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December Patch Changelog

Last large patch in 2021. Thank you for all the reports getting us to this point :) Work continues!

IMPORTANT NOTE ABOUT SAVES: Please remember about the public branch named 'previous_game_version' for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a pre-patch saved game state, please switch over to that branch (in Properties => Betas), finish your current chapter, switch back to the 'default' branch and continue the journey with the latest fixes.

Changelist 41602:


    [Translations]
  • Fixes to Russian and Italian localisations.

    [Dog Behavior]
  • Many fixes around dogs and their combat, looking for enemies, attack patterns, they also now do not get stuck while observing the watch, they won't also attack through fences.
  • Dogs are faster now - it is not that easy to run away from them also they do not change into homing missiles after treating them with Greta's gas.
  • Stopped the dog attack animation upon loading a game.
  • Dogs cone of attack is now properly coloured.

    [Save System]
  • Fixes in restoring chain type patrols after loading the game.
  • There was an issue when if you loaded a game while a throwable (i.e grenade) was thrown it could block the ability to save the game - it is now fixed.
  • Fixes to the issue where after loading a gamestate after killing the enemy with melee attack he was dead but his model was still standing.
  • Fixes to the issue where after loading a gamestate after killing the enemy with a trap he was dead but his model was still standing.
  • Drawer cabinets now behave properly after save/load.
  • Gasoline pool now saves and loads properly.
  • We are now checking if a save game is able to create every step of the savegame creating sequence. Before that there was a small chance that we might end with a situation where a save has been created when it should not be. I.E. playable hero being dead after walking on the mine.
  • Replaced progress with play time in the save/load menu.
  • There was a possibility that a graphic of the key being carried by a hero could end up being hidden after loading a game.
  • Fixed an issue with Rubble’s throwing knife being teleported to 0,0,0 after loading a save at a specific timing.
  • Fixed a weird issue where the GetTimer function could return junk data. May lead to some Timers being ignored after loading the game.
  • It was possible for the AI to be stuck in reloading an ability - this could lead to save games being blocked - it is now fixed.
  • Fixed an issue of heroes being stuck in hiding places after loading the game.

    [General]
  • Fixes to how enemies propagate info about entering combat - fixed some strange cases where enemies would not register our heroes properly.
  • Fixes in regards to creating dynamic squads of enemies - this fixes the issue of two enemies going to the same decoy even after their squad was disbanded.
  • Fixes for the AI sometimes not moving together to some decoys if they were in a squad.
  • Some fixes to how much time a search could take after the enemy was alerted.
  • It is now possible for the AI to stop observing something and switch to something new.
  • Fixes to enemies sometimes being stuck in a loop of ignoring an item.
  • Fixes to the ammo counter in combat mode.
  • Fix unlocking 'HOLOCAUST... TIMES FIVE.' article along with 'Explorer - Find a collectible' achievement.
  • A bunch of small items won't now absorb decals from enviro.
  • Enemies now can move via node doors while being in combat mode, while also they will now use node doors properly when looking for the player.
  • You can't now charge or pick up bodies through the fences.
  • Gasoline pools now have proper collision.
  • Fixed an issue where an enemy could get stuck observing things.
  • MG42 cones are now a better match with the vision cone.
  • IsCombatModeEnabled is always false for the dead guy.
  • Some fixes to how the medkits work.
  • Fixed an issue with broken lobby and multiplayer session state after client leaves mid travel.
  • Looking around animation is blocked for enemies that are sitting - fixes the issue of their cone beign misplaced after being gassed by Greta.
  • Greta is now properly playing her Charm animation if the enemy has a weapon drawn.

    [Map02]
  • The fence near the separating two parts of the map now blocks line of sight and projectiles to prevent exploits.

    [Map03]
  • An officer sitting on a bench near the garrison was quite blind. For some reason he was stuck in the collision of the nearby GuardHouse which blocked his perception. He is ok now.
  • Removed navmesh that for some reason generated underground and could disturb heroes moving in prone positions.
  • Fixed some projectile collision issues within buildings.

    [Map04]
  • Fixed an issue with mines not saving properly and not being properly shown.
  • Fixed some projectile collision issues within buildings.

