,1,Age of Napoleon is a Napoleonic Warfare full conversion Mod for Battle Cry of Freedom.
Check out Battle Cry of Freedom at: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
,1,Age of Napoleon is a Napoleonic Warfare full conversion Mod for Battle Cry of Freedom.
Check out Battle Cry of Freedom at: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
,1,Purchase on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Purchase on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Wishlist on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Wishlist on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Wishlist on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery, to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Wishlist on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery, to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Wishlist on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery, to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,Wishlist on Steam: https://store.steampowered.com/app/1358710/Battle_Cry_of_Freedom/
Battle Cry of Freedom brings brutal real-time first and third-person combat set in 19th Century America, presenting players with the opportunity to re-fight the American Civil War as either the Union or the Confederacy.
Incorporating a wide range of weaponry, from long-range rifled muskets and devastating artillery, to various deadly close combat tools such as bayonets, knives and sabers, players will take up the fight on the bloody battlefields of America.
Join our Community!
Discord: https://discord.gg/battlecryoffreedom
Forums: https://fsegames.eu/forum/index.php
Twitter: https://twitter.com/fse_games
Steam: https://steamcommunity.com/games/1358710
Reddit: https://reddit.com/r/FSE_Games/
,1,English Pattern 1856 knapsack
The English Pattern 1856 knapsack, also commonly referred to as Enfield-pattern knapsack, English import knapsack, or Isaac&Campbell knapsack, is a box soft/rigid knapsack model designed for and used by British troops. A shortage of material and production capabilities forced the Confederate government to turn to Great Britain as a source of high-quality military goods. Although the British government wouldn't officially trade with the Confederacy, it wouldn't prohibit private companies to conduct such trade either. Thus the confederate goverment was able to procure military goods from companies that would normally supply the british military or happened to own large quantities of surplus military goods of outdated models.
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,1,Kibbler Knapsack
If you come across a civil war relic and it's title includes a surname, there are two possibilities: it either marks the company that manufactured or supplied the item, or the original owner of the relic. In case of Kibbler knapsack it's the latter option. James Allen Kibbler served in Company F, 10th Virginia Infantry, and during his service he used a particular single bag soft knapsack which was a copy from U.S. Army knapsack design used during the Mexican War.
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,1,Just like in our previous game, Napoleonic Wars, Sappers have the ability to plant explosive kegs/barrels that can be used to blow up enemy defensive works, doors, or anything else that can break. However, we added a fuse timer setting to the explosive keg, which means that Sappers can now decide for how long the fuse will burn before the keg explodes. We added a minimum fuse timer of 8 seconds to prevent abuse. (Sorry Betty...) If a player manages to destroy the keg before the fuse timer runs out, the keg will break and it will not explode.
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,1,You might remember from our last Blog that Thunder started programming in Environment Interaction, like getting crushed by trees. Players now can also die from stepping into a hot fire or being underwater for to long...
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,1,In addition to opening the Admin Tools from the Esc. menu, we have programmed a new features that will make admining a whole lot easier. If logged on as Admin, the Admin can press "I" and then click with his mouse on a player to immediately select the player in the Admin Tools.
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,1,We have continued work on the Sapper System and added many more constructible items. Additionally, we added new placement sounds as well as explosive barrels. We believe that the current Sapper system is pretty solid, as it is fast and easy to create defensive works. Below is a video of us showcasing how fast a single Sapper can construct a fairly sizable defensive work. Please remember that the UI is work in Progress.
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,1,Here is another ingame render of an enlisted men of company C. He is carrying almost the same set of equipment as the previous soldier, but has bought or looted an extra pair of brogans which he tied to his knapsack. His gum blanket is either missing or stowed inside his backpack. You might notice the shiny brass ‘C’ on his forage cap. The brass ‘C’ indicates his company, while the cloth badge sewn on the top indicates that his regiment is part of the 1st Division, fifth Corps. Furthermore, while difficult to see, he is wearing a non issue, private purchase shirt. His haversack is stuffed to the rim with hardtack, a sort of ‘bread’ that does not spoil. His canteen has one of the newer white cotton straps, and has a metal chain connected to his stopper, which indicates that it is a New York depot issue canteen. The shiny metallic object hanging on his canteen is a ‘canteen-half’, a halved canteen with a metal wire run through one end that can be used as plate or pan for cooking. His cup is hanging from his haversack.
