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Heroes & Generals WWII

Platform(s): PC
Genre: Online Multiplayer
Developer: Reto-Moto
Release Date: Sept. 23, 2016

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'Heroes & Generals' Update Rewards Teamplay, Map Tweaks & More

by Rainier on Nov. 11, 2016 @ 9:36 a.m. PST

Heroes & Generals WWII is a free-to-play massively multiplayer online first person shooter set in WW2, where Germany, the United States and the Soviet Union fight for victory in one grand persistent online war.

Heroes & Generals eliminates the formulaic baggage that weighs down the shooter genre by delivering satisfying strategic action in a full blown first-person shooter experience. Players are transported from the comfort of their browsers to authentic WWII battlefields, where they fight alongside thousands of gamers for persistent progression and military supremacy.

Each player in Heroes & Generals chooses their own destiny. You might join the Axis and climb the ranks as a foot soldier, firing off countless rounds in epic battles for crucial landmarks. Or perhaps you’ll become a general in the US army and accept the task of deploying resources and reinforcements across a vast strategic map.

Either way your decisions and actions fundamentally impact the game. Whether you play a fearless infantryman blazing the trenches, a hotshot pilot renowned for precision bombing runs, a brutal gunner assigned to a rumbling tank battalion, or the ace commander directing it all from strategic command – every active soldier contributes to an evolving online war that will soon expand to smartphones and tablets as well.

The new ‘Hallowes – XP for Friends’ update for Heroes & Generals has a strong focus on rewarding teamplay. 

“We are aiming to make it both more fun and rewarding for soldiers to fight with their friends on the frontline,” says Jacob Andersen, Game Director at Reto-Moto.

Soldiers in Heroes & Generals will now get:

  • XP bonus when assisting in a kill
  • XP bonus when protecting the team’s tank
  • XP bonus when teammates use their vehicle’s weapons

Jacob Andersen continues: “As part of the update all maps have been improved to ensure a better gameflow and allow for more intense battles. Tweaks have been made to the animation system resulting in a smoother visual experience. And we have added more bicycles to the game.” 

Heroes & Generals has been available both through Steam and as a browser based game until now. With the release of ‘Hallowes – XP for Friends’ the browser version is replaced by a new fully client-based game. A stand alone client that can be downloaded directly from the Heroes & Generals website for free.  For players playing through Steam, this has no impact on their game.

There are a number of reasons why Heroes & Generals is leaving the browser version behind.

  • Browsers such as Chrome and Firefox are in the process of phasing out support for plugins needed to make a game like Heroes & Generals work – the browser is no longer a suitable platform for a high end game experience.
  • Becoming a fully client-based game simplifies the development of Heroes & Generals. Only having to keep tabs on two similar versions of the game instead of testing everything in three different browsers frees up resources, that can be reinvested in the game.
  • Finally a fully client-based game is better suited for future development and features planned for Heroes & Generals.

The Hallowes update is named after Odette Hallowes who went to work undercover in France as an allied spy. After being caught by the Germans she was tortured, interrogated and condemned to death, but ended up being sent to jail. She survived the war and is the only woman to have received the George Cross while still alive.

Heroes & Generals is available for free at HeroesAndGenerals.com and on Steam.