    [Map07]
  • Fence doors now behave properly after loading the game.
  • Removed the unnecessary door that was hidden under the floor.

    [Map08]
  • Fixed an issue where you could sneak by with Manfred near the beginning of the level and pass the whole market arena.

    [Map09]
  • Fixed the blocking issue when you killed all officers before rallying partisans.

    [Map10]
  • Some fixes to the ledges that you can climb on.
  • Fixed a wall on the German side that did not properly block perception.

    [Map11]
  • Medkits are now working properly for all heroes.
  • After picking up an ammo box it stops highlighting.
  • Tank from the hospital now properly drives through the gate.
  • Tanks won't be on fire anymore after loading a save before destroying them.
  • Quest markers for both SDKFZ and Tanks are now properly attached to those vehicles both on the server and the client.

    [Map12]
  • Rubble now can properly pick up handgun ammo.

Important Info - Changelist 41417

INFO REGARDING PRIOR SAVES:
As you've requested, we've added a new public branch named 'previous_game_version' for War Mongrels, which allows you to play the last game version, pre-patched. If you want to continue the game from a saved game state, please switch over to that branch, finish your current chapter, switch back to the 'default' branch and continue the journey with the latest fixes.

Changelist 41417:
  • [Tweak] Improvements to patrolling behavior after loading a saved game state.
  • [Tweak] General improvements to character movement.
  • [Tweak] Barrel and gasoline spill can be used only by one character at the same time.
  • [Tweak] Mines can be disarmed only by one character at the same time.
  • [Tweak] Combat Mode cannot be entered while carrying a body.
  • [Tweak] Tweaks to how AI alerts each other of suspicious behavior around them.
  • [Tweak] Tweaks to how AI discovers bodies.
  • [Tweak] Greta shooting with silenced pistol now draws more attention from enemies.
  • [Tweak] Improvements to pick up logic, mainly how it reacts to body vs ammo situations.
  • [Tweak] Autosaves will delay additional time after a manual or quick save requested by the player. This avoids the reported issue of too many saves made in almost identical moments.
  • [Bugfix] Fixed issue with AI turning the Gramophone on, when it was supposed to turn it off.
  • [Bugfix] Bunch of fixes to Rubble's firecracker.
  • [Bugfix] Several bugs related to ladders, their behavior on client, targeting logic were resolved.
  • [Bugfix] AI has incorrectly searched for players hiding in bushes in some cases. Those cases now behave as designed.
  • [Bugfix] Enemies didn’t always react to decoys fast enough. They've improved their senses.
  • [Bugfix] Shooting received numerous fixes.
  • [Bugfix] Enemies now properly hide weapons after loading a saved game state.
  • [Bugfix] Localization improvements for Spanish, Turkish and Brazilian-Portuguese locales.
  • [Bugfix] Log stack now behave properly after loading a game
  • [Bugfix] Close combat and targeting animations are now properly resetting when loading a saved game state.
  • [Bugfix] Formations now properly restore their relative locations after loading a saved game state.
  • [Bugfix] Solved issue with some orders improperly restoring after loading a saved game state.
  • [Bugfix] Solved issues with clients not receiving credit for finishing chapters as well as not receiving the relevant achievements.
  • [Bugfix] Chapter II - Fixed a case where a bridge could explode again after loading the game.
  • [Bugfix] Chapter II - Fixed ledge on warehouse area - so Lukas can climb it now properly.
  • [Bugfix] Chapter III - Added some missing textures to some 3d objects.
  • [Bugfix] Chapter III - Fixed visibility of additional collectibles widgets after loading the game.
  • [Bugfix] Chapter III - Fixes to navmesh near the fence of the tank repairing facility.
  • [Bugfix] Chapter IV - Added additional collision to the building to block projectiles and visibility.
  • [Bugfix] Chapter IV - Eagle figure environmental kill now behaves properly after loading the game.
  • [Bugfix] Chapter IV - The Place mine subquest now fails when it’s supposed to.
