[img]https://clan.cloudflare.steamstatic.com/images//41550994/c6acef26285819f123dd21db8579a6342df6bff6.png[/img] Greetings, commanders! We hope you enjoyed our previous devlogs about the graphical and technical improvements made to Men of War II (if you haven't checked them out yet, you can find them [url=https://steamcommunity.com/games/1128860/announcements/detail/4105665567907955804]here[/url], [url=https://steamcommunity.com/games/1128860/announcements/detail/4168718495686776399]here[/url], and [url=https://steamcommunity.com/games/1128860/announcements/detail/4151828728698777002]here[/url]). Today, we want to share detailed info about our approach to creating the multiplayer part of the game and our core philosophy — to provide our fans with as many possibilities and features as possible for an exciting game with their brothers in arms. But now, make yourself comfortable and dive into this intriguing new brief! [h3]Main features and available modes:[/h3] [list][*] 25 diverse maps with their terrains and biomes (snowy, desert, rural, and urban), as well as the ability to choose the time of day and weather in the lobby and much more. Each map will scale based on the number of players in one session.[/list] [b]Matchmaking and lobbies[/b] [list][*] Matchmaking features automatic player matching, which balances team composition based on battalion type, player rating, and ping, making sure that you will get the best possible experience from each battle from both the technical standpoint (low lag) and team balance (playing with and against commanders of similar ranking and thus skill). The only game mode available for matchmaking is the “Front Line” (see below) [*] In "Combined Arms" and "Classic" matchmaking, players have the option to set the preferred team size: 1v1, 2v2, or 3v3). [*] In “Battalions” matchmaking, the algorithm always tries to create a 5v5 game, but only if enough eligible players can be found will it start a 4v4 or even a 3v3 match. [*] In lobbies, players can fully customize the game to their liking, as in previous games in the series. Lobbies can be set as either private or public at the player's discretion.[/list] [b]We have also added many additional features for fine-tuning lobbies:[/b] [list][*] Map selection and difficulty, team size, weather and time of day, the game mode ("Front Line," "Combat," "Incursion," and others), match setup mode (“Battalions” / “Combined Arms” / “Classic” / “Mission” / “Tanks only”), ability to set the amount of required victory points, max. match duration, maximum unit level, server location (automatic, local, dedicated), battalion visibility (whether opponents from different teams can see selected battalions in the lobby or not), army alignment ("none" allows any army mix in each team, "1 team - 1 army" makes it so that a team can only consist of players with the same nation’s army, "alliance alignment" sets the match so that the Third Reich can only be by itself, but USSR and USA can team up, as they are allies), and the choice between "realistic" or "competitive" game settings.[/list] [b]Other changes:[/b] [list][*] Ability to check various statistics: rating points, win percentage, total number of battles, unit preferences, average performance metrics (damage/experience), and comparative rating table of all players. [*] Automatic reconnection and selection of the optimal host among all players. [*] Ability to view and share battle replays and add another player to friends or a team. [*] A built-in system tracks any manipulations with the game client, excluding the possibility of using cheats during multiplayer games (if any changes are attempted, the user will be kicked out due to desynchronization with the server). But this will not affect the mods in any way.[/list] [img]https://clan.cloudflare.steamstatic.com/images//41550994/7db8fbb4b0b15b824e9cdcf8c51d949c6d8b4ec0.jpg[/img] [h3]3 Match Setup Modes, each with its own matchmaking and rating[/h3] [h3]"Battalions"[/h3] When we first started developing the Men of War II multiplayer, we decided within the team to create something unique, capable of attracting a more comprehensive range of players while making each match different for any assembled team. Every battle is a complex scheme with multiple commanders of specific types of troops trying to coordinate as one whole to achieve a crushing victory over the enemy. Some prefer infantry frontal attacks, while others favor tanks and their crushing power or the thundering cannons of heavy artillery. Still, they all must interact closely, demonstrating their best skills in managing the units available to them. [b]Available game modes within "Battalions":[/b] [list][*] "Front Line" is a new strategic mode in which both sides of the conflict constantly use infantry to advance their front lines and capture enemy territory. Expect tense matches akin to a constant tug-of-war, where teamwork is paramount. [*] "Front Line" without defensive troops controlled by AI - the same mode as described above, but without defensive troops controlled by artificial intelligence on the edges of the map, which increases the risk of your troops being destroyed by the enemy. [*] "Assault Zones": Opposing sides will face off, capturing and holding strategic points on the map, thereby earning victory points. [*] "Combat Sectors" - the map is divided into various sectors that must be captured and defended from enemy attacks. [*] "Area Control" is a hybrid mode where you must capture both points and territory on the map, utilizing the front line mechanic. [*] "Combat" — the classic Men of War mode, showcasing a large-scale battle between two sides of the conflict. Victory goes to the team that can destroy more enemy troops while preserving its most valuable units. [*] "Clashing Armies" — a variant of the Front Line. The objective is the same: to capture enemy territory. However, instead of defensive AI, an endless stream of AI infantry rushes toward the front line, pushing into the other team’s territory. Whenever an AI soldier is killed, a new one spawns in the rear and rushes toward the front. [*] "Incursion" is an asymmetric game mode using the "Frontline" mechanic in which one team must capture several designated zones held by the opposing team. Unlike “Area Control” or “Assault Zones,” once a zone is captured, it disappears, meaning Team A is always on the attack, while Team B is always tasked with defending their zones for as long as possible.