Update Preview: Weapons

The Blunderbuss

Find some cover; the blunderbuss is coming! The blunderbuss unleashes a mighty blast that packs a devastating blow at close range. Be advised: Enemies that are unfortunate enough to be close enough to your intended victims upon firing may very well become victims themselves. Those who managed to survive the initial blast will find themselves on the wrong end of a knife (or bottle)!

The Trade Musket

For those who think hiding behind their teammates (to avoid the aforementioned blunderbuss) is a good idea, they better watch out for the trade musket. The large caliber ensures a kill on a hit anywhere on the body, and the bullets pass through their intended victim to strike anything that happens to be behind the primary target.

DevelopmenSnapshot

Cavalry

Last year we announced the first ever deployment of cavalry to the Battle Grounds franchise. Today, we are thrilled to give you a sneak peek at how far we’ve come in realizing that dream. Historical Adviser and Native class voice actor Nathan Hale has once again stepped up to lend his voice to the horse. We are also currently looking for a voice actor for the French version of the horse. If interested, please contact us on discord.

Left Handed Infantry

To stay in line with the gritty realism that Battle Grounds III provides, we have decided to give all players a 10% chance to spawn left handed. Since all weapons made at that time were right handed weapons, we felt it was appropriate to give left handed spawned players a slight accuracy and reload debuff. Melee will not be affected.

Highlight: Competitive Play

For those who have honed their skills with musket and bayonet on the battlefield and are searching for something more, look no more! The community of Battle Grounds III has a thriving skirmish and linebattle community with teams of all skill levels.

5v5 League

The 5v5 league is for players who are interested in showcasing their skill on the battlefield. Teams primarily from North America and Europe battle for the title each season. Each match consists of two 20 minute halves. The 5v5 league is played on smaller BG3 maps such as bg_trenton, bg_winterisle, bg_canal and bg_wrecked. Seasons run for round 6-8 weeks, and a match is played each weekend.

Pick Up Games

For those who would like to practice their melee and shooting skills in a semi competitive environment and understand the gameplay of the 5v5 format, pick up games are an excellent choice. Team captains are chosen, and each take turns picking from a pool of players until teams are formed, then they play a 30 minute match on a map of their choice.

Multiclan Linebattle

The multiclan linebattle is a huge linebattle event in which most of the linebattle clans participate in. Player numbers can range anywhere from 60-100 players. The match is played on linebattle maps, such as lb_alpinepass, lb_autumn and lb_princeton. Teams are organized and each team plays 5 rounds on American and British. The best out of 10 wins.

How do I join?!?!

All of the clans listed in the clans page participate in the 5v5 format or the linebattle event, feel free to hop into one of their discords and inquire about joining or participating in the events. The Battle Grounds III Tournaments discord is a great way to join pick up games, get information about the 5v5 league and multiclan events, and participate in various tournaments (with cash prizes!).

2/15 Sneak Peek

Hello Friends!

We are steadily chugging away on new maps, models and gameplay features, and since it’s been a while since our last content update we wanted to give you guys a sneak peek of what we’re working on. Lead Developer “Awesome” has been hard at work coding in the progression system, crafting the UI and modeling the new skins, weapons and cosmetics! During this sneak peek we will be taking a look at the new weapons that will be coming. Here they are, from left to right according to the image above:

Continue reading “2/15 Sneak Peek”

1/23 Mini Update

Hello friends!

After a bit of hibernation during the winter holidays, the dev team has awoken and getting back into the swing of things. To finish off January, we are releasing a few things that we have been working on in the background, and have made some long demanded balance changes.

Weapon Changes

  • Reverted hipfire accuracy changes made in the previous shooting update.
  • Moving hipfire accuracy has been decreased slightly.
  • Decreased Spanish Mosquettes lock time from .03s to .05s (still the fastest locktime)
  • Spanish Mosquette is now the default starting weapon for Americans.
  • Improved the 1-shot kill range of the Pattern 1776 Rifle.

Discord RPC

  • You can now see the server and session details of BG3 players in the BG3 Official Discord.

Bug Fixes

  • Grenadier T pose on grenade drop fixed.

11/26 Update

Happy Thanksgiving!

We’d like to give you a juicy BG3 update to put alongside your thanksgiving spread.

Gameplay Updates

  • Grenadiers wielding grenades will now drop them when their throwing arm is injured.

