Heroes & Generals Devstream #34: Live from Copenhagen Jun 5, 2015 15:40 - Slow down/Speed up ribbon progression 27:18 - Disarming mines? 31:52 - Future side missions? 39:50 - Issue with spawning-in on capture point when vehicle nearby 44:40 - Decision to have semi-auto before bolt action 52:41 - Number of Assault Teams per faction 1:04:34 - Consistent Faction Colors ... Identifier Friend or Foe (IFF) ... Blue - Friendly ... Red - Enemy
Heroes & Generals Devstream #35: Live from Copenhagen Jun 12, 2015 18:56 - Cool down period after campaign map battle successful defense? 23:48 - Separate anti-tank class? 30:44 - Pacific Theatre? 49:25 - Selector for mode of fire?
Heroes & Generals Devstream #36: Live from Copenhagen Jun 19, 2015 6:35 - Changes to Factory map 9:44 - B-line 14:09 - First Aid and Ammo Crates 20:35 - A-line 28:50 - O2 31:15 - Ability to switch mode of fire added; push # button of inventory slot 36:28 - O1
Heroes & Generals Devstream #37: Live from Copenhagen Jun 26, 2015 Mostly about scopes 25:50 - Watch out for that hole 36:17 - Wire frame view of terrain, soldier, and weapon 43:03 - Summer Party: Roasted pig
Heroes & Generals Devstream #38: Live from Copenhagen Jul 3, 2015 0:05 - Introduction of Reto.Robotron3000, Community Manager 3:32 - Sturmgewehr 44 (StG 44) 10:06 - Machinegun crew served weapon 12:20 - Spawning in bots 41:20 - Bots across the map and their artificial intelligence 44:54 - Lots of bot planes 47:47 - Firing into the "SUN" like a boss 51:30 - Cake or pizza delivery?
Heroes & Generals Devstream #39: Live from Copenhagen Jul 10, 2015 3:55 - Pay to win defined 8:05 - Free to play business model (Better for the consumer) 8:40 - Buying a box game (Advertising & Marketing) 19:01 - Subscription business model 22:18 - Assault Team activity 25:07 - Rainy weather? 26:33 - Smoke grenades 29:20 - Graphics: Combined Arms multiplayer vs singleplayer 37:30 - Appeal to new participants is important 44:05 - Armor Camo? 47:49 - Faction messaging system ... End of War ... Strategic center change of control 48:32 - Armor and aircraft maps? 53:00 - 'Reinforcements have arrived' message in action battle
Heroes & Generals Devstream #40: Live from Copenhagen Jul 17, 2015 6:24 - Action battle comparison of StG-44 and M1/M2 11:06 - Factory map wins by faction as attackers 14:49 - How features are added to specific updates
Heroes & Generals Devstream #41: Live from Copenhagen Aug 14, 2015 4:10 - Changes to Town map 18:59 - Bayonets on rifles 22:44 - The fog 26:59 - No camping on the toilet 36:29 - Spawn camping 41:14 - Faction loyalty 43:31 - Adjusting the Assault Team (AT) in-balance; more resources compared to ATs 46:30 - Possible future 'Reserve' (free ATs) 1:06:20 - Bipods in the works 1:09:27 - Accidentally blanked your sister 1:12:08 - Adding a clan tag? 1:19:48 - Use TeamSpeak rather than integrated VoIP 1:20:43 - Flamethrower? 1:26:44 - You called me a noob?
