We’re celebrating with a quality-of-life update based on your player feedback that’s intended to address a few of the issues and suggestions that you’ve brought forth to us via the “Voice of the Commander” trackers. Don’t see the update you were hoping for in this week’s release? Fear not, as there is still plenty more to come.
For a sneak peak at what’s coming up this season in Battlehouse games, check out the Developer Roadmap in the most recent edition of the Battlehouse Dev Blog.
Limits on promotion orders have been removed
Players can now purchase up to 62 Promotion L4 to L5 tokens as long as they have the ONP. This is enough ONP to upgrade every leader to L5.
More Game Improvements
The TOC12 LRAD now has a visible projectile
The Upgrade Information bar that lists the benefits of an upgrade has had its scroll buttons fixed.
The Player Information Statistics tab now supports mouse-wheel scrolling
For games with more than three rows worth of PvP seasons, the text overlap problem has been fixed and scroll buttons have been added.
The Level 16 Elite M12 GMC and Elite M26 Pershing are here.
As with the recent max unit level increases, your Level 16 Elite M12 GMC and Elite M26 Pershing will feature improved stats and no increase in battalion space requirements. As with any improvement in power, there is an increase in cost, production time, and repair time.
The best part about it? No blueprints are required for upgrading. As long as you have TOC12 and the new building levels for your Academy and Barracks, you can upgrade away!
Game Improvement
And that’s not all, Commanders! Based on a recent player discussion within Discord, we are making a slight change to the Elite Nimr.
Starting tomorrow: it will no longer move backwards. It must turn so that it’s within 120 degrees of its target direction before starting to move. Beware that this will reduce the unit’s maneuverability a little bit, but not by a lot since its turn speed is so high.
To see where the design team currently stands on various Community suggested features and game improvements, check out the Days of Valor Voice of the Commander Tracker (tracker will receive some clean-up and updates to formatting in the very near future).
We have some exciting news, announcements, and more waiting for you on our most recent edition of the Battlehouse Dev Blog.
Have new feedback to share? Let us know over in the “days-of-valor” channel within our Thunder Run Discord Server.
Welcome to the 14th installment of the Battlehouse Dev Blog, a place where fans of all Battlehouse games can enjoy regular behind the scenes peaks into the minds of Battlehouse Developers.
We’re officially now in a new PvP Season, and while we didn’t make much progress on the Developers Roadmap this past season aside from delivering craftable Security Nodes, we have been working on a new large back-end project that we’re excited to finally talk a little bit about now in this Dev Blog entry.
The purpose of this new project which we’re internally calling “Project New Horizons” is to publish across multiple platforms to gain a lot more players, with a goal of gaining enough revenue to substantially increase our dev team size and release boatloads of new content. The first visible step of this project is the Kongregate re-launch that allows Facebook and Kongregate players to go head to head. Next steps include a downloadable client that will be published on several other platforms, like the Windows Store and Steam.
The downside to this project is it lowered the priority of a lot of front-end content. The Developer Roadmap still represents the front-end projects in the works, they’ve just slowed down a bit. After the Kongregate re-launch, expect at least one project on the roadmap to see some development cycles.
Weâve also been working on some projects that do their thing in the background. The PvP end of season tournaments had some timer entries that were wrong due to typos. To prevent this, we automated the process that times the announcements and leaderboards. The next season tournament should go without a hitch in July.
Our VPN detection software and reputation filter has been integrated with the game engine. This has been quietly in the works for a while. A consistent complaint about PvP is that certain bad elements will have an army of alt accounts on anti-alt maps and hide behind VPNs so that our alt-detection system wonât notice them. Starting after the next end-of-season PvP tournament (July 2-July 9), all anti-alt maps will become anti-VPN maps. Any player connected on a VPN will not be able to join an anti-alt map. If a player switches to a VPN while already on an anti-alt map, the player will be moved to a pro-alt map.
Now, we know that some of you have to use a VPN for one reason or another. Like our anti-alt policy, we will grant some exceptions to some players. Weâve started rolling out notices on the servers well in advance of the policy change, so if you start seeing messages warning you that youâre on a VPN, submit a ticket to our customer support team now by clicking the “Contact Support” link at the bottom of your game. If you meet the criteria, your account will be flagged as ignored by the automated processes that police the maps.
We are hoping that this will make the PvP tournament a more competitive and exciting event for players going forward.
Thatâs all for now. Keep up the good fight, Commanders!
