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  1. Hey guys Just a reminder that Closed Alpha V0.2 is this weekend so get ready for your second installment of Battalion 1944! If you missed our update video and changelog you should check it out here: http://battaliongame.com/news/battalion-1944-alpha-v0-2-huge-update. This will give you all the details you’ll need and get up caught up on everything new! In addition to the changes outlined in our last changelog and video, we have also made a few more smaller updates to Battalion which will be tested during Alpha v0.2. These updates include equipment sets that will attach to your player character randomly. These sets of gear will hopefully add more disparity between player characters in the casual Team Deathmatch mode. This equipment gear sets are currently physics based so please bare in mind this is an unfinished feature and could react strangely during the test weekend and therefore need some tweaking! Within Alpha v0.2 we will have giveaways in return for helping us test the game and providing great feedback! We’ll be giving away: Hyper X Cloud X Pro Gaming Headset Steelseries QCK Heavy Mousepads Razer Abyssus Mouse The categories for winning these are: Most frags all weekend First person to knife Brammertron Best post weekend feedback - We want to hear both what we're doing wrong and what we're doing right, if you can do this clearly and concisely you're in with a chance to win! As always. If you have bought into our Alpha and you want access to our Discord or our Forum Test Zone then message me on any social media network and I’ll work it out for you! The Dev’s will be on our Private Alpha Discord Server most of the nights and will be in the servers too so look out for their names in the kill feed. Happy Fragging and we’ll see you in Alpha v0.2 this Friday! Thanks, Tuna & The Bulkhead Team
  2. Hey guys! (Although this change log is being released to the public. Battalion 1944 is still only available to those who have purchased Alpha Access.) Thanks to all those that took part in Alpha v0.1 was greatly successful, we had hours of fun fragging with you guys on the servers and we’re looking forward to Alpha v0.2. Since Alpha 0.1 we’ve internally outlined some major issues from your feedback that we need to get fixed. New features aren't added overnight and bugs have to be prioritised based on their severity. So don’t expect everything to be magically fixed and/or implemented in Alpha 0.2! Battalion 1944 is still very much in it’s early Alpha testing phases. The time we left between v0.1 and V0.2 has meant we have been able to fix a fair few issues as well as adding a few new features. We really appreciate all of your patience with us as we’ve been working really hard to add as much as we can to make the wait worthwhile for you all! We saw how much you all enjoyed Battalion in Alpha v0.1 so we are hoping you enjoy it even more in v0.2! Alpha v0.2 Dates and Server Times: Alpha v0.2, Session 1, Launch date: 14/07/17. Session 1, Start times (approx): 18:00 (BST), 13:00 (EDT), 10:00 (PDT) Alpha v0.2 Session 1, Close date: 15/07/17. Session 1, End times (approx): 08:00 (BST), 03:00 (EDT), 00:00 (PDT) Alpha v0.2, Session 2, Launch date: 15/07/17. Session 2, start times (approx): 18:00 (BST), 13:00 (EDT), 10:00 (PDT) Alpha v0.2, Session 2, Close date: 16/07/17. Session 2, Close times (approx): 08:00 (BST), 03:00 (EDT), 00:00 (PDT) Alpha V0.2 Changelog: Maps: ManorHouse_V2 implemented - We’ve made massive changes to the Manorhouse layout on the ‘B long’ lane next to the B bombsite overlook barn. We did this to encourage a smoother flow around that side of the map as well as adding more aggressive and defensive options when playing around that site, ready for the future implementation of our own competitive Search and Destroy styled game mode. Gameplay: Movement speed in every stance reduced by 30% across the board. Strafe jump distance reduced by 25%. Changed prone animation to be more in line with CoD 1/2/4 in order to combat drop-shotting. Slower transition to prone. Prone rotation arc distance reduced. 1st person & 3rd person lean distance increased. Changed lean move speed to feel more natural. Vault lag bug fixed. Prone block implemented - We’ve implemented a way to remove the frustration of an old school pain - ‘prone block’. There should no longer be a situation where you want to go prone but can’t. Your player model will move to adjust to the environment around it. We’d like to hear your feedback on this feature! New items added: Shotgun (Trenchgun) added for both the American & German factions - We’d love to hear your feedback on this new addition to the game. Weapon changes: Weapon FOV scaling. MP40 iron sight fixes. Fixed knife collaterals. Knife range decreased. Pistols no longer 1 shot headshot at long ranges. Pistol damage & range reduced. Pistol equips faster. Pistol model sizes increased. Added weapon animation replay on the tapping of change weapon button. Grenade tumble animation added. Grenade behaviour simplified - Image shows newly implemented Grenade behaviour Effects: Removed sparks & dust from footprints. Animations: Less jerky animations across the board. M1 Garand recoil animation improvements. Misc Fixes: Mouse acceleration OFF by default. Improved stability through some minor optimisations. Server browser fixes (still requires an Alpha weekend to be sure!). FOV scaling on the weapon. Player name sticking fixed. Round end crashes fixed. ‍Key binds available to change within menu General Collision Improved Good luck and Remember our Alpha NDA is still in place so please stick to it! Please only speak about Alpha in the dedicated channels e.g. Alpha Discord & Alpha Test Zone Forum or directly to developers. Thanks guys and see you all on the 14th! Tuna
