FS: New Artillery Firebase and Craftable Missiles – April 8th Patch Notes

New this week in Firestrike:

New Artillery Firebase!

Heads up, Commanders! Our engineers have made some breakthroughs and we no have the ability to research, produce, and fire specialized artillery shells.

To begin, construct an Artillery Firebase from your Buildings>Defense menu. Research the artillery shell of your choice, be it anti-armor, anti-infantry, or anti-air, and craft these missiles under the “Produce” tab.

You can even use the crafted missiles in battle! You can find them to the left when you are attacking.

Three crafted missiles ready for use

Upgrade your Artillery Shells for more damage and AoE, or upgrade your Artillery Firebase for more missile capacity. Either way, rain hell upon your enemies, Commander!

To see where the design team currently stands on various Community suggested features and game improvements, check out the Firestrike “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 this season in Battlehouse games, check out the Developer Roadmap in the most recent edition of the Battlehouse Dev Blog.

Have new feedback to share? Let us know over on our “firestrike” channel within our TR Discord Server.

Good hunting, Firestrikers!

FS: Voice of the Commander Updates – January 28th Patch Notes

New this week in Firestrike:

Voice of the Commander Updates

Heads up, Commanders!

This week we’re rolling out an update thanks to your suggestions that you’ve brought forth to us via the Voice of the Commander Trackers.

Specifically, players can expect to see new rewards for this week’s event.

Sapphire Tokens were added with the TOC17 update, but no rewards were available other than converting them to Emerald. This has changed. Now you can buy repair kits, field repair kits, and 1 day shields.

These will take many victories to acquire, so fight well, Commander! We are eager for feedback on these rewards and are very willing to adjust costs, durations, and numbers.

If you have any ideas, suggestions, or any general feedback, we’d love it if you can make your voices heard on our “firestrike” channel within our TR Discord Server.

To see where the design team currently stands on various Community suggested features and game improvements, check out the Firestrike “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 this season in Battlehouse games, check out the Developer Roadmap in the most recent edition of the Battlehouse Dev Blog.

Good hunting, Firestrikers!

TR: “HEL” TOC Weapon Upgrades – November 12th Patch Notes

New this week in Thunder Run:

“HEL” TOC Weapon Upgrades

Attention, Commanders! Our engineers just hit another breakthrough for the TOC “HEL.” Turn your Level 12 Tactical Ops Center from a defense machine to a defense beast, with the TOC HEL now being upgradeable to Level 20! Now available in the ONP Store for players with TOC12!

Purchase the blueprint in the ONP Store during an ONP Event week, activate it from your Warehouse, and then click on your TOC followed by “Change Weapon” similar to how you would if you were arming a turret head to a turret emplacement.

Level 20 TOC HEL stats

To see where the design team currently stands on various Community suggested features and game improvements, check out the Thunder Run Voice of the Commander Tracker.

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 on our Thunder Run Discord Server.

Good hunting, Commanders!

TR: New LRAD “Junior” Turret, and Acoustic Mines – October 29th Patch Notes

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New this week in Thunder Run:

New LRAD Turret (aka “LRAD Junior”)

The LRAD Turret is here, and is now available for deployment to your Turret Platforms.

While able to reach shorter ranges than the TOC LRAD, the LRAD Turret delivers similar stat disruption to enemy units attacking your base, for a quarter of the price!

To unlock it, purchase the LRAD Turret Blueprint from the ONP Store (available for bases with TOC L10 and higher), research the tech in your Weapons Lab, and then Equip the new Weapon to one of your Turret Platforms!

LRAD Turret Stats

Note: Players who have previously bought the blueprint when it was mistakenly placed on the store do not need to purchase it again. Just activate your blueprint from the Warehouse and you’re good to go!

Acoustic Mine

And that’s not all, Commander! Watch your step, for the Acoustic Mine is here!

  • Available for bases with Level 4 TOC and higher
  • Requires at least Level 4 Weapons Lab
  • Electromagnetic pulse temporarily stuns all enemy units in range and knocks air units out of the sky.

To see where the design team currently stands on various Community suggested features and game improvements, check out the Thunder Run Voice of the Commander Tracker.

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 on our Thunder Run Discord Server.

Good hunting, Commanders!

DV: New LRAD “Junior” Turret, and Acoustic Mines – October 29th Patch Notes

New this week in Days of Valor:

New LRAD Turret (aka “LRAD Junior”)

The LRAD Turret is here, and is now available for deployment to your Turret Platforms.

While able to reach shorter ranges than the TOC LRAD, the LRAD Turret delivers similar stat disruption to enemy units attacking your base, for a quarter of the price!

To unlock it, purchase the LRAD Turret Blueprint from the ONP Store (available for bases with TOC L10 and higher), research the tech in your Weapons Lab, and then Equip the new Weapon to one of your Turret Platforms!

LRAD Turret Stats

Note: Players who have previously bought the blueprint when it was mistakenly placed on the store do not need to purchase it again. Just activate your blueprint from the Warehouse and you’re good to go!

