This means if you buy Operation Eagle, but not the main game, you can:
News: Templin Institute Lore Video
It is always a pleasure to work with the astute archivists of the Templin institute to add more flavour and lore to the amazing world of 1920+. They’ll be airdropping the latest lore later today (Thursday May 27th) at 21:00 CEST and Streaming an hour later. [previewyoutube="DcJ5tPvKxUk;full"]
News: Usonia Unit Breakdown
Familiarize yourself with the forces of Usonia with this faction reveal video. [previewyoutube="A2ANci_bzu4;full"]
News: Story Trailer
As with all things Iron Harvest, Operation Eagle will take you on an expansive story arc where morality is neither black nor white. Will Usonia be conqueror or oppressor? [previewyoutube="j93brfydCxI;full"]
News: Goodies Giveaways and Streams
As a thank you to our community, we are offering many physical goodies from the Deep Silver Collector’s Edition. These are different to, and available separately from, the backers rewards which will hopefully begin shipping this summer.
Join Sir Tobi and The Iron Doctor as they fly high and offer plenty of chances to win physical goodies. Join in the shenanigans here!
We’ll also be celebrating with our crazy friends the Lords Of Gaming on the Iron Lords podcast. We had a ton of laughs last time and we’re sure this time, with the added fun of Usonia, it’ll be a blast ;) Join us here!
News: Rookie Tournament
While airships are cool, one of the best things about Iron Harvest is the community and the events you organize. The pro and casual competitive scene has evolved and grown a lot since release. It continues to be our great pleasure to watch and support this. Click here to read the rules
With the arrival of Usonia, the multiplayer game has been thrown wide open and so there is everything to play for. We’re looking forward to seeing your strategies adapt.
Thanks to players feedback, we’ve implemented a ton of changes to improve the game experience when playing against A.I.
As a result of all these improvements we’ve had to adjust the main campaign maps to restore their original spirit. This increased the general campaign difficulty which we then reduced again through other means while still keeping the smarter A.I. and enemy behaviours. Therefore, many old campaign maps are now more responsive, dynamic and fun than ever before!
General Changes:
These changes and improvements regrettably, but unavoidably, mean that in-mission saved games files from before this update are invalidated. We apologize for this inconvience but campaign progression is unaffected.
Balance Changes: For skirmish/multiplayer, Usonia changes everything. Everyone will be experimenting with them to figure out what works best. As the chaos on the battlefield unfolds, we will be monitoring the game closely, collecting game data and making assessments. It will require time for the dust to settle, but no doubt we will have to modify the games balance once an accurate picture emerges.
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on:
Iron Harvest Operation Eagle Story Trailer Revealed!
We reveal the new characters and war machines of Operation Eagle
[previewyoutube="j93brfydCxI;full"]
Just over a week to go until Operation Eagle arrives and the commanders of Iron Harvest face new challanges. Battle across ice fields and deserts as you master new flying technology in the world of 1920+
Stars, Stripes, and. . . Giant Dieselpunk Zeppelins?! Hell yeah! The new Operation Eagle add-on will release on May 27th with:
Operation Eagle will be available to all for 19,99€
If you own the main game and buy Operation Eagle, or have the Deluxe edition, then the sky is the limit. You can do everything!
Iron Harvest: Operation Eagle will also be Standalone exclusively on Steam!
This means if you buy Operation Eagle, but not the main game, you can:
If you don’t own Operation Eagle, you can:
News: Free Weekend!
[previewyoutube="U5o1PQUx6zU;full"]
To celebrate, Iron Harvest will be Free from today at 19:00 (CEST) until May 3rd at 19:00 (CEST)
Try before you buy! If you’ve always wanted to take a mech out for a test-drive and explore your command skills, now’s the time to do it.
We’re flying high, so the Devs will be Streaming with plenty of chances to win physical goodies. Join in the shenanigans here!
Info: Season 4 Begins
It’s been fun watching you Iron Harvesters reap up the reward for completing achievements during Season 3. Our veteran commanders have created a lively competitive scene and massive congrats to SEEMANN :: AIOBE for topping the Season 3 ladder, you win the title “Season 3 Master”!
