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Changelog from VIP to Multiplayer Beta

When the VIP beta came to an end, we drew some conclusions from the feedbacks received from testers. And since then, we have been working on them. Here are the main changes we have brought to Act of Aggression since the first beta.


As we had stated in the immediate aftermath of the VIP Beta, for technical & U.I. reasons we had very little leeway in changing the zoom. Hence we have worked on the problem from a different angle, especially decreasing the size of some of the game’s biggest elements: buildings & planes.

Buildings being smaller makes for smaller bases, usually fitting in one screen without having to scroll.

Having smaller planes has an effect on the previous feeling that they were too slow.

Also, the Satellite View is no more linked to the Air Control Center. It will be available from the start, and all along the game … as long as your base isn’t under power shortage.

Changelog from VIP to Multiplayer Beta



– Units lethality was decreased all over the board, by about 10%.

Tactical weapons‘ preeminence was reduced by giving them a longer cool down time.

– The slowest infantry units were made faster (although not the US Mortar).

– Improved air combat feedbacks.

– Units’ automatic behavior was vastly improved (targeting priorities, giving assistance to nearby friendly unit under attack, securing prisoners in their close vicinity, …).

Changelog from VIP to Multiplayer Beta


– Networks … are gone. Pure and simple.  Buildings once dedicated to establishing new networks are now to be used to set secondary base or forward resources depots.

Banks & resources fields‘ durability and income increased. Meaning you will get more money and over a longer time, which should boost the pace of production and expansion.

– Tankers’ automatic behavior improved (automatic assignment to a closer drop-off point, easier reassignment to a specific refinery, …).



 – Improved readability (markers on infantry units, group numbers, …).

Special abilities & range (healing, anti-stealth detection, survey, …) clearly highlighted by dedicated FX.

– More & clearer economy feedbacks (specific resources & power shortage, refinery range and number of deposits covered, …).

– Adding new weapons’ FX & SFX.

– Fixing some units’ acknows. Besides, more are coming …

– Improved minimap (more detailed, specific feedbacks, …).

Event log readability improved, and moved in the upper left corner.

Changelog from VIP to Multiplayer Beta
Changelog from VIP to Multiplayer Beta


– Adding A.I. to play with or against.

– Adding observator mode.



  • ikickasss
    July 15, 2015 at 7:55 pm

    Very happy with the work you guys have done. Looking forward in playing it tomorrow.

  • perablenta
    July 16, 2015 at 8:32 am

    Greate changes!

    I love it that you have listed to all the good feeback. The AI and observation mode are very appreciated.

  • Brent Schultz
    July 16, 2015 at 9:16 am

    Can’t wait to play the beta!

  • Constantine Letzt
    July 16, 2015 at 3:19 pm

    Eugene , mod support please , its silly not to give us tools this time , Its one thing that was missed in Act of war direct action/high treason , you will benefit Eugene , the niche community for this game will grow a lot with mods Eugene.

  • Anna Bran
    July 18, 2015 at 5:30 pm

    in the beta, i like what im reading in the patch notes, ui/fx needs major overhall, really not a fan of the graphics options, looks like ass on all settings

    multiplayer then ai too <3

  • Zaves
    July 21, 2015 at 9:45 pm

    Only thing that got me off the bat for the US Army is that they have Marines? Isn’t it the Army? Should just be Riflemen.

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