Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 07, 2016, 02:20:45 PM

Title: Zulu Response
Post by: Asid on October 07, 2016, 02:20:45 PM
(http://cdn.akamai.steamstatic.com/steam/apps/401250/header.jpg?t=1474440103)

Available: 12 October 2016 Early Access
Official Site: Here (http://www.zuluresponse.com/game/)
Official forum: Here (http://www.zuluresponse.com/phpBB3/)
YouTube Channel:Here (https://www.youtube.com/channel/UCdraIKw721XLljM1WetfMag)
Steam: Here (http://store.steampowered.com/app/401250)
Price: $14.99

Published on 26 Oct 2015
https://youtu.be/j2L9Kva1wQc


About This Game
In Zulu Response play either as a British soldier or Zulu warrior in first person in a simulated tactical game for singleplayer, 4 person co-op or 8 person mulitplayer.

The game is based off true stories from the African Anglo Zulu wars of 1879 where each player has a squad of intelligent AI plus reserves at their command.

•   Single-player
•   Multi-player
•   Co-op



(http://cdn.akamai.steamstatic.com/steam/apps/401250/ss_b8d110d1e5eebc190bdda33402c8e7d9331f4c5e.600x338.jpg?t=1474440103)

Command a Squad of AI
There are different classes of player with each having a unique squad of Zulu or British AI to command. The AI can be commanded as a whole unit, smaller groups or individually.
The size of a squad and number of reserves depend on the player class and whether they are Zulu or British.

The player can:
•   assign rally point destinations, generic target areas or have AI follow you
•   command the British AI to form up in battle lines of standing and crouched
•   assign British AI target locations and order them to fire on command
•   Command each line of AI to fire at once or alternate between standing and crouched soldiers to create a constant hail of bullets
Configurable Options
There are many configurable game options which make each game unique. Adjust realism settings for weapons, AI skill, environment, movement and tiredness during battle:
•   Tiredness impacting player movement
•   Weapons and melee effectiveness, adjust for each player and AI class
•   Adjust levels that impact AI tiredness in battle
•   Update the speed and frequency that AI move, fight and detect a target
•   Adjust Zulu speed and movement based on health
•   Command distance: will AI only respond to orders if in hearing range
•   Select game objectives like walls to breach, target spawn areas and numbers to escape
•   Game timer
•   Choose to have weapons smoke linger on the battlefield and create an eerie smoky battlefield
•   Iron sight or cross hair
•   Re-spawn or have it hardcore and realistic where player death ends game
•   Options for AI quick recognition: choose none, name or have symbol tags appear above AI in your squad
•   Reload: auto or player initiates
•   Spear impalement
•   Soldier cowardice: set a level that impacts desertion and AI morale in battle
•   Frequency of player requested Zulu charges
•   Percentage of Zulus that form an Impi charge
•   Number of reserves for a player
•   Choose an in game marker cursor

Medals and Rewards
Earn medals (British) or rewards (zulu) in game. Your AI will respect a commander who has earned medals and rewards and will fight harder or trade them in whilst in game for a benefit.

Realistic Maps
The maps are realistic and based on the actual battlefields of 1879. They have been scaled to the real world and based off satellite images, old drawings and maps from the period.

Relive the Battles
We've based our maps and gameplay off the actual battles or flash points from the war.

(http://cdn.akamai.steamstatic.com/steam/apps/401250/ss_11e76a19261233a053968d2c2fa0435c787d3d4b.600x338.jpg?t=1474440103)

Detachments
Each player has a detachment of soldiers or warriors under their command. These detachments can be:
•   ordered to take position around the battlefield
•   split into smaller groups and ordered into different positions
•   take offensive and defensive positions
•   subject to configurable game settings that restrict command orders (i.e. is the player within audio range)

British Detachments
•   Each player has 6 soldiers under their command
•   When a soldier dies a reserve will take the dead soldier's place
•   There are 10 reserves available
•   If the player dies his reserves are impacted
•   Each soldier can be ordered to attack independently or under player command
•   Soldiers can be ordered into lines of crouched and standing. The player can set a target and order soldiers to fire (alternating firing between crouched and standing soldiers maximises effect)

Zulu Detachments
•   Three Zulu players (armed with assegai ) have 11 warriors under their command and 120 reserves
•   One player, the sniper role (armed with a Martini Henry rifle) has 5 warriors and 10 reserves to command
•   When a warrior dies a reserve will take the dead warrior's place
•   If the player dies his reserves are impacted
•   Warriors automatically attack any British in range


Title: Re: Zulu Response
Post by: Longknife on October 07, 2016, 02:34:02 PM
This looks like it might have some real potential.

