May 15, 2013 - 3 years ago Beta Videolog 6: Irwin Singleplayer training mission Squad Leader (highest ranked in assault team) use Binos to give orders, set default spawn point for team Skirmish Hilltop map War Funds introduced
Jul 15, 2013 - 2 years ago Beta Videolog 7: Jefferson Invite players to squad Anti-grief system - 'F1' Whistle - 'F' Extra Ammo
Nov 13, 2013 - 2 years ago Beta Videolog 9: Manstein Fences destructible Planes no longer have to reload to rearm Intro of fog of war with visibility variations by unit type Extra combat badge for veterans
Apr 16, 2014 - 2 years ago Beta Videolog 11: Oster Addition of mechanized recon New armored recon vehicles Grand Strategy map zoom optimization Play with friends Movement near objects Brightness issue Lesser frequency of maps with fog Panzershreik
May 27, 2014 - 2 years ago Beta Videolog 12: Patton Nine new armor P38t, PIIC, PIV, PV, Hetzer, M2A2, M24, M3, M4A1 Static spotting in 3 sec for teammate within 300m which fades in 10 sec Infantry spot is triangle, vehicle spot is a diamond Weapon camo New player tutorial
First Live Twitch Stream Devstream #1 - Live from Copenhagen Aug 22, 2014 10:33 - Assault Teams explained (command points) 18:10 - 15 Strategic centers established 31:55 - Tying Grand Strategy unit allocations to friends/clans 33:00 - Wrench 50:30 - Possible distant future. General tied to HQ. Kill/Capture an enemy general. Take out assault teams commanded by general. 53:50 - Future: Large cities with more than one map. 54:50 - Time played vs. Paid capability 58:55 - Removing cheaters/Matches recorded and free-cam around map 1:03:55 - Tank crewmen can't hit spacebar anymore to range the target. 'J' and 'K' to adjust sights.
Aug 28, 2014 - 1 year ago Beta Videolog 13: Rommel Rank progression expanded from 14 to 22 ranks Assault Teams and Command Points Assault Teams specific to character's branch within the army Converting general and your equipment depot Before, one capital per faction. Now, 15 strategic centers. It takes 12 controlled centers or a faction reduced to zero centers to win. Deploy into strategic center. Repair wrench introduced.
Devstream #2 - Live from Copenhagen Aug 29, 2014 - 1 year ago 4:20 - Clan logo in the works for vehicle and shoulder patch 5:20 - Destruction 10:04 - Suggestion to add horses 10:48 - Strategic Center specific maps? 11:36 - Beach landing map? Adding bots. 13:16 - Supply drop? 15:10 - Internal cockpit for aircraft? 17:50 - Multiplayer strategy game. Breakouts, overextending... Communicating with other players. 26:50 - Leaderboard 40:00 - Limitations on resources. Raw materials and production to be introduced 43:30 - Brightness setting 56:10 - Tank turret traverse speed
Devstream #3 - Live from Copenhagen Sep 5, 2014 - 1 year ago 14:15 - H&G Wiki moved to Gamepedia. User editable. 18:25 - Assault team deployment to the frontline will get you XP as an officer 22:25 - Reason for faction winning war. Coordination (battle plan), cutting off resources. [My thought: Location of Strategic Centers] 25:28 - Rewarding teamplay 32:10 - Winter maps? Seasons for all maps. 36:01 - Small positive flow of war funds for account with just a general character? 40:00 - Server-side hit detection. Blood splatter client-side. Grunt is server-side. 51:30 - Being able to interact with the Campaign map while waiting in the que for the next match 52:10 - Providing more information while waiting for the next match. Transition. 54:00 - Cars spinning out 55:43 - Integrated VoIP 58:12 - New factions 1:06:49 - Skill Levels: Tier One for new players 1:09:34 - Rating Games and Auto-resolve match 1:10:56 - Strategic Center (Capital Cities) maps? 1:12:00 - Clan logos for vehicles
Devstream #4 - Live from Copenhagen Sep 12, 2014 - 1 year ago 17:04 - View battle progress earlier in load sequence 19:03 - Join campaign missions with own squad? 19:58 - Tailored Squads 24:14 - Division size units? 32:32 - Efforts to encourage teamplay? 34:05 - How encourage continued use of Light Armor? 35:52 - Smoke grenades? 37:19 - Ground vehicles. Generally, used for transport and not as weapon. 39:00 - Turret movement of tanks and anti-aircraft 40:45 - Skirmish: Village map 57:55 - Jeep slide-out? 1:09:10 - General control your own assault team? Delegation. 1:10:23 - Fighting over resources