CHANGELOG Hotfixes Hotfix 125287 [11NOV2016]
  • Bug Fix: The defenders could re-capture an objective after losing connection to it.
  • Standalone Client on Windows 7 UAC issue fixed.
General Changes
  • Moved away from the browser version of the game. By connecting to game.heroesandgenerals.com you now have to install a stand-alone client. This stand-alone client performs the same way as the browser or the Steam client, but allows for better future iterations to the game.
  • Updated bad words filter
  • Updated anti-cheat
MAPS General Map Changes
  • Adjusted visibility when walking in an enemy deploy zone
  • Added the ability to fire your weapons when in the enemies spawn protected area
  • Large vehicles (Armor, Recon vehicles, ISVs) can only deploy on their squads access points staging area
  • Fixed the overly large collision on railroads
  • Removed collider on the twigs of the new trees
  • Fixed gap in the new barnhouse type of building
Town
  • A-Line
    • Moved Deploy zone A1 closer to A1
    • Added bicycle shed between A1 and A2
    • Moved Deploy zone from A2A3 closer to the road
    • Moved Deploy zone from A4/O2 closer to Church
    • Added a small stairs to the large A4 building entrance
  • B-Line
    • Created new capture zone between B1 and the old B2 to facilitate the new Control Point B2
    • The old B2 is now the new B3
    • The old B3 is now the new B4
    • Slightly extended the (new) B4 capture zone to include capturing up until the first pillar of the broken bridge
    • Added an extra ford crossing between B4 and the Town
    • Switched the O2 Deploy zone and the B4O2 Deploy zone around
  • C-line
    • Moved C1C2 Deploy zone to the south of the line
    • Moved the C2C3 Deploy zone and added a small patch of forest in the southern wheat fields
    • Moved the C3C4 Deploy zone to the forest west of C4
    • Moved south west ruins closer to the main road and C3 Control Point has now been established here
    • The C4 Capture zone now includes the entire Iron Bridge and the old C3
    • Moved C4O1 Deploy zone to where O1 Deploy zone used to be
  • D-line
    • Moved D1 Deploy zone closer to D1
    • Moved D2D3 Deploy zone closer to D2
  • E-line
    • Moved Deploy zone E1E2 a bit to the north to create move distance to E2
    • Moved E2 North-East to get in line with E1 and E3
  • Objectives
    • Removed O1O2 Deploy zone
    • Moved O2 Deploy zone closer to Church
    • Created new Deploy zone for O1 west of the Police station at the pier
    • Fixed missing ceiling textures in the front police station building
    • Fixed misplacement of the Control Point icon of Church
  • Added health crates all around the map close to capture zones
  • Added a second iron stairs next to Police Station to facilitate the new Deploy zone
Mountain Town
  • A-line
    • Added a bike shed with health crate between A2 and A3
    • Added more trees between A2 and A3 for cover
  • B-line
    • Moved B2B3 Deploy zone to the other side of road to prevent interference with C-line.
    • Shrunk B3O2 Deploy zone to only inside house to prevent defenders using spawn protection against A-line attackers.
    • Removed riverbank staircase from B3O2 Deploy zone to prevent attackers from A-line walking through the Deploy zone when flanking O2.
    • Added more trees between B2 and B3 for cover
    • Fixed stretching textures on B2 bridge
    • Fixed a floating wall between B2 and B3
    • Fixed the hovering barb wires and sandbags of B2
  • C-line
    • Removed a tree branch growing inside a house of C1
  • Objectives
    • Removed Deploy zone between objectives to prevent clutter and help flanking maneuvers around objectives. (O1-O2)
    • Removed blocking sandbags from O1 bridge to allow vehicles to cross the bridge and be more active in the city fight.
    • Added two health crates around O2
    • Enlarged all Accesspoint Deploy zones
    • Added some houses and walls to O1 Deploy zone, isolating the area to prevent enemies from A-line entering the Deploy zone.
    • Added some houses and walls to O2 Deploy zone, isolating the area to prevent enemies from C-line flanking through the Deploy zone on their way to O2 and preventing defender advantage on C3
    • Replaced O1 building with original Train station building.
  • Added Sandbag walls on both Iron Bridges.
  • Expanded river creating a gulf between A3B3 bridge and B3O2 Deploy zone to prevent attackers from pathing through the Deploy zone when flanking O2.
  • Fixed several exploitable gaps in the river bank walls
  • Fixed hidden ladder in the town side
Airfield
  • A-line
    • Added some more tree cover between A1A2
  • C-line
    • C1 AA moved to a sandbag position
    • Added some more tree cover between C1 and C2
    • Added an E-bunker between O1 and C-line for cover
    • Rotated C-line away from D-line to prevent interference
  • Objectives
    • Removed Deploy zones between objectives to prevent clutter and help flanking maneuvers around objectives. (O1O2, O2O3)
    • Enlarged all Accesspoint Deploy zones
    • O3 Deploy zone moved behind O3 to prevent interference with B-line. Added some barracks
    • Removed some of the props that formerly covered O2O3 Deploy zone on the runway
  • Added 4 health crates in the open space between the objectives to help players who get wounded crossing the runways to recover
  • Added a health crate near the O1 hangar
  • Fixed a hole in the terrain near O3
Forward Airfield
  • B-line
