Iron Harvest 1920 is a real-time strategy game about the confrontation between the three factions of Polania, Saxony and Rusvets. Each faction has unique fighters and combat vehicles. Military vehicles include walking pieces of iron with good weapons and their own characteristics. Developers from the KING Art studio are working on the game, who are planning a full release of the game on September 1, 2020.
At the moment, the game is in beta and the developers are regularly working on it and improving it. Players who have access to the game send the developers information about defects and errors, as well as wishes. The developers do not leave messages unanswered and react to messages, gradually improving the game.
On July 16, 2020, the developers pleased the players with a new “Rusviets” faction. This faction was initially present in the game’s development plans, but was not fully represented. Since July 16, 2020, players have been able to try all the delights of the game for the “Rusviets” faction, which is a representative of the Russian Empire. And at the head is Tsar Nikolai.
About new features and improvements.
A new “Reserve” function has been added to the addition of a new playing faction. With the help of the “Reserve”, you can request reinforcements from the main headquarters. In total, at the moment, it is known about two reserves. One reserve, can be activated when a barracks or workshop is built. And the other, after improving one of the buildings, barracks or workshop.
About bunkers.
Bunkers have been redesigned in each faction. Now they have their own uniqueness, appearance and features. The use of bunkers may have their own purposes and in some cases additional security will have to be placed at the bunkers.
The bunkers at the Glade have a good 360-degree range and a good view range. Due to this, you can inflict damage on enemy soldiers earlier. And it is easier to hold the territory due to the large radius.
Bunkers in Saxony are cheap to build, but not very durable. And the weapon allows you to destroy large groups of enemies, while the radius of fire itself is not large. Because of this, the hopper has to be set in a specific direction for greater efficiency. For example, towards the bridge.
Rusviets have well-armored bunkers and can hold off enemy attacks longer. Bunkers of this faction are not very effective for installing infantry in them, since they have a limited firing radius and range. The bunkers are equipped with their own armament with a good cone of fire.
About capture points.
The developers decided to fix the balance in terms of control points. Added indicators above each checkpoint flag. These indicators show hold time and capture value. The longer the player holds the control point, the more resources he can get from it. And points that are often intercepted bring fewer resources.
Previously, checkpoints were without indicators. The checkpoints where the main conflicts took place could bring players a good amount of resources after being captured from the enemy. At the same time, in a short period of time, players could intercept the same point several times.