Heroes & Generals Devstream #42: Live from Copenhagen Aug 21, 2015 4:15 - Going to salary for time played versus each battle; level the reward so long battle participants do not feel cheated 8:59 - 10% battle victory bonus 9:11 - Joining the end of a losing battle 9:44 - Turning the tide of battle 10:09 - Possible future booster for defending the last access point 12:19 - High credits for capturing control point 12:40 - No credits for killing enemy; only ribbon xp 13:13 - Get credits for neutralizing control point 16:14 - During WWII, the German tank commander would wear camouflage because he was the one who left the vehicle to survey the area 24:53 - How battles are determined; number of spawns per player 25:36 - By the numbers per player number of spawns: ... 10 infantry ... 5 paratrooper ... 18 x 5 = 90 paratroopers minimum; if all para ... 50% of faction should be infantry and paratroopers ... 4 tank crewman ... forces retreated if not enough resources are committed to the battle ... pathfinder assault team not enough to start a battle, but enough to slow down progress for a short duration 29:56 - Bouncing an AT out of a battle with a loss in morale (20%) and resources (25%) 32:53 - Seeking alternative solution to use pathfinder AT 35:31 - Attack vs Defense ... fun (fight) vs fun (fight) ... fun (unaffected) vs not fun (penalty & retreats) ... not fun (penalty & retreats) vs fun (unaffected) ... not fun (penalty & retreats) vs not fun (unaffected) ... For Skirmish: not fun vs not fun (random: Loser - penalty & retreats) ... fun vs fun (No participation: auto-resolve with no timer reset) 38:34 - Possibility of denying the ability to choose which battle to join via a the campaign map 57:50 - Complexity; Use leveling and achievements to breadcrumb players 1:03:14 - Can we have bots?
Heroes & Generals Devstream #43:Live from Copenhagen Aug 28, 2015 Bug & accumulating credits discussion 31:31 - Recon bonus for spotting? 35:05 - Whining of Tank crewmen and Anti-Tank soldiers; balance is okay now. 36:36 - Rolling while in the crouch and prone positions 45:16 - The next faction? 45:56 - Reducing bunny hoping 48:10 - Shotguns?
Heroes & Generals Devstream #44:Live from Copenhagen Sep 4, 2015 7:16 - Wea_ from concept to complete (PPD-40) 12:48 - Make high-resolution 18:28 - Game mesh 21:32 - Moving parts 22:53 - Unwrapping (x, y, z) (u&v coordinates) 27:48 - Bake high-res onto low-res 28:28 - Normal map texture 29:58 - Bake shadows into the texture 31:20 - Ambient occlusion 32:50 - Texture adding the layers 43:17 - Muzzle flash and sight alignment 44:34 - Reload animation (5 developers involved at this point; at least 6 more contribute later)
Heroes & Generals Devstream #45:Live from Copenhagen Sep 11, 2015 0:45 - Awareness posters ... Fight for the objective. Not the kill count ... Attack, Push, Defend, Win ... Think before you throw ... Use concealment ... Armor and Infantry mutually support ... Spot tanks ... Assist aircraft by spotting 5:05 - Amphibious tanks? 7:23 - City map? 14:46 - Remote controlled mine? 26:45 - War production based upon actual sites controlled? 33:31 - VoIP?
Heroes & Generals Devstream #46: Live from Copenhagen Sep 18, 2015 2:08 - Captured tank 25:17 - Kachaum (highlighted player [high k/sec])
Heroes & Generals Devstream #47: Live from Copenhagen Sep 25, 2015 3:35 - Access Point spawning ... can not be damaged when invisible ... visible upon departure ... visible after first shot of weapon ... if you are visible, your character can't enter invisible vehicle if occupied by invisible player ... if your character is invisible, your can't enter visible vehicle [likely, but not discussed] 37:05 - Invisible character does not trigger mine 38:38 - Invisible vehicle does trigger mine, but no damage 40:05 - Can't emplace mine in enemy access point area 43:05 - Aircraft flight control changes? 43:26 - Unable to fire vehicle weapons in enemy access point area 47:26 - Mortars? 52:47 - Replay tool? 55:56 - Finnish Army? 56:24 - Lauri Allan Törni served in three armies http://forum.heroesandgenerals.com/viewtopic.php?f=27&t=83372
Heroes & Generals Devstream #48: Live from Copenhagen Oct 2, 2015 13:53 - Enter enemy access point area removes your character's weapon 15:21 - Special Cargo 15:46 - Slides out the back 17:45 - Bunch of Fat Chicks 17:58 - Attempt to enter invisible vehicle 22:16 - Humping Lions 32:12 - Leaderboard disabled
Heroes & Generals Devstream #49: Live from Copenhagen Oct 9, 2015 10:30 - Encounter game mode (Infantry Only) 14:40 - Depot Map 22:28 - Tier 0 (approximately for six battles), 1, 2 23:32 - Encounter map trigger on Campaign map 32:28 - Expand player base; less complex entry 39:41 - Participate in prototype
Heroes & Generals Devstream #51: Live from Copenhagen Oct 30, 2015 2:45 - Fire-up the Splixxen crystals 6:26 - Defense XP change from 60 to 10 explained 10:36 - Your XP Suggestions 11:56 - Change from Avira Anti-virus software 13:29 - "That's Not Mud" 22:21 - Campaign map adjustments ... Pressure release on German faction ... Increase connectivity between American and Soviet factions 23:50 - Consideration: Adjust Campaign map starting points for factions 28:15 - Desire to expand the Campaign map ... Need detailed vector maps 31:10 - Availability of vouchers to give away Gold to other players 32:25 - Splixxen strikes back 32:55 - Easier way to manage assault teams 38:18 - Adjust reverse speed on tanks 40:15 - Balance of complexity and fun (want depth) 44:04 - Armor only maps 50:39 - Shoot from moving jeeps
Heroes & Generals Devstream #52: Live from Copenhagen Nov 6, 2015 31:11 - Stationary Machinegun emplacements? 37:25 - Adding vegetation to vehicles? 48:35 - Shotguns? 48:45 - Mortars? How implement?