Devstream #5 - Live from Copenhagen Sep 19, 2014 - 1 year ago 5:24 - Equipment Depot 7:34 - Paratroopers on Campaign Map 9:30 - Genuine Gratitude 20:38 - Campaign Resources explained (S-build test-beta) 23:42 - Production regulates the deployment of assault teams. Balance by category. 25:41 - Origin of Production Resources 28:37 - Slippery tires? 36:45 - Info during loading (orient players) & Battle Report 41:28 - Battle Rating 43:49 - In-game email
Devstream #7 - live from Copenhagen Oct 3, 2014 STEAM Competition (Special Assignment) Win bundles - Downloadable content ... Infantry - Capture control points ... Armor - Destroy tanks ... Recon - Headshots ... Paratroopers - Drop on "O" control points ... Pilot - Win dogfights ... Officer - Damage to Assault Teams 14:18 - Map Editor? 18:13 - Map Development 47:36 - Capture the flag? 48:31 - Clan logo on vehicles? 50:27 - Wrench for pilots? 51:59 - Designated leader of Squad Leaders? 53:02 - Mobile anti-aircraft Assault Teams? 53:47 - Artillery use on Campaign Map 54:56 - Battles with more than 36 p_? 56:12 - Restrict access to Campaign Map 57:18 - Reward for winning against the odds
Notes: 30 developers (SEP 2014)
Map Considerations: Access point control point Objective Attack line Open area Choke point One way Structure Map flow Terrain Field of view 3D editor - Softymas 2x2 km Contour - Hidemap
Devstream #8 - Live from Copenhagen Oct 13, 2014 0:58 - Different types of damage on tanks 1:33 - Reinforcing armor on tanks 10:31 - Plan/Coordinate while battle is loading? 14:17 - Restrict Tier One from War battles 15:24 - Skill based match making 23:47 - Ability to downgrade assault teams? 38:10 - Joining your own assault team in battle? 39:40 - Ability to group different types of assault teams? 47:06 - Leader for each faction in action battle? *Awesome*
Devstream #9 - Live from Copenhagen Oct 24, 2014 5:17 - Faction Resource Production explained 13:25 - Bug Reporting 23:10 - Server architecture 31:39 - Timelapse analysis 40:30 - Weather variations 55:02 - Solution for overpowered aircraft? 1:02:14 - Preserving units to reduce war fund costs
Devstream #10 - Live from Copenhagen Oct 31, 2014 12:20 - Anti-aircraft tanks 15:04 - Try weapons in training before purchase for character? 15:53 - Road Kill stats? 21:20 - Bots in g_ 23:37 - Anti-aircraft perks? 24:35 - Submitting suggestions 29:50 - Point of aim when hip shooting close targets 43:03 - Potential side mission for Recon 47:05 - The perfect landing 50:08 - Winter? 51:56 - Clan system? 53:25 - Player goes AFK in-g_ character smokes and coughs 59:26 - Strategic map airfield discussion 1:03:02 - Color code when officer is online commandingassault teams
Devstream #11: Live from Copenhagen Nov 7, 2014 9:33 - Load on action servers (Typical 9,000 p_) Dark Red - Moscow Yellow - Rottendam Blue - Sydney Green - Virginia 17:44 - Fear, Reward, Cost of Heavy Tanks. Difficult vs Ease of killing tanks. Want more on Campaign map. 34:47 - Ability to turn off 'hint' messages? 38:51 - Hip shooting at distant targets 43:56 - Interdiction mission (spot resources on campaign map and destroy the supply train) 46:09 - Command structure 50:48 - Separate mouse sensitivity (dpi) sliders for infantry, ground vehicles, and aircraft 51:47 - Match recording 52:54 - Training map to learn to fly 53:22 - Aircraft only map 57:00 - Gamepad and joystick support
Heroes & General Devstream #12 - Live Nov 17, 2014 9:22 - Finished U.S. halftrack image 11:52 - Finished German Recon armor image 15:08 - Leaderboard 21:13 - Merchandise store 25:21 _ Customizable User Interface (UI)? 26:48 - Campaign map battle report for assault teams? 28:16 - Match recording 29:34 - Melee attack with primary weapon?