Always loved the movie Zulu Dawn.
Title: Re: Zulu Response
Post by: wilso845 on October 07, 2016, 02:36:58 PM
i love the Zulu war stuff the Victorian uniforms always look smart.
Title: Re: Zulu Response
Post by: Asid on October 08, 2016, 12:39:34 AM
Is this just another shooter?

From the dev
"You play in first person or 3rd person when on a horse. When on horse the camera can be rotated around as you ride.

The game is not just another shooter as you'll need to work and go into battle with your AI where you can command them around the battlefield ( AI soldiers or warriors ) plus tactically launch assaults from additional waves of zulu AI when playing as zulu. "
Title: Re: Zulu Response
Post by: Asid on October 10, 2016, 07:09:20 PM
Max players/AI

The numbers can differ as the host can configure a game based on what works best for the hosting rig (same for SP).

Around 110 Zulu against about 30 British is near max.

All AI have intelligence, their level of activity can also be configured. Bear in mind the more activity and intelligence applied the greater the stress placed on network connections and a host rig.
Title: Re: Zulu Response
Post by: Asid on October 11, 2016, 10:42:45 PM
•   Single-player
•   Multi-player
•   Co-op

Title: Re: Zulu Response
Post by: Asid on October 12, 2016, 03:11:30 PM
Points from the dev

•   our game also comes with SP and co-op, many games try and release only with MP which reduces the gameplay options for people
•   The MP has a max of 8 players, many FPS MP shooters rely on many players to make a game playable however Zulu Response relies heavily on tactics and use of AI . ZR plays well as 1 verse 1 so with a requirement for fewer players you have more options to get a game going
•   Same applies from above with co-op, with a max of 4 players it should make it easier to get a game going
•   Also with most FPS shooters ping is king, high ping you lose but with ZR its not such an issue as its not a standard FPS due to tactical and use of AI. Therefore you should be able to have more games to choose and play in
•   You have the ability to host your own games thus reducing the reliance and increasing server/host games availability.
•   As standard we include some host server management commands like kick and ban a player, password protect game etc

Title: Re: Zulu Response
Post by: Asid on October 12, 2016, 03:41:35 PM
Hosting Network Games

The following lists the actions required and how to setup your game config file if you want to host a network game (not required for those just wanting to join a server):
•   Standard Unreal Engine port forwarding, for udp/tcp ports 6500, 7777 to 7790, 13000 & 27900
•   Recommend updating the host game config file UDKTWConfig16 found in your install folder \UDKGame\Config

The following explains usage of the host game config file parameters:
•   HostServerName - give your server a name
•   kickOnHighPing - kick players whose ping is too high, set to true/false
•   AdminCommandsPwd - for in game commands create a password to ensure authorised users can issue a command
•   PlayerPwd - set a password for players joining the game
•   HighPing - set a value for the ping kicker e.g. 400
•   Map1 to 12 - the names of the maps to rotate game sequence (see below for names)
•   maxNumPlayers - for MP games set a value between 2 and 8 to restrict the max number of players that can join a game

Host Game commands that can be issued in game by any player with the AdminCommandsPwd password:
•   To issue a command open the console, press Tab key then enter command
•   To ban a player enter: banplayer <your AdminCommandsPwd password> <playername>
•   To kick a player enter: kickplayer <your AdminCommandsPwd password> <playername>

Current map rotations you can add to the Map1 to 12 values in the game config file:
•   For MP game (upto 8 players) : RorkesDrift
•   For MP game (upto 8 players) capture cow herd at flag point: Mbilini
•   For MP game (upto 8 players) capture cow herd and escort: MbiliniEscort
•   For co-op game (4 players) play as British : RorkesDefence
•   For co-op game (4 players) play as Zulu : RorkesAttack

Title: Re: Zulu Response
Post by: Asid on October 12, 2016, 03:42:49 PM
Explain Game Configuration

https://youtu.be/uBXEB2m0UZM

Published on 12 Oct 2016

Explanation for many of the game configuration options which can be set prior to starting a game
Title: Re: Zulu Response
Post by: Asid on October 12, 2016, 06:08:11 PM
It has been released....



Clean your Martini Henry

(https://upload.wikimedia.org/wikipedia/commons/thumb/0/0c/Martini-Henry_m1871_-_England_-_AM.032017.jpg/450px-Martini-Henry_m1871_-_England_-_AM.032017.jpg)

or Sharpen your Assegai
(http://weaponology.co.uk/wp-content/uploads/2015/05/MAY-EBAY-PRIVATE-2015-001.jpg)
Title: Re: Zulu Response
Post by: Asid on October 13, 2016, 05:41:21 PM
Why can't you reload the pistol?