  • [Bugfix] Chapter IV - Properly showing quests after loading the save that was made after talking to Greta.
  • [Bugfix] Chapter IV - Tramway will now properly block projectiles.
  • [Bugfix] Chapter IV - Collision on rooftops tweaked.
  • [Bugfix] Chapter V - Tweaked position of a soldier in the last arena so the guy stands next to his spotlight.
  • [Bugfix] Chapter V - Guys manning the spotlight now bear arms.
  • [Bugfix] Chapter V - Camera now cannot collide with the second jail block.
  • [Bugfix] Chapter VI - Fixed the soldier that was trying to shoot up Ewald at the cutscene ending the level.
  • [Bugfix] Chapter VI - The path to the collectible is now more visible.
  • [Bugfix] Chapter VI - Fixed the exploit when you could lure the officer with the documents by shooting near the starting point of the level.
  • [Bugfix] Chapter VII - Fixed case where some players were blocked if they gathered keys to the gates twice with the same hero.
  • [Bugfix] Chapter VII - Joachim cannot die before you add him to the team.
  • [Bugfix] Chapter VII - Fixed an issue where the game misinformed the player about failing the challenge after loading the game.
  • [Bugfix] Chapter VII - Fixed visibility of additional collectibles widgets after loading the game.
  • [Bugfix] Chapter VII - Fixed updating open gate quest even if gates have been opened before activating that quest.
  • [Bugfix] Chapter VII - Fixed issue when player was able to crawl inside crates near the garrison building.
  • [Bugfix] Chapter VII - Fixed displaying lines showing fuse on electric fences hover.
  • [Bugfix] Chapter VII - Fixed navmesh under the stairs.
  • [Bugfix] Chapter VIII - Some enviro objects now properly block the enemy vision.
  • [Bugfix] Chapter VIII - Enemies near the road sign are now properly grouped.
  • [Bugfix] Chapter VIII - Fixed an issue when you skipped the intro in the right circumstances our heroes constantly were aiming weapons at Michelle.
  • [Bugfix] Chapter VIII - Fixes to the "Free prisoners" challenge.
  • [Bugfix] Chapter VIII - Gameplay bushes that were placed outside the gameplay area were removed.
  • [Bugfix] Chapter IX - Fixed an issue where the roof of the mansion did not hide after quick load and intro.
  • [Bugfix] Chapter X - Navmesh tweaked and smoothed.
  • [Bugfix] Chapter X - Collision near the bunker tweaked.
  • [Bugfix] Chapter X - Ledge that could block Lead and Ewald fixed.
  • [Bugfix] Chapter X - Fixed rare case where Ewald could kill himself while trying to shoot up the machine gun nest.
  • [Bugfix] Chapter X - Fixed Ewald stuck in the area with three drinking soldiers at the table.
  • [Bugfix] Chapter XI - Ledge that could block Lead and Ewald fixed.
  • [Bugfix] Chapter XI - Fixed issues with barricades not behaving properly after loading the game.
  • [Bugfix] Chapter XI - Roof of the church now hides properly for the join in progress client.
  • [Bugfix] Chapter XI - Non-gameplay mines don’t get highlighted anymore.
  • [Bugfix] Chapter XI - You cannot pick up sniper ammo if you have max ammo.
  • [Bugfix] Chapter XII - Some navmesh fixes.
  • [Bugfix] Chapter XII - Enemies gathered near the Burning Barrels should now properly return to their places after being alarmed.
  • [Bugfix] Chapter XII - Lukas won't automatically go prone when overlaps a trigger near the prisoner wagon.
  • [Bugfix] Chapter XII - Fixed case when a join in progress client could crash when he was joining when the server carried Lead.
  • [Bugfix] Chapter XII - Fixes to navmesh near the Joachim office and storage room in the jail area.
  • [Crashfix] Fixed the game occasionally crashing when there was no one to listen to Titel.

Save and AI Fixes - Changelist 41167

This patch addresses most of the remaining save game issues as well as a round of fixes to the AI.

NOTE: Unfortunately your old saved game states are incompatible between the old and new version due to the amount of changes all those fixes required. We apologize for this, unfortunately due to technical limitations it was unavoidable.

Your overall campaign progress remains, but you will have to restart the last chapter you haven’t finished yet.

PS. Remember to claim your FREE soundtrack!