Devstream #13 - Live aus Kopenhagen! Nov 21, 2014 5:03 - P_ flies through hanger upside down 30:03 - Ability to toggle landing gear on aircraft 34:18 - Anti-tank penetration values 37:32 - Fighters overpowered 41:23 - Tank discussion 46:17 - Dedicated medic? 53:33 - Resources determined by controlled territory? 56:40 - Resources needed to extend offensive operations 57:58 - Bot integration (existing air battle test) 58:38 - Introducing leaning?
Devstream #14 - Live from Copenhagen Nov 28, 2014 Hit detection discussion 26:54 - Harbor map? 36:11 - Fixed gun emplacements 37:05 - Bot defenders in bunkers 39:47 - How multiple factions will fight 42:33 - Improved integrated communication 43:09 - Deployable structures? 44:42 - City maps? Effel Tower as back drop 52:35 - Improved integrated communication 54:31 - Intel objectives? 55:53 - Aircraft only maps? Lobby for pilots
Heroes & Generals Devstream #15: Live from Copenhagen Dec 5, 2014 5:14 - Staged battle (Training) symmetrical, War battle (Campaign) asymmetrical, and Mission (future feature) 26:04 - Weapon attributes 37:59 - Machinegun discussion 44:52 - Tanker use of binos while in tank? 52:17 - Logistic Elements? Gather resources 53:15 - Waypoints for Assault Teams to select route 56:40 - Mission to destroy bridge to disrupt supply line 58:00 - A lot of ideas and not enough time. Shelf ideas. 1:00:20 - Four extra planes per side in addition to the 36 players
Heroes & Generals #16 : live from Copenhagen Dec 12, 2014 5:43 - More planes? Dedicated aircraft update 19:23 - Building defensive obstacles? 20:41 - Food, fuel, etc 21:40 - Shooting from moving vehicle 25:30 - Different spot markers for different types of vehicles? 26:05 - Spectator mode? 34:12 - Complaints that Game is too complex
Heroes & Generals Devstream #17: Live from Copenhagen Dec 19, 2014 4:03 - What would you like to see in the Dev stream? 36:39 - Fortress map? 50:27 - Amphibious vehicles 55:15 - Armor only map & Aircraft only map
Heroes & Generals Devstream #18: Live from Copenhagen Jan 9, 2015 5:30 - Development Road Map? 22:19 - Weapon sway and limiting Recon soldiers in battles 24:39 - Order system 42:12 - Campaign Map with Developer; Deploying Assault Teams 53:01 - Combat badges for Campaign Map activities; purchased General does not have access to badge perks 56:58 - Role of Recon; possible separate mission
Heroes & Generals Devstream #19: Live from Copenhagen Jan 23, 2015 18:35 - Frequency of Fog 25:03 - Spawn Que: Players and capability balance 28:36 - Top 5 development priorities ... 2014 - width ... 2015 - depth ... Scalability ... More content (progression, maps) ... Integrated social support 35:00 - Open/close doors? 38:33 - Providing post-battle status of assault teams 1:00:27 - Pacific Campaign? 1:05:37 - Aerial resupply? 1:06:00 - Air drop vehicle?