  3. Hey guys! Just wanted to give you a quick update on a few things that have developed during and since E3 as well as an update on our new and future hires and upcoming events! You might have seen that we flew out to E3 2017 a few weeks ago. It wasn’t the first time someone from our team attended, however it was the first time we took a group of team members and showed Battalion in LA so it was a good experience and we learnt some really useful information that can go towards development. One event we had lined up at E3 was a showing of Battalion at Alienware’s Exclusive Influencer Event. This was in a separate location from E3 and was really cool as it gave a lot of people a chance to experience Battalion in a way that we could control and test the game. It was also great to see people like Rob Kazinsky as well as a bunch of Twitch influencers playing and loving Battalion in its early stages of development, so overall it was a pretty cool event. Overall E3 was great. Was really great to hang out with and discuss things with other developers, especially our friends at Squad, Insurgency, Day of Infamy and Xbox; so that will really help development of Battalion in the long run! In other news we’re happy to announce we’ve been on a hiring spree, as we’re rooting out talent from within the esports scene to help develop Battalion into the competitive game we all want it to be. The first announcement in this regard is that we’ve officially hired Phantasy (Mark!). For those of you who aren't in the know, he’s an ex-CoD4 Promod pro and high level competitive gamer who’s going to be giving us feedback and making informative Youtube videos on Battalion to go on our official Bulkhead Youtube channel. He’ll mainly be testing the game internally but he’ll also be utilising his skills and creating video content that will clearly outline updates throughout development as well as detailing other key features of Battalion down the road. Having his knowledge and skill set should improve our ability to get information across to you all as well as iron out bugs that would affect the competitive experience more efficiently. We are all happy to have him on board so if you see him on Twitter or our Forums then make sure say Hey and welcome him on board! The Bulkhead team will also be attending ESL ONE next week promoting and showing Battalion to competitive players and Esports Journalist. It should be interesting to gauge their reactions on it, get some feedback and hear their opinions. Apologies for the lack of responses from us over that last few weeks, as you have probably guessed we have been super busy. However if we aren’t replying it’s usually a good thing as it means we are working hard behind the scenes! That’s all for now. Hope all you Alpha backers are pumped for Alpha 0.2 coming up on July 14th - 15th! We’ll have some good fixes and a few additions to be detailed in coming updates so stay tuned! Thanks guys! Tuna & The Bulkhead Team
  4. Hey guys! As our Closed Alpha draws closer we have decided to set the Official Closed Alpha Release Date as May 26th! We’ve decided to release a hype trailer to get you guys pumped for the Closed Alpha testing made by the one and only NikkyyHD, the creator of amazing frag movies such as ‘Clockwork 4’ and ‘sViix’. We hope you all enjoy this Closed Alpha announcement trailer from NikkyyHD! We all love it and we hope it made you ready to get stuck in to Battalion 1944. In anticipation of the Closed Alpha, we’ll be sending out our Kickstarter Backer Surveys on the 28th April! Make sure to get your survey answers sent back to us as soon as possible after this date to make sure we can send you your Closed Alpha Steam code on the 24th May (which activate on the 26th). We are all really excited to share Battalion 1944 with our Alpha backers and we’re looking forward to getting great feedback from all involved to make strides towards improving the game for everyone at the Beta & Early Access stages. Our Alpha is hugely important for us as it will enable us to identify bugs within Battalion quickly and efficiently with such a large first online playtest. For our Alpha we have really focused on the feel first and foremost. The game is in no way done and we know there are things that need fixing, implementing and finishing but right now we are really trying to work on nailing down the feel of the game and it’s movement. Once we have the base we can build upon it and add more features/content ready for Early Access. The community is massively important to us and we are glad we can show you what we have been working on as well as giving you the chance to have your say in the direction of the Battalion. Development Roadmap Within the coming weeks we’ll be releasing a full development roadmap with a list of features that are expected to be implemented for each development stage. We’ll also be releasing a Alpha weekend schedule which will show what we’ll be focus testing as a community each weekend. Next Week’s Development Update Next week we will be releasing a small development update where we’ll be showing you the progress with our new third person animations & graphics tweaks! Stay tuned! To recap, here’s all the dates you need to remember: • April 28th - Kickstarter Surveys get sent out • May 24th- Closed Alpha Steam Codes get sent • May 26th - First Closed Alpha weekend! That's all for now. Remember to watch your emails for our the surveys and for your Alpha Codes and we’ll see you in our servers May 26th!