[/list] [b]Additional lobby options:[/b] [list][*] Ability to change the number of victory points needed to win the match. [*] Ability to change the match duration limit.[/list] [h3]"Combined Arms"[/h3] This battle mode was developed based on "Battalions." Still, unlike it, each player here will have access to one much larger regiment without limitations associated with battalions and specializations, allowing you to customize it as you see fit, choosing all the necessary units available for the nation you have selected. The most important thing in this mode is to realize the full potential of the units, as the opponent has the same level of freedom in assembling the army. Players still assemble their armies before the match, and the planning stage plays an important role. [b]Available game modes within "Combined Arms":[/b] [list][*] "Front Line" [*] "Assault Zones" [*] "Combat"[/list] [b]Additional lobby options:[/b] [list][*] Ability to change the number of victory points needed to win the match. [*] Ability to change the match duration limit.[/list] [h3]"Classic" Mode[/h3] After the first open beta test of Men of War II last year, we received numerous requests from fans of the previous games in the series asking us to bring back a more "classic" game mode, where you don't need to choose battalions, only the faction you want to play. This is similar to Combined Arms; however, there is nothing to customize before the match starts here. Once in the game, you will have all units from your nation's army available through a selection menu on the right-hand side of the screen (also, you can call in air strikes and recall troops to reserve). The "Classic" mode is our tribute to the rich heritage of the franchise, which will surely please the long-time Men of War veterans. [b]Available game modes within the "Classic" match setup:[/b] [list][*] "Front Line" [*] "Assault Zones" (with fixed unit spawn points) [*] "Combat" [/list] [b]Additional lobby options:[/b] [list][*] Ability to change the number of victory points needed to win the match. [*] Ability to change the match duration limit.[/list] Unique templates for personal compositions (determines the amount of resources and types of units available in the reinforcement menu): [list][*] Battalion (100 CP, 2500 budget points). [*] Regiment (125 CP, 2500 budget points). [*] Division (150 CP, 2500 budget points). [*] Battalions without timers (100 CP, 2500 budget points, and without starting timers for reinforcements). [*] Infantry only (60 CP, 2500 budget points, and reduced unit respawn timers). [*] Tanks only (75 CP, 500 budget points, 300 Special points - the other templates have 150, without unit respawn timers). [*] No airstrikes. [*] No artillery. [*] Testing mode (no restrictions).[/list] [h3]"Tanks Only" Mode[/h3] We always wanted to create the most dynamic mode focused on armored vehicle management, and that's how the new "Tanks Only" mode came about. You will fight for control points with other players, but all available vehicles will have modified visibility range parameters. Users can get a completely different tank experience from this mode if they launch it in "Realism" mode. More realism means more hardcore! [img]https://clan.cloudflare.steamstatic.com/images//41550994/3aed40bf10a9c2d8dd43fe8f878a1e95e42e7f3c.jpg[/img] [h3]"Competitive" and "Realistic" Game Settings[/h3] During the past open beta tests of Men of War II, we carefully monitored your feedback and wishes and decided that the multiplayer mode should appeal to both hardcore enthusiasts as well as a broader audience. That's why we introduced two Game Settings options available through the lobby: [list][*] "Competitive" battle setup for a broader range of players with various informational icons in the combat interface and the display of vehicle health levels, while the overall characteristics of units are balanced regarding combat unit efficiency. [*] "Realistic" battle setup for more hardcore players. Additional markers and other informational elements are absent in the combat interface, and the combat characteristics of units are closer to real ones. Vehicle health bars are not displayed. In addition, vehicle destruction is now more influenced by the hit location and caliber of the shell, and it is easier to disable vehicles (and capture them) instead of destroying them completely. [*] We would also like to emphasize that the Competitive/Realistic game settings are completely independent from the match setup mode — meaning that in a lobby, you can play “Battalions” with Realistic settings or “Classic” with Competitive settings, for example—it is completely up to you. However, in matchmaking, “Classic” mode is paired with the Realistic setting, while “Battalions” and “Combined Arms” run with the Competitive rule set.[/list] We truly believe that with the help of all the feedback from our awesome community during the past public playtests, we managed to create the most engaging and variable multiplayer experience in the Men of War series — and also the most accessible for any RTS fan. However, it is worth noting that every multiplayer mode can be enjoyed without facing live players simply by choosing fully customizable bots as opponents in the lobby. We'll talk about this and other features of Men of War II in our next devlog, which will tackle the single-player experience you can look forward to in the game. For now, add the game to your wishlist to stay up to date with the latest project news, and see you on the battlefield, commanders! https://store.steampowered.com/app/1128860/Men_of_War_II