Heroes & Generals

Heroes & Generals

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Reto.Circinus Oct 21, 2014 @ 2:15am
Spaatz Build - Changelog
The Spaatz update brings among other features: 2 new weapons, better balanced wars through limited faction resources (!), a new skirmish map, a new in-game messaging system and many more changes. Are you ready for a total new campaign experience? Do you want to get your hands on a P08 Pistol as bad as the next Jerry? Then grab your chance now!

Check out the full changelog below and see how Spaatz will surprise you!

Action game

  • New Skirmish Map: Village Skirmish
  • Removed F5 scoreboard
  • Paratrooper pilots are now in pilot uniforms
  • Instant XP / Hit messages
  • Displayed position in deploy queue will now update correctly
  • New loading screen with mission briefing
  • New battle report (gameover screen)
  • Added 2 new weapons:
    • P08 Parabellum
    • Revolver M1917
  • Option to invert mouse when in a turret
  • Faster tank turret tracking
  • Light Tracers Revised
    • Pistols, SMGs, LMGs, Rifles Light tracers
      • "SmallYellow" for lower caliber & "MediumOrange" for higher caliber
    • Vehicles, Artillery and Fighterplanes Armament Light tracers
      • 20mm = "MediumWhite", 37mm = "LargeYellow, 50mm = "LargeOrange, 76mm = "XLRed", 88mm = "XLGreen"
    • The tracers have been tweaked so the colors are more "natural" with a glowing core surrounded by a less bright colored glow. Also Yellows have been tweaked so theyre not too synthetic looking.
    • Fighterplanes have dual tracers... white for cannon and yellow for mg.... also on these tracers there are subtle condensation trails as well.
  • Added in-game messaging system. Player who are mutual friends can message each other in a persistant way (also when the other players are offline).
  • Defenders now correctly spawn at the secondary spawn when the primary objective is uncontested neutral.

Strategy game & Frontend

  • Paratrooper Assault Team Changes:
    • Dropping paratroopers/pathfinders, returns the transport planes to the origin of the transportation
    • Grounded paratroopers/pathfinders can re-use old transport planes, only when they have reached an airfield and converted to flying type again
  • First (free) deploy of the war has been removed
  • At the end of a war, players with assault teams that still have resources left over, are refunded the value of those resources (in warfunds only)
  • Undeployed ATs must get full resources before they can be deployed
  • Limited Faction Resources:
    • Identical number of resources are produced for each faction, which feeds the resource pool of the faction's HQ
    • Assault teams need to queue themselves for resources.
    • The resource queue is fed from the resource pool of the faction's HQ, and resolves on a first-come-first-served basis.
    • If a player does not have enough warfunds when his AT gets to the front of the resupply queue, then the AT will be kicked out from the resupply queue
  • UI updates for the Generals screen, wartime and better overview of victory progression for factions
  • Battle report (Soldiers information and stat gains):
    • Scoreboard
    • Assault Team Losses
    • Battle Time Lasted
    • Town Name
    • Outcome of Battle
  • An overview of the end status and participating Assault Teams is now shown after each mission.
  • Battle briefing, load screen moved to browser and info about the mission is displayed before entering the action game
  • "Capitals" renamed to "Major cities"
  • Better description of being queued for specific mission
  • Uniforms stored in equipment depot when promoting a general to character
  • Squads can queue for missions specifically now
  • Various career overview bugfixes.
  • Fixed some bugs in the tutorial for first-time users.
  • Assault Teams move more smoothly on the supply lines
  • Autoresolver fixed for new Assault Team types introduced in Rommel


  • WarServer compensates all players for their Veteran Membership time lost due to server downtime
  • WarServer compensates all players for their ribbon booster time lost due to server downtime
  • Raised Veteran Membership xp-rank bonus from +25% to +100%

BUILD 97233
  • Changed algorithm for training mission generation
  • Fix for a rare case where command nodes could be stuck on enemy supplylines
  • Fix player tier when player buys a tier 2 character. This caused a 2 minute wait in the match maker until the player was bumped into tier 2
  • Fix for contested capital not selected as a spawn location for ATs (if that is the capital player choose while deploying).
Last edited by Reto.Robotron3000; Nov 4, 2014 @ 12:55am
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Showing 1-15 of 94 comments
Nice work
Ryze Oct 21, 2014 @ 2:24am 
No change on "Join random mission" que?
Ryze Oct 21, 2014 @ 2:28am 
Ive been more in que than ingame.
Before server where shut down now, I had been in que way above 2 hours while estimated time was 2 minutes.