Our Facebook: https://www.facebook.com/battlecryoffreedom
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,1,Instead of carrying a heavy and uncomfortable knapsack, this soldier instead opted to drop his backpack and only carry a so called ‘blanket roll’. His blanket is the regulation grey blanket. It is simply rolled up with all valuable objects stuffed inside. The soldier tied ropes to several places on his roll, to make sure that nothing stuffed inside can fall out during the heat of the battle. Unlike most of the other guys in his regiment, he is wearing a federal issue gray wool-flannel shirt.
Our Facebook: https://www.facebook.com/battlecryoffreedom
Our Discord: https://discord.gg/5AuuBtG
Our Forums: https://www.fsegames.eu/forum/index.php
,1,Just like his companion in the previous video, the enlisted in this video decided to ditch his knapsack and wear a blanket roll instead. This particular soldier has decided to roll up the blanket inside his gum blanket to protect it from rain and mud. He decided to tie his cup to the blanket roll. Another thing to note is that he is carrying a M1862 ‘Bullseye’ canteen without a cover. Additionally, he is wearing a private purchase red wool shirt.
Our Facebook: https://www.facebook.com/battlecryoffreedom
Our Discord: https://discord.gg/5AuuBtG
Our Forums: https://www.fsegames.eu/forum/index.php
,1,Lastly, here is an ingame render of the first sergeant of company C. To conceal his identity from the enemy, this sergeant has decided to get rid of most of the visible insignia, such as sergeant stripes and dark blue stripes on his trousers. The only insignia left on his uniform are his NCO belt buckle and the little blue diamond indicating that he is the first sergeant. Dropping insignia was very common practice during the war, as officers and sergeants would obviously be shot at first. Additionally, this sergeant is also carrying a M1862 ‘Bullseye’ canteen with a cover. One last thing to note is his hat, which is a private purchase McDowell hat.
Our Facebook: https://www.facebook.com/battlecryoffreedom
Our Discord: https://discord.gg/5AuuBtG
Our Forums: https://www.fsegames.eu/forum/index.php
,1,Lastly, here is an ingame render of the first sergeant of company C. To conceal his identity from the enemy, this sergeant has decided to get rid of most of the visible insignia, such as sergeant stripes and dark blue stripes on his trousers. The only insignia left on his uniform are his NCO belt buckle and the little blue diamond indicating that he is the first sergeant. Dropping insignia was very common practice during the war, as officers and sergeants would obviously be shot at first. Additionally, this sergeant is also carrying a M1862 ‘Bullseye’ canteen with a cover. One last thing to note is his hat, which is a private purchase McDowell hat.
Our Facebook: https://www.facebook.com/battlecryoffreedom
Our Discord: https://discord.gg/5AuuBtG
Our Forums: https://www.fsegames.eu/forum/index.php
,1,With the introduction of repeating rifles and revolvers, the player now has to hold the right mouse button to aim and fire by tapping the left. Holding down the left mouse button while aiming will empty the magazine of the players revolver or repeater as quickly as possible, though of course, more careful shooting is recommended.
Reloading is initiated by pressing "R" which makes it possible for the player to aim when not loaded. Though you might be disappointed if you have not been keeping track of number of shots fired... Reloading is done in stages, so if a player cancels a reload that is half way done, he does not have to start all over again. Revolvers can be reloaded shot by shot.
Originally we intended to have the player go to "ready" before going to aim, however that made the game feel too unresponsive. As such we decided to speed up the animation by cutting out the 2nd movement of "ready". The player is now able to aim immediately after the first movement, starting to look down the barrel of their gun as they pull back the hammer. We have also added the ability to slightly shift your aim to the left or right by pressing Q and E. Often this is achieved by moving the player's upper-body from side to side, we wanted to do something a little different. We are doing a step to the right or to the left instead, this is accurate to the period and fits the historical drill manuals. It will not only make it possible to shoot around corners, but will also make it a lot easier to fire in two ranks or to oblique fire. Additionally we have added a check for collisions, so if a player is standing to close to an object, he will not be able to aim and has to move back before trying to line up another shot.
