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Asid:
Update 1.08 - ChangelogFri, July 11, 2025



This update focuses mainly on stability improvements, anti-cheat improvements and fixes to the most major known issues and errors. We are also happy to bring new PvE scenarios.

New features and content:

    - Ability to change map size in Skirmish and Custom lobbies: the map is determined automatically, but you can override that according to your preference;
    - New PvE scenarios for 1-3 players on Kaliningrad and Ruda maps;


Balance changes:

We are closely monitoring the evolution of the best performing strategies and their counters. The situation is still evolving so we don?t want to add lots of major changes simultaneously, so we have decided to start with this change first:
    - Reduced sprint cooldown from 60 to 30 seconds for every infantry/recon infantry unit.
    - This modification will deeply impact the balance by giving infantry the ability to use one sprint charge to attack a position and sprint away when artillery starts raining. It also allows to disengage more easily when overwhelmed by vehicles;


Stability and network:

    - We have fixed most cases of memory leaks, which were followed with crash-to-desktop situations;
    - Reconnect functionality received multiple important fixes, both on server and client side; we will continue our work on this subject in the future;
    - We have applied tweaks and improvements to our Matchmaker in order to provide better game experience for everyone;
    - Numerous fixes and improvements;


Anti-cheat improvements:

This update improves the anti-cheat system, which will now be more efficient in detection.
The team has also been expanded with new members dedicated to thoroughly reviewing all cheating reports, ensuring fairness in the ban process. With this added expertise, we?re confident the staff will be even more efficient in detecting and addressing cheaters.


Plans for the near future:

First of all, let us reassure you that we plan to further improve our game by fixing known issues and solving problems that were highlighted by our community as well as bringing new content and making the overall game experience better for everyone.

Currently we want to highlight these fixes, features and improvements, but note that this list is not exhaustive:

    - Fixes and improvements for Co-op scenarios synchronization;
    - ?Surrender? feature for multiplayer games and progressive penalties for leavers;
    - New UI screen for scenarios;
    - QoL improvements for single-player scenarios experience;


Full list of changes:

Added:
Added option to change map size in Skirmish and Custom lobbies. The size is changed automatically based on the number of players by default but can be forced in the additional settings of the lobby;

Added game servers in Thailand, Indonesia, Malaysia (We?re monitoring the amount of players from all over the world and dynamically adding new servers accordingly. Full list of currently available game servers geolocations in GLOBAL region: US West, US East, Hongkong, UK, France, Germany, Japan, Thailand, Indonesia, Malaysia);
Added portraits for Baltic states vehicles;
Added swimming animation for ground troops (where applicable);
Added PVE 1-3 Kaliningrad scenario (tower defense style);
Added PVE 1-3 Ruda scenario (tower defense style);

General fixes & improvements:
Fixed multiple CTDs (crash-to-desktop) due to memory leak issues;
Fixed memory leak issue on our server infrastructure. This should increase overall multiplayer stability.
Fixed multiple cases of ?Reconnect to battle? button not appearing;
Fixed multiple cases of ?Player.log? file consuming excess amount of space;
Fixed an issue with Campaign menu being stuck;
Fixed an issue when players may have empty map without playable zone/capture zones/spawn points after loading to the game (in both: single player and multiplayer);
Fixed an issue when players may have 99/99 units in a deck after loading to the game;
Fixed an issue when player may get disconnected from game server with corresponding error message;
Reduced max FPS cap from 300 to 144;
Fixed an issue with dropdown options being unclickable in some cases;
Fixed an issue in the reporting system which prevented showing the correct player?s profile upon clicking (this was a UI issue only).
Adjusted matchmaking system in order to minimize games with big difference in elo rating between teams;
Adjusted matchmaking mechanism to be more accurate while looking for a more suitable (ping-wise) game server. Please be advised: turning on VPN, ?connection boosters? and other proxy-like solutions may in fact lead to worse multiplayer experience.
Fixed an issue with transferred units movement interpolation;

Fixed an issue where some input devices (joysticks, gamepads, racing wheels, vJoys, some particular mouse and keyboards) may interfere with options selection on UI.
Fixed an issue with displaying incorrect date:time format in various in-game messages;