Heroes & Generals Devstream #53: Live from Copenhagen Nov 13, 2015 13:34 - Revision of tank vs anti-tank? 15:20 – Armor penetration angle 17:38 - Anti-tank weaponry too many grenades 19:59 - Make tanks way better 23:20 - Considering making players decide appropriate tank and the resource cost of the tank 28:06 - Squad auxiliary slot explained 32:28 - Recon vehicles tied to chauffer ribbon 35:00 - The game is infantry at its core 35:39 - Cook-off grenades? 38:00 - Ability to take out pilots with HE rounds 41:26 - Development Road Map? 41:55 - Official FAQ 46:08 - Replay war on campaign map (mentioned; not demonstrated) 49:24 - Clan prefixes 49:35 - Rigid location of Strategic Centers (capital) on Campaign map? 50:06 - Aircraft cockpit instruments? 51:20 - Aircraft control hardware support? 52:40 - Fix aircraft physics 53:25 - More Encounter maps? 55:00 – Game mode for aircraft? 56:53 - Resource Management system update 1:00:36 - When add North Africa? 1:12:30 - Armor interior affect from exterior impact? 1:20:06 - Firing from vehicles 1:20:57 - Crates become inactive when vehicle is stolen 1:23:58 - British faction?
Heroes & Generals Devstream #55: Live from Copenhagen Nov 27, 2015 2:26 - Supreme Allied Commander Eisenhower photo-bombs Soviet General Zhukov's photo Light Armor demonstrated 38:50 - Shot through the heart and you're to blame "Exposed" 48:03 - Repositioning of vehicle unlocks
Heroes & Generals Devstream #56: Live from Copenhagen Dec 4, 2015 7:45 - Considering a new encounter map; potentially a good format for an Armor only map 9:45 - Intend to limit grenades 28:12 - Mobile Anti-Aircraft? 28:40 - Bayonet use on weapons? 41:10 – Down town Copenhagen Clock Tower area during WWII 42:44 - Clock Tower near Reto Company headquarters
Heroes & Generals Devstream #57: Live from Copenhagen Dec 18, 2015 4:04 - Forum Topic Thread Frequently Asked Questions (Issues & Features) 6:43 - Bipods? 8:32 - Vehicle handling improvements? 10:24 - Establishing development priorities 14:44 - Teamplay; Always in a squad 21:39 - Too many grenades 24:08 - Waiting times 38:25 - Overpowered PTRD 39:26 - Integrated involuntary voice outbursts in faction language 42:24 - Snow and city maps? 44:29 - Armor only map; battle of attrition 45:25 - Trigger for armor only battle 49:14 - British faction 50:30 - Smoke dispensers on tanks & material for the defense 53:18 - Armor fighting considerations
Heroes & Generals Devstream #58: Live from Copenhagen Jan 8, 2016 6:49 - Soviet Anti-aircraft truck (7.62 mm) 9:33 - Anti-aircraft truck associated with infantry characters 9:42 - APC (Armored Personnel carrier) renamed ISV (Infantry Support Vehicle) due to vehicle variety 10:09 - Possible future anti-aircraft unit 12:31 - American Anti-aircraft truck (12.7 mm) 16:17 - German Anti-aircraft truck (20 mm) 21:43 - Anti-aircraft not yet ready to be its own separate assault team 47:47 - "I think at that point we might consider doing a specialized assault team for the AA-guns." 48:06 - Aircraft defense on Campaign map