  5. Hey guys! Important update today as we get prepared for the first ever Closed Alpha weekend on the 26th May. Keys will be sent out on the 24th/25th of May for everyone to download Battalion 1944, ready for when the servers go live. You’re officially becoming a part of Battalion 1944’s Closed Alpha Testing Team! We felt it was very important to lay out key facts for you in this update with a breakdown of the Alpha weekend schedule so that we can accurately manage your expectations. Please read this update fully if you intend on taking part in the Battalion 1944 closed alpha weekends. Also do remember to remind other players of these facts to reduce the amount of uninformed statements about the game! Quick Reminder Before continuing I just need to post one quick reminder for everyone which I've repeated many many times: This is a REAL Closed Alpha. It is NOT a marketing tool for us. Battalion 1944’s Closed Alpha WILL be broken, unbalanced and full of unexpected (and expected!) glitches. This is why you're here to help us test and refine the base of the game. Put aside the tag of being a ‘backer’ and welcome to the testing team. This access to Battalion 1944 is very early in the game's development and is not representative of the final Early Access release. The game is missing core features/modes and will have game breaking crashes/bugs/glitches. Please remember this when heading into Closed Alpha testing. What To Expect From Alpha 0.1 The Alpha 0.1 build of Battalion 1944 is extremely bare bones. We’ll be testing 6v6 Team Deathmatch on our first (and smallest!) map, Brecourt Manor on official servers only during the official play test times. This will all be done through an early version of Battalion 1944’s server browser. The main thing we’re looking at testing is the FEEL of the game. This means we want to know how it feels to move and play around in the game world. Bugs & glitches we can fix over time. Game modes, weapons and content can all be added at any time, but the core game needs to feel good before adding new content to the game. After internal testing and play tests at events, we feel the core of the game is in a good state right now, but we want to hear your in depth feedback to make sure we’re headed in the right direction. We know there will be bugs and glitches and we’re definitely encouraging reports as they will be incredibly useful for us to fix bugs faster and more efficiently. Lots of bugs we already know about and are already on our internal list to fix, however at this stage we’re mostly interested in feedback on how the game feels to play at this initial stage. Launching Closed Alpha 0.1 Servers, Key Info & Playtest Times We’ll be launching the Alpha 0.1 servers on Friday 26th May at 18:00pm BST until 02:00am BST. We’ll then repeat these server uptimes for the following day on the Saturday 27th May. This first Alpha weekend test will be familiar to those who were able to play the game at EGX Rezzed in London, albeit with a lot of balance changes and fixes since that point. ALPHA 0.1 - 26th-27th May Details Mode/Map:Team Deathmatch on Brecourt Manor Weapons: M1 Garand, Kar98k, Thompson, MP40 (More weapons will be added for testing in the coming weeks!) Server Up time: Friday 26th 6pm - 2am (18:00 BST, 19:00 CEST, 13:00 EDT, 03:00 AEST) Saturday 27th 6pm - 2am (18:00 BST, 19:00 CEST, 13:00 EDT, 03:00 AEST) Official Closed Alpha Server Locations: Europe - Amsterdam, London Russia - Moscow East-US -New York, Washington DC Central-US - Dallas West-US - Salt Lake City, San Jose LATAM - Sao Paulo Australia - Sydney Southeast Asia - Singapore Asia - Hong Kong North Asia - Tokyo Why Closed Alpha Weekends? (Dedicated Server uptime and Testing Playtimes) As an extension of the fact that the Closed Alpha weekends are a testing phase for the game, it’s very important that we let you know that there will be dedicated server uptimes for playing the game and the reasoning behind why this is the case. The core reason is that we need time between play sessions and weekends to analyse the stats & data over the weekend and use your feedback to improve the game during the week. This way you’ll actively be a part of the community driven development we always promised, seeing weekly changes, additions and updates. Another reason is that at no point during the Closed Alpha testing periods do we want testers to not be able to find others to play with. We currently have a list of Alpha Backers, Humble pre-purchasers and external testers to help us improve the game during these periods. We've purposefully aimed for our Alpha player ‘pool’ to be around a few thousand players, however this does not mean concurrent player counts will reach that during Alpha, in fact we expect concurrent player counts to be much lower. This is in fact good for the game as it allows us to get more quality feedback from the hardcore few! These concurrent players will make up the core of our hardcore testing community from weekend to weekend. We will be taking on board your feedback through the forums and our social channels and then implement changes during the week, ready for the next alpha play test weekend. It's very important we do this right, and introducing things slowly to you guys will be much more beneficial for the game and development in the long run as we'll have more time to fix the large glaring issues and you'll actively see improvement and new content week to week. This is a very small closed alpha player pool and we need to make sure we maximise the amount of players during the testing periods to make sure we get the most effective feedback based on the latest weekly builds of the game. We have always said Alpha/Beta sessions are not marketing tools like modern Alpha/Beta sessions for AAA studios which just let you play a demo of the game before it's out. Our Alpha/Beta sessions are for helping us test and build the game we all want to eventually play as our main game every night of the week. CLOSED ALPHA IS UNDER A NONDISCLOSURE AGREEMENT (NDA) By downloading the Battalion 1944 Closed Alpha, you've agreed to adhere to our NDA rules. This means nobody is allowed to share videos/pictures/media or discuss the game outside of the following three channels... We have THREE core ways to interact with the development team and other community members during the Closed Alpha. 1 - In-Game Bug Reporting We have an in-game bug reporting system. Please report bugs in-game in as much detail as possible as your primary source of bug reporting. If you have any game breaking crashes (crashes to desktop etc) these will be automatically sent to our team to investigate. 2 - Invite Only Closed Alpha Discord Use the Closed Alpha Discord channel provided with your survey Q&A to join the minute to minute discussion or join up and play together with other Alpha community members. Fast chats and quick discussions will be held here. Don't expect bugs to be fixed if posted in the alpha Channel. Invites to this Discord server were included with your backer survey email. 3 - Exclusive Alpha Backer Forum for Balance Discussion & Bug Reports The purpose of this sub-forum is to allow you to send more detailed bug reports with screenshots that the in game reporter allows. This is our secondary point of contact for bugs as the in game reporting system will be our primary focus. If you’re already a forum user, you’ll be added to this over the next week by [CM] Big Tuna! Future Closed Alpha Plans Each Closed Alpha playtest weekend will have an update (big or small) with new things for players to test. For example, in Alpha 0.1, we’re only testing 6v6 TDM on Brecourt Manor with 4 weapons (M1 Garand, Kar98, Thompson, mp40) and in the next Alpha weekend we will add something new, for example: a new weapon such as a trench gun or sniper to focus test that specific addition. This way we’ll get more focused and manageable feedback each week. We’ll have more info on what features will be added and when after the first Alpha 0.1 weekend . Quick Art / Server Room Flood Update For those who follow us on Twitter you’ll of heard about the ‘flood’ incident that happened on Wednesday. British weather was not on our side that day as it was raining heavily. Our office building has a balcony that started leaking due to the weather and flood the floor of our art room, 1 week before Alpha. Despite the water making its way towards our internal servers; our team were pretty quick to salvage everything. Re configuring our security and server set up that same evening, with our art team back up and running by 9am the following morning in a new temporary room. We have everything backed up in multiple locations so no real damage was done. The room is currently being dried and repaired to move back into next week. Thanks for all the messages from those who were concerned! That’s it for today’s update! We’ll have more news and features coming soon with future development updates. Can’t wait to see all you Alpha Backers in-game May 26th at 18:00 BST! Thanks, The Bulkhead Interactive Team
  6. New Reputation

    Hey guys As you have probably seen we have made the personal reputation counter visible on your profiles. We have done this to encourage constructive and interesting posts whilst limiting argumentative or derogatory comments. We felt there has been little repercussions for these actions in the past so now you will have your rep public for everyone else to see! Consider the toxicity or the relevance of your post before you post it and rise up the upvote leader board. We are considering resetting the rep and allowing it to start from now but we may just leave it how it is. Enjoy!