Fixed ?Flares! Flares!? achievement not counting;
Fixed an issue when player wasn?t able to override anti-overkill with his AA by clicking RMB on a desired target;
Fixed an issue when Steam workshop scenarios were incorrectly initialized in some cases;
Fixed CIS region servers popup screen overlap;
Fixed incorrect ?ready up? UI sound;
Rebinded default camera rotation button from LCTRL to MMB;
Fixed mission unlock conditions hints on Campaign screen being misleading;
Fixed M712 Copperhead VFX looking like a cluster round;
Adjusted 127mm gun VFX (Arleigh Burke);
Adjusted mortars and howitzers impact VFX life time;
Fixed MC-130H having no model under certain circumstances;
Fixed Tochka-U?s missile texture being pink;
Adjusted parachute animations;
Fixed CAAT Tow marines' pose with M240;
Fixed an issue with S300V/S350/S300PM deployment animation being stuck resulting in missiles being fired directly into the ground;
"Bay of winds" zones capture time adjusted from 30 to 15 seconds to match other maps;
Various fixes for weapons icons;
Various localization fixes.

Campaign fixes & improvements:

?Blackout? mission:
Fixed mission being stuck in some cases.

?Show time? mission:
Fixed time-related medal could not be earned;
Fixed the case of players being stuck if they fail the bombing runs too many times.

?Peacekeeper? mission:
Fixed mission?s intro cutscene not scaling correctly for 4K resolutions.

?Self Service? mission:
The timer for the final stage has been increased to 20 minutes (it was 5 minutes by default);
When bringing supplies to Cap. Batalin, he will now give you 2 helicopters right away instead of adding them to the reinforcements.

?Papers please? mission:
Fixed cases of invisible units appearing in the mission;
Improved balance of pre-placed equipment at the storage base;
Various improvements to the behavior of allies and enemies;
Enemy attack pattern on the HQ has been slightly improved;
Fixed an issue of mission stuck due to losing HQ zone;
All units received appropriate camouflage (winter).

?Operation Cold Harbor? mission:
Various improvements for each difficulty level. Player now has slightly more resources and units;
The behavior of attack waves from Narva has been improved;
Fixed a bug when pilots could have been detected prior to secondary mission pops up.
Minor improvements to Batalin's movements;.
All units received appropriate camouflage (winter).

?Forbidden waters? mission:
Various improvements for each difficulty level. Player now has slightly more resources and units;
Improved AI behavior.


?Broken arrow? mission:
Various fixes for voice overs;
Fixed a bug when the Green Light Team was able to capture the last objective (Bennett Plan).


Balance:
Reduced sprint cooldown from 60 to 30 seconds for every infantry/recon infantry unit.
Fixed mistake in base price of CAAT TOW 110 =>100 this could result in deck value being inconsistent;
Spetsnaz GRU Verba option: added a second Verba launcher to balance the interest of this option with the two others;
Ingenery-Shturmoviki price 60 => 70;
Fixed optics value for Skrezhet with Zu-23M + Igla to detect helicopter further away;
Fixed TOS-1 rear HEAT armor value being inferior to kinetic armor;
Fixed A-222 Bereg howitzer having lower reload times in mixed loadout.

Asid:
What we're working on
Wed, 30 July 2025



What?s coming next?

We love our passionate community and want to assure you that we are closely monitoring the feedback you?ve been sending, and we?re committed to making meaningful improvements. Your voice matters, and we?re not ignoring it. Our development team has been working tirelessly to address the most common and pressing issues that have been raised.

As part of our ongoing commitment to transparency and open communication, we?ll be adopting a faster-paced communication approach. We aim to keep you better informed on the progress of development and share updates regularly so you can follow along every step of the way.


Our goal remains clear: to continue improving Broken Arrow, refining its features, and engaging with the community. We encourage you to keep sharing your feedback as it helps guide our decisions and priorities.


What we?re working on right now

Anti-Cheat System
We recognize that fighting cheating is a top priority, and we?re treating it with the urgency it deserves. Our team is actively focused on improving this area and ensuring a fair experience for everyone:

  - After the imminent release of patch 1.09, we will only ban people using cheats outside of the solo campaign. This allows us to reduce the number of appeals and focus on multiplayer cheating.

  - We have already expanded the team with an additional person dedicated to the management of cheating reports and appeals in case of false positives.

  - More than 5000 accounts have been banned from playing in multiplayer since the launch of the game because they were caught cheating.

  - We are developing better tools to analyse players' statistics and spot anomalies.

  - Regularly update the cheat database to counter the latest cheating methods that are being invented to circumvent our protections.

We?ll provide further details as we continue to progress in this area.

Advanced Telemetry
We are improving our tools to collect and analyse data about players' behavior to help us make decisions about multiplayer balance, track cheaters, detect anomalies, etc.

