News

End of Season 10 Tournament Winners (War Star Empire)

The War Star Empire End of Season Clan Tournament has finished, and Season 11 is now Live!

War Star Empire Season 10 Tournament Winners

  • PrOuD BrOtHeRhOoD XxX – 1,001 Points

# 1 GEN. AjMaL- L60 with 540 points WINS 1000 Gold
# 2 GEN. AjMaL L60 with 495 points WINS 1000 Gold
# 3 LTG. داعش L55 with 202 points WINS 1000 Gold
# 4 GEN. antonius L60 with 130 points WINS 1000 Gold
# 5 John L44 with 120 points WINS 1000 Gold
# 6 MAJ. PARCA L30 with 119 points WINS 1000 Gold
# 7 COL. wafa L44 with 116 points WINS 1000 Gold
# 8 战争 L52 with 108 points WINS 1000 Gold
# 9 Kadri L56 with 100 points WINS 1000 Gold
#10 LTG. AjMaL– L55 with 36 points WINS 1000 Gold

  • friendship and brotherho – 919 Points

# 1 LTG. saladeen L58 with 326 points WINS 500 Gold
# 2 Aya L52 with 253 points WINS 500 Gold
# 3 LTG. Alking L55 with 212 points WINS 500 Gold
# 4 Donald L55 with 156 points WINS 500 Gold
# 5 امير L49 with 139 points WINS 500 Gold
# 6 LTG. kangdadangtea L56 with 132 points WINS 500 Gold
# 7 LTC. BlackHorse L38 with 132 points WINS 500 Gold
# 8 LTG. zephyr L56 with 120 points WINS 500 Gold
# 9 عبدالله L51 with 120 points WINS 500 Gold
#10 Luay L29 with 108 points WINS 500 Gold

  • Brothers and loyal frien – 239 Points

# 1 COL. FAB2 L40 with 110 points WINS 300 Gold
# 2 Tiger L28 with 104 points WINS 300 Gold
# 3 CPT. blackblack L28 with 102 points WINS 300 Gold
# 4 BG. Lieun L45 with 94 points WINS 300 Gold
# 5 MG. ayhem L52 with 18 points WINS 300 Gold
# 6 Toto L27 with 18 points WINS 300 Gold
# 7 MG. فداءFAB L53 with 12 points WINS 300 Gold
# 8 Ali L35 with 10 points WINS 300 Gold
# 9 MG. دمیFAB L53 with 4 points WINS 300 Gold
#10 LTC. Eagle L37 with 4 points WINS 300 Gold

Good hunting, Commanders!

End of Season 11 Tournament Winners (Battlefront Mars)

The Battlefront Mars End of Season Clan Tournament has finished, and Season 12 is now Live!

Battlefront Mars Season 11 Tournament Winners

  • BLACK – 13,484 Points

# 1 DRAGONLORD L40 with 5734 points WINS 1000 Gold
# 2 sakalaka L40 with 5050 points WINS 1000 Gold
# 3 LadyKiller L30 with 3888 points WINS 1000 Gold
# 4 GHOSTRIDER L40 with 2002 points WINS 1000 Gold
# 5 ҭђε-ʛὄḋ-ὄṩἶʀἶṩ L40 with 1762 points WINS 1000 Gold
# 6 YOUSEF-JORDAN L40 with 1409 points WINS 1000 Gold
# 7 Naqibullah L39 with 1408 points WINS 1000 Gold
# 8 bilal L39 with 1404 points WINS 1000 Gold
# 9 حنفي1يحب1حنفيه L40 with 1342 points WINS 1000 Gold
#10 Illies L40 with 1300 points WINS 1000 Gold

  • NON CRYING Warriors – 10,136 Points

# 1 ƬӇЄ=ĀƝƓƦƳ=ĒĀƓԼĒ L40 with 4674 points WINS 500 Gold
# 2 =MASTER= L32 with 4210 points WINS 500 Gold
# 3 Shadow wind L39 with 1861 points WINS 500 Gold
# 4 المايسترو L39 with 1809 points WINS 500 Gold
# 5 HB2Kings L35 with 905 points WINS 500 Gold
# 6 Napoleon L40 with 890 points WINS 500 Gold
# 7 ISLAM–RELIGION L40 with 786 points WINS 500 Gold
# 8 ҭђε-ʛὄḋ-ṩεҭ L40 with 742 points WINS 500 Gold
# 9 DAHJ L40 with 681 points WINS 500 Gold
#10 Luay L40 with 663 points WINS 500 Gold