Heroes & Generals Devstream #59: Live from Copenhagen Jan 15, 2016 6:50 - Change to hip shooting alignment compared with line-of-sight 11:48 - German OP glasses 18:54 - Change to cone of fire 26:18 - Hip shooting compared with Aim using sights 28:44 - Mentioned a few maps that are not in the game yet 32:02 - Want players to be able to hide in the forest 43:47 - Want close-in vegetation to be visible at long-range
Devstream #60: Jan 22, 2016 18:41 - Coping with toxic feedback 21:00 - City maps? 26:51 - Aviation update? 29:49 - Training aircraft 35:17 - Dedicated medic character? 36:37 - Destructable environment? 38:59 - Ammo pool vs ammo magazines? 47:16 - Coastal map? ... In H&G Forum – Reto, take a look - Coastal Town map https://heroesandgenerals.com/forums/topic/1178404/page/7/ 51:21 - Anti-aircraft tanks 52:28 - Bipods? 53:26 – “Fix your shit” 57:46 - Air drop crates
Devstream #61: Feb 5, 2016 1:45 - Recommendations for Devstream Content 7:15 - John Basilone U.S. Medal of Honor Pacific Theatre 8:00 - Ludwig Bauer German who escaped buring tanks nine times (selected) 9:00 - Bielski brothers fought as partisans in Poland/Belarus 9:55 - Pierre Billotte French destroyed 13 German tanks while his tank was hit 140 times 11:55 - Richard Bong U.S. Medal of Honor Pacific Theatre 13:00 - Andrey Borovykh Hero of the Soviet Union twice 15:14 - Total Kills by weapon system since the Adams Update (20 JAN to 5 FEB 2016) [5 million with SVT-40, 3.9 million with M1 Garand, 3.7 million with Gewehr 43] 24:27 - TS Channels for each faction U.S. - 159.69.202.159 German - 62.210.169.174 Soviet - ts.soviets.red 51:32 - Leaderboards? 54:20 - Squad Leaders coordinate with each other 54:56 - Emphasize working together 55:11 - Binoculars used to issue commands
Devstream #62 Feb 12, 2016 3:47 - Seeking Soviet advisors 11:37 - 7 Million players 20:25 - Armor map? 30:48 - Buttstroke and pistol whip ability? 57:48 - Average Range for kills by weapon
Devstream #63 Feb 19, 2016 12:54 - Adding vehicle wrecks? 19:59 - Possible Equipment Depot for soldiers to transfer equipment 21:15 - Possible mechanic character 28:34 - Panther tank (Ribbon level 10 unlock) War production: Total of 6,557 Panther tanks. (1,849 in 1943; 4,003 in 1944; 705 in 1945) 32:02 - 75mm Leg Shot 38:58 - Neck Saver 41:30 - Technique to turn the turret faster
Length of battle by Map (one month of data) 48:10 - Depot - 10.5 minutes 49:53 - Hill - 16.3 min 50:46 - Forest - 16.8 min 51:37 - Village - 16.8 min
52:17 - Town - 30.3 min 53:40 - Mountain Town - 33.5 min 54:08 - Factory - 27.9 min 55:53 - Airfield - 30.2 min 56:25 - Forward Airfield - 35.3 min
58:37 - Assault Team battle report? 1:11:30 - Can only own one vehicle 1:14:16 - Ability to attach extra crate to vehicle? 1:15:54 - Directx 12 support 1:25:20 - Low-end covered truck spawn 1:25:58 - Discussion on fuel consumption 1:26:57 - Concern over folks only using armor which is best in each category 1:40:29 - Oculus Rift support 1:43:43 - Face plant?