Everyone who completed their placement matches will receive a title reflecting their level, e.g. “Season 3 Gold”.
If you’ve achieved rank gold or higher you’ve also been awarded the “Majestic” cosmetic skin for Saxony’s Erlkönig mech (image left). These should appear on your cosmetics screen before satureday.
With Iron Harvest being free this weekend you can make a start on completing Season 4’s achievements. There’ll be a shiny “Shifting Sands” skin for all those who unlock them all (image right)
Info: Changelog 21
General Changes:
<*> Buildings no longer briefly flicker after upgrading <*> Fixed an issue whereby the flare sound effect would continue indefinitely if the player quits or ends the game while the effect is playing <*> Fixed issues resulting from engineers repairing mechs while too few resources are available <*> Heroes no longer slide when revived if queued move commands were not completed upon death <*> Brunhilde repair VFX no longer persists after destruction
Balance Changes: We’re happy to see the steady improvement in game balance over past updates. While there may be more to do, with the impending arrival of the Usonians, it makes little sense to make changes before fully evaluating the impact of this fourth faction on the game.
We’ll be revealing more artwork and details over the next weeks, so stay up-to date by joining us on:
With the precision of Anna’s shot, let’s get straight into it with all the improvements and greater game options this update brings.
Open Player Slots
Player slots are now open in Skirmish/Custom matches!
So, weather you’re playing against the A.I. or other players, this means that you can set-up players into two teams on any map however you like.
So on our 4 player maps you can play:
While on our 6 player maps you can play:
Go crazy experimenting with different team set ups, we’re sure you’ll have fun with this!
Just a note, because of the way the maps are designed, the maximum team size for that map cannot be changed, i.e., no 4 vs. 2. Also this is not Free for All because that requires extensive map reworks and/or new maps. We’re investigating this feature, however, right now we have other priorities and it would be a large undertaking. But, never say never.
AI Improvements
Recently, we pooled together all the feedback we could find from you about our A.I. because we see many of you love a good comp stomp with your friends. We thank you for telling us about odd little A.I. behaviors and quirks. We’ve rigorously investigated these. This led us down a complex rabbit hole that requires improvements to fundamental game systems.
Unfortunately, we’ve not completed as many A.I. improvements in this week’s update as we intended We would rather not disappoint and take the time to polish and make adjustments to our proposed fixes with the aim to implementing them in a near-future. Once we are satisfied with their quality you’ll be hearing more about this. Thanks for your understanding.
Fortunately, we were able to fix:
General changes
This updates has many fixes and improvements which directly relate to your feedback:
Balance changes
Suppression: Is now more intuitive and clearer. A lot of units that are not primary sources of suppression have had their values reduced, whereas the Heavy Machine Guns, for example, has received higher suppression values. The list is too long to write here, but you’ll notice many units received a tweak.
Also, for clarity, a suppression icon (!) is now displayed on units' overhead U.I. and on their unit portrait.
Mechs and Infantry: We were still seeing that light/T1 mechs are often skipped out on and also buried under a flood of infantry. To address this, we’ve decrease workshop costs and increase barracks upgrade costs as well as given buffs to light/T1 mechs to help players transition better into the later stages of the game.
Mortar Weapon System: Received a clearer definition of its purpose in being a high threat to infantry.
Lech Kos (Rebel Leader): The damage per second increase he received from his passive ability made him hard to properly respond to. We’ve adjusted the thresholds at which this ability kicks in so that now it requires more thought on how best to deploy him. His ability to harm structure was also too high and so has been reduced.
Strażnik (Spider Mech):
Śmiały (Scout Mech):
Grimbart (Gatling Mech):
Isegrim (Tank Mech):
Wotan (8 Legged Mech): Now that light/T1 mechs have received an upgrade, its HP should compensate.
Victor Popov: His high Area of Effect damage caused him to gain veterancy very quickly. It is now slower and with slightly lesser impact so that he is more easily countered at higher veterancy levels. Overall, his auto attack damage was too high, so it has been reduced to make him more reliant on his abilities for dealing damage.
Ognivo (Flamer Mech):
Kolokol (Bomber Mech):
Groza (Rocket Exosuits): We felt that they were left behind and their resource costs would be too high compared to the other T1 mechs.