    • B2B3 Deploy zone, added more cover when leaving the zone
    • B2B3, made another field boundary to give more cover moving in the fields
  • C-line
    • C2C3 Deploy zone slightly moved and enlarged to shorten runtime
    • Fixed the bushes going through the walls at C1
  • D-line
    • D1 hills decreased steepness to prevent texture stretching and get a more natural looking terrain
    • D1D2 Deploy zone moved slightly and added a road to help guide players
    • D2D3 Deploy zone moved out of the creek and up to the bank, now deploying around a small boathouse (Old Deploy zone was very steep for some vehicles to get out of)
    • D3O1 Deploy zone to the other side of the line to make room for new O1 Deploy zone. Added a chateau with additional forest, field boundaries and haystacks for cover
  • Objectives
    • Removed Deploy zones between objectives to prevent clutter and help flanking maneuvers around objectives (O1O2, O2O3)
    • Enlarged all Accesspoint Deploy zones
    • O1 (Airfield) Deploy zone moved into woods west of the Capture zone to prevent interference with attackers coming from the bridge
    • O3 (Church) Deploy zone, added a bomb crater to view block the path to the Church from the cabbage patches to prevent farming
    • Added some trees between O1 (Airfield) and O2 (Bridge) to provide some cover for people moving between the objectives
    • Added some trees between O1 (Airfield) and O3 (Church) partially occluding the line of sight to make the firing angle more challenging for tankers and snipers
    • O3 (Church), Added a hole in the church wall when coming from cabbage patches to give attackers coming from O2 another entry point to the Capture zone
    • Added two health crates between O2 and O3, one at old X1 and one on the mainroad by the sandbags
  • Added at least one bicycle shed to each attack line containing bicycles and health crate
  • Thinned out some of the background forest outside the gameplay area to help performance
  • Fixed missing collision on window frame in the barn of B3
  • Fixed hovering tree near the river of O2
Factory
  • A-line
    • Deploy zone A1 moved substantially closer to A1
    • Deploy zone A1A2 moved closer to the attack line (Now located behind ruin)
    • Deploy zone A2-A3 moved closer to the attack line (Now located on the loading platform, some cover was added)
    • Deploy zone A3-O2 moved closer to the attack line (Now located inside storage building)
    • Fixed the buried health crate around the A1A2 Deploy zone
  • B-line
    • Rotated entire B-line to approach the factory complex more head on, to avoid pathing through A-line and objective Deploy zones
    • Deploy zone B1 moved substantially closer to B1
    • Deploy zone B1B2 moved closer to the attack line
    • Deploy zone B2B3 moved closer to the attack line
    • Deploy zone B3O1 moved slightly (still inside the fenced off construction site)
    • 2 Bicycle sheds with health crates added to B-line
    • Fixed the hovering health crate around B2
  • Objectives
    • Removed Deploy zone between objectives to prevent clutter and help flanking maneuvers around objectives. (O1O2)
    • Enlarged all Accesspoint Deploy zones
    • Moved and isolated O1 Deploy zone to avoid attackers flanking through (Now located inside a walled off storage area).
    • Moved and isolated O2 Deploy zone to avoid attackers flanking through. (Now located inside a walled off storage area).
  • Fixed 2 gaps in the Storage hall building
  • Fixed tree growing in rock A1
  • Fixed rock poking through building at A1
  • Fixed the location of all control points icon
Skirmish & Encounter maps
  • Deploy system upgraded to use new area spawn (no visible change)
  • Depot Encounter
    • Fixed invisible ground causing you to float in each corner of the fencing area
  • Hill Skirmish
    • Fixed getting stuck in O3 between the walls and the logs
    • Fixed large tree clipping through barn in O3
    • Fixed hovering barbwire on the western deploy zone
  • Forest Skirmish
    • Fixed being able to get stuck in O1 between the walls and the logs
    • Fixed ammunition crate below ground in O3
  • Village Skirmish
    • Fixed bush growing through crates at O2
    • Fixed missing collider on O2 house, so you are no longer able to clip through the roof
    • Fixed issue where O2 could be captured from outside the intended area
Weapons & Vehicles
  • Vehicle weapons are by default usable by the team
  • Owner of a vehicle will be rewarded with xp, ribbon xp, and credits when other players use its weapons
  • New Weapon Scope Shaders and Textures
    • This creates a more controlled reflection and allows you to better aim with your scoped weapon, when the light comes from behind
  • MG-42 Adjustments
    • Increased recoil
    • Increased sway while standing and crouched
    • Reduced sway when prone
    • More sway in precision mode
  • M1/M2 Carbine Adjustments
    • Harder to control while firing in precision mode
    • Starts with 6 clips instead of 10
    • Base damage reduced from 29 to 25
    • Projectile speed reduced
  • M1 Carbine starts with 6 clips instead of 10
  • M1A1 Carbine starts with 6 clips instead of 10
  • Bolt action rifle Adjustments
    • Increased standing sway
    • Increased sway from turning
    • Increased sway from moving
    • Reduced speed into precision mode
  • Once the owner of a tank is killed it no longer functions as a mobile spawn for armor squads.
  • Using melee during jump is now possible