Loading and firing a Beaumont Adams black powder percussion revolver c. 1860.

https://youtu.be/R6pLNfr5eyw
Title: Re: Zulu Response
Post by: Longknife on October 13, 2016, 07:18:54 PM
So how is the gameplay?
Title: Re: Zulu Response
Post by: Asid on October 13, 2016, 07:46:12 PM
So how is the gameplay?

It is early access and an idie dev. Remember that.


There are some graphics/GUI issues.

The AI command interface could do with some work.

At this point there are only scenarios no campaign. That is for the future.

The multiplayer works.

The price is good.

The dev is responsive.

My recommendation is that if it is a conflict which interests you then get it now. Otherwise you can wait a week or 2  if you wish. However the dev is covering a conflict which is vastly under represented on the pc. That alone deserves consideration in my opinion.

Title: Re: Zulu Response
Post by: Asid on October 14, 2016, 03:07:40 PM
A patch is being worked on.
Title: Re: Zulu Response
Post by: Asid on October 14, 2016, 03:39:12 PM
Detachments and Co-ordination

Each player has their own detachment of soldiers or warriors which can be ordered around the battlefield.

Split your detachments or if playing as a Zulu coordinate an attack with an Impi charge to surprise your opponents.
Title: Re: Zulu Response
Post by: Asid on October 18, 2016, 01:10:51 PM
Just letting you know what will be in the update (for later this week):

•   Fix hidden select/return buttons on character selection on certain resolutions
•   Realign character selection
•   Fix key assignment for chat
•   Enable through config ability to change currently mapped Function keys
•   In training fix for incorrect soldier selection comment and menu image
•   Fix name alignment on scoreboard at Rorkes Defence
•   adjust aspect ratio when full screen selected on some resolution sizes
•   Add player shadow
•   Adjusted font on history text
•   Removed incorrect use of F4 key for texture
•   Adjusted smoke to aid rendering on certain systems
•   Reset config files to default values (if you want to retain Single Player game progress backup UDKTWConfig6 and UDKTWConfig8 prior to applying update in game install folder UDKGame\Config)
•   Remove server from server list after host leaves game
Title: Re: Zulu Response
Post by: wilso845 on October 18, 2016, 04:19:20 PM
The pistol should be loadable as it was the Adams Mk.III revolver that was used in service by the British military back then.
This was the Victorian age when muzzle loaders were old news and brass cartridges were the new musket ball.

The .450 brass cartridge replaced the separate cartridges and percussion caps of the earlier Adams Model of 1866. ... The MkIII Introduced in 1878 and was the British Army’s side arm until 1880 when it was replaced by the Enfield. It saw service during the Anglo-Zulu war of 1879 ...
Title: Re: Zulu Response
Post by: Asid on October 20, 2016, 06:11:33 PM
Update

From the dev:

WisKids [developer] 2 minutes ago

Just letting you know the update is now with our beta testers

http://steamcommunity.com/app/401250/discussions/0/341537388323502839/
Title: Re: Zulu Response
Post by: Asid on October 20, 2016, 07:01:46 PM
The pistol should be loadable as it was the Adams Mk.III revolver that was used in service by the British military back then.
This was the Victorian age when muzzle loaders were old news and brass cartridges were the new musket ball.

The .450 brass cartridge replaced the separate cartridges and percussion caps of the earlier Adams Model of 1866. ... The MkIII Introduced in 1878 and was the British Army’s side arm until 1880 when it was replaced by the Enfield. It saw service during the Anglo-Zulu war of 1879 ...

I got a response from the dev:

Quote
an issue as it stands with if the pistol can be reloaded it advantages the soldier player alot especially if the reload times are not high, they can spam it in close quarters and there isn't an equivalent for the other side. It also makes you want to preserve your rounds, if it was to be reloaded I'd probably only enabke when there are no zuku about like in  between waves)
Title: Re: Zulu Response
Post by: Asid on October 22, 2016, 08:10:09 PM
Update 0.941 Available
22 OCTOBER - WISKIDS

There's a new update available for download.