  7. Hey guys! So Rezzed is over and I just want to thank every single one of you that has contributed to all the amazing feedback and interest we have received over the past week. It has a been a very busy period but Battalion will definitely benefit because of your pre-alpha feedback! We completely exceeded our initial expectations, having a constantly full queue of players waiting to get their hands on the game (with people even re-queueing for up to an hour just to get a chance to play again!). We received great feedback from everyone who attended and 99% of people that played Battalion loved it so it's always hugely encouraging to receive that kind of reaction. It was great to speak to some of our backers and dedicated community members. As well as this, we got a some great feedback on our online content that was released over the weekend and due to this there are a few things that we would like to discuss and hopefully get cleared up. Post EGX Rezzed Pre-Alpha Changes: Visual Fidelity/Environments: We have always gone into making Battalion with the intent of making it look as great as it can without compromising gameplay. One of the most important aspects of classic games is their performance and clear and clutter free visuals within their level design, so we decided to take the route of opting for smooth gameplay and high frame rates over performance hampering visual effects. Our aim was to create a game that feels fluid to play and we feel like we have achieved that. In short; we’re retaining gameplay essential characteristics such as clearly visible players; smooth. high frame rates and overall reducing the amount of clutter within the levels. There may be some lighting and post processing tweaks but the video was pretty representative of the direction Battalion is taking; performance first. Our intent of prioritising performance is working out well as our frame rates on EGX’s supplied PCs hitting 144fps easily and when unlocked reaching over 300. High focus on performance is transferring well over to the console test builds too, and we’re expecting high results from the console version of the game. Note: User Interface and third person animations were ALL work in progress. 2. Gameplay Feedback, Updates and possible Changes: Most people loved the pre-alpha footage we released and we have had a great reaction to it with some great feedback. However some people had a few concerns that we wish to address: Movement speed: We received many comments on the speed of our movement and our sprint. One thing we’d like to remind you of is that Joe is the one playing in the video. He and Howard designed the levels and Joe has a lot of map knowledge/movement skill after playing nearly 200 hours on the manor house map throughout development. He can do these jumps and move at a certain speed because he spends hours in the game everyday and has pretty much mastered the jumps he created. Also remember that was TDM gameplay on our smallest map. That gameplay footage was not representative of how players played the game at Rezzed. Skill based movement is highly important to Battalion differentiate players of varying skill levels and will always be in the game to some extent. However, this is community driven development and we’re actively working based off player feedback from both our forums and players at EGX Rezzed. We are looking at reducing the speed of our sprint function, strafe jumping distance and reviewing how that affects gameplay. We have always been aiming at fast paced intense infantry combat and we still aim to retain that. Third person animations: These are currently being completely reworked as we speak, using a new system for smoother blending between animation states. A whole load of new animations will be added soon ready for the Alpha, including running, jumping and death animations! All new animations will be updated by Closed Alpha in May. We’re planning to post a development update in April showing you the full range of our new third person animation system. Recoil: So again the player in the video is one of the designers Joe Brammer and for the most part he is extremely accurate with his weapons and pretty good at controlling recoil. Therefore there is more recoil in Battalion than shown in the footage. However, we have had similar feedback from people that have played the game and we’ll be looking at altering this. Weapon recoil is on a slider and we buff and nerf weapons weekly to attempt to balance them. Although, with the introduction of other weapons into the game there will have to be constant rebalancing to allow each weapon to have its own characteristics and uses within Battalion! We’d also like to remind people that if we ‘increase’ the recoil amount, players will simply adapt to control that recoil (this has been tried and tested). Within a few hours of practice players will be back to the same level of control as before. After a certain point it's difficult to improve on recoil as a player. Battalion as with many old school games, Call of Duty, Enemy Territory, and Quake the skill was in the movement, positioning, and gamesense. Recoil was never a focal point of those games, accuracy and aim still plays a huge part, but on specific weapons. These things are what play testing is for! Don’t write the game off from a few balancing issues that you saw, this is open community development. This is what our Closed Alpha and Closed Beta stages are for! 3. The closing of the Pre-Order store For those of you that don’t know. We announced the closure of our pre-order store on the 