Devstream #64 Feb 26, 2016 0:36 - Reto.Circinus (Amendeon; U.S. faction) - Compiles feedback and manages forum moderators 18:06 - New rifle reload feature 36:33 - Special RPG shot across the map 38:10 - Replay of amazing Rocket Propelled Grenade (RPG) shot
Devstream #65 Mar 4, 2016 16:42 - Aircraft free-cam (Shift button) - Look around the aircraft while flying 58:19 - Virtual Reality support? 1:09:14 - More aircraft? 1:29:15 - Are battleships being added? 1:35:08 - Artillery discussion 1:41:56 - Continuous movement of mobile spawn
Devstream #66 Mar 11, 2016 13:32 - Working on in-game character head customization options 18:30 - Different camo patterns 32:28 - Other game modes? Recon captures document 51:32 - Leaderboards? 52:54 - Amphibious vehicles 54:58 - Character resources in a specific battle used to select who plays in the battle 58:32 - Pounded at the base of a tree (Just when you thought you got away)
Devstream #67 Mar 18, 2016 14:26 - Overall progression tree 15:31 - Panther tank from idea to in-game action battle 18:23 - Collect images of vehicle 19:34 - Scale in-game 21:04 - Identifiable item signatures 25:05 - Germans used infrared devices during WWII 35:44 - Tripods? 43:14 - Style alignment of webpages
Devstream #68 Apr 1, 2016 (April Fool's Day) 28:43 - The function of the H&G game Producer 31:49 - Production plan for the Panther tank 40:53 - Translation into different customer languages (localize) 42:30 - In-game low-res Panther chassis model 44:00 - Collision system explained 47:33 - Frame used for the collision model 48:32 - Thickness of the armor ... Front-high 80mm, front-low 60mm ... Side-high 50mm, Side-low 40mm, top deck 16mm 50:15 - Next iteration of collision effects ... separate hit and effect
Devstream #69 Apr 15, 2016 7:42 - Five developers eliminated by player with pistol 9:16 - "Didn't get me" 21:58 - Expanding capture zones 23:27 - Addressing the lighting/shadows 28:25 - Lighting variations video ... Morning, Day, Overcast, Day Fog, Evening, Night, Night Fog ... Future: Seasons, Rain, Snow 34:23 - Softymarsh (spelling unclear) editor software and the Retox game engine 35:32 - 3D Studio Max has limitations 36:56 - Rendering mode 37:30 - Normal mapping 38:20 - In-game shader (texture maps) 40:08 - Rendered in Photoshop 40:19 - Reflective light (vector) 41:56 - Seam-file 42:19 - in-game texture map; low-res model 43:55 - Diffuse map (colors of the texture) 44:34 - Camouflage texture 45:44 - Specular mask 47:24 - Camo on the tank 48:22 - "I want it now" 50:20 - Lead Animator 51:03 - Animation process for a tank 51:44 - Wire frame 52:11 - Start with the Driver seat 52:53 - Select the human skeleton 53:05 - Skin Dude 56:49 - Sit pose 57:32 - Enter vehicle 1:00:03 - Barrel animation 1:00:56 - Driver animations (7 to 9)
Devstream #70 Apr 29, 2016 2:15 - Have to play the game in order to register for the forum Remainder intentionally left blank
Devstream #71 May 13, 2016 5:00 - Squad feature: Inviting friends 7:56 - Auxillery slots 10:41 - Customize squad name 10:49 - Squad Leader 12:12 - Accumulating squad points 13:02 - Machinegun position (not yet implimented) 15:28 - Matchmaker: easier to find a battle for a small squad 16:16 - Veteran bonus
18:10 - Change from 'joining' to 'leaving' a squad 18:37 - Game better fighting with others 19:32 - Keep the squad together between battles 20:57 - Squad War Battle Requirements for participation 21:20 - No map choice for war battles 21:41 - Matchmaker decisions explained (delay waiting times) 27:40 - Team Vodka
27:49 - Order system 29:10 - Squad Leader can see commands of other squads 30:28 - Close hatch by pressing command 31:18 - Squad members only on gunner position; Ability to control access 33:35 - Extra experience points for obeying orders 34:11 - Experience points outside capture zone assisting 34:40 - Shared points for squad members 35:04 - Teaching others how to play 35:50 - Spawn cool down period after team member killed at control point 36:16 - "The other guys" 36:27 - "I just went full ret_ard" 37:11 - The old 'F5' menu returned 38:11 - Resources available for the current battle