The update includes changes to:
•   Fix hidden select/return buttons on character selection on certain monitor resolutions
•   Realign character selection
•   Fix key assignment for chat
•   Enable through config ability to change currently mapped Function keys
•   In training fix for incorrect soldier selection comment and menu image
•   Fix name alignment on scoreboard at Rorkes Defence
•   adjust aspect ratio when full screen selected on some resolution sizes
•   Add player shadow
•   Adjusted font on history text
•   Removed incorrect use of F4 key for texture
•   Adjusted smoke to aid rendering on certain systems
•   Reset config files to default values (if you want to retain Single Player game progress backup UDKTWConfig6 and UDKTWConfig8 prior to applying update in game install folder UDKGame\Config)
•   Remove server from server list after host leaves game

Title: Re: Zulu Response
Post by: Asid on October 24, 2016, 03:00:56 PM
We are working on a new update which we hope to have available by the end of the week.

From the dev today

Currently it includes :

•   Change to the AI selection with replacement of cursor with to use the cross hair (centre screen if no cross hair used in game or end of weapon if weapon aimed)
•   No need to toggle Marker flag
•   Fix issue with AI not always selecting
•   AI images in menu turn bright green when selected as per training
•   Add numbers to AI so player can select and identify each AI on menu with those in game
•   Increased FOV for aimed weapon

There are a number of other changes being developed but will update the above list once I can confirm availability.
Title: Re: Zulu Response
Post by: Asid on October 26, 2016, 04:06:46 PM
Patch 0.95 in Development

The current patch we are working on which we hope to have available over the weekend, all going well ...

The update will include:
•   Change to the AI selection with replacement of cursor with to use the cross hair (centre screen if no cross hair used in game or end of weapon if weapon aimed)
•   No need to toggle Marker flag to turn on
•   Fix issue with AI not always selecting
•   AI images in menu turn bright green (not dark) when selected as per training
•   Add new AI reticule (a player's AI has an image underneath that identifies AI to player, indicates whether selected or not and shows health). This can be turned on/off at game startup.
•   Player can select/deselect individual AI by looking at them (or aim weapon) and pressing Use key (reticule updates to indicate status)
•   Increased FOV for aimed weapon
•   Update to Training for changes

Title: Re: Zulu Response
Post by: Asid on October 28, 2016, 07:21:17 PM
Some additional changes to be included:

•   Doctor at Rorkes Drift restores health quicker
•   Player slows when health gets low
•   Player will see blood splatter (slowly disappears) and red tinge when health gets low
•   British AI will not try and shoot through the store building at Rorkes Drift

The patch will most likely be available just after the weekend, apologies for the delay.

Title: Re: Zulu Response
Post by: Asid on October 31, 2016, 12:08:57 PM
Patch 0.951 Available
31 OCTOBER

There's a new update available for download.

The update includes changes to:
•   Change to the AI selection with replacement of cursor to use the cross hair (centre screen if no cross hair used in game or end of weapon if weapon aimed)
•   Player can select/deselect individual AI by looking at them (or aim weapon) and pressing Use key (reticule updates to indicate status). Press <E> (default Use key) whilst looking at a squad soldier/warrior will select/deselect
•   No need to toggle Marker flag to turn on
•   Press middlemouse or <F> to set AI rally point marker flag
•   Fix issue with AI not always selecting
•   AI images in menu turn bright green (not dark) when selected as per training
•   Add new AI reticule (a player's AI has an image underneath that identifies AI to player, indicates whether selected or not and shows health). This can be turned on/off at game startup.
•   Increased FOV for aimed weapon
•   Update to Training for changes
•   Doctor at Rorkes Drift restores health quicker
•   Player slows when health gets low
•   Player will see blood splatter (slowly disappears) and red tinge when health gets low
•   British AI will not try and shoot through the store building at Rorkes Drift

Title: Re: Zulu Response
Post by: Asid on November 01, 2016, 07:36:23 PM
Next Update 0.96

For the next patch we are working on we hope to have the following available:
•   Players that have the revolver in their inventory we be able to go to the store and swap their pistol for a fully loaded revolver
•   All players will have access to a telescope (thought we'd let you know about this although it may have to be pulled from the update until a later date)
•   Fix MP clients seeing spears embedded into tops of bushes
•   Rorkes Survival Zulu in singleplayer restarts itself if requested not a different map
•   Rorkes Survival Zulu in singleplayer, the 2nd zulu character selected will show the selection reticules under the warriors
•   Training updated for some missing audio files and added an extra line on weapons for clarity
•   The player depending on speed of run and angle of hit but if he bumps into another soldier/warrior or vice versa he currently grunts and slows (no health loss). The hit animation has been softened (no red) and a different audio will play to make it clearer they were bumped into

Will update this list as things change.


