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Offline Asid

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Divided We Fall
« on: September 07, 2016, 03:02:27 PM »



Description
Divided we Fall is a close-combat multiplayer game with team-driven strategy at its core set in various immersive battlefields of the Second World War.
Command your squad through WW2, form well thought-out battlefield tactics and executive them effectively to ensure your path to victory.
Hone your skills in fast paced 1 vs 1 real-time battles, or join battles with up to 10 soldiers per side, each will require a great amount of planning, co-operation and teamwork.
Become a commander by being the highest ranked player of a team, devise an overall battle plan for your team and assign weapons to your soldiers through an in-game board interface.
To achieve victory as a commander on the battlefield, you must make effective use of terrain to provide cover for your troops, create deadly kill zones and ambush the enemy. Success hinges on the tactics formed during the planning phase, the effective teamwork between each other and the individual execution of the chosen tactics during combat.
Forge strong bonds of brotherhood in this intense multiplayer combat, for Divided we Fall…

Divided We Fall has the following key features:
•   Intense battles where tactics and teamwork are key to win battles
•   Close quarter combat with tactical manoeuvring and ambushes
•   Squad-based action combined with team play that has a clear military chain of command
•   Compete with your clan via ranking systems, leaderboards and competitions
•   Command your fire team successfully and strive to become a general
•   Use the World War II terrain to your advantage; provide cover for your troops and create deadly kill zones and ambushes.



Just hit early access on STEAM: http://store.steampowered.com/app/495580/

Divided We Fall - GameplayTrailer







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Offline Red2112

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Re: Divided We Fall
« Reply #1 on: September 08, 2016, 10:48:35 AM »
Some game play...

Not me, at least not yet  :D

 
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Offline Asid

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Re: Divided We Fall
« Reply #2 on: September 14, 2016, 05:33:54 PM »
This is on Steam 20%off for a couple hours more

http://store.steampowered.com/app/495580/
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Offline Asid

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Re: Divided We Fall
« Reply #3 on: September 15, 2016, 04:17:18 PM »
CHANGELOG v0.725 - 15th September 2016

Changes
- Added soldier number on the UI
- Tweaked UI for better visibility
- Tweaked briefing time (longer, with a maximumof 90 secs in ranked and 120 secs in Regiment)
- Increased AFK timer

Bug fixes
- Fixed most map issues (doors that could be walked through)



CHANGELOG v0.724 - 8th September 2016

Changes
- drastically improved sync between clients
- added tutorial to briefing for new player
- shortened briefing time when there are many players
- reduced number of sniper and machine guns
- removed "xxx joined the room" in the lobby and in-game
- added a button in the lobby to easily get a log file (for bug reporting)

Bug fixes
- subordinates can no longer "steal" weapons from commander in certain circumstances
- limited team sizes to 15 on each size (but can still join server to spectate)
- registration bug is fixed
- broken nades in some cases is fixed
- regiment games are now restricted to appropriate regiments
- attempted to fix issue where games sometimes do not end properly

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Offline Asid

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Re: Divided We Fall
« Reply #4 on: September 16, 2016, 05:35:32 PM »
Development Update

Week one after Early Access launch.

In case you haven't noticed, the game has just released on Steam Early Access, and, as they say, it has been quite a ride.

This was the turning point for the game, the moment of truth, whether or not Call of Combat legacy still holds today.
Launch Aftermath

Well, the result is that, together with you, all the member of the community, the first step was a success. There are now way over a thousand owners on Steam and we were thrilled to see massive battles of 15 vs 15 players (that's 120 soldiers), and it seemed that the game could technically handle this quite well.



Maybe we will experiment with even bigger battles in the near future, 32vs32 and who knows, maybe 64vs64?

Regiment games are also raging now with BHB seemingly at the top. And the external reviews are also pretty encouraging. Rock Paper Shotgun2 had some kind words both for the game AND the community, yes, that's you, guys. So did OpNoobs2. We're really honored to be making a game for such a great community, we can all be proud here.

The bad side is that although the game is quite well received by new players, there are three recurring complaints:

    In spite of the current in-game tutorial, some new players would like to experience the game against some scripted AI. We agree this would be cool, but building such a feature properly will be a very big task and there are a lot of other things we have to work on.
    Some new players seem to have been thrown off by the amount of grenade fights.
    There has been reports of crashes The good news is that we have already quite a bunch of them, and we will continue bug monitoring and smashing over the weekend.