38:36 - Identify squad leader (two chevrons) 38:40 - Switching characters while squad leader 39:27 - Squad leader cadet (one chevron). In squad leader position, but can not issue orders. 43:32 - Press tab to switch between squad and team chat 44:29 - Team chat (Blue) and Squad chat (Green) 50:22 - Joining your assault team battle on the campaign map 53:01 - Generals closer to each other and communicate where to attack 54:07 - "More power to the Matchmaker"
Devstream #72 May 27, 2016 8:05 - Skill based matchmaking system 15:03 - Squad leader selection 15:33 - Transferring Squad Leader to another player 16:30 - Role of the Squad Leader 19:55 - Ability to adjust auxillery slots 21:18 - 'Ready' button/function 31:23 - Linking squads for clans to join the same battle on the Campaign map 32:40 - General's list of preferred squads to use his Assault Teams (ATs) 34:29 - Fight against friends? 36:39 - Progression tree for new players; learning the process 39:02 - Group Assault Teams (ATs)? 40:14 - Toggle gunner seat squad or team ('4' key) 48:53 - Ping-limit with matchmaker? 54:26 - Future slots to determine role in squad 56:54 - Squad leader uses auxillery slot 58:13 - Constructive feedback requested
Devstream #73 Jun 10, 2016 5:05 - Toggle gunner seat squad or team with '4' key 6:39 - 10% squad bonus which is separate from Veteran bonus 9:12 - Ping and server location (250 max ping) 12:13 - Desire to reduce waiting 15:30 - Increase number of players in a battle? (current 32 per battle; possible 3-4 additional per team) 17:03 - Join a friend in an on-going battle 22:31 - Pure infantry vs pure tanks 25:14 - 'Looking for Squad' for Random friends to communicate desire to squad-up 27:00 - Matchmaker explained for war battle (majority determines server selected to host battle) 36:23 - Squad Leaders coordinating with each other (Hold down the 'Q' button to view the orders of other squads. 37:28 - Send external requests for reinforcements 37:43 - Need integrated VoIP 37:50 - Need better order system 38:02 - "Punch the right guy in the face" 39:42 - Joining at the end of a battle
Devstream #74 Jun 24, 2016 1:44 - Graphic Renderer updates discussed Direct x11 (5-15% improvement) x12 (10-15% improvement). Rolled back x12 for further testing. 8:14 - You can change auxillery while in the queue for a battle even with just yourself in the squad. 10:10 - Time at the beginning of joining a battle to change auxillery slots 11:48 - Ability to change the battle-line access points 12:16 - Ability to rejoin the battle if disconnected (4 minutes) 12:59 - Squad Leader determined based on the rank of the soldier queued for battle 15:21 - Orbit-cam (shift key) to issue orders while in vehicle 35:51 - Wrench melee damage reduced from 60% to 35% 39:35 - Reto Broadcasting Society (Share knowledge, projects, and challenges)
Devstream #75 Jul 8, 2016 3:00 - Weapon handling near objects 6:00 - Can shoot through the canvas of cargo trucks 46:48 - Vote for your top three favorite Reto developers 53:11 - Individual stories of bravery 56:28 - Video contest
Devstream #76 Aug 5, 2016 4:08 - Five new vehicles; M-10 Tank Destroyer 8:34 - Shoot from vehicles 10:15 - M4A3E2 Jumbo Sherman Tank 15:37 - SU-76M Tank Destroyer 19:24 - T-28 Model 1934 Tank (5 internal gunner positions) 27:06 - Hard copy of Rules and Guide 28:02 - Motivational pamphlet 30:21 - KV-85 Tank 38:27 - Tiger & King Tiger camouflage 43:14 - Campaign map updates - ~600 additional battlefields - Fewer choke points - Select multiple assault teams by using 'shift' key - Timer to see battle duration - Can copy and paste city name
Devstream #77 Aug 19, 2016 7:31 - Faction selection as new player 11:40 - Orientation of main character screen interface 13:37- Player account experience leveling based on overall score - Opens access to game modes, soldier classes, rewards 35:52 - Moving toward only creating new characters for different types of soldiers. New player will not be able to switch their primary character to a different type of soldier. At some point, old players may not be able to swith their old characters to a different soldier type.