Title: Re: Zulu Response
Post by: Asid on November 03, 2016, 01:17:13 PM
Added to 0.96 release

•   The player depending on speed of run and angle of hit but if he bumps into another soldier/warrior or vice versa he currently grunts and slows (no health loss). The hit animation has been softened (no red) and a different audio will play to make it clearer they were bumped into

Projected release of patch: Wednesday 9th Nov
Title: Re: Zulu Response
Post by: Asid on November 08, 2016, 12:28:58 AM
Update by WisKids

I mentioned earlier that the telescope was doubtful as to whether it would be included but I can confirm that it will be included in this update.

The update is in the process of being made available to our testers.



Good news. It was I who asked for the telescope   8)
Title: Re: Zulu Response
Post by: Asid on November 08, 2016, 01:14:22 AM
Dial/Wheel Order Movement Update
08/11/16


Can't say as to which update it will be made available in but I thought you'd like to know we are currently working on a Dial/Wheel for common order commands of AI which will provide an alternative UI when commanding the AI under your control.

Again...Ask and you shall receive....Well sometimes...OK...Hardly anytime  ::)
Title: Re: Zulu Response
Post by: Asid on November 09, 2016, 12:14:13 AM
Dial/Wheel Order Movement Update
08/11/16

Can't say as to which update it will be made available in but I thought you'd like to know we are currently working on a Dial/Wheel for common order commands of AI which will provide an alternative UI when commanding the AI under your control.


Telescope
I mentioned earlier that the telescope was doubtful as to whether it would be included but I can confirm that it will be included in this update.


Update on 0.96
For the next patch we are working on we hope to have the following available:
•   Players that have the revolver in their inventory we be able to go to the store and swap their pistol for a fully loaded revolver
•   All players will have access to a telescope
•   Fix MP clients seeing spears embedded into tops of bushes
•   Rorkes Survival Zulu in singleplayer restarts itself if requested not a different map
•   Rorkes Survival Zulu in singleplayer, the 2nd zulu character selected will show the selection reticules under the warriors
•   Training updated for some missing audio files and added an extra line on weapons for clarity
•   New gamestart config entry that affects the Rorkes Survival single player (British) game. In the Extra Settings you can now increase (max double) the amount of British AI (not under player control). Any increase will proportionally increase the number of attacking Zulu.
•   The player depending on speed of run and angle of hit but if he bumps into another soldier/warrior or vice versa he currently grunts and slows (no health loss). The hit animation has been softened (no red) and a different audio will play to make it clearer they were bumped into
•   updated 1st person animations
•   command voice when ordering AI to move
•   additional sounds in between wave attacks so it does not stay as quiet

Title: Re: Zulu Response
Post by: Asid on November 10, 2016, 11:16:47 PM
Update 0.96 Available
10 NOVEMBER

The latest update is now available.

Noticeable changes include the telescope for all players, the pistol can now be swapped for a fully reloaded one and in Single player at Rorkes Drift you can choose to double the amount of British and Zulu attackers via pre game setting.

The full list of changes:
•   Players that have the revolver in their inventory we be able to go to the store and swap their pistol for a fully loaded revolver
•   All players will have access to a telescope
•   Rorkes Survival Zulu in singleplayer restarts itself if requested not a different map
•   Rorkes Survival Zulu in singleplayer, the 2nd zulu character selected will show the selection reticules under the warriors
•   Training updated for some missing audio files and added an extra line on weapons for clarity
•   New gamestart config entry that affects the Rorkes Survival single player (British) game. In the Extra Settings you can now increase (max double) the amount of British AI (not under player control). Any increase will proportionally increase the number of attacking Zulu.
•   The player depending on speed of run and angle of hit but if he bumps into another soldier/warrior or vice versa he currently grunts and slows (no health loss). The hit animation has been softened (no red) and a different audio will play to make it clearer they were bumped into
•   updated 1st person animations
•   command voice when ordering AI to move
•   additional sounds in between wave attacks so it does not stay as quiet
•   Maps have a cleaner look instead of the raggedy look which was harder to read
•   Fix request for spears from Zulu player's AI which resulted in loss of inventory
•   Exiting game no longer asks to confirm

Title: Re: Zulu Response
Post by: Asid on November 10, 2016, 11:53:30 PM
My thoughts so far approx 15 hours of play V0.96

This has a ways to go. It is early days. The game uses the Unreal 3 engine. Everything is just to shiny. The dev seems to be responsive and has changed quite a few things I have suggested. Below are some problems and observations.

•   Having issues with smoke. It is very blocky and just appears or disappears.

•   I can't hold breath to aim. This has never worked for me.

•   The aiming down the sight is very difficult.

•   The "fright system is annoying. The soldier bounces up and down a little.