Stay up to date every day on whatâs being developed on the dev-tracker channel here.
Looking for an update on where the Dev Team currently stands regarding various community suggestions? Check out our “Voice of the Commander” trackers here:
Like what you see in this Dev Blog, or have suggestions on things you’d like to see addressed in our “Voice of the Commander” trackers? Let us know over on our Thunder Run Discord Server!
It’s the end of another exciting season in Days of Valor, and the Level 16 Elite MSTA and Elite Panzer are here to celebrate!
As with the recent max unit level increases, your Level 16 Elite MSTA/Panzers will feature improved stats and no increase in battalion space requirements. As with any improvement in power, there is an increase in cost, production time, and repair time.
The best part about it? No blueprints are required for upgrading. As long as you have TOC12 and the new building levels for your Academy and Barracks, you can upgrade away!
End of Season 13 Clan Tournament
From March 26th – April 2nd, 2020, rally your Clan and head to the regional map for your chance to be the strongest Clan of Season 13!
Be one of the Top Clans with the most Clan PvP Points to win between 3,000-10,000 Gold, divided evenly among the top 10 members of your clan.
Tournament ends on April 2nd, 2020 at 1700 GMT, at which point winners will be announced, prizes awarded, and leaderboards will be reset for the new season. It’s important to note that you should stay in the same Clan through the end of the tournament and for at least one hour afterward, until at least 1800 GMT to ensure your Clan’s prizes are scored correctly.
Season 13 Opens: April 2nd, 2020
The new season will begin immediately after the end of the tournament.
For a sneak peak at what’s coming up next season in Battlehouse games, check out the Developer Roadmap in last week’s edition of the Battlehouse Dev Blog.
To see where the design team currently stands on various Community suggested features and game improvements, check out the Days of Valor Voice of the Commander Tracker (new tracker coming soon).
Have new feedback to share? Let us know over in the “days-of-valor” channel within our Thunder Run Discord Server.
As COVID-19 is making it’s way across the world, our utmost concern is the health and safety of not only our employees, but also our valued players while we all traverse through this difficult time together. During this time, we urge everyone to follow all guidelines established by both federal and local authorities. If everyone does their part to help mitigate the crisis it will enable all of us to come out the other side of this much sooner.
In the meantime, to help ensure that our players have ample opportunities for entertainment while many of us will be spending more time at home in the coming weeks, we’re offering a “one purchase per player” 50%-off gold sale, and extra free daily combat and base repair kits – both of which can be activated any time throughout at least the next 4 weeks.
If you currently have a different sale offer running in-game, the 50%-off sale will start as soon as your current sale offer period ends.
The extra free daily repair kits will be claimable via the “Daily Login Reward” system. The repair kits will show as the new reward for the “Daily Login Reward” system, but the normal daily rewards will also appear when you go to place the kits in your Warehouse.
The home base repair kit has an expiration time of 18 hours, and the in-combat instant repair kit has an expiration of 30 minutes.
We hope this gesture makes an otherwise stressful time in everyone’s lives even the smallest bit better. More than that – we hope you all stay safe!
Following the removal of all legacy-style Security Nodes and achievements over the last several weeks, the all new Craftable Security Node System is finally here! Here’s an overview of how the new system works:
Technology for the Firestorm, Ironsides, and Farsight Security Networks can now be researched and upgraded as high as level 10 within the Weapons Lab. Be sure to go check out and research L1 for each network right away! It’s free!
After the technology is researched, click on any of your base buildings followed by “Change Node” to mount your desired node to each building. While you’re in this menu: you’ll also notice that the exact stats of each node can be seen via pop-up text by hovering your mouse over the node! Better yet, multiple nodes can be crafted at the same time!
We’ll continue to add additional levels for Security Nodes in the future if there is interest, and will also add the ability for players with maxed out techs to research more specialized Security Network techs like “damage/defense” / “range/damage” / “range/defense”, etc.
Level 16 Elite M4A1 Transport & Elite Panzerwerfer
The Level 16 Elite M4A1 Transport and Elite Panzerwerfer are here.
As with the recent max unit level increases, your Level 16 Elite M4A1 Transport and Elite Panzerwerfer will feature improved stats and no increase in battalion space requirements. As with any improvement in power, there is an increase in cost, production time, and repair time.
The best part about it? No blueprints are required for upgrading. As long as you have TOC12 and the new building levels for your Academy and Barracks, you can upgrade away!