31st March. Unfortunately that means that you will no longer be able to purchase Alpha, Beta and Early Access packages of Battalion. We really appreciate everyone that pre-ordered Battalion and we are so excited to see you all in these pre-release stages! EGX Rezzed - The Development of Battalion 1944: Check out this talk our producer Joe Brammer gave at EGX Rezzed about the development of Battalion 1944: https://www.youtube.com/watch?v=IewUBml4eZM Also if you’ve got half an hour spare take a look at Joe’s panel on The Second Coming of WW2 games here: https://www.youtube.com/watch?v=l62BTcCuu7M Upcoming Updates: From this point onwards we’re planning weekly development updates to keep you guys in the loop with Battalion 1944’s development. Next Thursday (April 13th) we’ll be announcing the Closed Alpha start date and the date that we’ll be sending out the Battalion 1944 backer surveys. We’re also super pumped to announce that we’ll be releasing a brand new trailer to get people hyped for the Closed Alpha testing. That’s it for now! Thanks, Alex ‘BigTuna’ Preece & The Bulkhead Team
  8. Hey Guys! Tuna Here, Just wanted to share with you Joe's words on our latest Development Update. I recommend watching his Vlog for a summary of this post as well as reading some more in depth information below! Thanks! Hi Guys, We have a bit of a development update for you all! You guys as a community have been awesome and we are enjoying the constant flow of ideas from you all about how we can make Battalion 1944 better. We’ve decided to give you guys a peak at some of the things we’ve been doing, to give you some more confidence that we’re really hard at work. We’re still operating behind closed doors, but we wanted to show you an example of how the Battalion community is directly affecting the development and even adding features! We’ve been a bit quieter over the last 2 months, that’s because we’ve really hit the bulk of Battalion’s development. Everyone has their head down and is hard at work. However, the design team regularly read the forum, there have been multiple features that have been added as a direct result of the forum and social media. DragonPheonix69 on our forum requested that the Pathfinders Mohawk and facepaint be a character customization feature within Battalion. We thought this was a great idea and sent the reference straight to our character team, check out the Pathfinders Warpaint in the image below. This image has been rendered in Unreal Engine. This is an item that you’ll be able to unlock in Battalion 1944. These are the real pathfinders from the 101st Airborne Division, preparing to jump on D-Day Rendered in game engine Unreal Engine 4, this is work in progress. Adding to this, our soldier models are 100% finished and we’ve begun implementing the final versions into the build of Battalion looking awesome. We can’t show you the full models just yet but here is a small glimpse at an unlockable shoulder and division insignia. As you progress through Battalion’s ranking system you will be able to unlock more insignia's allowing you to customize your soldier even further. Division insignias are unlockable, this is a finished soldier in-game. Level design is also coming along really well! Lots of locations have been decided on and we are beginning to layer our art over a lot of our maps and it’s great to watch Battalion 1944 come to life! During the mapping process we have made the decision not to name the maps after real world locations. We feel this adds too many creative barriers that can affect gameplay, which is obviously something we are trying to avoid. The maps will still be based off and inspired by real world locations but the maps we currently have in the game won’t be named their exact place names. This opens up lots of cool and interesting locations where you and your Battalion will be able to fight it out. We are always driven towards gameplay first but don't worry, all the levels will look, play and feel like a true competitive WW2 experience. We will be able to show you more soon. I was recently in Seattle for Steam Dev Days where I was able to chat to a lot of really interested Unreal Engine developers like Squad and Insurgency. It also gave me the chance to visit Xbox HQ. Xbox have been actively speaking to us and following Battalion even prior to our Kickstarter launch (We did also speak to PlayStation who ‘give us their blessing’ but have considerably less interest currently due to their VR endeavours, tweet them!). After talking with Xbox I can tell you that they are super excited to get Battalion 1944 onto Xbox One as soon as possible and they are being really helpful towards development. So if you’re a Battalion 1944 Xbox fan then you should be getting excited! Whilst I was out there I managed to win a Steam Link/Controller at Steam Dev Days and Tuna has found an amazing way of making sure that goes back to our community! So keep an eye on our news and Youtube channels for his update on how you can win that and also a bunch of other awesome prizes! Next week you can win this Steam Link & Controller and a bunch of other games and prizes! Look out for Tuna's update tomorrow! It’s also worth mentioning that now we’ve been sent the Alienware PC that we’ll also have an update on who the previous giveaway winner is very soon! Keep up all the great work on our forums and make sure you keep giving us your amazing feedback and ideas. As you can see we really do take them seriously and you never know, it could end up in the game! Thanks a lot guys and I’ll see you real soon! Joe