Devstream #78 Sep 9, 2016 1:04 - New Forum transition 3:36 - Review Map changes (Spawn away, expanded capture zone, optimized terrain with more saturated color) 6:41 - Capture zone guidelines
13:28 - Town map (30 minutes to seize objective points) 14:22 - A-line A1 access point 18:32 - Activation of spawn zones - Once the control point transitions to neutral, spawns can be made in the spawn zone just past the neutral control point. 20:47 - A2 21:52 - A4 22:00 - A3 23:53 - E4 25:03 - E3 25:13 - E2
58:50 - Mountain Town map (town added and river narrower) 59:10 - A-line 59:28 - A2 59:45 - X1 Removed 1:00:34 - O2 1:04:58 - B-line 1:05:24 - "In memory of X1, add a dead horse." 1:06:24 - B1 1:08:27 - D-line 1:09:43 - E-line
1:15:37 - Water resistence, slows vehicle 1:16:45 - Vehicle sinking effect in water 1:18:35 - Sov_ T-38 Amphibious tank floats in water 1:19:54 - German amphibious jeep (5 passengers) 1:22:18 - American amphibious jeep 1:24:30 - Sov_ amphibious jeep 1:29:45 - No supply crates for amphibious jeeps
Devstream #79 - *Launch* Sep 23, 2016 3:31 - Changing to transition to 'Full Release' on Steam 4:29 - Funny story from 11 JUL 2014 7:48 - How RedBjarne starting in video gaming development 10:18 - Tomb Raider: Led character used to be a man 10:54 - Hitman 11:11 - Boxed vs. Console vs. Online; scripted versus open world 11:57 - Feedback loop from customers to the developers 13:29 - Genesis of H&G (Heroes and Generals) 14:07 - Investors said, "What?" 15:24 - Online open world medieval knights, mafia, etc 15:39 - World War II theme won 17:00 - The challenges of creating 18:01 - Moving closer to expectations
19:48 - H&G historical development 20:36 - Closed Beta May 2012 22:17 - Open Beta March 2013 22:44 - Steam Access July 2014 25:00 - Added new Soviet faction February 2015
27:08 - Sub-factions with piece-meal content delivery 28:29 - Steady growth of community 28:56 - Humor 30:10 - "I gotta go easy on that sarcasm stuff" 30:34 - Rewarding process to get it right 40:23 - Demonstration of the H&G game four years ago (Town map) 46:15 - Land and taxi to anti-aircraft position to rearm aircraft 49:10 - Continued development with desire to include battleships 50:07 - Game modes for the different soldier types
58:44 - Over one and half billion kills 1:00:32 - Over 6,000 years of gameplay 1:01:30 - Over 18 million soldiers in the combined armed forces - 17,800,000 infantry (95% of total) - 506,000 Tankers (54% other than infantry [of the 5%]) - 184,000 Pilots (19% other than infantry [of the 5%]) - 147,000 Recons (17% other than infantry [of the 5%]) - 95,000 Paras (10% other than infantry [of the 5%]) - 9,000 Generals (1% other than infantry [of the 5%]) 1:02:46 - More tanks destroyed in one week of H&G than the number of tanks produced during all of WWII 1:03:30 - 130 headshots per minute 1:05:14 - Over 9 million battles
1:09:19 - One of the H&G trailer creators - Reto.Colding 1:10:06 - Launch trailer six themes - Fight to Win - Combined Arms Warfare - Join a Squad - Large Inventory of vehicles and weapons - Grand War - Experience comraderie 1:14:02 - Five weeks to build and gain approval of the 'Launch Trailer' with 70 shots included
Devstream #80 Oct 7, 2016 Discussion of spawning on maps 39:20 - Mountain town heatmap
Devstream #81 Oct 24, 2016 Discussion of spawning on maps 7:10 - Moving away from using an internet browser for the game. Using a stand alone client. 48:20 - Want to encourage teamplay 48:55 - Kill assist experience points (XP) added 50:00 - Spectate while in deployment queue 51:24 - Driver assist XP added 53:04 - Toggle change for vehicle gunner position with default open to team instead of squad (#4 key to toggle) 53:44 - Tank protection +25% points when within 25 meters