To see where the design team currently stands on various Community suggested features and game improvements, check out the Days of Valor Voice of the Commander Tracker (tracker will receive some clean-up and updates to formatting in the very near future).
For a sneak peak at what’s coming up down the road, check out the “Developer Roadmap” in the most recent edition of the Battlehouse Dev Blog.
Have new feedback to share? Let us know over in the “days-of-valor” channel within our Thunder Run Discord Server.
The Level 16 Elite Sherman Flame and Elite Truck Bomb are here.
As with the recent max unit level increases, your Level 16 Elite Sherman Flame and Elite Truck Bomb will feature improved stats and no increase in battalion space requirements. As with any improvement in power, there is an increase in cost, production time, and repair time.
The best part about it? No blueprints are required for upgrading. As long as you have TOC12 and the new building levels for your Academy and Barracks, you can upgrade away!
Game Improvements
And that’s not all, Commanders! Here’s a recap of the other “Voice of the Commander” centric game improvements we’ve made this week:
Defense Booster Nodes are officially retired/refunded, and this week is your last chance to get the Range Booster Nodes if you want the achievement. Like the damage/defense booster nodes, and the legacy unit equips we recently retired, these items will become unavailable next Thursday. Unlike the legacy unit equips, the legacy Security Nodes will disappear without you needing to do anything. The new crafted node system will go up right after the last legacy items are refunded and removed.
The Settings Menu has been updated with two toggles for the Map Bookmarks. One allows you to show the bookmark number in front of each. The other allows you to turn off the “Created on” label.
Hotfix: The LRAD research was reporting that the TOC HEL had upgraded. It now correctly reports that the TOC LRAD upgraded.
Hotfix: Some lower-level leader upgrades were showing while upgrading a higher-level leader. This was a purely visual bug, as players could not actually upgrade to those levels. It has been corrected to only display un-upgraded leaders.
The Level 16 Elite Nimr and Elite SdKfz 234 are here.
As with the recent max unit level increases, your Level 16 Elite Nimr and Elite SdKfz 234 will feature improved stats and no increase in battalion space requirements. As with any improvement in power, there is an increase in cost, production time, and repair time.
The best part about it? No blueprints are required for upgrading. As long as you have TOC12 and the new building levels for your Academy and Barracks, you can upgrade away!
Game Improvements
And that’s not all, Commanders! Here’s a recap of the other “Voice of the Commander” centric game improvements we’ve made this week:
Damage Booster Nodes are officially retired/refunded, and this week is your last chance to get the Defense Booster Nodes if you want the achievement. Like the damage booster nodes, and the legacy unit equips we recently retired, these items will become unavailable next Thursday. Unlike the legacy unit equips, the legacy Security Nodes will disappear without you needing to do anything. Defense only this week, and Range 2 weeks from now. The new crafted node system will go up right after the last legacy items are refunded and removed.
A nasty bug appeared that was causing issues with Battle History/Battle Log viewing, but it was fixed within 5-minutes (go bh-nirgal!). Battle logs should now appear properly in all games. Bear in mind, some of the oldest battle logs may no longer be available, but this should only apply for logs older than two years. Please let us know if there are any issues!
Heads up, Commanders! We’re coming at you this week with a couple more “Voice of the Commander” centric updates designed to make your gameplay experience more comfortable and user friendly.
First up we made a big update under the hood that now allows us to display “On Impact” unit stats for various Impact weapon units within their proper unit upgrade windows. Mysterious unit effects will no longer be a mystery! Just head on into the unit stats window, and hover over the new “On Impact” stat readings for more precise information.
And that’s not all, Commanders! Second in our list our updates this week is the ability to mousewheel and/or click-and-hold scroll the Battle History window. No more clicking arrow to arrow for minutes on end while you try to find that old battle replay link from last week.
For a sneak peak at what’s coming up this season in Battlehouse games, check out the Developer Roadmap in the most recent edition of the Battlehouse Dev Blog.
Welcome to the 13th installment of the Battlehouse Dev Blog, a place where fans of all Battlehouse games can enjoy regular behind the scenes peaks into the minds of Battlehouse Developers. Itâs been a little over a month and a half since we released the Developer Roadmap. Letâs take a look at whatâs been done, and what remains to be done:
All Games – Improved Player Preferences Interface – Done!
We promised mousewheel scrolling, toggle-able scrolling direction, chat vertical orientation toggles, and screen shake toggles. We delivered all of this, including the addition of mousewheel scrolling features to 18 different UI components that werenât in the original scope.