  • Fixed soldier clipping through hull when opening in-game map in gunner position on the Hetzer
  • Fixed misplaced crosshair when weapon is in standby pose
  • Stationary AA guns now re-supply when running out of ammunition
  • Increased traction for Sdkfz 250-3 and M3A1
  • Removed the ability to spawn as a pilot in a paratrooper plane
  • Vehicles now don’t disappear when using the supply crates
  • Fixed incorrect positioning of the ammunition belt on the MG42
  • Smoke and dust-trail effects are no longer highlighted when flying through the plane propeller in fog
  • Changed mobile spawn vehicles despawn to 180 seconds instead of the 30 seconds used for other vehicles
General Action Game Changes
  • Added kill assists
  • Added Spectate mode while in deploy queue
  • When on foot and within 25 meters of friendly armor you will get a 25% score and xp bonus for your actions
  • Steady cam
  • Tweaked enter/exit vehicle blends
  • Made hero capsule a bit larger
  • Fixed prone and weapon blocked issues
  • Increased hero responsiveness
  • Tweaked tumble mechanic
  • Higher precision for the HUD icons that are placed in “3d”
  • Ingame map control point icons better aligned with deploy menu
  • Fix for game over warning when recapturing your own Objective
  • Fixed a bug where a squad could not be added to a neutral access point
  • Changed the game over warning and gameover localization string to better support unique messages per faction
  • Fixed a bug in the event messaging system in the action game where they would dissapear too fast
  • Tweaked Bob anims (secondary weapon movement when running and sprinting)
  • Tweaked roll animation for more smooth result
  • Tweaked enter bicycle animation to match sitting relaxed on the bike
  • Fixed an issue where the ‘nearing Drop zone’ for Paratrooper Squad Leaders was replaced with ‘Hold Q to issue orders’
  • Fixed missing animation when jumping while reloading
  • Mines can no longer be dropped when killed
  • Fixed so there’s no additional paratrooper XP granted when suiciding in mid-air
  • Fixed players being ejected from a motorcycle when multiple players spawn at the same time
  • Dead bodies no longer breathe
  • Fixed water color in certain weather conditions (it would look odd before)
  • Fixed erratic behavior of capture zone sound and icon when you enter a capture zone where two defending enemies are present
  • Removed lines being shown in the spawn menu when using a mobile spawn
  • Fixed an exploit being able to glitch below the ground when you’re on a bicycle being pushed by a different vehicle
  • Fixed an issue if you were to send your typed message too fast it would trigger the last letters function (e.g. Ejecting a plane because the last letter was an E)
  • Savior kill is now only awarded when your teammate survived
  • Player names within < > brackets are now shown correctly when killed (other issues with such kind of names are still being fixed)
  • You will no longer get transported to a coordinate below the ground if your invisible vehicle gets destroyed
  • When the defender has now lost all objectives in a 3-faction battle, they will be immediately kicked out
UI changes
  • Badges are now draggable, and sorted by tabs
  • Chat design update
    • By default, you’re not in the global or support channel
    • A join channel button is added which allows you to join official and unofficial channels
    • Support and Global chat channels are now divided in the various languages
  • Total online player count added to the left top in the Heroes screen
  • Weapons has had their “upgrade positioning in the UI” tweaked, so they overlap less with other parts of the UI
  • When an Assault Team is queued for more than 1 resource, the interface now shows both queue positions (Tank crew and light armor f.x)
  • When clicking the repair button on individual weapon and vehicle upgrades, a small ‘pop-up’’ with the prices is shown instead of the maintenance window
  • Draggables now pop out of the window when clicked
  • Fixed issue with scopes showing up on weapons that couldn’t use it
  • Fixed inconsistency when purchasing ribbon levels, the upgrade vehicle window would not update with the newly unlocked upgrades
  • When a squad queues for a war battle, it now shows the town name again
  • Removed the shown confusing ‘Upgrade Window’ for hand grenades, as they can’t be upgraded
Other
  • The minimap shown when loading a battle no longer shows attack lines that are not present
  • Hourglass status (queue) on Assault Teams is no longer lost after re-logging
  • Hourglass status (queue) on Assault Teams is no longer lost after receiving partial re-supply
  • Hourglass status (queue) on Assault Teams is no longer lost when moving an AT in supply
  • Fixed duplicate Soviet Army Chats
  • Re-named “Surkyulya” and “Kiyskinkyulya” to “Suurkylä” and “Kiiskinkylä” on the War Map
  • Germany is defeated is now the new ending message instead of Germany have been defeated
  • Germany is losing their last accesspoint is now the new ending message instead of Germany are losing their last accesspoint
  • The “War (Elite)” filter now remains enabled when a player is being assigned to your solo Squad
  • The “War (Elite)” filter now remains available when the last player has left your Squad
  • Fixed an inconsistency between Amoeba Leaf Fall as shown in the heroes screen and the action game

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