Acoustic Mine

And that’s not all, Commander! Watch your step, for the Acoustic Mine is here!

  • Available for bases with Level 4 TOC and higher
  • Requires at least Level 4 Weapons Lab
  • Electromagnetic pulse temporarily stuns all enemy units in range and knocks air units out of the sky.

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.

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.

Good hunting, Commanders!

FS: Tactical Ops Center Level 17 – October 1st Patch Notes

New this week in Firestrike:

Tactical Ops Center Level 17

Your architects have been hard at work, Commander. In addition to a sharply-worded requisition order for more coffee, they’ve delivered the upgrade plans for the next Tactical Ops Center expansion. It seems like only yesterday we were huddled together in tents. 

Effective today:

The Tactical Ops Center level cap is raised to Level 17, paving the way for new maximum levels for all buildings, turrets, landmines, and top-tier units.

New units

And that’s not all, Commander! Reinforcements have arrived. Today, the Commando, the TOS-1M, and the UH-60 Blackhawk will take the field. 

Like what you see, or have more awesome feedback to share? Let us know over in the “firestrike” channel within our TR Discord Server.

Good hunting, Firestrikers!

Battlehouse Dev Blog, Issue #15: Regional Map Lag and Suspected “Cheats”

📢 Attention Thunder Run, Days of Valor, Mars Frontier, War Star Empire, Battlefront Mars, and Firestrike Commanders:

Welcome to the 15th 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 and Staff. This week, it’s bh-cameron’s turn:

It’s been a little while since we’ve been able to grace you all with a Dev Blog, as the current Developers Roadmap has temporarily been “on hold” while we continue to press forward and make solid progress on our “Project New Horizons”. Since we don’t have a lot of immediate content projects to talk about right now, the purpose of this particular dev blog entry is going to be to touch on a long standing game issue that has causing a lot of player confusion for some time now (and stirring up a ruckus recently on our Discord server): suspected battalion movement/attack cheats on the regional map.

Players call this suspected cheat many things when they see it happen: “batt skipping”, “batt jumping”, “batt flickering”, “batt speed hacking”, etc. But the one thing all of these instances have in common is that a player who’s trying to attack another player’s battalion on the regional might occasionally see instances of “battalion lag” wherein it can appear as if the batt you’re trying to attack skips ahead by a hex or two, or skips back by several hexes. This often allows the other player the ability to attack your battalion before you can even get to them and get a chance to click “Attack”.

What we want to officially drive home today is the explanation that this type of battalion behavior is 99% of the time NOT a cheat, and is usually just the result of a little bit of client-side browser lag. This situation can occur on the regional map when players use the “halt” command on a battalion before it reaches it’s destination. If the player seeing the “batt skip” is either running on a slow connection, or experiencing any temporary connection hiccups in their browser it, it can result in that player’s browser taking several milliseconds to properly update the map with the halted battalions true location as it’s stored in the game server.

Here’s a more specific breakdown of how it all works:

  1. Player A tells batt A to go from X0,Y0 to X100,Y50.
  2. Server accepts instruction, tells the rest of the world what’s happening.
  3. Player B sees batt A start heading from X0,Y0 to X100,Y50.
  4. Player A tells batt A to “Halt” when it’s at X10, Y10.
  5. In the time it takes for Player A’s “Halt” command to get from Player A to the server to player B, player B’s client keeps animating batt A’s expected progress towards X100,Y50.
  6. Server tells the rest of the world that batt A has stopped at X10, Y10.
  7. Player B’s client has batt A at X20, Y20 when it gets the server message that it actually stopped at X10, Y10. It appears to “skip” to X10, Y10, even though it was never actually at X20, Y20.

All of this being said, it’s simply not a cheat, but rather just a side-effect of how the regional map systems were designed and how they’re currently intended to behave.

As Battlehouse Developer bh-nirgal once said:

“You absolutely, 100% cannot rely on the apparent travel speed of other players on the regional map. The server and the client constantly disagree on where something should be. When the server tells the browser what the actual position should be, a battalion will leap ahead to get to where it’s supposed to be. The regional map is not and never was intended for simultaneous PvP. It’s for moving units around to attack AI bases, quarries, strong points, and parked battalions. The game is designed around Player vs Environment content and Player vs Player-Owned-Environment-Controlled content. The underlying technology just doesn’t support a true head to head game. You can play battalion fights if you want, but you’re going to constantly see things that look like bugs or cheats. The only thing that’s meant to be consistent is your own battalion’s speed.”

bh-nirgal (Battlehouse Dev)

Now that you understand why this isn’t a cheat, you might now asking why we don’t change how the regional map works, or why we don’t update battalion attack rules to make these instances less common. We’ve thought about this a lot, and after several team chats on the topic, all of the potential solutions that we can think up all come with their own suite of side-effects:.