FS – Sapper Unit – Done!
This new unit added many new features to the engine. It changed âinvisibilityâ from a constant property to one that can be toggled, it added âdetectorâ as an ability, and added failure chance mechanics to detection.
All Games – Power generation/damage mechanics overhaul – Feature Complete
The engine support is done and the feature is being tested in War Star Empire. Deployment to other games is awaiting our results.
MF – Unit levels, Radiation Tower, and EMP Cannon – Mostly Done
The EMP cannon isnât done, nor are the levels for the Curiosity, and the Opportunity Central Computer defender, but the Detonator, Phantom Detonator and Elevation Droid have up to L13, and the Radiation Tower is in game.
BFM – Elite Dragon – Done
The unit is in game and ready for the next event to bring it to life.
WSE – Dragon – Not Started
This is a small project and wonât take long once started.
TR & DV – Vault update – Done!
Both games got a massive boost to Hardware protection. Now there will always be enough for base defender repairs and a bit extra to allow a cheap new project or âseed fundsâ for an expensive one. No matter what, when you log back in youâll have enough left to get back in the fight.
All Games – Stats display – Pending code review/testing
The impact effects code is done and undergoing testing. It displays the name of the effect, its strength, and its duration. A lot of unit special abilities will no longer be a mystery as a result.
All Games – Security Node Crafting update – In Progress
The code for refunding all of the old Security Nodes is in place. The crafting system for Security Nodes is about 70% complete. The armed TOC means the UI has to be reworked to allow for two craftable slots on the same building. The range indicator for the Security Nodes has not been started.
All Games – Mine and Ambush Crafting update – Not Started
When complete, Ambush Points will become craftable instead of purchased in the store and there will be scroll buttons so the number of Minefields isnât hard-capped at 28. Youâll be able to trade in your old Strike Teams for an ONP refund, but the blueprints will still be used.
All Games – Consumable Ammo – Not Started
When complete, this will change the way certain weapons work. Players will not see anything right away, since itâs only one step in several towards the finished project.
Right now, thereâs only one way to balance how often a player can use an ability is its cooldown stat. Most weapons have cooldowns of less than a second to a couple of seconds. Some abilities are powerful and shouldnât be used more than once or twice in a fight. Long cooldowns can be easily âcheesedâ by retreating and attacking again.
Instead of relying on cooldowns, weâre going to add the ability to require consumable ammo and items to certain powerful abilities. Examples would be the UH-60âs troop deployment (instead of having them commit suicide to launch the troop), the future Elite UH-60âs troop deployment, and the future Elite Sniperâs stealth ability. The ammo/item would be stored in an invisible equipment slot on the unit and would just appear as an ammo counter in the unitâs stats.
This would be an internal mechanic until the rest of the needed support structure is done.
All Games – Build/Research Time updates while building/tech is in progress – Not Started
When complete, this will check for updates to build and research times when you log in. Weâve planned some time requirement nerfs (mostly in certain buildings), but the current system only records when you started and how much time you needed when you started, so it doesnât update if the time is reduced later.
Weâre going to fix that. It will record the total time needed when you start, and check when you log in if this has changed. If it has, it will update the time remaining. This update function will check the times whenever you apply a build time boost item, and will adjust the time accordingly. Be warned, removing the boost will increase the time back to where it was (otherwise you could store multiple build time boosts and apply/remove them multiple times in order to get buildings instantly for free).
All Games – On-Shoot Event Triggers – Not Started
When started, this will add under the hood features. Right now, units and buildings can trigger an event based when they get damaged, when an enemy comes near, or when they get destroyed. This is used to spawn response and security teams. A mechanic needs to be added to allow events to trigger when a weapon or ability is triggered, so that the UH-60 and Elite UH-60 will be able to deploy their troops without committing suicide.
Sadly, projects seven and ten wonât make much difference to players in the coming quarter, since weâll need to add the ammunition crafting and delivery mechanisms before they can be fully implemented. Weâll get there with time.
Stay up to date every day on whatâs being developed on the dev-tracker channel here.
Looking for an update on where the Dev Team currently stands regarding various recent community suggestions? Check out our “Voice of the Commander” trackers here:
Like what you see in this Dev Blog, or have suggestions on things you’d like to see addressed in our “Voice of the Commander” trackers? Let us know over on our Thunder Run Discord Server!