It speaks for itself I assume.
Ryze Oct 21, 2014 @ 2:41am 
@dumble, I'm not sure really. I click the red "Join random fight" button and the que begins. Thanks for your tip, but I dont find much fun in "training" missions. I like tanks, airplanes and big maps :)
Dondergod Oct 21, 2014 @ 2:42am 
The chance of tanks and planes is much bigger in training missions than in campaign missions.
Taldier Oct 21, 2014 @ 3:03am 
The only thing that needs to be fixed about the "join random" button is for the "join random" button to be removed. It does as much damage to this game as anything else.
Skynet Oct 21, 2014 @ 3:17am 
Parabellum <3
Skynet Oct 21, 2014 @ 3:26am 
I would like to Mkb.42 and STG-44
The Lord Sanguine Oct 21, 2014 @ 3:41am 
The ability to choose to queue for "random skirmish battles" would be nice, it beats having to play the same assault maps over and over again after lvl 3.

Yes I have queued for them manually, but no one joins after approximately 10 mins. I haven't played a skirmish battle since after lvl 3, I miss the map size and density of opponents, it was just right. Assault maps are too large for the small teams, only seeing an enemy every once in a while between capturing points is no fun in my opinion.
Balloon Dog Oct 21, 2014 @ 3:43am 
Are there any plans to fix the crouch and prone crawl speeds? They seem quite rediculous and pointless to even use these stances when you put yourself at such a mobility disadvantage. A lean mechanism might be nice too.

Another thing that annoys me is the fact I need to unprone myself before moving. If I wanted to start to sprint or crouch it seems stupid that I have to unprone myself when it should be more player friendly in accepting when someone wants to sprint or crouch from a prone position it should automatically unprone. Its like learing to walk you think left foot move, right foot move but when you know how to walk you dont have to think about where you feet are they do the work. To tell my body to unprone is not really human friendly although after my vast hours of playing the game I notice it less but as a new player to this game it was very frustrating.
Last edited by Balloon Dog; Oct 21, 2014 @ 3:55am
Seriously aren't going to address the broken pilot hitboxes at least? The drastic change in stats of pilot deaths due to being shot down and shot out from pre-rommel to post should be a huge red flag. Even the paraplane pilot who no player really knew wasn't in a pilot uniform or was even damagable until post Rommel, now can fall out of a plane quite easily with shots aimed at the general nose of it.
[NTOG] Eilianna Oct 21, 2014 @ 4:15am 
No mention of the hit register problem? Removal of first free deploy really? So you are basically removing the Allies from the strategy game then? Since noone Allies side can afford the reinforce cost. GG lmfao GG. The 100% xp gain for P2W players is a nice touch too, ♥♥♥♥ing douchbag.
Reto.Robotron3000 Oct 21, 2014 @ 4:26am 
Pilots being shot out of planes is fixed and hit detection has been tweaked and improved a lot as well. NEW features are just more fun to talk about than bug fixes.

The change to deploy system helps balance out the amount of ATs fielded by each side and therefore should add a lot to improve balancing. Reinforce costs are 99% the same for both sides so no disadvantage there. And calling the devs ♥♥♥♥♥♥♥♥♥s is neither a very mature nor a very nice way to treat people.

so the game doesnt work now...
up yours 2 Oct 21, 2014 @ 4:35am 
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Date Posted: Oct 21, 2014 @ 2:15am
Posts: 94