Leaver?s penalty & surrender option
Both of these features have been highly requested, and they are being worked on. We will introduce:

  - A surrender option to give teams more control over their matches


  - A penalty for players who leave mid-game without using the surrender option


Improved customer support ticketing solutions to improve the speed of our feedback to your support requests. This has priority as we don?t want to let our players down, so while it?s not directly impacting the game, it will definitely impact your experience of interacting with us.

If you have any questions regarding the game, you can now contact us through a dedicated support channel at

basupport@slitherine.com

Balance
We greatly appreciate all your feedback on faction balance. Balancing is not a one-time fix - it?s an ongoing process that requires careful tuning, patience, and deep analysis of gameplay data.

Our goal is to create a fair and rewarding environment where each faction has equal chances to win. We will continue working on balance adjustments based on stats, internal testing, and your input.

Expect new balance changes aimed at improving balance and strategic depth in the upcoming patch.

Server Stability
We?re actively working to improve multiplayer stability and connection reliability. Ongoing work includes optimizing the reconnect system so players no longer need to restart the game after a brief connection loss.

We want your multiplayer experience to be as smooth and hassle-free as possible.


What?s Coming with Update 1.09?

Our next patch 1.0.9 will contain the following elements:

  - A balance patch

  -   - A reduction of the active protection systems efficiency.

  -   - A reduction of damage for the incendiary munitions.

  -   - Various changes to make the Russian Coastal Troops specialization more attractive.

  -   - Various changes to rebalance the interest of some over and under performing units.

  -   - Fixed: Several autocannons didn?t have enough angle to shoot targets located right next to them.

  -   - Fixed: vehicles stopped turning their chassis toward the enemy when using some of their weapons, even if the weapon didn't need the help of the chassis to reach its target.

  - New presentation of the lobby creation pop up window to better show the different types of lobby that can be created.


  - Option to restart campaign missions and scenarios in the escape menu.


  - Plus various fixes, we will provide the full list when the patch releases.

Thank you for your continued support and feedback. We?re dedicated to delivering a game that you can enjoy, and we?re excited to take the next steps together with the community.


What is missing
We know that there are many other areas of improvement, community requests, suggestions, and more. We are listening and we keep working to improve your experience. We are looking forward to keeping you updated on our current and future work, so if you don?t see the changes you?re looking for in this list, rest assured, we have more to come, and we?ll let you know as soon as we have news.

Asid:
Weekly Spotlight - 1.0.9 update coming next week
Fri, 8 August 2025



Greetings, Commanders!
From now on we?re going to be more frequent in our communication, and we aim at having weekly communications so that the community feels more involved.

So, the first item is that early next week we?re going to be releasing update 1.0.9.

As stated last week, it is mainly a balance update, but we also have a few surprises in store for you.

Community Highlights

From now on we?re also going to be posting some bits of news from the community, on interesting activities or events that emerge from the Broken Arrow playerbase.

This week we want to give a shoutout to the organizers of the Broken Arrow League https://discord.com/invite/7c47CCFtbw . It is a player-run league and they frequently organize tournaments. Be on the lookout as they?re very active and they have something cooking all the time. Great work, guys!


We?ve also reorganized our official discord a bit with the implementation of a dedicated channel for player-run tournament announcements (now separated from tournament discussion, so it will be less spammy and tournament announcements will have more visibility) and a dedicated section for clan / team recruitment.

See you next week for the release of 1.0.9!

Asid:
Update 1.0.9 Changelog
Wed, August 13, 2025



Update 1.0.9

We are releasing a new update, 1.0.9. As mentioned last week, it is primarily a balance patch. You can find all changes below in the changelog and were decided after analyzing feedback and metrics.

On top of this, new PvE scenarios and main menu tab have been added, as well as an improved lobby creation menu.

Finally, in terms of highlights, it contains improvements to the localization in Chinese. A big thank you to the players who reported these issues!


What are we working on?

Work on the following areas will continue, as per last week?s post:

  - Server stability

  - Anti-cheat system

  - Balance

  - Surrender option

  - Punishment for leavers

Our commitment to improving the game will never wane and we welcome all the feedback that you can give us.


Update 1.0.9 Full Changelog:


Added:

  - Added "Restart mission" option in Esc menu (where applicable);

  - Added new lobby creation menu better highlighting the different types of lobby;

  - Added new PvE (1-3p) Scenarios: Narva, River & Ignalina;

  - Added new design for scenarios tab (available in main menu);

  - Added an opportunity to select any player and check his losses/kills history in the History tab (on post-match screen).

  - Added new weapons icons for player profile customization that can be unlocked beyond level 73.