Good news is that we see beautiful plans being made:


Community stuff
    Regiment games have been going very strong, a lot of battles have been fought. I look forward to seeing more of them, and maybe some of you will be eager to make some videos out of them which I will add to our playlist of regiment games.
    Two very nice guides by @Monkey_Bullet and Little Mac have been made. You can also check them out on the guides page on Steam1 and upload yours if you have made one!

Updates so far
We have already released a few updates, mostly to fix some crashes and bugs such as the glitches in some maps, or the crash when trying to join or quite a room. We've also updated the UI to make each soldier more identifiable with a little number on the halo. We have adjusted briefing times, we have made the tutorial more visible to new players. Full changelog here.
What's next
Next week's development effort will be concentrated on bringing medals, ribbons, officer ranks and maybe more Steam Achievements. There will be new ranks added, which means that everyone's rank will be readjusted to reflect their PPS and efficiency.

There are a number of UI tweaks to come, such as ready buttons before starting games and during briefing, I'm also currently working on a minimap in game (mostly to show the orders).

The demo got delayed a bit but it seems to be almost ready now, and we expect to release it early next week. You will be able to show the game to even more people. Tomorrow, @Florian will be online monitoring bugs and fixing them on the fly, you can help him by being around and reporting issues, so you can expect a bunch of fixes in the weekend.


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Offline Asid

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Re: Divided We Fall
« Reply #5 on: September 16, 2016, 05:37:42 PM »
Divided We Fall Full Tutorial



Published on Sep 10, 2016

Welcome to this tutorial video of Divided We Fall!

Please see table of contents and credits below:

Background Music: Original Compositions by Alex Stafford (Aka Monkeybullet) March to War Copyright 2015 ...
Credit to the Genius of Monty Python for the end SFX.

Tutorial Content:
00:00 Welcome
00:35 - Game History
1:00 - The Main Lobby
2:05 - Player Points + Rank Progression
4:47 - Server Briefing
5:40 - The Basics: Camera Movement
6:10 - The Basics: The Victory Points [VPs]
6:50 - The Basics: Infantry Movement
7:30 - The Basics: Grenades
7:50 - The Basics: Using Cover
9:35 - The Basics: Grenade Angles
11:15 - The Basics: Infantry UI
13:00 - Advanced: Eyes
14:35 - Advanced: Briefing Weapons and Orders
15:25 - Advanced: Weapons, Surpression & Sniper mode
18:25 - Pings
18:50 END VIDEO: HOW NOT TO BE SEEN!
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Offline Asid

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Re: Divided We Fall
« Reply #6 on: September 19, 2016, 07:02:31 PM »
CHANGELOG v0.727 - 19th September 2016

Hey everyone!

We've released a new update that is mostly focused on fixing some serious bugs as well as some polish left and right. One or more updates will follow this week that will overhaul and rebalance the ranks and expand the depth of the regiment competition. Work is also moving forward on the not-so-secret-anymore modding tool we'll be unveiling soon ;).

Here is the complete changelog:

•   Line-of-sight and grenading from behind trees should now work as expected
•   Serious attempt to fix 'invisible soldier' synchronization issue
•   Fixed path finding problem on Farm Fight
•   Implemented tools for our soon-to-be-appointed MPs (Moderators)
•   Fixed a loading problem with Urban Combat, Art Gallery and Village Centre maps on OSX and Linux
•   Fixed problem where game got stuck on 'Synchronizing Players' while loading
•   Sniper mode now only visible when the sniper is selected
•   Sniper now switches back to normal mode automatically if his target is killed
•   Lobby now shows again when people join or leave a channel (with option to disable under 'chat options')
•   Fixed a bug where soldier panels were not properly removed after each game (causing all sorts of issues)
•   Chat now keeps focus during pre-game and briefing phases (so you can keep typing after hitting enter)
•   Fixed rendering artifacts on map in pre-game phase
•   Fixed layout issues when changing resolution when in-game
•   People who are not in a regiment should no longer be able to join regiment rooms

I'm particularly interested in getting your feedback on whether the first two issues are indeed properly fixed. Don't hesitate to let me know here or contact us on our discord channel!