Heroes & Generals Devstream #20 - Live from Copenhagen Jan 30, 2015 9:50 - Developer enters campaign map 10:56 - Developer assault team deployment 16:48 - Diplomacy system? 17:56 - High ranking player communication 20:20 - Soviets and Americans fight each other and three-way battles 21:18 - Conditions to win campaign; 12 of 23 strategic centers 27:41 - Soviet faction 33:19 - Future: Leaders pool resources 41:38 - Intent to include whole world with a very long development time 42:09 - Resistance forces? 42:31 - Rescue downed pilot mission
Heroes & Generals Devstream #21: Live from Copenhagen Feb 6, 2015 3:32 - Resource Pooling Description ... Before assault teams wiped out and other no action ... Now assault teams share in the action and losses ... Action squads draw from resources 8:04 - Future match of action squad with assault team 9:03 - Earning war funds 10:51 - Leader ribbons and customizable squads 13:11 - Explosive Audio cue (in-tank?) 23:20 - Soviet T-38 (Future amphibious) 28:08 - Soviet T-26 31:40 - VoIP? 34:38 - Plan for future maps ... Current terrain type ... Different terrain type ... Seasons for all maps 36:12 - Mapping armor coax machinegun to right mouse button instead of the number three key 40:29 - Soviet BT-7 42:59 - For a screen capture: To not have your character turn away in a vehicle hold down the right mouse button 48:06 - Speeds for different tanks ... T-26 (1931) -> 30 kph ... T-38 (1937) -> 45 kph ... BT-7 (1935) -> 53 kph 56:01 - Deployable machinegun emplacement? 57:48 - Dedicated medic vs unlockable first aid kit
Heroes & Generals Devstream #22: Live from Copenhagen Feb 16, 2015 1:47 - Presentation of infantry uniform options 6:40 - Medium tanks & Tank destroyers ... T-34 Jr, SU-85, T-34 Sr, IS-2 16:24 - Anti-Aircraft emplacement 19:00 - Soviet paratrooper & recon 27:38 - Improve campaign map viewing (64 - 256 MB cache) 41:29 - Clarification on resource pooling ... Example: Heavy tank accomplishments in action game (not skirmish) transfer credit to assault teams with heavy tanks 43:05 - Deployment of assault teams 49:01 - How forces are committed to battle from Campaign to action 51:26 - Expected life-time of a spawned asset 52:53 - Considerations for large stacks of assault teams engaging in battle 55:05 - Access to resources of late arriving assault teams 55:43 - Retreat function explained 57:00 - Joining your assault team in the action battle 1:01:26 - Battle lost: unused assault teams and encircled assault teams
Heroes & Generals Devstream #23: Live from Copenhagen Feb 20, 2015 7:05 - Soviet anti-material rifle 16:16: - Lend Lease (Supply material to allied forces; effective 11 MAR 1941; 17% of total U.S. war expendature) ... 400k Trucks, 35k motorcycles, 12k Armored Vehicles, 7k tanks, 2k locomotives, and 11k aircraft 20:53 - Soviet halftrack 21:48 - Soviet armored recon vehicle 44:31 - Check the availability of resources during a battle (and you can press tab to check resources of both sides) Resources are fixed to battle line.
Heroes & Generals Devstream #24: Live from Copenhagen Feb 27, 2015 4:06 - Attaining Soviet (new faction) capability on the campaign map 11:52 - Likely reasons for Soviet success in staged battles 17:15 - Advantages of defense (choke points) on the campaign map 20:05 - The mistake of calling the campaign map Real Time Strategy (RTS). Long-term: Strategic thinking, use of resources, and coordinating with other leaders. 22:30 - Mistake of overstocking resources on the frontline 23:47 - Incentives to make good decisions on assault team placement on the campaign map 25:46 - Gain strength and defend. Lighter forces on the front and contain enemy with heavier forces positioned off the frontline. After build-up, move on the offensive. 27:40 - Feeding heavy tank assault teams with war funds to maintain operations 29:02 - Issue with multiple accounts (zero sum gain). Earn War Funds (WF) with infantry and spend with others. 31:16 - Production system 33:17 - Economic cycles (game loops) 41:23 - Captured equipment 44:41 - Complexity, unpredictability, dynamic randomness 47:30 - Campaign map fog of war 47:48 - Plan to exploit weakness with a measure of uncertainty. Probe the frontlines for weakness. 48:42 - The best laid plan does not survive first contact 49:55 - Resource Management Raw Material -> Manufacture -> Consumption 50:51 - Potential future types of raw materials 54:34 - Ten minutes of preparation preceding campaign war battles due to possibility of three-way battles 1:06:17 - Difficulty to develop a video game. Sell the dream. 1:11:05 - Infantry access to scope for rifle
