently in game, albeit only on a par with the Axis 75mm gun but we can't do a lot about that really. The French will make good use of the M5.3" ATG even though it isn't a QF.17 pdr., really we can't model equipment that is identical in every aspect because the history that built these things didn't do that either. We do think we're very close to having a good balance when these short term goals are realized.

Other new things ? Fireflys ? Achilles ? German AFV's ? Bombers ? Even better ATG's like the QF.3.7" ? The French "88" (forget it's proper French name) ? Sure, they are all great suggestions and will I'm sure be done at some point. Right now, we are taking the path seen by many as "not ideal" not through choice, but because we CAN do it in the short term. That which prevented us finishing the new ATG's which we planned to do by the last patch is the same situation preventing new models of equipment you'd like to see being possible in the short term. If we couldn't get those ATG's done why is that ? Not choice. The same difficulty (but magnified to an even greater degree) applies to totally new equipment that doesn't even exist yet. So we'll maximize our resources and get the 76mm Sherman (and perhaps the new ATGs of which 2 of them require more work than that Sherman does, it's a new turret and not much else art wise) ... because this is doable in the short term.

No one here sees this as being the be all/end all solution, it's just the fastest and most doable that's all. You have to try and remember that with a small team and hundreds of things to add to the game ... for us it isn't a preferance to "not add" certain things to the game ... it's that a lot of things fall under the "can't do everything we want so we do what we can" and in that sense, we have to choose things that address the games needs in a less than "ideal" fashion (given the "What do I want" versus "what can I do" options) ... in reality we want pretty much everything that you could ever want, reality dioesn't make it possible to turn desire into reality quite the same as it is in our wish lists.

It takes long time to keep bringing the game to a new level every year. It's a huge game, with many complex elements and pretty much outstrips us all the time, because the list of what we need to do, and want to do to the game, would dwarf a company with 5 times our resources. The big boys, who have those kinds of resources, are not interested in developing this type of game, so you have to make do with us, one of the smallest developers in this market that there is.