  - Added different map ambients (night, day, morning). In standard game mode this setting is random, while in custom lobby player can change it manually in additional options menu;

  - Profile background textures reorganised. Three textures are unlocked every time you reach the maximum of a rank (so every 5 XP levels)

General fixes & improvements:

  - Disconnected player won't get any income until his reconnection;

  - Additional tuning for matchmaking: game should wait a bit more for a better (elo-wise) opponents;

  - Fixed some customization frames unlock conditions;

  - Anti-cheat won't mark you as a cheater in campaign mode anymore (Be aware: you must restart the game if you want to play in other modes after using a cheat in the campaign);

  - Fixed some edge cases preventing "Reconnect" button from appearing;

  - Fixed an issue when units? quantity in shop UI was out of sync after reconnect;

  - Skirmish AI now can properly capture supply dumps;

  - Fixed an issue in skirmish mode where only the host could see the radar status of AI?s units.

  - Cancelled multiplayer matches no longer affects win/loss ratio;

  - Supply labels are now always displayed under units labels;

  - Various improvements to the report player?s window;

  - Fixed an issue with missiles being stuck in the air;

  - Fixed MLRS and arty tracers and VFXs not showing in some cases;

  - Adjusted napalm and incendiary areas position sync, especially when they hit buildings and other obstacles.

  - Fixed B-1B wing trails staying on the same position when the wings are folded;

  - Fixed some autocannons angles which didn't have enough depression and couldn't shoot at small targets at very short range;

  - Fixed vehicles not turning their chassis toward the threat when using some of their weapons, even if the weapon didn't need the help of the chassis to reach its target;

  - Mission editor node "On Unit Refunded" got a new pin for amount of refunded supply;

  - Fixed Highways of Death map not working for multiplayer custom matches;


Campaign fixes & improvements:

  - "Big Wave? mission:

  - Fixed gold medal being impossible to achieve.

  - "Airbase Heist" mission:

  - Fixed gold medal being impossible to achieve.

  - "Heavy Rain" mission:

  - Fixed Bronze medal being impossible to achieve.

  - "Road to Fiddler's Green" mission:

  - Fixed Silver medal being impossible to achieve.

  -  "Self Service" mission: The amount of supplies refunded is counted instead of the player's money to win the mission.

Balance:

General:

  - Active protection systems cooldown increased from 5 to 6 seconds (Re-loadable RPGs can shoot again before the end of the cooldown if the unit is not stressed);

  - Incendiary munitions penetration value reduced from 20 to 15 resulting in slightly less damage against infantry but much less damage against armored vehicles with 20+ top armor;

  - Fast cargo planes (C-17, Il-76, AN-72) agility increased;

  - Helicopter launched anti-radiation missiles are fired in quicker succession;

  - Low altitude bombs' arming distance increased. Changing the position of the strike too close to the target will result in the plane having to turn around to make a new approach;

  - Laser range for vehicles increased from 2400m to 3000m.



Maps:

  - Kaliningrad multiplayer layout modified to add a second spawn location for ground units.

Coastal troops:

  - BTR-90 number of seats increased from 6 to 7;

  - BTR-90 Bakhcha-U turret upgrade price 20>15;

  - Ka-52K helicopter aim time with Kh-35 cruise missiles increased by 3 seconds. Time between missiles increased by 1 second;

  - Iskander ballistic missiles resupply time reduced from 60sec to 45sec;

  - BRDM Kvartet missile reserve increased from 8 to 12 missiles;

  - A222 Bereg direct fire range increased from 1300m to 1400m against ground targets, accuracy against helicopters slightly increased.

Motorized infantry:

  - Su-24M2 now has a unique label icon to differentiate it from the Su-24MP;
  - GRAD with smoke rocket price reduced from 150 to 100;

  - GRAD with incendiary rocket price increased from 225 to 250;

  - GRAD incendiary's missile damage reduced from 10 to 8;

  - GRAD incendiary's missile DoT duration reduced from 10 to 8;

  - GRAD dispersion doesn't reduces as much when shooting at short distance;

  - Spetznaz GRU with AT loadout priced increased from 130 to 145;

  - Su-25T can now guide 2 Vikhr missiles per target at up to 2 targets (so up to 4 missiles);

  - Mig-29SMT: R-60 missiles price reduced from 35 to 30;

Guard Tanks:

  - Barbaris 30mm and 57mm variants price increased from 225-290 to 250-300;

  - Khrizantema upgrade price increased from 20 to 25;

  - Ingenery Shturmoviki CQC price increased from 70 to 75;

  - Koalitsiya-SV price increased from 220 to 225, extended range upgrade price increased from 30 to 35.