  9. Announcement Coming Tomorrow!

    Hey guys! So over the past week or so you've probably seen us hinting at an announcement coming soon. Well Tomorrow there is! Tomorrow we'll be releasing a Vlog detailing significant updates in Battalion 1944's development! There's also a sneak peak at a few of us playing it for those of you who want any tiny taste of what it will be like! This Vlog will give you a good idea of where the direction of Battalion is heading so make sure you keep an eye on our Twitter, Facebook and our YouTube Channel for it's release. However we will be posting it in our News and Updates Section too! Hope you enjoy it and just a heads up that within the next few weeks there will be a Battalion 1944 reveal trailer! So prepare yourselves for that. One last thing: We are aware that as we gain more and more traction we will be getting more new members join us on here so please don't flame people if they're just being lazy and not using the search function. We will just side with them if you get mad! Please just be patient, some people prefer to learn through their own interactions and not by reading other peoples! Hope you enjoy the Vlog tomorrow! Let me know what you think in the comments or tweet me! Thanks! Tuna
  10. Hey guys After our long run of it being available for pre-order and with our Alpha phase fast approaching, this means that it’s almost time to officially close our Pre-order Humble Store. This means that as of March 31st, 2017 you will no longer be able to pre-purchase any versions of Battalion 1944. This will not be re-opening and the next time you’ll be able to buy a copy of Battalion will be when it comes to Steam Early Access. The main reason for this closure is so we can control the amount of people in the Alpha and allow us to have the right amount of servers for everyone during our Early Access phases! We were really glad to be able to provide all of you with the ability to pre-order Battalion after our Kickstarter ended and we appreciate everyone that used our Humble Store to buy into our Early Access packages. If you want to pre-order your own package of Battalion 1944 before the store closes on March 31st, you can do so here: https://www.humblebundle.com/g/battalion1944 Kickstarter Backer Surveys: We’re working on it! One of our most common questions we receive is: “When will the kickstarter backer surveys be sent out so we can receive our backer rewards?” We’re now getting the surveys ready to be sent out ensuring minimal hassle on both your part and ours to make the delivery process as smooth as possible. This includes compiling all the pre-purchases we’ve gained since the Kickstarter ended through the humble store. We will make an official Kickstarter post to announce when the surveys have been sent out. Until then, keep your eyes peeled on our Battalion Official Facebook Page and Twitter accounts! EGX Rezzed Reminder - 31st-1st April Tobacco Dock, London, UK. Just a quick reminder that this Thursday from the 31st of March to the 1st of April we will be playtesting Battalion 1944 LIVE at EGX rezzed, 4v4 Team Deathmatch on Battalion’s ManorHouse map. Head down to the Tobacco dock in London to get your hands on Battalion a few weeks before Alpha and speak to Joe, Howard and Tuna as well as some of the Bulkhead art & programming team about the game’s development! Here’s a map and an address for EGX Rezzed so come and take a look at Battalion for yourselves!: https://www.egx.net/rezzed/location
  11. Hey guys! As promised, here's the Vlog announcement! Hope you enjoy it! if you want to read a more indepth analysis of what this means and what we've been working on you can read our latest Kickstarter Update. If you have any questions start a thread in General Discussion and we'll do our best to answer any! Thanks! Tuna
  12. Hey Guys! We’ve been hard at work at Bulkhead Interactive ever since this awesome Kickstarter community of over 10,000 backers pledged your support to the Development of Battalion 1944 back in March. With the Christmas holidays coming, we’re incredibly excited with the year to come as development ramps it up an extra notch and we get closer and closer to revealing the new-look & revamped Battalion 1944. As a small present to say thank you for all your highly vocal and dedicated support, we’re posting a development update to warm you guys up for the big reveals next year. We’re also aware that when we put out content there is a chance that our ideas and features could be stolen or plagiarized, so it’s also important for us to keep some cards close to our chest! This update is a bit text heavy but for those of you who really want to follow the game’s development there’s definitely something for you in here. Alpha, Beta, Early Access and Official Launch Plans So a massive thing that you guys keep asking is; "when can we get our hands on the game?" We’re totally on board with how excited you are to get your hands on Battalion, so we thought it’d be a good idea to give you guys an idea of what content to expect at each stage! Alpha - May 2017 As you guys know, the Alpha testing phase is planned for May 2017. We’ve been having internal meetings and discussions about the best course of action for releasing and testing content alongside the community. Currently we’re planning on having ‘Alpha playtest weekends’. This means we’ll be having planned playtest weekends where we’ll all be focus testing specific features of Battalion as a community. This means you’ll be able to become a part of our development by helping us test different features of the game and providing us with live and direct feedback. We can then make an active weekly effort to implement features and improve the game for the next playtest based on your feedback. For a example of how this will work, the first week of Alpha we’ll be testing the community server browser, our user interface and 1 or 2 of our finished maps on official playtest servers to get feedback solely on the core gameplay, weapon mechanics and movement. Each week we will add and test a different and new feature of the game, testing new maps, game modes and features. Once we’ve received your feedback and we’re happy with the communities reaction to the core gameplay, we plan to move onto the Battalion 1944 Beta phase. Alpha backers will also be able to boot up the game ‘offline’ for extra testing whilst our official weekend playtest servers are not live during the weekends. As a disclaimer, it’s worth noting all stat tracking will be wiped between every testing phase. This is so that when Battalion launches on Steam Early Access everyone will have a clean slate. However, we’ll be looking into how we can reward our Alpha and Beta testers with unique rewards for your early support. Beta - Estimated - July 2017 The Battalion 1944 Beta will be a continuation of the Alpha playtesting weekends but will be more focused on official matchmaking and competitive play. It will also be key for us during this phase to focus test all of the ‘extra’ features of Battalion, such as XP progression with BattleRank and in our in depth stat tracking/unlock systems. These extras are to make sure that the raw and visceral gameplay is backed by an engaging system that keeps players wanting to come back for more. The beta will also be used to test our competitive ranking system, which means the introduction of ranked 5v5 Search & Destroy. We’re also aiming to introduce our team based ranking system during the beta playtests to allow for fairer matched games based on your team’s skill rating. Steam Early Access - We’re remaining flexible. When we launch on early access, we plan