  • Born To Fight – 7,125 Points

# 1 Timmy-Dawson L40 with 1901 points WINS 300 Gold
# 2 ICCSKYHACKER L34 with 1342 points WINS 300 Gold
# 3 Buddy L40 with 1242 points WINS 300 Gold
# 4 ĐÄŖĶ₣ÏŖË L39 with 1107 points WINS 300 Gold
# 5 DeathPhoenix L39 with 1101 points WINS 300 Gold
# 6 VENOM L40 with 959 points WINS 300 Gold
# 7 Captain L38 with 902 points WINS 300 Gold
# 8 Ceres L40 with 892 points WINS 300 Gold
# 9 Warlock1 L40 with 817 points WINS 300 Gold
#10 Jason L40 with 785 points WINS 300 Gold

Good hunting, Commanders!

TR: Discord Dev AMA Round #2 Tonight

Tonight in our Thunder Run Discord Server:

Discord Dev AMA Round #2

Join us in the #general discussion channel of our Thunder Run Discord Server tonight at 7pm US Pacific Time (Saturday 2am GMT) for our 2nd community “Discord Dev AMA”. What does “AMA” stand for you ask? It means “Ask Me Anything”, and we’re letting you the players do just do that.

Read more about the Discord Dev AMA guidelines here: https://www.battlehouse.com/tr-20191001-patchnotes/

Follow this link to sign-up or login to Thunder Run Discord Server, and we’ll see you all on Friday! -> https://discord.gg/jtmuEH

BFM: Welcome to Season 12!

New this week in Battlefront Mars:

Welcome to Season 12!

Welcome to Season 12! Going into the new season, all Leaderboards and PvP Points are reset, meaning that it’s a fresh start for YOUR Clan to be the new the dominating Clan of the Season, and win the Seasonal Clan Tournament Grand Prize of 10,000 Gold for your Clan at the end of the Season in 3 months from now. Does your Clan have what it takes?

Good hunting, Commanders!

WSE: Welcome to Season 11!

New this week in War Star Empire:

Welcome to Season 11!

Welcome to Season 11! Going into the new season, all Leaderboards and PvP Points are reset, meaning that it’s a fresh start for YOUR Clan to be the new the dominating Clan of the Season, and win the Seasonal Clan Tournament Grand Prize of 10,000 Gold for your Clan at the end of the Season in 3 months from now. Does your Clan have what it takes?

Good hunting, Commanders!

MF: Welcome to Season 17!

New this week in Mars Frontier:

Welcome to Season 17!

Welcome to Season 17! Going into the new season, all Leaderboards and PvP Points are reset, meaning that it’s a fresh start for YOUR Alliance to be the new the dominating Alliance of the Season, and win the Seasonal Clan Tournament Grand Prize of 10,000 Gold for your Alliance at the end of the Season in 3 months from now. Does your Alliance have what it takes?

Good hunting, Commanders!

DV: Welcome to Season 12! Elite Machine Gunner Updates, More L4 Sec Teams, and more – October 3rd Patch Notes

New this week in Days of Valor:

Welcome to Season 12!

Welcome to Season 12! Going into the new season, all Leaderboards and PvP Points are reset, meaning that it’s a fresh start for YOUR Clan to be the new the dominating Clan of Gundar, and win the Seasonal Clan Tournament Grand Prize of 10,000 Gold for your Clan at the end of the Season in 3 months from now. Does your Clan have what it takes?

Elite Machine Gunner Updates

Spray ‘n Pray, Commander! The Elite Machine Gunner has been outfitted with some highly desired performance improvements and a huge ONP Cost Reduction. Here’s what’s new:

  • Training and repair times have been reduced by 50%.
  • Fuel cost for training has been reduced by 25%, and supply cost for the training is now the same as the fuel cost. Hardware cost for training has also been drastically reduced. An Elite Machine Gunner at L15 will only cost 100 Hardware, down from the previous 1,050.
  • Fuel cost for research has been reduced by 10%, and supply cost for the research is now the same as the fuel cost. Hardware cost for research has also been reduced by 50%.
  • Research time has been dramatically reduced. It now takes 2 days to research L1, and 7 days to reach L15.
  • Hit Points have been increased by 25%.
  • Damage has been increased by 30%.
  • Range has been increased slightly at max level.
  • And the kicker? The ONP cost for the Elite Machine Gunner blueprint has been reduced by 50% in the Event Prizes Store, so get’em while they’re hot!
New Elite Machine Gunner Stats at L1
New Elite Machine Gunner Stats at L15