  1. We could remove the Halt command. (“Choose wisely before calling a battalion!”) But does anyone really want to lose their ability to halt a battalion?
  2. We could stop animating battalions, and replace “ghost” battalions at a destination with a generic marker until they’re actually in place, but this would make the regional map less exciting for many.
  3. As we already do in Firestrike: We could add a cooldown similar to FS, wherein a battalion has to undergo a few second long “regrouping” phase before new orders can be given. The current timer in FS is 5s, but we’re open to trying a duration that’s less drastic. As we’ve already heard from many players throughout Battlehouse games over the years though, “regrouping” cool-downs aren’t the answer.

Let us know what you think of these few possible solutions, and feel free to also let us know some ideas of your own over on Discord!

That’s all for now, Commanders. Keep up the good fight! And can we please cut back on the amount of “They’re hacking the regional map!” tickets that our lovely Player Support team has to deal with week to week?

Stay up to date every day on what’s 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!

FS: New Assassin Mines, and more – July 2nd Patch Notes

New this week in Firestrike:

Assassin Mine

Watch your step, Firestrikers! The Assassin Mine is here!

  • Available for bases with Level 10 TOC and higher
  • Deals massive damage to Sappers, and low damage to other units
  • 3x harder for Sappers to detect
Assassin Mine

More Game improvements

And that’s not all, Commander! As a response to some Discord suggestions, we’ve added New Security Team Behavior Toggles.

  • Set security team behaviors for each building and for any class of units that has security teams or response teams.
  • Cycle through behaviors through an at-a-glance indicator of the security/response team’s aggression level
    • A – Attack units in aggro radius
    • H – Hold Position
    • R – Relentlessly Pursue

Like what you see, or have more awesome feedback to share? Let us know over in the “firestrike” channel within our TR Discord Server.

Mines require extremely careful balancing to find that perfect balance of making them fun and powerful for everyone without being too over-powered, so we’ll be monitoring player feedback and battle replays closely and may adjust things further down the road if deemed necessary. 

Good hunting, Firestrikers!

FS: New mines coming, Volume Sliders, and more – June 25th Patch Notes

New this week in Firestrike:

More Landmine Improvements

Watch your step, Firestrikers! We’ve made some more much desired improvements to Landmines. Effective today: Landmine Damage is increased across the board.

And that’s not all, Commander! Come July 2nd, a new mine will be available for bases with Level 10 TOC and higher! Stay tuned for more updates!

More Game improvements

Improved Volume Control is here!

  • Instead of just mute/unmute in settings, you can now more precisely control your volumes with sliding percentage controls from 0 to 100, with mouse-wheel and click-n’-hold support.
  • Clicking the volume bar between the plus and minus sign will now mute/unmute your volume. The UI tooltip is updated to reflect this. The game will save your last unmuted volume preference and restore it if you mute. Example: Set music volume to 50%. Click the yellow bar. It’s muted. Click the empty bar. It’s instantly back to 50%.

Last but not least, just another reminder to all that the free daily repair kit giveaway will end on July 1st.

Like what you see, or have more awesome feedback to share? Let us know over in the “firestrike” channel within our TR Discord Server.

Mines require extremely careful balancing to find that perfect balance of making them fun and powerful for everyone without being too over-powered, so we’ll be monitoring player feedback and battle replays closely and may adjust things further down the road if deemed necessary. 

Good hunting, Firestrikers!

“Off-Facebook” Privacy Settings

📢 Attention Thunder Run, Days of Valor, Mars Frontier, War Star Empire, and Battlefront Mars Commanders on Facebook:

Facebook has recently introduced a new setting toggle that allows users to turn off a feature that they call “Off-Facebook Activity”, and since then several Facebook Sharing campaigns have gone viral encouraging Facebook users to do so. We strongly recommend that you ignore any such advice it as it it’s been brought to our attention that turning off “Off-Facebook Activity” can remove access to our Facebook Game Apps on your account and subsequently cause various issues logging into the game.

What is “Off-Facebook Activity”, anyway? It’s a tool that gives Facebook App Developers the ability to share with Facebook when people are using their app. In the case of Thunder Run, we use it to tell Facebook when a player logs in, and when our system’s ability to do this becomes blocked the user, various errors can occur. You can read more about the specifics of “Off-Facebook Activity” here.

Rest assured, if you have already turned off Off-Facebook Activity and are having trouble logging in, your base and all of your progress remain safe on our servers, and you should be able to fix the issue by simply turning the setting back on. To do this, go to your Facebook Profile “Settings” Menu -> “Your Facebook Information” -> “View Off-Facebook Activity” -> “More Options” -> “Manage Future Activity” -> and then flip the toggle to it’s “On” position like shown below.

Make sure “Future Off-Facebook Activity” is toggled to “On”

As you might have already read the most recent edition of the Battlehouse Dev Blog, we’re also in the process of working on getting Thunder Run published on more platforms outside of Facebook, and offering new account login alternatives as part of our “Project New Horizons”. Stay tuned for more information on the next step!

Have feedback to share? Let us know over on our Thunder Run Discord Server!