Our Facebook: https://www.facebook.com/battlecryoffreedom/
Our Forums: https://www.fsegames.eu/forum/index.php
,1,Players can choose to aim in third person or to aim down the iron sights. We have coded a reticle that is no longer in the center of the screen, but actually tracks where the player is aiming his gun. It will react to objects within a few meters distance of the player, for example it would let the player know if they are aiming at a wall in front of him. This will make it easier to identify where you are aiming in third person. The reticle will also perfectly match the iron sights, so aiming in third person and in first person is finally interchangeable and neither third nor first person aiming will have a mechanical advantage over the other. Bayonets will affect the "aiming sway" of the player, for example a gun with a bayonet fixed will sway and shake more than one without. Walking while aiming will make the gun sway even more, making accurate shots practically impossible. We plan to modify the aiming sway the more/less stamina a player has available, but more about that in a future blog...
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,1,Bullets no longer leave the gun at random angles like some horribly inaccurate laser rifle as you might have experienced in earlier games of this period. Your shot will now fly in accordance with an advanced ballistics system we have been working on, which realistically simulates real life bullet physics. Artillery and small arms will also both use the same system. In real life there is no difference between a smoothbore cannon and a smoothbore musket, they both fire a ball of lead at high speeds and are both subject to the same laws of physics, a cannon can simply haul more lead through the air at once.
Each weapon has unique settings for muzzle velocity and twist rate. A muzzle velocity deviation setting can be used to represent larger or smaller touch holes through which pressure can escape and make the gun less reliable (think flintlocks, for example). There is a random firing delay, that can be changed for each gun. Flintlocks will have a significantly longer delay than percussion rifles. Each gun also has a unique range of loadable ammo. With other 100 unique weapons currently implemented in the game, each with their own gameplay, it will take some time for the player to get known to all of them.
In addition to that, ammo has a muzzle velocity modifier to represent quality of the ammunition. High quality ammunition does not modify the muzzle velocity, but low quality ammunition might lower it randomly and make the rifle less reliable. Each type of ammunition refers to a projectile, this is the bullet that leaves the barrel when fired. Bullets all have proper graphics and will visibly (to the more keen eyed amongst you) fly through the air in the game. Projectiles have many variables which are modeled by our ballistics system, such as drag coefficient, size and weight.
When a projectile is fired, it spawns at the tip of the barrel and the system then calculates a trajectory, using the above settings as a base. It will also look for the local humidity, temperature, air density, gravity, wind direction and wind strength plus some other factors. Taking all of this into account, our system creates a fairly realistic bullet trajectory. The unique settings on each gun mean that all of them will perform differently, guns with a higher twist rate will be more accurate than guns with a lower twist rate. Smoothbore guns are therefore much less accurate on long ranges than rifles, but both smoothbore and rifled guns will still be deadly accurate on short distances.
Accuracy of guns gets increasingly worse the further away the target is. Accurate long range shots become impossible with smoothbores, but rifles also loose a lot of their accuracy. All of the above is without any aiming sway, with that added into the mix, the player will quickly notice that accurately shooting long distances will require much more skill, experience and also a little bit of luck. Click on the image above to see a higher resolution copy of it.
Additionally, upon impact with an object, the system checks whether the bullet will get stuck in, ricochet off, or pass through the object. Should it be able to pass through or ricochet, the system will calculate its new trajectory and velocity and keep going. Passing through and ricocheting is heavily Dependant on the impact angle and force. Larger calibers will have a much easier time passing through objects than smaller ones (Assuming they are traveling with the same velocity). Damage delivered to players or objects is equal to the velocity lost upon impact, multiplied by the size and weight of the projectile.