Nakovalnya (Rocket Artillery): It’s Sentry Mode has always been very strong and it is not always easy to see where it will strike. Therefore, we’ve reduced the punishment opponents get when not immediately realizing that they’ve strayed into its attack range.
Nagan (Revolver Mech): Overall, it was too strong and a bit prevailed in too many matchups.
With March complete, Spring isn’t the only thing in the air as more changes are coming to Iron Harvest.
Iron Harvest continues to be worked on with bi-weekly updates, clear roadmaps and DevBlogs each month. We've honnestly been going from strength to strength, in large part thanks to our community.
We'll have a huge-new faction DLC releaseing in the near future, so now's a great time to master your mechs.
Here are some key features of the game:
Iron Harvest DevBlog 36: Gamepad Teaser and More
This months' DevBlog gives you a sneak-peek at gamepad development and has Backer rewards news, Fan-creations and casual tournaments. Read on!
News: Gamepad Controls Sneak Peek
Currently, we are refining the controller gameplay, not only for consoles, but for PC too! Check out this little teaser to get an idea of what is to come. [previewyoutube="QEXdS0nYOXg;full"]
News: Backers Physical Perks
As you know, we had originally planned to be able to ship out your Kickstarter Backer Goodies in time for Iron Harvest PC-release. Unfortunately, the Covid-19 crisis continued and many of the numerous small and high-quality companies we partnered with suffered setbacks and delays.
We can now reveal that production is underway and we’ve been sent these awesome photos of the goodies. On the left we have the faction medals and the battle bag on the right
While manufacturing has started, we can’t confirm at this point an exact shipping date. We are hoping, with easing Covid-19 restrictions, that this will be in or before the summer. Of course, we’ll announce more as soon as we know more.
However, we have used the extra time to work with the manufacturers to enhance the quality of the metal-build figurine. Check out these awesome photos sent to us of the manufacturing process, metal molds, bases and packaging. It’s happening!
This month our bi-weekly updates have centered around players feedback regarding the campaign difficulty curve and providing A.I. options when setting up custom games. You can now customize the A.I. faction and difficulty in Custom Games for you and your mates to go comp stomping.
Next update:
Fan Art and Creations
We’re constantly impressed by the creativity and talent of our fans as well as how they are inspired by Iron Harvest and the world of 1920+. Here’s a selection of some of the amazing things created this month:
Following the recent success of the 3v3 tournament, our competitive players are organizing a 1v1 tournament for anyone unranked or placed 50 or below on the ingame ranked ladder. This is a great opportunity for some fun casual 1v1 games for those want to get in to the MP scene.
As you may have seen from this month’s roadmap, we’re focusing on players experience during the campaign missions and custom game options for those of you who like to do your own thing. This begins with today’s update and we've also fixed many bugs.
Campaign Difficulty
Following feedback from a range of campaign players, we have investigated and adjusted the difficulty curve of the single player experience. In particular, sudden difficulty spikes experienced in Polania’s 4th (Railroad Robbery), Polania’s 5th (“A Path to Hope”) and 7th (“Showdown”) campaign missions.
Not everyone is a veteran RTS gamer, and so we’re sensitive to Polania campaign feedback because we know for many it’s their first dive into RTS gaming. For example, to smooth out the challenge curve we want players to experience, we’ve added more health packs and weapons, as well as increased the time between enemy attack waves. We also worked on later missions players pointed out to us.
Unfortunately, these changes are significant enough that saved game files on Polania’s 2nd through to 7th campaign missions, Rusviet’s 2nd, 3rd and 7th missions, as well as Saxony’s 1st and 4th missions, have been invalidated.
Faction A.I. In Custom Games
Just as you can in single player Skirmish mode, you can now choose the A.I. faction and difficulty in multiplayer custom matches. If you like surprises, you can now even set the A.I. faction to random in both skirmish and custom game mode. We’re happy to add this as part of our continued efforts to promote game replay-ability via increased game set-up options.
Now it’s easier for you and your mates to enjoy a weekend of comp stomping!
Stay tune, because in 2 weeks we’ll have another major step towards great game customisation.