Cheers,

Florian

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Offline Asid

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Re: Divided We Fall
« Reply #7 on: October 06, 2016, 04:29:32 PM »
CHANGELOG v0.732 - 6th October 2016

Changes
- First version of the Demo is now in
- Added Rooms limited to new players
- Removed ability for MP's to spectate regiment games
Bug fixes
- Fixed Regiment points calculation
- Fixed pink maps on OSX and Linux



CHANGELOG v0.73 - 26th September 2016

Changes
- Rolled out new soldier ranks
- Rolled out new officer ranks
- Added labels to maps
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Offline Asid

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Re: Divided We Fall
« Reply #8 on: October 11, 2016, 04:02:45 PM »
My quick take on this.

Having played for a short while there is something which puts me off. The grenades. They seem to control most of the play. Tactics are limited because there are so many and they are so powerful. There has been talk of fixing this. I hope so.
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Offline Asid

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Re: Divided We Fall
« Reply #9 on: October 31, 2016, 08:16:41 PM »
Big Update: new gamemode and many additions
28 OCTOBER



Thanks to the community we received great feedback, bug reports and suggestions. A lot of suggestions were to make the game more accessible to new players. Here is what we did:
- We implemented a new gamemode where everyone can get right into the action without having to wait for a previous game to finish



- We made servers that are reserved for new players

The community has been incredibly helpful: one of the veteran players happens to be a developer, he built a new lobby for the game which looks a lot better.



We've also added a mini-map which highlights the orders that your commander has assigned to you. It's now available in all game modes and is very helpful to keep track of the game status without having to go back to the strategic view.



Thanks to the loads of hours played after the release, we received enough bug reports to track down and fix all the biggest issues and crashes of the game.

We are now focusing on the way forward, our next big updates will include;
- a single player tutorial
- smoother gameplay
- medals, ribbons and other achievement commendations
- tournament system
- improved animations
- a fully integrated map editor for an infinite number of new maps!

So stay tuned.. :)
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Offline Asid

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Re: Divided We Fall
« Reply #10 on: November 10, 2016, 01:30:53 PM »
Huge performance optimization and first version of the map editor

9 November



Up to 100% framerate improvement
In the latest update we have managed to achieve spectacular optimization by getting rid of the latest remnants of our old interface system. On some lower end systems, we've had reports of framerate going up by more than a double.

The map editor has been made public
Your own custom made map can now be uploaded to the Steam Workshop and shared with other players. You can find more detail here: http://forum.dividedwefall.co/t/early-access-development-update-4/3117

Changelog
As usual, you can find the complete changelog here: http://steamcommunity.com/app/495580/discussions/2/350544098385603031/
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Offline Asid

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Re: Divided We Fall
« Reply #11 on: December 22, 2016, 02:50:45 PM »
CHANGELOG v0.76 - 22nd December 2016

This is a minor update with huge changes under the hood in preparation of new animations and a completely interactive tutorial that will be rolled out in January.

Changes
- Completely revamped animation system
- Death animations now use ragdolls
- Soldiers can now face without changing orientation of entire body

Fixes
- Fixed timeout error when loading room for first time
- Fixed selection halo rendering problem
- Improved lobby performance
- Lobby should now properly show regiment competition results
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Offline Asid

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Re: Divided We Fall
« Reply #12 on: March 08, 2017, 04:55:35 PM »
Gameplay Improvements (feedback needed)
7 MARCH   - KAVA GAME STUDIO


Grenade Adjustments and New Suppression System in beta

We have just set up a new beta system where you have the option to start either regular rooms, or beta rooms where you can try out changes we’re working on to provide feedback. Ten days ago we released a new suppression system where soldiers can get pinned down if their stress levels get too high, and last Friday we added new grenade mechanics where you can throw further if you hold the mouse button. These mechanics will interact, since suppression can also affect the angle and accuracy of grenade throws.



Suppression can also affect range and accuracy of grenade throws.

Please give it a try, and give us know your feedback in the game chat or our Discord[discord.gg] server.

Coming up are weapon revamps, an improved hit chance calculation and a new spotting system.