In an effort to move away from point blank hipfiring for easy kills, the following experimental shooting changes were applied:

  • Hipfire accuracy cone is now 1.5 times as big as before
  • Hipfire accuracy takes slightly longer to reach it’s peak after coming to a standstill
  • Bringing up ironsights (ADS time) now takes 25% longer, to reduce unrealistic quick-scoping
  • The ‘slow debuff’ applied by shotguns and grenades now only lasts for 4 seconds instead of 5

Map Changes

bg_canal

  • Removed first flags, modified other flags into 2/1/2 split
  • Opened up the city hall area a bit more
  • Flag behavior streamlined with other 5v5 maps

bg_wrecked

  • Graphical enhancements, including waves (thanks Taxpayer!)

sg_siege

  • Front gate has more health
  • Moved tunnel flag further back in favor of defenders
  • Main tunnel room made slightly bigger
  • Added a room in American spawn to serve as a ‘final stand’ room when tickets run out
  • Respawn time lengthened from 7s to 9s to give defenders more time to recover
  • British spawn barricade now breaks a second slower to give defenders more time at round start
  • Added class limits for grenadiers

Bug Fixes

  • Fixed broken ground texture on wrecked
  • Fixed glass texture reflection, multiple maps
  • Fixed hole in british spawn on siege that allowed for an early exit
  • Fixed missing texture on canal

11/8 Update

Mapping contest maps released!

At long last, the maps from the contest will be officially released! We know you all have been chomping at the bit to play them, and we have been hard at work bringing the maps and new assets into the game.

Revamp: sg_siege

Lead mapper meat has been taking the bg2 classic sg_siege and bringing it up to par with other bg3 maps such as bg_winterisle and ctf_stonefort! Some of the changes include a reorganized interior with a swivel gun, brand new palisade models, a redone mine and cellar, and smoother overall gameplay. These are welcome changes on an already loved map.

Gameplay tweaks

All 5v5 maps have had flag capture times standardized. The old flag cap time on some maps was 5 seconds, and this has been shifted to 3.5 seconds. This should allow for faster back and fourth gameplay.

Miscellaneous additions and fixes

  • New models have been added for mappers and level designers to play with
  • Weapon models recompiled by Awesome to fix lighting bugs
  • Broken physmeshes on certain props fixed by meat
  • Townguard has received another round of graphical updates
  • Respawn time on townguard has been reduced by 1 second to account for shorter cap times
  • Added 5v5.cfg and pug15.cfg

15/7/20 Update – Mapping Contest, Map Changes, Musket Changes, Fixes!

Hello Friends,

It’s been a while since our last update, however you all have not been forgotten about. While this update has not been as flashy as some of the weapon additions, there are map improvements galore and new assets that bring a bit of polish to the game. There’s also a nice fix that players have been demanding for quite a while.

Mapping Contest Update

With our mapping contest coming to a close, make sure you swing by the mapping competition site to check out the teaser images of the contestants’ maps. The maps are looking phenomenal and we are really looking forward to seeing what they have done. A final playtest will be held this Saturday, the 18th at 6PM GMT. Check the official discord for more details!

Map Changes

Winterisle

  • Added choke points to flanking routes
  • Added more cover to the American side of the map
  • Small changes made inside of the fort
  • Moved the British flag slightly further away from the British Spawn
  • Brightened the map
  • Winterisle has replaced plateau in the default map rotation

Townguard

  • Added a shortcut to the town center middle garden
  • Fixed the small stairs in British spawn that players got stuck on
  • Toned down the HDR and bloom

Trenton

  • Added an ammo box in the connector
  • Raised the peep hole in the connector, market can no longer see if someone is jumping over the connector wall
  • Added slight cover to the market stalls

Road

  • Fixed flag return times to 2 seconds for both teams
  • Ammo boxes have been added to the sniper nests
  • Fixed a hole in the map near American spawn
  • The logs over the middle are now easier for players and bots to traverse

Ravine

  • Added more spawns for both teams
  • Lowered a rock model near the right side of the main gate that was causing players to get stuck on it

Bombzone

Bombzone removed due to not seeing much play

New Assets

As the deadline for the BG3 Mapping Contest nears, some fancy new assets have been added to give the upcoming maps a bit more polish. They include:

  • New flat and pointed palisade walls
  • A market box that fits on top of the stall
  • An assembled static farm wagon
  • Updated wood spikes and a second skin for them

Miscellaneous

Musket one-shot kill ranges have changed to be based on the weapons’ damages. These ranges are now visible in the classmenu. Accuracy values are also now reported in the class menu.

Last, but certainly not least, the red screen effect that occurs when players take damage has been reduced. The red screen had the tendency to disorient the player in dark or smoky environments; this tendency should now be reduced.

A new variable ‘mp_damage_kill_cap’ now exists such that, when turned on, damage values are capped to the victim’s health; for example a fatal headstab (on a healthy player) would always report 100 damage regardless of weapon used. This can be used in competitive environments in order to balance damage scores on the scoreboard.

 

“My bursting heart must find vent at my pen.”—Abigail Adams

18/5/20 Update – New Team Member, Map Changes, Player Action Menu, CSVs, Fixes

Attention, soldiers! Much has happened inside the developer’s tent—first, we would like to welcome the programmer PhilmacFLy back into the development team. Phil was back in the team during BG2, and was in fact the one who first implemented having the website shown in the main menu. He’s back, and he’s already coded something for us: the player action menu, which you can read about below.

Continue reading “18/5/20 Update – New Team Member, Map Changes, Player Action Menu, CSVs, Fixes”

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