Devstream #82 Nov 8, 2016 17:23 - Text Chat function (squad, team, faction, global, and support channels) 18:00 - Language setting for text chat channel 19:57 - Improvements in using the prone position (better turn & aim) 21:56 - Change in the soldier roll off of moving vehicle 29:32 - VoIP? 30:48 - New maps? (Russian & Tank maps next) 35:21 - Tanks more dangerous 40:49 - DirectX 12 discussion 41:47 - Current #1 priority? 45:00 - Expanding the number of players in a battle? 47:07 - Changing weather for existing maps? 49:10 - "Just played Battlefield" 49:28 - Anti-tank overpowered. Updated penetration system for armor. 52:38 - Similar to vital organs with different effects based on which area is hit 58:20 - Armor big, dangerous beasts 1:00:43 - Upgrade the campaign map game 1:01:12 - Update the transport system 1:01:56 - Land, Air, and Sea movement 1:02:32 - A hint of naval forces in the future? 1:03:25 - Anti-aircraft guns in the strategy game 1:03:44 - Anti-aircraft resources and as a separate type soldier 1:04:33 - Ability to configure assault teams and be able to downgrade
Devstream #83 Nov 18, 2016 2:16 - Toxicity 3:06 - Desire feedback on how to improve behavior 5:35 - Getting to know fellow online gamers better 9:12 - H&G Bicycle Bell 12:31 - Testing new renderer and optimizing to integrate DirectX 12; disabled DirectX 12 support initially
-- TEAMPLAY -- 19:48 - Integrated VoIP 20:31 - Coordinate spawns and actions. Manage resources. 20:59 - Do not have VoIP yet 21:21 - VoIP makes teamplay a lot easier : - Communication: Need to be able to say it out loud Ability to describe the enemy threat 23:32 - Felt good to have random player say, "Thank You" 23:42 - Support team mates and dependence on others 24:35 - Determine task organization (duty position/function/role) 25:13 - Create and switch to another character to conduct anti-tank operations 25:28 - Spotting high value targets 25:55 - Designated roles similar to being in a clan 27:18 - Transport team mates to the front lines; fight together 27:26 - Massing combat power to engage enemy. Attain more advantageous conditions. 31:19 - Clan designates an area of operation with a designated objective 32:00 - Attack to advance the progress on the campaign map
33:23 - Steam rolling the opposition 34:43 - Going against other clans on the campaign map 35:48 - Long duration very close battles can be really fun 36:17 - Communication discipline 37:13 - One squad defends while two squads attack 38:39 - Light geared soldier spawns quicker with APC and goes to the second objective in the battle line. Motorcycle goes to the first objective. 39:22 - Not promoting kitted out solider to general 40:36 - Opening of a new battle line while the match is underway; dynamic depth 41:17 - Reference to Battlefield 1
Devstream #84 Dec 2, 2016 1:38 - New Forum (version 3 for 2016) 6:40 - New class of reconnaissance planes (Tier 1) 7:07 - German recon plane 8:01 - Hold 'E' key to spawn as support gunner in aircraft 8:08 - Use time waiting to spawn into aircraft to occupy support gunner position 8:32 - Hold 'E' key to despawn without penalty 9:05 - Screams of joy 9:49 - Plane physics will feel different 10:04 - Fighters (Tier 2) much faster; almost twice as fast 10:39 - 60% speed optimal for maneuver 11:39 - Change in throttle control; 'W' key increase speed and 'S' decrease 12:00 - Overview of controls 13:20 - 'Ctrl' to lock in speed and use keys to fly (Alternative steering mode) 13:52 - 'Shift' free-look mode 14:15 - 'Alt' to level the plane 15:00 - New pilots start with Tier 1 recon plane 15:32 - Pilots only for support gunner seat 16:36 - Mouse scroll wheel to change to first person view and back to third person view 17:49 - Still land and take-off in short distance 18:43 - German recon plane Henschel HS-126 B-1 (two seater) 23:22 - Dogfighting 25:41 - American recon plane Curtiss O-52 Owl (two seater) 30:32 - Soviet recon plane Polikarpov RZ (two seater) 36:20 - Different resource pool for the two types of planes 42:41 - Open prototype server to test new renderer on 5 DEC 2016