  - TOS-1/1A price increased from 200-225 to 250-300;

Special operation forces:

  - AC-130 availability reduced from 2 to 1;

  - Killer Egg Stinger upgrade price increased from 15 to 20 (per pylon);
  - Delta force CQC price 100>110; Delta force standoff price 120>110;

  - RQ-170 price increased from 170 to 200;

  - Rangers MAAWS price increased from 90 to 100;

  - Pararescue price increased from 60 to 70;

  - Rangers CQC loadout receives an additional M72A10 LAW anti-infantry rocket launcher;

  - Rangers RRC close quarters loadout price increased to 80$ like the standoff loadout;

Armored brigade:

  - Iron thunder upgrade price increased from 50 to 65 (210>225);

  - Patriot PAC-2: 4 missiles upgrade price increased from 60 to 80;

  - AMPV Javelin upgrade price increased from 45 to 50;

  - AMPV reactive armor upgrade price increased from 15 to 20;

  - AMPV Iron fist APS upgrade price increased from 40 to 45;

  - ATACMS ballistic missiles resupply time reduced from 60sec to 45sec;

Stryker cavalry regiment:

  - All strykers variants: active protection upgrade doesn't reduce the speed further compared to ERA upgrade;

  - Stryker ATGM active protection upgrade price increased from 30 to 35;

  - Stryker SHORAD APS upgrade price increased from 70 to 75;

  - Stryker RV Bushmaster+Javelin upgrade price increased from 50 to 55;

  - M985 Battleship gets 2 extra bunker buster TOW missiles per launcher;

  - US Combat Engineers now have their own unique icon;


Airborne infantry:

  - Airborne squads with standard loadout now carry an extra AT4 rocket launcher;

  - Airborne NGSW: M7 rifles damage increased from 1.1 to 1.2;

  - B-1B pitch rotation speed reduced to avoid suicide in its own nuclear bomb;

Mechanized infantry:

  - BTO transport vehicle rate of fire with RPO thermobaric rockets increased;

Asid:
On balance
Thu, 14 August 2025



Dear Players,

We understand your interest and concern regarding the balance between factions in the game. Ensuring fair gameplay is one of our top priorities, and we regularly monitor statistics to maintain equal conditions for all participants.


What?s more, the developers themselves are active players: each of us has spent thousands of hours in the game, and our experience in the genre goes back to the days of World in Conflict and Wargame Red Dragon. We don?t just analyze the data ? we test balance changes firsthand by playing matches, trying out adjustments in real combat situations, and experiencing them just like you do.

And now ? on to the numbers:

Player distribution and faction win rate statistics


At present, 224,860 players have played at least one multiplayer match. On this graph you can see the ratings distribution of all these players. We are using an Elo ratings system but configured slightly differently from what you are used to seeing. In a classic Elo system new players start with a value of 1500 and win or lose points until they reach a value corresponding to their level. As a result, totally new players can be matched against experienced players winning 50% of their matches instead of other new players, generally resulting in their first matches being a series of gruesome defeats.


This is prevented in our system because the starting value is 300 and players tend to win more points than they lose to help them reach the average ratings. As a result players? ratings tend to move up as they play, leaving the lowest ratings only for totally new players. Of course winning more makes you progress faster and once you reach the higher ratings this boost doesn?t exist any more so quality takes over quantity.



Across 656,149 matches played, the following faction win rates have been recorded:

 ? USA ? 48.97% wins (321,348 matches)

 ? Russia ? 51.03% wins (334,801 matches)


Current state of game balance and next steps
Analysis of the presented data shows that the game balance between factions is currently at a very good level. The win rate difference between factions is only 2.06% across more than 656 thousand matches. Such a difference falls within the acceptable margin of statistical deviation for multiplayer games and does not indicate a clear advantage for either side.



That said, we recognize that balance is not just about numbers, but also about how the gameplay feels to the players themselves. Our work does not stop here. We continue to closely monitor match statistics, analyze changes in the meta, compare player behavior across different rating brackets, and review community feedback. Every balance adjustment is based not only on numerical data, but also on the real gameplay experience you share with us through social media and feedback channels.

We greatly value your activity and engagement, as open dialogue with players helps us gain deeper insights into what happens during matches and identify potential imbalances at an early stage. All information we receive undergoes thorough review and is used to make well-informed decisions.


Our goal is to maintain a fair and stable game environment, and we will continue working to refine the balance system so that every match is engaging and offers equal chances for both sides.


Some finals words:
We know many of you are eagerly waiting for news about future updates. That subject will be addressed next week, when we'll expand on what the team is working on next and on the content of the next update.

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