More Level 4 Security Teams

Following up from our Level 4 Security Team roll-out 2 weeks ago, this week we’re making even more teams upgradeable to L4:

  • Foxtrot Force – Increases repair, research, and production speed for armor units
  • Golf Force – Increases repair, research, and production speed for flying units
  • Hotel Force – Adds security teams to defend your Fuel Yards, and boosts production rate
  • India Force – Adds security teams to defend Supply Depots and Fuel Depots
  • Juliett Force – Adds security teams to defend Generators

To get started upgrading your leaders, check out the complete guide to high-level leaders on the Battlehouse forums.

Prefer watching a video? Let Community Manager Commander Cameron walk you through in the following video tutorial:

Elite Mortarman L7+ Available To All

That’s not all, Commanders! As of today, the Elite Mortarman L7+ Blueprints and Sub-Components are back and available for all! No need to grab the L7 blueprint if you didn’t get it before. Just start upgrading!

Have feedback to share about this week’s releases? Let us know over on Clan HQ.

Good hunting, Commanders!

TR: Welcome to Season 16! Elite Machine Gunner Updates – October 3rd Patch Notes

New this week in Thunder Run:

Welcome to Season 16!

Welcome to Season 16! Going into the new season, all Leaderboards and PvP Points are reset, meaning that it’s a fresh start for YOUR Clan to be the new the dominating Clan of Gundar, and win the Seasonal Clan Tournament Grand Prize of 10,000 Gold for your Clan at the end of the Season in 3 months from now. Does your Clan have what it takes?

Elite Machine Gunner Updates

Spray ‘n Pray, Commander! The Elite Machine Gunner has been outfitted with some highly desired performance improvements and a huge ONP Cost Reduction. Here’s what’s new:

  • Training and repair times have been reduced by 50%.
  • Fuel cost for training has been reduced by 25%, and supply cost for the training is now the same as the fuel cost. Hardware cost for training has also been drastically reduced. An Elite Machine Gunner at L15 will only cost 100 Hardware, down from the previous 1,050.
  • Fuel cost for research has been reduced by 10%, and supply cost for the research is now the same as the fuel cost. Hardware cost for research has also been reduced by 50%.
  • Research time has been dramatically reduced. It now takes 2 days to research L1, and 7 days to reach L15.
  • Hit Points have been increased by 25%.
  • Damage has been increased by 30%.
  • Range has been increased slightly at max level.
  • And the kicker? The ONP cost for the Elite Machine Gunner blueprint has been reduced by 50% in the Event Prizes Store, so get’em while they’re hot!
New Elite Machine Gunner Stats at L1
New Elite Machine Gunner Stats at L15

Have feedback to share about this week’s releases? Let us know over on our Thunder Run Discord Server.

Good hunting, Commanders!

Battlehouse Dev Blog, Issue #1: About Your Developer, Engine Developments

Welcome to our first installment of the Battlehouse Dev Blog, a place where fans of all Battlehouse games (Thunder Run / Days of Valor / Mars Frontier / War Star Empire / Battlefront Mars / Firestrike) can enjoy regular behind the scenes peaks into the mind of at least one Battlehouse Developer. This week we’ll be getting to know our Developer a little bit better, after which point he’ll dive deep into some detailed Engine Development updates. So without further adieu, everyone meet bh-nirgal:

About Your Developer

Hello, all!  Your blogging developer this month will be Nirgal. My professional background is in cybercrime investigations and computer forensics. I served as a police detective for fourteen years prior to joining Battlehouse. Aside from my developer role, I also work as a computer forensic scientist and forensic software developer.

I joined Battlehouse in May of 2018 as a junior developer. My first project was the anti heavy armor mine. In September of 2018 I became the lead game developer. At that point, I mostly worked within the confines of existing engine features. I had prior experience as a Python developer, but no experience in JavaScript or HTML5, meaning I had little knowledge necessary to work on the browser engine. Thanks to constant immersion in the code and a passion for education, I’ve learned enough JavaScript to make adding features to the engine a regular part of my work. My responsibilities gradually morphed to the point where I’m now responsible for a lot of the game engine and server.

My goals for all of the games have been to improve the chances of defenders by increasing the variety and strength of base defenses, and to make new content for attackers more mechanically interesting to play.

In this blog, I’ll be discussing contents that are currently being developed and the reasoning behind the developments. I will also be discussing planned next steps that have a timeline, and discussing possible future development that has no set timeline. Reader feedback is strongly encouraged.

Engine Developments

Our HTML5-based browser client has been the focus of several recent developments that have affected most of the games. Most of the changes currently in development have been focused on how crafting and upgrading works “under the hood.”

Landmines, which are currently featured in Thunder Run, Days of Valor, Battlefront Mars, War Star Empire, and were most recently added to Firestrike, were a significant problem area for us. Many of the data objects in the game are able to define an item or unit at every level the item or unit has. For example, a level 1 Rifleman in TR or DV is the same data object as a Level 14 Rifleman. Landmines were unique because they required three separate data objects for each level of the landmine: one for the mine itself, one for the mine’s explosive, and one for the engine instructions on crafting and delivering the mines. In TR and DV, this meant that anti-infantry mines had 54 separate data objects. In Firestrike, three landmine types with 215 levels each meant that there were 1935 data objects in landmines. Each data object duplicated data needlessly, and was resulting in larger downloads.

This project was completed first for War Star Empire, and has since been deployed to all other games.

This migration process uncovered problems with how our battle log and battle replay system were designed, which will have to be addressed in a future engine update cycle. Our current plan is to leave the legacy data online until March of 2020, then deprecate battle replays that predate October 2019. If you have an iconic battle you’d like to save, be sure to record it with video software before it’s gone forever.

The second update involves armed buildings. For the longest time the only armed buildings have been landmines and turrets. Each of these use a special crafting interface that other portions of the game don’t need to use. I altered the turret crafting interface to support three other types of armed buildings. During this process, I came across a similar problem faced by landmines. Any turret that consumed power while crafting required a separate data object for each level of its crafting instructions and the turret itself. In Firestrike, the three turret types only required three data objects each, but in Thunder Run each turret required two objects per level, resulting in 56 separate objects per turret type.

Engine Future Plans:

There’s a laundry list of UI tweaks and bugfixes that need to be addressed, but the next major feature change is the grid crafting system. Currently, only landmines use the crafting grid. I’d like to make it so players can craft ambush point equips on a grid, and building security nodes on a grid. We added the inventory tab system as a bandage to the warehouse size issues, but I’m hoping being able to craft what goes into a slot will help players who currently use these features. Currently, interface limitations mean the grid sizes are hard capped at 28 slots. I intend to add support for scroll buttons, allowing us to raise the cap. To be clear, mines, ambushes, and security nodes would all have their own grids. Mines need to be rebuilt, so a “rebuild all” button will be added both to the mine crafting interface and to the base repair interface. Once this is done, I hope to add these features to games other than Thunder Run and Days of Valor.

That Laundry List of Bugs:

Mine crafting queue freezing: This looks like something related to how the building repair code interacts with the crafting queue. It will take some research.

Lack of Hardware listing in the repair UI: This is now fixed!

Battle Replays: A lot of data doesn’t get snapshotted properly and becomes buggy when the state of the game changes. The whole system needs an overhaul to take better data snapshots and not rely on the current gamedata. We will probably have to automatically sunset replays older than one month to keep the replay data storage from becoming unmanageable.

That Laundry List of UI Changes:

Allow access to building leaders and stats while the building is building/crafting/repairing: This should be doable. There’s some logic that decides which buttons to show for a building. There will need to be some additions to hide certain menu buttons once you’re viewing the building if it’s busy building/crafting/repairing.

Allow buildings to be moved while under construction: This shouldn’t be too hard, but there may be some surprises under the hood.

Allow buildings with an instant build to bypass the construction timer. This will require some significant logic restructuring to implement and will be a low priority.

Toggle enemy AI picture: I want to make it so you can show/hide the enemy AI at your leisure. It will still have to appear at the start of an event.

Toggle base advisor picture: I want to make it so you can show/hide your base advisor, though it will reappear during important announcements.

Show ONP as a resource: I plan to show it next to Hardware. Mirroring the count in the warehouse will be fairly simple. I will not be able to remove it from the warehouse inventory without a much more significant engine overhaul that would require changes to both the server and browser client.

Damage indicators: I intend to update the hovertext over UI damage indicators to show the modified DPS against a class of unit.

There are many other excellent suggestions on UI overhaul, but I’m not adding them right now. For one, I’m not a UI designer, so I’d probably botch it. For two, I don’t even have an inkling of the time investment necessary, so putting them up here as in the works would be disingenuous.

Vague Future Plans:

I want to overhaul the multiplayer map interactions. Accusations of cheating on the multiplayer make up a significant amount of our fan interactions and customer support tickets. Since actual player vs player is currently beyond our engine’s abilities (and may always be), I have come up with some theoretical changes that are in line with our player vs AI-owned-by-player model. None of these are in the pipeline or definitely happening, but player feedback is encouraged:

  • Make it so battalions can’t be attacked while a player is online, but also that the battalion can’t block a path while a player is online. In other words, no jailing, and no PvP between players online at the same time. This would probably be the simplest to implement, but also the worst idea.
  • Make it so battalions can be attacked and block while a player is online, but only if the player “garrisons” the battalion, causing the battalion to dig in at their current position. Turning off the “garrison” action takes half a minute of real time, but the battalion gets a defense boost while garrisoned. Garrisoning could happen automatically when logging out, or logged out battalions could still require manual garrisoning. Two options for how garrisoning could work:
    • Battalion deploys a few fixed defenses in the form of a small minefield and turret deployment which is generated on the fly and disappears when they de-garrison.
    • A defense and range boost is applied to a garrisoned battalion, which is turned off when they move. It also gets turned off if a lower-level player attacks a higher-level player’s garrisoned battalion (to discourage “jailing”).
  • Make it so battalion strength is boosted or nerfed based on relative power levels of the battalions, to a certain degree. If a squad of fully equipped L15 TOS-1As attacks a pair of L3 Riflemen, it’s going to be a massacre regardless, but if twelve L14 Riflemen attacked six L7 Riflemen, the stats might wind up being closer to twelve L14s vs nine L11s. This would be tricky since it would require comparison of stats on the fly. It might work better to calculate average range, total DPS capacity, and total HP, and boost the defender by 50% if their total capacity is less than 50% of that of the attacker. This would probably wind up being too finicky to turn into a workable idea, but I included it to share some of the places my brain goes.

And that’s about as deep as we’re going to go into the engine today, but check back at the same time next week for a more in depth dive into Thunder Run and Days of Valor, where Nirgal will give us behind the scenes insight into projects he’s currently working on, and how they fit into the bigger picture of the games.

Like what you see in this Dev Blog, or have suggestions on things you’d like to see Nirgal talk about in the future? Let us know over on our Thunder Run Discord Server (for Thunder Run players), or on Clan HQ (for all other games). See you all next week!


TR: Discord Dev AMA Round #2 This Friday

This Friday in our Thunder Run Discord Server:

Discord Dev AMA Round #2

Join us in the #general discussion channel of our Thunder Run Discord Server this Friday, October 4th at 7pm US Pacific Time (Saturday 2am GMT) for our 2nd community “Discord Dev AMA”. What does “AMA” stand for you ask? It means “Ask Me Anything”, and we’re letting you the players do just do that.

These text based live chats are a great opportunity for you the players to connect with Thunder Run game developers and Community Support Team members to share your feedback about the game, and meet other dedicated players of the Battlehouse community. Looking for a new home for clan chat operations? Creating a private clan channel on our Discord server gives you the added benefits of voice chatting with your clanmates, and sending clan notifications across all devices (including mobile)!

Guidelines:

  • Please remain civil and respectful at all times. Any bad behavior that violates our Discord Community rules, posted in the #rules channel, may be punished with a permanent ban and removal of your comments.
  • We invite you to ask the deep and hard hitting questions relevant to the whole game community. But note, this AMA is not intended to be a means of receiving instant answers to individual player support tickets. We will not be responding to reports about suspected cheaters, offensive chat disputes, or other account-specific questions that would be more appropriately handled in private by the Player Support team.
  • Try to ask concise, but clear questions. Huge blocks of text with several questions shoved into one may not be answered, nor will non-constructive comments such as “fix the game”.

Follow this link to sign-up or login to Thunder Run Discord Server, and we’ll see you all on Friday! -> https://discord.gg/jtmuEH