Heroes & Generals Devstream #25: Live from Copenhagen Mar 6, 2015 5:15 - Balancing Assault Teams (ATs) on the campaign map. Encouraging AT upgrades. Offense costs more. 11:09 - Significance of half-tracks in the Action game 12:04 - Supply queues 12:40 - Limiting resources to encourage conservation and good strategic conduct 14:06 - The cruel reality of war 14:39 - Use of paratroopers on the campaign map 31:47 - German Force newsletter (Newspaper for Axis Forces) 32:56 - Placement of strategic centers and starting points 40:04 - Rivers on the campaign map 51:20 - Aircraft battles 52:14 - Shooting from moving vehicles as a passenger 1:04:53 - Development Roadmap 1:07:22 - Jobs at Reto-Moto 1:09:16 - Bot sentry gun emplacement 1:12:26 - Additional training? 1:12:53 - Tank only battles 1:13:09 - Aircraft Lobby fighting in open sky and break off to join battle 1:13:34 - Keep requesting specific features to improve the chances of features being incorporated into a future update
Heroes & Generals Devstream #26: Live from Copenhagen Mar 20, 2015 6:43 - How in-game damage functions. Zones for bodies and vehicles Torso = 1, Arm = 0.5, Leg = 0.8, Head = 4 Variables: Weapon, ammo, distance, zone 20:40 - Regeneration explained; First 40% damage regen back to 100% 1:02:04 - Ability to damage the terrain? 1:04:18 - Sacrifice a Rooster
Heroes & Generals Devstream #27: Live from Copenhagen Mar 27, 2015 4:40 - Forward airfield map being released 5:39 - Plan for new maps; Roles on campaign map 9:03 - Map concepts 11:04 - Map development 14:31 - Considerations for an assault map 16:59 - The Factory map is the worst for attackers 17:47 - Protecting the Access Point 18:11 - Explain design symbology 22:32 - Naked sixpack 23:37 - First Draft of map 28:09 - 3D modeling; Add contour 29:12 - World Machine; height map input/output 31:17 - Micro-design; Village concept design 32:19 - Stuff 32:49 - Village in game engine; gameplay flow 33:59 - Fences, walls, haystacks, trees, etc 36:27 - Tour of the completed Forward airfield map 43:46 - Tour A-line 49:18 - Tour B-line 52:29 - Tour C-line 54:23 - Tour D-line 59:28 - Heat map; displays movement patterns ... Green - Vehicles ... Blue - Players ... Red - Death 1:00:19 - 1,000 voices crying out 1:00:27 - Time-lapse of heat map
Heroes & Generals Devstream #28: Live from HQ Apr 10, 2015 3:51 - Movement animation on sloped terrain 6:20 - Grenade use 21:52 - Battle replay tool - Availability to the public? ... Records all participants' inputs throughout the battle ... Huge files ... Free-cam ... Toggle to follow in first and third person ... Able to Reverse battle recording 34:50 - Landing to take a dump 36:45 - Fighter aircraft shooting at a paratrooper transport plane 39:21 - Tone down to answering questions from the community to once a month
Heroes & Generals Devstream #29: Live from Copenhagen Apr 17, 2015 22:06 - Accessing/balancing damage (realism vs. fun) 26:53 - Spotting incentive? 28:32 - Improving binoculars 29:09 - Rank, character types, unlocks, tiers; level of experience restricting access 35:28 - XP gained for Assault Team (AT) participation on campaign map? Based on the resources your AT destroyed on the action map. ... Action Battle 5xp and Campaign 140xp for enemy soldier killed ... 2,040xp for enemy aircraft destroyed 46:37 - Retreat leaves resources behind for action players 56:40 - Replay Tool (Action Battle) 1:05:20 - Horses?
Heroes & Generals Devstream #30: Live from Copenhagen Apr 24, 2015 6:32 - Map Ratings (five maps) 11:07 - Status of maps 14:55 - Changes to O2 objective point on forward airfield map 17:32 - Average time to win per map 23:36 - Blowing up cabbages 40:25 - Forward airfield favorite combat line
Heroes & Generals Devstream #31: Live from Copenhagen May 8, 2015 8:15 - Morale system 23:01 - Command badges (Charismatic leader, Battlefield commander, Logistics expert) 24:01 - Leaders with battlefield experience 28:23 - Spartan shield (Lambda symbol - Laconia)
Heroes & Generals Devstream #32: Live from Copenhagen May 22, 2015 0:37 - 5 million players 4:00 - Enhanced melee system (Damage: 70% knife, 60% shovel/wrench) 8:08 - Smack that head 20:52 - Bayonets on rifles 22:05 - Tear down fence with shovel 23:54 - The Art of War (TAW) stunt image 30:12 - How to redeem vouchers (support knowledge base) 33:32 - "Ask you Questions"
Heroes & Generals Devstream #33: Live from Copenhagen Jun 1, 2015 27:50 - Para-blocking