•   When you heal someone a roll of tape appears in your hands. Like gaffer tape...Dump I say.

•   Healing is just going up to a soldier and pressing F5. Then they are healed. I say hold a key and watch health return. Say 5 seconds.

•   You can't enter buildings....Strange. They would add to the flexibility and excitement when you are getting over run.

•   The map is very dark and small. Make it bigger and brighter so at least it does something useful.

•   The volume of voices fluctuates when they should not.

•   Horse animation...Yeah. Not good.

At this point in its development. The game feels like a mod. It can get better and I believe it will with time. The strong point for this game is the subject matter. The game does have a good link to the period. Uniforms, bugle, weapons, historic facts. However history is the strong point and should be used as much as possible.
Title: Re: Zulu Response
Post by: Asid on November 11, 2016, 02:56:24 AM
Dial/Wheel Order Movement

Here's a prototype we are working with. Please bear in mind the layout and design can change it is not final but thought I'd release a picture to give you more of an idea.

(http://www.zuluresponse.com/game/images/zulu/wheel_brit.JPG)
Title: Re: Zulu Response
Post by: Asid on November 13, 2016, 03:41:48 PM
Next Update 0.97

At this stage the next patch will include the following, as per previous patches I'll update this list as things are added or change:

•   adjust fear system so its more of a tremble and for a shorter period
•   fix an issue with players AI and movement after the attack status has been set to On Command and Zulu are within close proximity
•   Fix an issue where a players AI were not being credited with a kill in some circumstances
•   Lighten character selection images
•   History text added non transparent background
•   Enhanced hold breath and updated default key to leftshift. Recoil and shot spread for the pistol and rifle are now scaled to movement speed + aim + breath
•   British AI to remain in boundary of walls preventing a player from healing the soldier if he has an impaled spear (intended for update but may slip to the following patch)

It may be possible to add the Command dial in this update however I don't want to set too much of an expectation as this could easily slip and be made available in the subsequent patch.

Title: Re: Zulu Response
Post by: Asid on November 21, 2016, 12:14:34 AM
Some extras which I thought |'d let you know about:

•   From the command wheel the zulu can move to a rally point and remain still or you can select a charge mode where they will move about (similar to now) except they will move in a wider area
•   The ranged attack which can be ordered from the command wheel for the Zulu where you can set a target area and they will send a volley of spears to the location
•   Fixes for blood and spear collisions

The command wheel is being tested and all being good should be available in this patch reeady for later on this week
Title: Re: Zulu Response
Post by: Asid on November 25, 2016, 06:40:28 PM
Update 0.971 Available
24 NOVEMBER

We've just made available to download the latest patch v0.971

Key changes include the Command Dial for ordering your AI, enhanced blood effects and new movement and attack options for the Zulu player's AI.

The full list of changes:
•   adjust fear system so its more of a shiver and for a shorter period
•   fix an issue with players AI and movement after the attack status has been set to On Command and Zulu are within close proximity
•   Fix an issue where a players AI were not being credited with a kill in some circumstances
•   Lighten character selection images
•   History text added non transparent background
•   Enhanced hold breath and updated default key to leftshift. Recoil and shot spread for the pistol and rifle are now scaled to movement speed + aim + breath
•   British AI to remain in boundary of walls preventing a player from healing the soldier if he has an impaled spear (intended for update but may slip to the following patch)
•   From the command wheel the zulu can move to a rally point and remain still or you can select a charge mode where they will move about (similar to now) except they will move in a wider area
•   The ranged attack which can be ordered from the command wheel for the Zulu where you can set a target area and they will send a volley of spears to the location
•   Fixes for blood and spear collisions
•   New 1st person animations
Title: Re: Zulu Response
Post by: Asid on November 29, 2016, 02:29:34 AM
Forthcoming Update 0.98

The next update we have the following planned:
•   Merge the Custom and Graphics tabs in the options menu
•   Amended animations for 1st and 3rd person
•   Removing impaled spears or healing as the medic now requires a press and hold on the key for a few seconds, a health bar appears to indicate progress
•   Enlarged Hud icons
•   Added ability to hide the hud for those wanting to take screen shots, press alt + h
•   Delayed 1st wave attack at Mibilini sp
•   Sped up horse sword stab
•   Fix an issue where the game menu may open after the dial menu closes
•   Amended collisions on some bushes
•   Reduce the fear shiver time on MP maps
•   Fix an issue on Rorkes Drift MP maps where the doctor does not always heal a player

The above list will be updated as new changes are added.

