Forged Battalion Early Access

Publisher Team17 announces that Forged Battalion is now available on Steam as an early access title, offering a first crack at the new Windows real-time strategy game from Petroglyph. This new video offers a look at the latest take on the genre from these former Command & Conquer developers, and here's word on how Early Access will unfold from this Steam announcement:
The War begins!
If you’re wondering what content Forged Battalion has to offer as it launches into Early Access, you’ll want to take a look at the list below:

  • Campaign missions comprising the first act of a multi-act storyline
  • Skirmish maps supporting up to eight players
  • Multiple Skirmish game modes including HQ Destruction and Annihilation
  • Dedicated servers to support multiplayer
  • Five customisable archetypes of vehicles (infantry, light vehicle, heavy vehicle, air and turrets)
  • Resource management of tech tree points earned in tactical battles

On top of the above content we’ll be launching our tournament program in the following weeks to support the Forged Battalion competitive scene. These first few tournaments will allow us to work closely with you, our players, to create a vibrant and welcoming PvP community for players who enjoy that aspect of RTS games.

Moving Forward
Launching Forged Battalion is just the start. Every month we’re aiming to bring you new content in what we’re calling a ‘Supply Drop’.

Supply Drops will bring new additions to the game and further expand the tactical options available to players. These updates aren’t set in stone however, we’ll also be taking onboard player feedback where possible and working that into our overall plan.

For more information on the first Supply Drop you can jump straight into the thread with this link.

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Re: Forged Battalion Early Access
Jan 17, 2018, 03:13
Re: Forged Battalion Early Access Jan 17, 2018, 03:13
Jan 17, 2018, 03:13
I see there is still no range to the action at all and the pathfinding and targeting is still the same joke it was 20 years ago. Don't get me wrong, it was ok 20 years ago, but if veterans of the genre try to revive and reimagine the RTS you'd think they'd waste a thought on the basics. Instead you still have units lumping together like furrballs and driving up to clostest possible range while shooting. Imagine this kind of behavior from the bots in FPS. Imagine every FPS having enemies that do nothing but run up to your face. While ok for some fun arcade shooter like Serious Sam, imagine having this behavior in every single FPS for the last 20 years. That's the state of RTS.
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