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,1,Obviously there is plenty more stuff that any game has to have, like using doors, dropping items etc. so we will not go into more detail about that. We allow zooming in and out in the 3rd person view, and the tilde key will allow you to look at your player from all angles.
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,1,In BCoF, players now have access to 4 different movement speeds.
Ranked from slowest to fastest they are: Crouched Walking - Walking -- Running - Sprinting.
We have also designed a movement system with movement momentum. This means that players will not be able to immediately speed up and/or slow down. Instead if a player wants to go from idle to sprint, he has to go through walking and running first, which means that it will take him 2 seconds or so to reach full movement speed. As as side effect, wheeling your company left or right will now look slightly better, as players can adjust their speed more gradually.
Crouched walking and sprinting are purely intended for movement. While players will be able to shoot while walking and use melee weapons while walking or running, they will not be able to perform any other action while crouchwalking or sprinting. Crouched walking is intended for sneaking and/or staying in cover and sprinting is simply meant for quickly getting from point A to B. When sprinting, players can not strafe and will have to steer their character with the mouse.
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,1,We have removed jumping from the game, as it serves no real purpose. Instead, players will be able to climb over/on certain objects.
Our Facebook: https://www.facebook.com/battlecryoffreedom/
Our Forums: https://www.fsegames.eu/forum/index.php
,1,We also finished up the digging system for placeable earthworks. Any unit with a shovel can dig/un-dig an earthwork with a shovel. There is also now a quick build key that allows sappers to quickly place the same object over and over again, which is especially useful when constructing sandbag walls. And lastly we added the ability to barricade windows and doors. Barricading a door will lock the door for both teams until the barricade is destroyed. Barricading a window will board it up to provide some additional cover against projectiles. It will also prevent the player from being able to vault through broken windows.
,1,Thunder also programmed a system which allows us to apply damage to a player when being crushed by falling debris. The system also applies to artillery. Standing behind recoiling artillery is a good way to crush yourself under the wheels of a 1.5 ton gun. We will not show you our Artillery today, as we intend to publish a whole Blog about it, once its all done.
,1,We replaced ALL our Fife and Drum tunes with newer and better recordings of the same tunes. Additionally we have also added 4 new tracks to the list. Here is a video of two Musicians performing "Soldiers Joy".
,1,Thunder has spent some time writing a comprehensive bonus system that works similar to the bonus system we have made for Napoleonic Wars. Generals, Senior-Officers, Junior-Officers, NCOs, Color-Bearers and Musicians all provide various different bonuses that affect friendly players effectiveness. Bonuses can include Running Speed, Aiming Accuracy, Melee Damage and Reloading Speed bonuses. Just like in Napoleonic Wars, instead of providing a custom bonus, generals increase the effectiveness of bonuses provided by other troops. Unlike in Napoleonic Wars, in Battle Cry of Freedom, bonuses stack up and keep adding (Until a certain thresold)
Above is a video showing the reloading speed bonus in effect. You will notice that the Confederate soldier on the left reloads significantly slower than his union counterpart. Please note that the Confederate soldier in the video is a placeholder and that most of his equipment is outdated and will be replaced with proper gear soon.
,1,CoD(Cod (Can opener Device) opening Device) of Duty: Marine Warfare challenges players to face the not very brutal conflict of the Cod Wars in a multifaceted fishing game, where history can be fully re-lived or rewritten from the perspective of a British fisherman attempting to catch fish, or an Icelandic citizen simply trying to survive. Strategy fans will discover that it has no strategy game aspects but that it is the most authentic real-time simulation of high sea cod fishing to date, with authentic historical figures battling on sea with period-accurate trawlers, frigates, tugboats and patrol boats and the newly discovered secret weapons of mass net cutting – along with plenty of ramming and illegal fishing tactics.
Prepare for the biggest European fishing conflict in history!
To learn more about Cod Wars, please visit:
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,1,Above is a render of one of the drummers of the 20th Maine. He is wearing a non regulation leather sling for his drum and is otherwise equipped just like any of the other privates, minus the missing cap-, cartridge box and bayonet scabbard, as he has no use for it. He is wearing his canteen on the right side to make more space for the drum. If you look carefully, you can even see his hardtack inside his haversack!