Title: Re: Zulu Response
Post by: Asid on November 30, 2016, 05:20:08 PM
Just updated to include :

•   New background voices added to Rorkes Drift
•   The compass is anchored to the bottom of the Hud with the compass dial view changing as the player looks up/down
•   Updated horse animations


I have asked for many of these changes. The dev has implemented them. Great news :)
Title: Re: Zulu Response
Post by: Asid on December 06, 2016, 02:29:52 PM
Update 0.981 now available
Community Announcements

Folks, the latest patch v0.981 is now available to download.

The full list of changes:
•   Merge the Custom and Graphics tabs in the options menu
•   Amended animations for 1st and 3rd person
•   Removing impaled spears or healing as the medic now requires a press and hold on the key for a few seconds, a health bar appears to indicate progress
•   Enlarged Hud icons
•   Added ability to hide the hud for those wanting to take screen shots, press alt + h
•   Delayed 1st wave attack at Mibilini sp
•   Sped up horse sword stab
•   Fix an issue where the game menu may open after the dial menu closes
•   Amended collisions on some bushes
•   Reduce the fear shiver time on MP maps
•   Fix an issue on Rorkes Drift MP maps where the doctor does not
always heal a player
•   Slightly darker texture for the command dial
•   The compass is anchored to the bottom of the Hud with the compass dial view changing as the player looks up/down
•   Updated horse animations
•   Additional audio voices
•   Update player audio where they run into another character not on the same side

Title: Re: Zulu Response
Post by: Asid on December 11, 2016, 10:00:33 PM
Next Update v0.99 - New SP Map

The following list shows what is planned for the next update:
•   Reduce the command dial mouse sensitivity slightly
•   Update to the blood config, you can choose none, some or alot
•   Fix an issue when pressing escape whilst on a horse
•   The singleplayer map based on the true story of Lt. Melville

For our next update we plan to include the singleplayer map based on the true story of Lt. Melville who was tasked with escaping from the Battle of the Isandlwana with the Regimental Colour (Flag) of the 24th Regiment.

If there any additions or changes I'll update the above list.
Title: Re: Zulu Response
Post by: Asid on December 25, 2016, 02:53:20 AM
Update 0.991 Now Available - New SP Map
25 DECEMBER - WISKIDS

Merry Xmas folks.

The latest patch update v0.991 is now available and should download automatically from your Steam account.

The main change is the inclusion of the SP map that is based off the true story of Lt. Melville who was tasked with escaping the battle at Isandlwana with the Regimental Colour (flag) of the 24th Regiment.

The list of changes include:
•   Reduce the command dial mouse sensitivity slightly
•   Update to the blood config, you can choose none, some or alot
•   Fix an issue when pressing escape whilst on a horse
•   Added new singleplayer map based on the true story of Lt. Melville
•   Changed start game button
•   Fix an issue between the command dial and some hotkeys

Title: Re: Zulu Response
Post by: Asid on January 09, 2017, 12:48:06 PM
Next Update v1.01

The following list which might appear smaller then previous updates shows what is currently planned for the next update:
•   Update to the game start and game options menu
•   Rifle and pistol smoke update
•   Command Dial adjustments
•   Ensure high scores are displayed
•   Fix issue rebinding certain key assignments

As usual the above list will be updated as further changes are included.

Just letting you know we have another SP map (based on the battle of Intombe River) in the pipeline which is 1 reason the above list is smaller then previous updates. We hope to have the new map ready for the update after this one.

Title: Re: Zulu Response
Post by: Asid on January 12, 2017, 07:27:47 PM
Patch v1.01 Now Available
12 JANUARY - WISKIDS

The latest patch update v1.01 is now available and should download automatically from your Steam account.

The most noticeable changes include a change to the main menu and the game selection menus where the options have all been included under a single selection and an adjustment to the command dial.

The full list of changes:
•   Update to the game start and game options menu
•   Rifle and pistol smoke update
•   Command Dial adjustments
•   Ensure high scores are displayed in the SP menu for a game
•   Fix issue rebinding certain key assignments

Title: Re: Zulu Response
Post by: Asid on February 01, 2017, 07:06:55 PM
Patch V1.02 now available
1 FEBRUARY

Our latest patch is now available and ready to download.

Of note in the patch is the inclusion of a new SP map based off the real Battle of Intombe River where a surprise attack from the Zulus had the British fleeing from the river crossing towards the safety of Rabys Farm.

The full update includes:
•   New SP map based of the Battle of Intombe River
•   Fix issue when exiting via escape from the SP Zulu attack map
•   Fix issue with setting the configuration value for the Zulu AI spear damage
•   Updated the History to include photos and descriptions
•   Ensure flamingos wings are retracted
•   Soldier reserves will follow the player on spawning if the player had commanded his squad to follow

Title: Re: Zulu Response
Post by: Asid on February 17, 2017, 05:26:51 PM
Patch V1.03 Available
17 FEBRUARY

Our latest patch is now available. The most notable change is the AI are now in the selected state shortly after the game starts so there is no need to select them before ordering,

•   Players AI will be set to the selected state as a default at the start of game (hence no longer need to select before ordering at start of game. Note, they can still be deselected and reselected indivdually)
•   Update tips at Intombe River
•   Fix issue with training
•   Fix issue where medic count not always updated on scoreboard on some maps
•   Fix issue where 4th British character's squad kill count not counted correctly on some maps

In our next patch we plan to include the singleplayer map based off the Battle of Hlobane

Title: Re: Zulu Response
Post by: Asid on March 23, 2017, 01:11:03 AM
Next Update v1.04

The following lists what we have planned for inclusion in our next update.

-Remove the walls selection from the game menu from Isandlwana
-New SP map
-Fix issue with setting screen size

Of note is the inclusion of a new singleplayer map based off the real Battle of Hlobane.

The above list will be updated as new content is added or a change is required
Title: Re: Zulu Response
Post by: Asid on March 23, 2017, 01:37:59 AM
New Images of MP Map

Thought you might like to see some images of a new MP map. Its a fictional story based on a convoy of British that is trapped by the Zulu and make a stand in the bush.

Also the next patch update v1.04 should be available soon, the update contains a new SP map based on the Battle of Hlobane.

(http://www.zuluresponse.com/game/images/zulu/trapped13.PNG)

(http://www.zuluresponse.com/game/images/zulu/trapped7.jpg)

(http://www.zuluresponse.com/game/images/zulu/trapped1.jpg)

(http://www.zuluresponse.com/game/images/zulu/trapped6.jpg)

Title: Re: Zulu Response
Post by: Asid on March 26, 2017, 06:21:22 PM
Update 1.043 Now Available
26 MARCH

The latest patch is now available and should download automatically by Steam.

The patch features a new single player map based off the Battle of Hlobane.

The full list of changes include:
•   Remove the walls selection from the game menu from Isandlwana
•   New SP map based on Hlobane
•   Fix issue with setting screen size
•   Fix issue at Rorkes Drift with Zulu capturing walls after burning down the store
•   Remove visible log value that appears at times on screen at Rorkes Drift


Title: Re: Zulu Response
Post by: Asid on April 03, 2017, 07:03:10 PM
Game Guide

Follow the link to view online or download the PDF of the current version of the Game Guide.


 Game Guide    (http://zuluresponse.com/game/GameManual.pdf)
Title: Re: Zulu Response
Post by: Asid on May 03, 2017, 04:48:21 PM
Update V1.05 is now Available
3 MAY - WISKIDS

Folks the latest patch V1.05 can now be downloaded.

The list of changes within the patch include:
•   New fictional MP map where the British are trapped and have made refuge, similar style gameplay to Rorkes Drift.
•   Fix to sniper player kill counts
•   Adjusted button on main menu
•   Fix to memory leak and black lines on some graphics cards
•   Engineers can repair walls quicker
•   Fix issue with British setting the squad to On Command, soldiers have improved enemy targeting and response
Title: Re: Zulu Response
Post by: Asid on May 26, 2017, 04:12:23 PM
Release Date - 12 June
20 MAY   - WISKIDS

Folks,

We're pleased to announce that our next package update will be for our full release. This update and therefore full release of the game will be available on Monday 12th June at 1pm (GMT + 1).
Title: Re: Zulu Response
Post by: Asid on June 12, 2017, 01:26:07 PM
Released

Out of early access.
Title: Re: Zulu Response
Post by: Asid on June 25, 2017, 12:04:02 AM
Demo Version Now Available
23 JUNE   - WISKIDS

We are pleased to announce that a free single player demo of the game is now available from the store to download.

In the demo play at Rorkes Drift where the gameplay is based off the true story of survival from Rorkes Drift where 150 British soldiers fought off a force of around 4000 Zulus. The true story was also the basis for the 1960's movie Zulu.

In the full game play on landscape that has been developed and based off satellite images and old drawings and maps from 1879. Similarly the gameplay has been based of true events from the 1879 war.

Game Configuration
Adjust weapon effectiveness including melee hits, spear and gun damage plus a host of other game specific parameters that effect both gameplay and how the AI may respond.