Iron Harvest DevBlog #40 - July 2021

  Aug 5, 2021     Iron Harvest

Ground Forces Rally As We Tease Anti-Air Turrets, More Console Progress And Make Balance changes and Fixes!

Welcome to July’s DevBlog, which is accompanied by a free update to the game. Apologies for the technical hitches that prevented us from releasing this last week.

Read on for all the details, knowledge is power commanders.

News: Console Tease!

As most of you are well aware, our primary focus is the console release.

Here is another little teaser to show you how we are progressing.

Console news highlights are:

  • Iron Harvest will also come to PlayStation 5 and Xbox Series X!
  • If you wish to change your Console Pre-Order (free of charge) from Gen8 to Gen9, you can do so on our homepage here.
  • Console versions will be released towards the end of 2021, when we are satisfied with their quality. No compromise,  even if Gen8 versions have proven more technically challenging.
  • All Iron Harvest 1920+ Console versions will include ALL DLC’S, this include the recently released Operation Eagle as well as all updates made since PC release.
News: Backers Artbook Tease!

Looks great! We're making progress, but we're also still waiting for all goodies to arrive at HQ before we can then package them up into the backers bespoke editions and send them out to you. We’re very grateful to our backers, not only for their support in getting the game made, but for waiting with us on the physical goodies. Hang tight!

If you haven’t seen them yet, we have photos of the metal figurine, medals and battle-bag here.

We’ll let you know the moment there’s more worthwhile news, so keep your postal address up-to-date here.

Info: Anti-Air Turrets Tease

We’ve seen your feedback since releasing Operation Eagle. Thank you for it, and based on it we are happy to reveal buildable Anti-Air Turrets are coming in the next patch.

However, you gameplay reasons, Anti-Air Turrets will be a base defense and so only buildable in the HQ zone. All factions can build them using engineers and they will serve as a building to protect HQs from air-based units if the players fear aerial assaults. Players will have to making the decision to invest precious resources into the, but our thoughts on balancing them will likely head in the direction that they are relative cheap, and that building two or more can be viable depending on how the game is progressing.

Info: Changelog 23

General Changes:

  • Fixed an issue on Usonia’s 2nd mission “Hostile Takeover” where players sometimes could not progress past the final cutscene.
  • Fixed an issue that caused a fatal simulation error on “Beachfront Stronghold” 2v2 map if slots 1 or 3 were empty upon the games start.
  • Infantry is now immune to tumbling while they are retreating.
  • Suppression icon will now appear again on the unity card of infantry.
  • Partial fix for an issue on Rusviet Revolution’s 4th missions “No Signal” that prevented players to progress past the cutscene after entering the radio tower.
  • Beachfront Stronghold cover location updates to alleviate squads splitting between levels. Additional cover locations now correctly spawning on upper bastion levels.


Balance Changes:

Common faction units

Skybike:

  • Increased Anti-air damage vs. light from 2.5 to 4.5.
  • Increased Anti-air damage vs. medium from 1.5 to 3.5.
  • Increased Anti-air damage vs. heavy from 2.5 to 3.


Gunship: The combination of aircraft movement and high damage output made the Gunship just too good of a pick in a lot of situations. We are tuning down the damage a bit to give the other dedicated anti-mech mechs more situations to shine.

  • Reduced damage vs light/medium/heavy from 150 to 120.


Airlift:

  • Reduced reserve coin cost from 2 to 1.

Anna and Wojtek: Their strength and versatility gives them the edge over other early-game heroes and most groups of infantry available when they enter with Reserve 1. Tuning Wojtek down a bit reduces the overall power while maintaining Anna’s strength as a sniper.

  • Reduced Wojtek's HP from 400 to 350.
  • Reduced Wojtek's damage against infantry from 40 to 30.


Zolw (troop-transport mech):

  • Increased Reserve deployment cost from 350 to 400 iron and 120 to 135 oil.


Ognivo (flamethrower mech): Where Ognivo shines the most is when the veteran ability is unlocked. Reaching veterancy is a bit too difficult, therefore we decreased the amount of XP necessary to reach it.

  • Reduced veterancy threshold from 2000 to 1400.


Barracks and workshop: The longer build and upgrade times for Rusviet sets them a bit too far apart from the other factions in matches where it comes down to every second and every single bar of iron.

  • Reduced Workshop and Barracks build times from 55 to 45 seconds, and 55 to 50 seconds, respectively.
  • Reduced Advanced Workshop and Advanced Barracks upgrade time from 65 to 45 seconds.
  • Reduced Advanced Barracks upgrade cost from 120 oil to 110 oil.
  • Reduced Workshop build cost from 140 oil to 120 oil.
  • Reduced Advanced Workshop upgrade cost from 575 iron to 520 iron.


Salem (MG mech): Due to its high accessibility and high damage output in the early game, Salem is able to reach Veterancy too quickly, creating even more of an advantage. We delay the time Salem hits the battlefield and the veterancy upgrade to give enemy infantry a bit more breathing room.

  • Increased build cost from 300 iron 80 oil to 330 iron 95 oil.
  • Increased veterancy threshold from 1500 to 2000.


Captain William Mason:

  • Increased Turret Relocate cooldown from 30 to 50 seconds.
  • Increased Turret Requisition cooldown from 80 to 100 seconds.


Admiral George Mason: The combination of George’s distinct attributes make him a difficult to counter. We are reducing his stats across the board to give players more room to come up with answers to him while keeping an eye on the fact this unit cannot be revived once killed.

  • Reduced HP from 1300 to 1200.
  • Increased reserve coin cost from 2 to 3.
  • Splash damage vs. Unarmored decreased from 50 to 40.
  • Reduced shell damage vs. unarmored reduced from 50 to 40.
  • Reduced shell damage vs. light reduced from 50 to 45.
  • Reduced shell damage vs. medium reduced from 40 to 30.
  • Reduced shell damage vs. heavy reduced from 40 to 30.


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