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,1,Here is an ingame-render of the Sergeant Major of the 20th Maine Volunteer Infantry Regiment. Characteristic are his large Sgt. Major stripes and dark blue stripe on his trousers, indicating his rank. He has no company insignia on his backpack, as he is not part of any company. Other than that, he is wearing the same equipment as any other non commissioned soldier.
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,1,Here is a render of the Major. He too is wearing an officers-frock coat with 2 rows of buttons. This particular Major decided to attach his corps-badge to the front of his frock coat instead of on the top of his hat. The badge indicates that he is part of the 1st Division, fifth Corps. Just like the colonel, he is wearing cavalry boots, although of a different model. His boots are not painted over, which is why one can see the white/brown stitching of the boots. On his waistbelt at the back on the right side of his hip he is wearing a small cartridge box which is useful for reloading his revolver, should that ever be needed. He is also carrying a canteen on a regulation sling and a non-regulation leather haversack.
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,1,Here is a render of the colonel of the 20th Maine Volunteer Infantry Regiment. Unlike the 2nd lieutenant up above, he does not have to carry his own gear on him, indicating his higher rank, he is wearing a double breasted officers-frock with different shoulder pads. Colonels are usually mounted, and as such he is wearing high cavalry boots, that go up to his knee. His haversacks is a private-purchase haversack and most likely used to carry around important papers and orders. On his waist-belt he is equipped with a "Peterson-75 nonregulation Officers Sword" and a revolver in a holster.
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,1,Here is an in-game render of the 2nd Lieutenant of Company C. Even though he is a commissioned officer, he is still wearing a blanket roll. In his scabbard is the regulation "Model 1850 Army Staff and Field Officers Sword", and a there is a revolver in a holster on his right. He is wearing normal brogans with dark blue pants with bright blue piping along the center seam. Unlike any of the privates and non-commissioned officers, he is wearing an officers-frock coat with a single row of buttons and shoulder pads which indicate his rank.
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,1,Playable Field Musicians
Let’s start with something gameplay/sound related, playable Field Musicans. Just like in Napoleonic Wars, we will obviously once again feature playable musicians. In the game (for now) we will be featuring playable Bugles, Fifes/Flutes and Drums. We are planing on eventually adding more instruments to the game at a later stage...
We currently have 20 fife and drum songs and 28 bugle calls. We are also in the process of recording more fife and drum tracks, and will hopefully end with 28 songs to choose from. Unlike other games in the genre, all of our songs are actual recordings of a musician performing these songs with real music instruments, which has its own up and downsides.
One of the main drawbacks in NW was that musicians were not able to run while playing music and therefore could not keep up with other players. We have changed this and musicians can now run while playing music. But, just like other units, they will still not be able to do anything when crouch walking or sprinting. We have also added the ability to join into a song that already started, which should be extremely useful for anyone who spawned in later.
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,1,As usual, we have a fairly large number of different instruments modeled and textured. All of them are very detailed and while sadly not offering any special gameplay, they will at least provide some needed visual variation to the Field Music class. Here are some of our Drums.
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,1,As usual, we have a fairly large number of different instruments modeled and textured. All of them are very detailed and while sadly not offering any special gameplay, they will at least provide some needed visual variation to the Field Music class. Here are some of our Drums.
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,1,Here is an ingame render of an enlisted men of company C. He is carrying a double bag knapsack with s a brown/sand colored so called ‘emergency-blanket’ strapped to the top. The blanket is rolled up inside a waterproof gum-blanket, a very useful rubberized sheet of thin cloth, to protect it against the elements.
His canteen is covered with a grey cloth cover to protect it and keep the water cold in the heat of the summer. It is inscribed with his company letter and number of his regiment. The canteen is hanging from a fairly uncommon (for 1863) regulation leather sling. This particular type of sling was abandoned by most major contractors in 1862 and was replaced with a cotton strap that was cheaper and easier to produce. He decided to pull the sling of his canteen through the handle of his cup, so as to securely carry it close to his body and always available.
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