for the majority of the game’s “base” features to be intact. At this stage the game will see it’s highest influx of new players, meaning all of the testing done through our Alpha/Beta sessions will be essential for a smooth launch of Battalion 1944. Alongside the Early Access launch, we’re also planning to launch Season 1 of BattleRank competitive play, approximately a week after the game goes live! This will give teams and players the chance to battle it out on our official competitive servers and get that Season 1 rank and badge on your player profile. The date of the early access isn’t yet announced as we have to be flexible with our launch. We want the game to be in the best state possible before public release, that’s where you guys come in. We’re aiming to head to Early Access in August, the more you guys play the game over those 3-4 months the more feedback we can gauge and the better balanced Battalion can be. Console Early Access/Launch We’re currently in talks with platform holders to secure the best possible launch for Battalion 1944 on consoles. These discussions are confidential with each platform holder, so we’ll keep you up to date with more news as and when it happens, just know Battalion’s best interests are our goal here and we need our console partners to be on board with what we’re trying to accomplish with Battalion. Official Launch - To Be Announced The official launch of Battalion 1944 will be a combination of our Steam launch alongside our console releases. The game will be a fully fledged product at this point in it’s life cycle, with the only content left to develop for the game being extra content such as free maps, expansions, seasonal updates, patches and more customizations. With the official launch, we’re also planning to add a new objective based experimental gamemode. There may be chances for the community to playtest the mode before public release. We have no more info to share right now but fans of teamwork and objective based play will really love the new dynamic added to the game. It’s important to remember that Early Access will still be a testing phase so things will change, just as with games like Overwatch and CS:GO they constantly update and fix features. Battalion will be a ‘live’ title that we continue to support for years to come, the game you see on day 1 of Early Access will come a long way over its life cycle; changes made will be made from the heart of Battalion, the community. Keep being vocal. More release details coming next year… We’ll be posting an update much closer to our Alpha/Beta/Early Access releases to lay out all the key details in full for our Kickstarter backers. We just thought it’d be good to lay out our intentions early for our backers to see. Battalion 1944’s Movement System Some of you have started noticing murmurs throughout our forums and our developer twitter accounts that we’re heavily focused on nailing our movement system. Our aim is to make Battalion’s movement easy to pick up but hard to master We’re doing this to allow competitive players to be able to practice their ‘flow’ when moving around maps and enable ‘trick jumps’ to heighten the game’s skill ceiling for the top levels of play. For example we’re looking at the benefits and detriments of strafe jumping, bunny hopping, crouch jumping air movement to make our game feel better to play than any competition. A good reference point for gamers is to say we’re looking to create a blend between 3 games in terms of game feel and movement mechanics: Call of Duty 4 Promod, Call of Duty 2 and Counter Strike. Community server admins and modders in theory should be able to take advantage of these mechanics to create trick jump maps/servers which are both fun and useful for practice. Battalion 1944’s Character Development Progression The characters in Battalion 1944 have been coming along nicely and are going through their final visual pass ready for the implementation of the ‘war torn system’. We recently shared how easy it is for us to add texture customization to our characters as potential cosmetic rewards. For example, here’s our hispanic male character with us switching on/off an example screaming eagles warpaint: Map Development Progression So one of the aspects that everyone is asking about is the core of Battalion 1944; the game’s competitive map pool. Whilst we’re still holding back on showing finalised renders of the levels, we can confirm the maps that are currently in development, which we’re working on right now as I’m typing this update! 1 - Manor House (Name not Final) Location inspired by Brecourt Manor, players will duck and dive through trench warfare to flank the german howitzers, whilst also being able to set up sniping positions from within the map’s French barns and the manor house itself. The Manor House map is set on the evening of the D-Day landings, which is made very apparent within the map’s key areas (keeping that a surprise for the reveal!). Manor House is currently days away from completion in terms of both art and design and will be shown to our internal and professional testers shortly, to ready the map for the Alpha release. 2 - D-Day (Name not Final) A location inspired by the Omaha Beach D-Day landings, the aim of this map was to create the first ever truly competitive level based around the D-Day landings that actually provides a balanced arena for 5v5 Search and Destroy combat. Many other shooters have tried and failed at a creating balanced interpretation of the D-Day landings by giving the Germans the high ground advantage, shooting down onto the beaches, creating a spawn/death cycle. This is something we set out to avoid from day 1 when you helped us reach the D-Day Landings stretch goal. In Battalion 1944’s interpretation of the D-Day landings, players jump into the fight just as the beach has been taken, fighting their way through solid the German defenses including MG bunkers and concrete trenches as players work their way to destroy the German weapon caches which are set up within a large Bunker network and a weapons stash within a local farmhouse. The map is currently in development (aiming to be 60% completed by Christmas) and is also aimed to be shown to our internal and professional testing teams soon to ready the map for the Alpha release. Map 3 - City Station (Name not Final) This is our main city level which we predict to be a very popular level for competitive play. The advantage of having a level set within a city is the way that building architecture allows us to design open spaces right next to tight, well designed choke points allowing for player creativity but also competitive predictability of gameflow. All of the map warfare takes place around the central train station bridge, creating a focal point for the mid lane, long and short routes through the map to each bombsite. The cities location and visuals are influenced by French architecture similar to the city of Montebourg. The map is currently in it’s final blockout form, with artwork commencing in January. We aim to release this map during one of our Alpha/Beta playtests. Map 4 - Watermill (Name not Final) This level is based on a French village in Burgundy. Our aim with this map was to create a familiar feeling basic layout for CoD2 fans with brand new routes/sightlines and visuals, creating a unique map with it’s own identity. It’s clear and distinct 3 lane routes make this map a perfect candidate for competitive play. The map is currently in it’s final blockout form, with artwork commencing in February. We can’t wait to show this one. Map 5 - Upottery (Weapons Training Map) Training map which is set in Upottery, UK. The air base is featured in the early episodes of Band of Brothers. In this level you’ll be able to test out all the weaponry in the game on our firing range and grasp the very basics of Battalion’s movement. Many more maps in development! A lot of the maps that have been already finalized have already been through several iterations and are unrecognisable from their original state. For every map we’ve made we’ve thrown another two away, purely because we’re striving for the best for competitive play. We also have many more maps currently being designed and are currently going through this iteration process, which is why more will be announced at a later date. Battalion 1944's Ranking System We’ve recently been talking to our forum community about our ranking systems and getting you guys involved with development. One of the massive selling points of Battalion 1944 is our ranking system, BattleRank. Alongside community owned servers, we’ll be having a matchmaking system which will enable players to track dedicated individual stats as well as team statistics from competitive play. This is probably the most advanced part of the game so far, it’s in a really good state and despite Joe and Howard discovering the real meaning of ‘elo hell’ whilst trying to design a fair and balanced ranking system; it’s looking great. Unfortunately, our ranking system is rather special to us and is easy to steal and plagiarize so we won’t be publicising all the details until 2017. However, just know that we confer with ex-professional Call of Duty players on a regular basis. This brings us to you guys to help us decide the names of Battalion 1944’s competitive rankings. You can still get involved in that conversation here: http://forums.battaliongame.com/topic/1691-help-us-decide-our-competitive-rank-names/ Players will be able to play competitively when we launch our matchmaking system into the game shortly after launch (currently planned for the beta phase of development). Season 1 of competitive play is planned to launch with our Steam early access release. This testing phase is vital, we guarantee there WILL be issues and we want you guys to let us know about all of them! We want this part of the game to be especially slick. We’ve said this before, but we aren't just developers, we’re competitive players ourselves. This is why we’re focused on creating a great competitive experience with a matchmaking system and tracking stats that actually matters. Changing The Pricing Model We saw a lot of fans telling us that the price for Battalion was to high. After a lot of discussions and debates with various different areas of the community, we’ve decided to implement a loot crate/weapon case system. This means we’ll be able to lower the retail price of Battalion 1944 thus lowering the barrier to entry. Multiplayer games live and die on their player bases, especially FPS games. We want to make sure Battalion is available to as many gamers as possible from a financial standpoint and a technical view. Obviously; we massively appreciate our Kickstarter community and we’ll always be looking for ways to give you something extra and make sure you’re always treated the way you should be. You can read more about loot crates/weapon cases in the next section. Battalion 1944’s Visual Customization & Weapon Skin Unlocks On the forums and in the studio we’ve also been talking a lot about the plans for visual unlocks and how skins etc can be obtained. There are tons of options for us in terms of soldier and weapon customizations. The current plan is that every time you ‘level up’ via XP you’ll be able to call in an air package (in the main menu, obviously not ingame!) which will give you 2-4 visual customization items of varying rarity. These can include but are not limited to: Melee Weapons Helmets/Headgear Equipment Loadouts (Remember: Visual Changes Only!) Weapon/Metal Variants Weapon Engravings Profile Poses Victory Poses War Cries (Limited to 1 usage per round) Team Emblems Player Icons We’ve been doing the research and have been gathering references for our art team to create the customizations as well as starting to plan the systems for implementation when the game hits full release. As we previously mentioned, something we’re also considering is giving players the option to pay a small amount for more loot crates or weapon cases etc. This is completely optional and should be seen as a donation towards further development of post release content. We’re aware of the awful stigma surrounding micro transactions as we’ve all seen great games ruined in favour of greed from developers and publishers. We’ve been having a long discussion with the community about this matter. The tradeoff of having an option to also pay for these purely cosmetic unlocks (which can all be gained for free without spending a penny!) is the option for us to financially support the game post launch with free DLC content for all players, new maps and supporting the competitive scene by sponsoring competitive community events. We want the British/Russian DLC updates as much as you do and this seems like a great option for the game’s longevity. It’s worth mentioning DLC won’t really be DLC, we’ll just continue to update the game and add new content as regularly as possible. Just like Overwatch and CS:GO. This is still an ongoing and open discussion with our community so feel free to get involved here: http://forums.battaliongame.com/topic/1636-loot-crates-weapon-case-drops-what-are-your-thoughts/?page=1 Battalion 1944’s User Interface Battalion 1944’s User Interface We’ve been reading all of your feedback in our UI design thread and taking on board your notes. Whilst we aren't showing you the main menu user interface right now, we can say it’s looking AWESOME. The guys at Monolytic are doing an amazing job at creating a highly usable and efficient user experience to allow you to get into the game quickly. We’ve nearly wrapped up conceptualising the main menu UI and are planning to move onto the ingame HUD etc. in January. We’ve been looking at all your comments and suggestions on the forums and are looking to implement the best ones into our new designs. We’ll be able to share more with you on this front during 2017. Feedback from ex-Call of Duty 2/4 and esports professionals (Forgotten Soldiers LAN) We’re also extremely happy to announce that we’ll be getting exclusive feedback from current and ex-Call of Duty players as well as current professional esports players before we head to Battalion 1944’s Alpha. This is to ensure we nail the feel and core gameplay of Battalion 1944 to make it a raw and truly skill based first person shooter for the modern generation. We’ll be doing this alongside supporting the Forgotten Soldiers LAN, which is a Call of Duty 2 revival tournament in Munich, Germany. You can read more about the event here: http://forums.battaliongame.com/topic/1744-battalion-supporting-forgotten-soldiers-lan-cod2/#comment-18371 ...Phew! That was a long update. Whilst we won’t be releasing much in terms of videos or screenshots until our big reveal next year, we hope this was enough to satisfy your thirst for more Battalion 1944 news before the year is over. As a final note for the year, we’d like to thank each and every one of you for helping development of Battalion 1944 become a reality. We have one more day in the studio before we break up for the winter holidays, so without further ado, from the team at Bulkhead Interactive we’d like to all wish all of our backers and loyal supporters a Merry Christmas and a Happy New Year!
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