General changes:
We continue to respond to your feedback with general improvements and bug fixes:
Balance changes:
As always we continue to assess game data and talk with the community to gather feedback to inform changes. Our next updated in 2 weeks will implement adjustments we conclude necessary.
Now you can comp stomp, further A.I. improvements and game options are on the horizon!
In 2 weeks:
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on:
This month we focus on giving you greater game-set up customisation and AI improvements. Starting next week:
Week 2:
Adjustments to smooth out the AI difficulty on Campaign maps.
A.I. factions will be selectable in custom games.
Week 4:
Open Slots in Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3 and 3v2 possible.
This is not Free for All because that requires extensive map reworks & new maps, but we're still investigating this.
A.I. improvements based on your feedback.
More balance and gameplay improvements.
Let us know in the comments which feature your most looking forward to this month.
Have a great gaming weekend and we're looking forward to tomorrows 3v3 tournament! Join the Iron Harvest community tournaments Discord for more info here: https://discord.gg/mqj2h78JrS
Iron Harvest DevBlog 35: Improved Gameplay II
News: Heroes’ FOW and Revival!
These are another two key community suggestions that we are happy to now implement.
You can now use infantry and foot Heroes to revive Heroes from allied teams who have valiantly fallen unconscious in battle.
Furthermore, the Fog of War revealed by unconscious heroes has now been reduced to prevent them from being used to spy on enemies while still allowing you to easily find them on screen and the mini-map.
Reserves Rework!
Thanks to all your recent feedback we are ready to rework the Reserve System. This update aims to increase the variety of viable loadouts and encourage players to opt for having units in both Reserve I and II. From the data it is clear that Reserves have a huge impact on the game and are often the deciding factor. We want to reduce this on the games while maintaining the wow factor once it hits. Here’s how:
News: February’s Highlights
Improved Response Times
We recent improved response times between you issuing orders and the units undertaking them and it’s been encouraging to hear that many players can notice the difference. Responses time has been roughly halved, resulting in slicker gameplay.
Casual Community 3v3 Tournament
This should be a lot of fun and good chance to bring together players of all skill levels. Yours truely (The Iron Doctor) has already signed up and I'm sure I'll be able to drag some more Dev into the fray.
After our runaway success at the German Game Awards, Iron Harvest was also nominated by the French “Académie des Arts et Techniques du Jeu Vidéo” for Best International Game alongside other top games. Looking forward to the result with fingers crossed. More info at: https://store.steampowered.com/curator/39776893/sale/pegases
Info: ChangeLog 16
General Changes
Balance Changes
Since the last update we’ve observed that the infantry changes had a lot of impact on the games progression. Mechs are closer to the state we want them to be and so we’ve decided to refrain from modifying them all and tuned back the infantry buff.
Gunners: have now been moved from the Barracks to the Advanced Barracks in order to make the counter of early mechs more difficult.
Advanced Barracks unit cost reduction has been readjusted: Engineers, riflemen, stormtroopers, vanguards, grenadiers, medics, and flamethrowers are cheaper when built through Advanced Barracks comareped to the normal Barracks.
Mortar systems: Compared to Polania's and Saxony’s artilleries, the mortar weapon system couldn't hold their ground or find a role to fill. By comparison, their inferior range is now compensated for by more damage potential, especially against larger groups of enemies.
The Serp (Sickle mech): Against high skilled players, this monstrosity would not effectively reach their targets. Increased HP should help it survive long enough to inflict damage.
Prince Wilhelm: His Lay Waste ability now has a good portion of its former glory restored (#Bringbackthebrr), while still using an appropriate fire rate. To make him more worthy of the Kaiser and better able to survive long enough to menace other mechs we have increased his resilience. Also, don't be mistaken by the flat damage values below, the increased Area of Effect of each bullet also contributes to more damage output.
The Grimbart (Gatling Mech): This chonky boy now suppresses targets and is more effective against groups of enemies.
Mechs and exo-suit Reserve coin costs have been adjusted as well: Saxony
Polania
Rusviet
The Battlefield Is Refreshed and Waiting For The Newest Strategies From A Versatile Commander
Stay tuned for the release of March’s Roadmap soon.
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on: