the 'unlock all button' for all players fixed loading campaign scenario from auto save fixed the wrong symbol in Recon at Prokhorovka Campaign can not reproduce the "?"-"ß" mistake in german texts fixed reload chance not shown in unaimed fire description fixed concealment on loading an auto saved game I adjusted times for to avoid the hang bug (game is a bit slower now)
small patch
fixed sliders in new map dialog automatic phases should be faster now other small things
Less than 24 hours until launch!
We are less than one day away from the launch of Second Front! Can you believe it?
How will you spend these last 24 hours waiting? We have some suggestions!
Watch the latest introductory videos we recently published.
We appreciate your enthusiasm, support and patience. Second Front is a labor of love that we are sure you will enjoy.
Second Front Developer News #5
Release Date:
I'm happy to announce that the release date for Second Front can now be confirmed as the 31st of January 2023.
Trailer:
Enjoy the trailer and recently refreshed steam page.
Second Front Developer News #4
We are back with Dev Notes #4 to and I’m happy to update you with all on the progress made since last update.
Release Date
We have long teased a 2022 release date for “Second Front” but with the year ending, you may have guessed that the game will likely release in 2023. We will give you the precise release date in the next Dev Notes 2 weeks from now.
Quick Progress Update
We have made great strides towards getting everything else ready for release. Progress for this period includes:
1. Adding several new scenarios to the core scenarios to be included with Second Front
2. The Game Manual is now nearly complete - just undergoing final proofreading and starting translation.
3. New in game music has composed, and we can’t wait to share it with you.
4. The Localization of the game interface is now underway
5. The Garage interface has been improved.
6. New vehicles have been added.
7. A new scenario unlocking progression system that will onboard players gradually whilst still proving to be engaging for veterans of the genre.
8. Hidden guns now have camouflage netting.
9. More bug fixes and Polishing and Second Front to make it fantastic at launch!
Post Launch Features
While we are making great progress, some items have proven a little more challenging and will require more work than expected, as such these features will be added post release. These include air support, and a few extraordinary vehicles that have multiple turrets:
And some useful equipment that will change the face of the battlefield:
Second Front Developer News #3
We are back with Dev Notes #3 to show some more progress with Second Front.
The test Crew is hard at work putting th egame through its paces. This has resulted in several improvements to the AI, making Gretchen more of a challenge as she is a bit more agressive in certain situations now. She is much more challenging now - making for a lot more fun!
Testing has resulted in a couple changes making hidden units slightly less deadly (they are easier to find now), and allowing vehicles to leave melee
Additionally, we have added some new buildings - two versions of Watch Towers - that look great!
Making counters more informative, they now show when an AAMG can't fire into the front arc as shown with the new German Sdkfz 251/3 half track.
The in-game Player help has been getting some more updates - adding more details on combat results and terrain efects.
A revised version of the manual (that is still a work in progress) has been sent out to testers for review. Here, you can see the combat results against vehicles.
And to give you an idea of just how extensive the armory is, here are currently the avialable American tanks in the game.
Next update will have some exiting news about the Second Front roadmap towards release.
Second Front Developer News #2
The Second Front test crew is avidly testing all aspects of the the game - including building scenarios in the workshop to be shared with everyone. Second Front Workshop
This time we can show you what the Workshop currently looks like with over 65 scenarios in it.
You can see the type of scenario by the icon at the top in the images - showing the player's perspective. Possible types include Attack (yellow arrow), Defend (red ] ), Breakthrough (yellow arrow over red [ ), and Campaign (line connecting dots). There are more scenarios created nearly every day.
Work continues on the manual, providing both a reference to the in-game information and a guide to playing the game.
Here we can see the manual page on information displayed when deciding to take a shot at a vehicle:
Work on the Campaign Editor has been progressing nicely. We now have it available to the testers to put it through extensive use to make sure it is as great as the rest of Second Front. And Campaigns can now also be uploaded to the workshop and shared.
You can see after action reports in the discussion forums and read about the playing of scenarios as posted by testers here. Second Front After Action Reports
And to get a feel of what the editors can do, check out the guides on Steam:
While the developer is coding the Campaign Editor, helpful wizards work on the manual.
A page from the Manual:
The Campaign Editor in the works:
A sample campaign with 5 scenarios to show all options 1. all surviving leaders at end of "Dear Santa" will arrive in Long road 1 2. all units surviving Long Road 1 are shifted to Long road 2 3. all units surviving Long Road 2 are shifted to Long road 3 4. all units surviving Long Road 3 will arrive in 'in the Fields' 5. No units surviving 'in the Fields' arrive in 'the Dike' . so 'the Dike' stands alone. 'the Dike' has no transition as it ends the campaign