Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on September 07, 2016, 03:02:27 PM

Title: Divided We Fall
Post by: Asid on September 07, 2016, 03:02:27 PM
(http://www.kavagamestudio.com/press/images/presskit_header.png)


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

https://youtu.be/uuCWlb4CeL0

(http://www.kavagamestudio.com/press/game_images/Battleplan_logo.jpg)

(http://www.kavagamestudio.com/press/game_images/YoutubeThumbnail_logo.jpg)

(http://www.kavagamestudio.com/press/game_images/Battle1_logo.jpg)
Title: Re: Divided We Fall
Post by: Red2112 on September 08, 2016, 10:48:35 AM
Some game play...

Not me, at least not yet  :D

 https://www.youtube.com/watch?v=VjZsWUa5blU
Title: Re: Divided We Fall
Post by: Asid 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/
Title: Re: Divided We Fall
Post by: Asid 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

Title: Re: Divided We Fall
Post by: Asid 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.

(http://forum.dividedwefall.co/uploads/default/original/2X/3/3ddead71f0701cfce3e899f6aaeddd1c74c2cc37.jpg)

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:
(http://forum.dividedwefall.co/uploads/default/optimized/2X/7/7695e3bf55a981b94abe2c01a746e18103c01f7e_1_450x229.jpg)

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.


Title: Re: Divided We Fall
Post by: Asid on September 16, 2016, 05:37:42 PM
Divided We Fall Full Tutorial

https://youtu.be/Pb5pQzupLlA

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 https://www.youtube.com/watch?v=mlVmi...
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!
Title: Re: Divided We Fall
Post by: Asid 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

Title: Re: Divided We Fall
Post by: Asid 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
Title: Re: Divided We Fall
Post by: Asid 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.
Title: Re: Divided We Fall
Post by: Asid on October 31, 2016, 08:16:41 PM
Big Update: new gamemode and many additions
28 OCTOBER

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/4e5e24963c6c2731a6816b6c2f42d4034eb57d46.jpg)

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

(https://steamcommunity.com/linkfilter/?url=http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/896dbb7c5722fdf14a2b91d605fb6ec944b098b5.jpg)

- 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.

(https://steamcommunity.com/linkfilter/?url=http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/7a89e21c793e89dde522e0c9ef7e9b1895ce1de1.jpg)

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.

(https://steamcommunity.com/linkfilter/?url=http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/ac72a0ac92f944dd40913d61cf10cc131f795a4e.jpg)

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.. :)
Title: Re: Divided We Fall
Post by: Asid on November 10, 2016, 01:30:53 PM
Huge performance optimization and first version of the map editor

9 November

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/40bb44b07a6a0d5b0c9772916eb12d89b97bef79.jpg)

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/
Title: Re: Divided We Fall
Post by: Asid 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
Title: Re: Divided We Fall
Post by: Asid 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.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/17b27ad63434f12f45c76af5f919013467bdee26.jpg)

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!

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/6629621ad732c958bb076317b75033938b7eceba.jpg)

Tournament
There is also a new tournament starting this weekend:subscribe here: http://steamcommunity.com/app/495580/discussions/2/135509823670131504/
Title: Re: Divided We Fall
Post by: Asid 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)



(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/7f0b90aa75b0886ad39a7d5fc48e575dd1e85cdf.jpg)

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!
Title: Re: Divided We Fall
Post by: Asid 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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/245ce81e639e16e7af6ce425b7e14bee785057ff.jpg)

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.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/10e83e7ce2b21a5916410beb06ff82d65daad24b.jpg)
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!

Title: Re: Divided We Fall
Post by: Asid on June 15, 2017, 03:35:02 PM
New strategic features
15 June - KAVA Game Studio

Soldiers and commanders, rejoice as we've just pushed a beta update (0.86) with a lot of improvements on the strategic and briefing screens. Commanders can now draw multiple orders for each players, weapon distribution has been revamped for better accessibility, and everyone can now move their soldiers in the strategic view!

More explanations below:

Multiple orders
Commander can now deliver multiple orders to each player. They can also select multiple players (by holding the ctrl key) and give orders to a group of players. We have also added a small label to indicate which player is associated with which order.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/ceef7c655039bae461a756e24f93fa871e7c22a1.jpg)

Enemy orders
Commander can also draw red arrows to indicate what might be the enemy's battle plan.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/48e2c6207f78359982382edf38e473e6d987d3c9.jpg)

Suggesting orders
Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/68620eb3e38f5649bde03e571acb6e4e6084d738.jpg)

Requesting weapons
Subordinates can also request weapons simply by clicking on the weapon name on the left screen.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/f862e52b93fe786c4d8af7ee35c9fa160c6bbdaa.jpg)

Changing maps
For now, the highest ranking player can still change maps, but a voting system is coming.

Changing game mode (start another room)
We've removed the ability to change game modes in rooms in order to make game modes more clearly separated.

Changes to how to start a game (pregame and briefing timers)
Pre-game lobby: Players ready up by chosing a team, or spectator. Game starts after 2 minutes of each having at least one players or right away when ~80% of the players in the room have made a choice (team or spectator)
Briefing: Players ready up by pressing the ready button. Game starts when everybody is ready or when the timer reaches 0.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/3d8c27686830e818f983b5baaf71cff9839ca6a8.jpg)

Beta room reminder
These changes are only available in the beta rooms. To access them, you need to start a new room, and set the "type" to Beta (v0.86-beta).

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/25865545/f6a2c519e47eb2ad11a1d61b91fb88d5aecf3a60.jpg)
Title: Re: Divided We Fall
Post by: Asid on June 23, 2017, 05:12:59 PM
Major Update Inbound
22 June - KAVA Game Studio

Biggest update since Early Access
This will be our biggest update in the Early Access period. Listening to all player feedback (both Call of Combat veterans and new players), we have brought a series of improvements both to tactical fights and to strategic planning.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/1a188fa356733fb793e9e74899493dfb45bf5667.jpg)

Controlled gunfights
In this new update, gunfights have been made a lot more dynamic. During this Early Access, you gave us a lot of feedback about the balance between guns and grenades. So we decided to make guns better and easier to use efficiently.

Quick fire: We have added the possibility to quickly override how soldiers aim and make them fire instantly as soon as you double click on an enemy. This makes close quarter combat a lot more dynamic and adds options during intense grenade fights.

Hold aim: Now, you can also hold your soldiers' aim by holding the left mouse button in order to time your shots perfectly. This is useful if, for instance, you are waiting for the right moment when your target goes out of cover and becomes vulnerable even for a split second.

Grenades dynamic
We have also brought some cool changes to the grenade mechanics, all accessible by holding down the right mouse button.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/a12b607c32ed2298d59155a7f17f343981b012a6.gif)

Increased range: You can throw grenades a little bit further than normal range. Just start the throw at maximum range and see the range increase.

More accurate throw: Grenade throwing can now be inaccurate, especially under suppression. Holding the button will give you a more accurate aim though!

Grenade cooking: You can also cook the grenade and make it blow up quicker after the throw. Be careful, because it can blow up in your hand if you wait too long.

Weapons total revamp
We have revamped all extra weapons in order to bring more variety in combat and tactics.

SMG: It is now more reliable in short range under suppression, and we added the ability to fire while running for more close range devastation. The instant fire override is also quicker than with other weapons.

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/e39b486f37a6cc1a9951e09bd90583813ecde134.jpg)

LMG: The ultimate suppressing weapon. The LMG will not be the most lethal weapon, nor the quickest, but it will allow you to create a wide kill zone that the enemy will not want to go through. It needs a bit of time to deploy though, so don't use it for close quarters combat.
(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/27e7db13ac9b7766f693a77b8df487afe69b9a1e.gif)

SNIPER: Now a lot easier to use, especially with the new holding aim feature. It will now require less micro-management.
(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/02468df7c80eca3430a2c532712bd25bc82a65f7.gif)

Both the sniper and the LMG have a new "area sweep" mode, where you can set a sweep angle and let your soldier cover that area automatically.

Suppression and pinning
Watch out, because too much suppressive fire will pin your soldiers down. Being pinned means that your soldier will have greatly reduced firing and grenading abilities, plus he will refuse to stand up when moving. The LMG will be the main weapon that can easily pin down multiple enemies, but enough concentrated fire from other weapons can achieve the same effect.

Strategic and planning
Last week we pushed an update with major changes to battle planning and briefing, you can read more details here.

Orders and strategic view
- Commander can now deliver multiple orders to each player.
- Commander can also draw red arrows to indicate what might be the enemy's battle plan.
- Subordinates can suggest one order themselves, that the commander can either accept with one click, or override with new orders.
- Commander can finally select multiple players for the same order!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/09eda03d237613b36d8797c7f16c499363879431.gif)

Weapon distribution easier
- You can now give weapons to anyone, including your superiors
- Subordinates can also request weapons simply by clicking on the weapon name on the left screen
- If some weapons are left unassigned by any player, they will appear near the deployment zone when the game starts

Other major improvements since Early Access
Reinforcement game mode: After death your soldiers will respawn for some fun continuous action. Don't die too often though, as the time between respawns will increase quickly!

Map editor: Anyone can now try to create the next most popular map!

Tutorial: We have created a training ground for new players to get the main concepts of Divided We Fall. You can load it directly from the lobby.

New lobby: the first Early Access release was using a modified version of the Call of Combat lobby. Then Scowen came in and created a very nice looking modern lobby.

Major optimization pass: With some shader magic, and newer Unity versions, we managed to get over 100% framerate improvement on modest hardware.

What is the plan before release, you ask?
- Leveling, medals (like in CoCv1) and improved point system (losing pps, anyone?)
- General UI polish and improvements (feedback wanted)
- Improved regiment system
- We are also working on a couple of features that we are currently keeping as a surprise

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/18c94fc2b5f11e444634c8f0ad7fc4b288630843.jpg)


50%off on Steam
Title: Re: Divided We Fall
Post by: Asid on June 23, 2017, 05:14:44 PM
KAVA Game Studio Live Stream

https://youtu.be/EBcqMKPHvZA
Title: Re: Divided We Fall
Post by: Asid on September 18, 2017, 04:31:53 PM
Mark your calendars for the official launch on October 2nd!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/20dfcf1c6d1afe3286eb5039a3c5b520b58b580b.jpg)

These past weeks have seen some major updates in Divided We Fall to perfect the game, based on the constructive feedback given by all of you.


Here is a short summary of what has been updated:

https://youtu.be/_e8GhvbbSKw


We would like to thank you all very much for your help, support and advice this past year. We’ve definitely learned a lot and the game has seen amazing progress.

Now we have a few surprises up our sleeves – first, we would like to announce the official release of Divided We Fall on October 2, 2017!

And then, to go with the release, we are hosting a  ‘Throwback-weekend’ event (http://steamcommunity.com/games/dividedwefall/events/1451705134952924457) just before the launch where you can win an extra key for the game and play the old beloved Call of Combat. At launch expect many more players online, and perhaps something else too...

We hope you will join us in these festivities and help us support newcomers to the game. Also, it would be great if you could leave us a review at release. We would love to hear your thoughts on the new and improved Divided We Fall and we’re sure other players would love to hear about it too!

Thank you all once again - We’ll Stand Together October 2!

Team KAVA
Title: Re: Divided We Fall
Post by: Asid on September 30, 2017, 01:39:40 AM
Time For Action!
Divided We Fall - MyPrecious

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/e8c36f85fb68e1c03e17ba97316a14dce98c6253.jpg)

The Throwback Weekend is upon us! It’s time for the festivities to start, in anticipation of the Divided We Fall release coming up on Monday (October 2nd).

You can now join us for some good ol’ Call of Combat action (accessed through Divided We Fall). Apart from a good time, you will also end up with a Steam Key to gift to friends, by simply playing for more than 2 hours.

How’s that for a good deal?

We hope to see you all online this weekend!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/5d4df462e1b8d89b723b310b8af35ed11602e56c.png)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/1a188fa356733fb793e9e74899493dfb45bf5667.jpg)
Title: Re: Divided We Fall
Post by: Asid on October 02, 2017, 07:45:08 PM
Release Day!
Divided We Fall - MyPrecious


Man are we excited! Thanks to our continued efforts, both from us and everyone who helped by playing and testing the game, we are leaving Early Access behind us and are releasing Divided We Fall today!!!

For this special occasion we are kicking things off with both a Free Week and 25% discount. And.... in-game you can now spot the all new cooperative game mode, which allows you to play alone or with friends against AI bots!


https://youtu.be/OJttqDYGL3Y


Of course we’re not putting our feet up but will continue to work on improving and expanding Divided We Fall. We have a ton of cool stuff planned, such as destructible and elevated terrain, melee combat, a morale system, and additions to the AI and map editor. But more on that later.

For now, thanks to all who helped us in realizing our dream! We hope you enjoy the game (and our brand new release trailer)!

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25865545/d721fce5b3e247ee12dbfdb46c508f756e21df64.jpg)
Title: Re: Divided We Fall
Post by: Asid on October 05, 2017, 12:24:50 AM
Updates and fixes!
Divided We Fall - KAVA Game Studio

This has been a pretty fun launch. We have been working day and night fixing a lot of issues that players could have been having. The game has reached a pretty stable state now, but don't hesitate to let us know if you run in any bug or crash here or on the Discord Tech support channel.

v1.04 - October 4 2017

Fixes
- Spectator and synchronisation issues vastly improved
- Made AI spawn more balanced
- Fixed some map changing crashes
- Fixed host synchronisation issues that could cause crashes
- Weapon pickup and body looting should be fixed

v1.03 - October 3 2017

Fixes
- Server crash reduced
- Picking up weapons should be improved and fixed
- Auto-nade bug behind trees is fixed
- Synchronization issues should be reduced
- Tutorial is improved and issues should be fixed

There was also a v1.02 just after release where we fixed a bunch of immediate issues, but in the panic we didn't keep track of the details that we changed (the git commits from that moment are a bit hectic)
Title: Re: Divided We Fall
Post by: Asid on May 19, 2018, 08:42:33 PM
Coming soon: Play Divided We Fall for Free!
11 May - Antoine   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25865545/f15deb50db2ef40083a4f22a455157f429ad8bc7.png)

This decision has been in our minds since the inception of this sequel to Call of Combat. Now it's happening and it's coming very soon. Bring your friends and get your nade fights going!

The free version of the game will give access to pretty much everything the game has to offer including:

- All weapons
- Regiment competition system
- Leaderboards
- All official maps
- Map editor and custom made maps
- Access to the good old Call of Combat
- Modding system
- Steam achievements

We are also adding a paid DLC which will be automatically given to all those who already own the game. On behalf of the KAVA team, thank you for your support.

The paid edition will unlock the following:
- Officer ranks
- Special uniforms for your soldiers
- A promotion points boost

Divided We Fall will need the community, bring your friends and get those regiment games going!
Title: Re: Divided We Fall
Post by: Asid on August 20, 2018, 11:10:14 PM
CHANGELOG v1.1 - August 20 2018

Changes
- Game is now Free to Play!
- Brought back Call of Combat back again (was gone for a while)
- Added DLC with extra officer ranks and special uniforms which will be automatically given to everyone who owned the game before this date!

Fixes
- Room not launching bug should be fixed
- Discord chat connection is back
- Community map rooms can now be created again
- Games can be reset again
- 1v1 games should properly end now
- Game should end when VP timer ends
Title: Re: Divided We Fall
Post by: Asid on September 11, 2018, 12:10:45 PM
Divided We Fall is now FREE TO PLAY!
Updates from the front

Good news everyone, we are releasing an update with some fixes.

- Divided We Fall is now free to play!
- Call of Combat is back!
- Fixed a bunch of bugs

More than ever, Divided We Fall need you!
Call of Combat has a history of being heavily driven by the community. And we would like to bring that back even more. That is why we had developed a few features to help the community participate in the improvements of the game. Here are a few of them:

Modding tools: Gameplay and game rules editor

Map editor in the game

Monthly competition with Regiment (Army Groups) systems

Tournament organization system

Can't repeat this enough, more than ever Divided We Fall and Call of Combat Most of the community activity is on our Discord server[discord.gg].

Future?
We are currently considering opening the game development even further and giving the community even more control on the future of the game. Stay tuned!