Tutorial
We have also added an initial test version of the tutorial which can be accessed from the menu of the main lobby (cog button at the bottom). Let us know if you manage to reach the end!



Tournament
There is also a new tournament starting this weekend:subscribe here: http://steamcommunity.com/app/495580/discussions/2/135509823670131504/
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Offline Asid

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Re: Divided We Fall
« Reply #13 on: March 23, 2017, 05:56:30 PM »
Gunfight improvements
Community Announcements

A couple of weeks ago, we created a new beta system that is super easy to use. You simply have to start a new room and select the game version from there. We had introduced a new suppression system, and added a new grenade mechanic.

Today we have pushed a new way to use firearms and we have greatly improved the usability of the sniper. See full change log here or read details below.

CHANGELOG Beta v0.84 - 23rd March 2017

Changes
- Added revamped Sniper modes
- Greatly improved Sniper usability
- Added sweeping mode for the sniper (press F4 and draw an angle with the mouse)
- Added shooting override controls:
- hold mouse button on target and release to delay the fire
- double click on any enemy to instantly fire with selected soldier(s) at the cost of some hit chance

Fixes
- Fixed a bug where soldiers would stay selected even after dying
- Fixed a bug where soldiers would sometimes appear to be running at crawling speed when pinned
- Fixed game crash issue on Linux (both for beta and regular rooms)





Sniper rework
You can now play with the reworked sniper which has a completely reworked interaction, it will have three modes:
- unscoped: crap accuracy, decent aiming time
- scoped: high accuracy, slow aiming
- Scout mode: you will be able to define a sweeping angle that the sniper will cover automatically (press F4 to enable, and draw an arc with the mouse)

For this update, we will include one sniper per player in the beta branch so that you can play with it.

We will next revamp the SMG and LMG, meanwhile their modes will have only one option.

New firearm interaction
We're also adding two new ways to use firearms:
- Timed shot: hold the mouse down on the target to prevent your soldier from shooting when his aim is ready (great for timing shots when waiting for an enemy to go out of cover)
- Emergency shot: double click on enemy to shoot instantly with an hit chance penalty (great for overcoming traps in corners)(edited)
I will write this in the Steam anouncement as well.

Ah, and we've also finally added a button to reload your gun manually!

Stay tuned for the rest of the weapons updates coming in a couple of weeks!
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Offline Asid

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Re: Divided We Fall
« Reply #14 on: April 20, 2017, 02:13:47 PM »
LMG and SMG update, now available in Beta!

Continuing gameplay improvements on the beta branch, we have added a few big changes in the last update, buffing the suppressing power of the LMG, turning the SMG into the true king of close encounters and making sure that spotting enemies is more realistic.

This is the last big gameplay update in which we made all the weapons feel more useful and very different than the others.

Please give us feedback about the beta on the chat or on our Discord server. Your feedback is super useful for us to improve the game.

LMG
The LMG will now need to be deployed in order to be used. Meaning, you will need to have your soldier crouch behind cover or go prone in order to make the LMG usable. But now, the LMG has a lot more suppressing power: you will be able to pin down enemies with just a few bursts. We have also added a suppression sweep mode for the LMG: you will be able to suppress all enemies in a designated area.

SMG
The big change for the SMG was adding a new variation of the good old Assault mode from Call of Combat. The new twist is that your SMG soldier will be able to continue moving while aiming and firing, making him the true king of close encounters and indoor combat.



Spotting
We have made spotting more realistic in respect with peripheral vision. We added several levels of recognition on enemies. First you will only see a question mark, which might be either friendly or enemy, then you will see the actual soldier but no name. It's only when you are close enough, that you will be able to know which player that soldier belongs to.

This way, we want to make spotting feel a lot more organic and gradual than it was before.


These are the three levels for being spotted: fully spotted with player name, partially spotted showing frienedly or foe, and barely spotted with minimal information (could be friend or foe)

Tournament System
After several rounds of testing, we can officially announce that the tournament system is now ready for public use. Which means that anyone can schedule, organize, manage and stream their own tournaments with ease thanks to the following feature:
- Schedule your tournament
- Subscribe from website or from the game lobby
- Make teams and select players
- Automatic team set up in-game
- Spectator mode for the tournament organizer (for streaming)

Stay tuned for future updates and the upcoming official release!

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