Changelist 41167:
  • [Tweak] We no longer block quicksaves in dangerous situations. Now it's your problem. :)
  • [Tweak] Localization fixes. A single word here or there in multiple languages. Thank you for reporting!
  • [Tweak] Markers above enemy heads now correctly handle the UI opacity option and gently fade out with the setting. For real this time ;)
  • [Bugfix] Solved numerous problems with the AI, both the one controlling enemies as well as heroes when in Combat Mode.
  • [Bugfix] Enemy AI will now properly use ladders while in Combat Mode.
  • [Bugfix] Further fixes to the save system; more and more cases of being unable to save the game's state have been resolved. We're still working on this.
  • [Bugfix] Dogs will now always react to their master's death.
  • [Bugfix] Fixed chat messages being sometimes improperly colored.
  • [Bugfix] Increased the maximum allowed draw distance for barrels that can be used as an environmental action. They'll no longer disappear from view so fast.
  • [Bugfix] We now make double sure before a conversation starts, to prevent situations when someone is having a conversation with nobody around.
  • [Bugfix] Solved issues with heroes sometimes not having their full set of skills after loading a saved game state from the main menu. This only affected skills that were made available during the chapter.
  • [Bugfix] Greta's 'Gas' skill no longer works through walls.
  • [Bugfix] Trucks will no longer block the heroes from standing up from a prone position.
  • [Bugfix] Usable objects that emit audio when turned on did not properly restore their state after quickloading the game and were always turned on. They now respect the state they were in at the time the save was made.
  • [Bugfix] Multiple improvements to cursor visuals, including skill display, reloading etc.
  • [Bugfix] Multiple collision improvements, so that there are no irritating situations when you should hit the target, but something took the bullet instead.
  • [Bugfix] Story articles will now properly remain unlocked once you unlock them. Unfortunately, you need to unlock them again in order to view them.
  • [Bugfix] Fixes to HDR rendering on DX12.
  • [Bugfix] Kill counting was erroneously expecting special characters within Chapters to be killed as well for the 'Kill all enemies' challenges.
  • [Bugfix] Cut-table fences will never blink again after they have been cut.
  • [Bugfix] Cut-table fences will never allow themselves to be cut again after they have been cut. Happened in rare scenarios.
  • [Bugfix] Bushes will now remain highlighted in the highlight mode under the 'H' key when hiding a body.
  • [Bugfix] The UI popup window that shows up after picking up a collectible will now always show up. It used to be possible that sometimes it wouldn’t.
  • [Bugfix] People on ladders don't spawn dust particles and play sounds under those ladders anymore.
  • [Bugfix] Fixed an issue with inaudible dog barking.
  • [Bugfix] Fixed an issue with characters sometimes getting into an infinite door loop (btw. good idea for a movie title), entering and exiting them forever.
  • [Bugfix] Fixed a visual bug with vision cones when the vision cone opacity was set to low values.
  • [Bugfix] Fixed an issue on clients only related to equipping and unequipping weapons.
  • [Bugfix] Disable Combat Mode when client leaves the game.
  • [Bugfix] Fixed bug with dead dog getting resurrected after you loaded a saved game state that was made when the dog was getting poisoned by a sausage.
  • [Bugfix] Civilian characters are now able to sit. They previously couldn't, at least from the client's point of view.
  • [Bugfix] Chapter I - Fixed issues with failing to hide UI buttons for actions that are blocked during the tutorial.
  • [Bugfix] Chapter I - Improved visibility of the vision cones in the area around the wooden shack.
  • [Bugfix] Chapter II - Resolved a pathing issue on the small wooden bridge. Characters can now cross it through the middle without any blocks.
  • [Bugfix] Chapter II - Some poles were improperly allowing enemies to see through them and detect the player.
  • [Bugfix] Chapter III - Fixed visual glitches with the ground around the base.
  • [Bugfix] Chapter III - Fixed the case when you could enter the truck after a full load, before killing Titel.
  • [Bugfix] Chapter III - Collectibles will now be properly displayed in the menus for this chapter.
  • [Bugfix] Chapter III - The garrison building now has more detailed collisions around the windows and the roof. Also fixed some visual issues.
  • [Bugfix] Chapter III - Made navigation tweaks in the hangar to fix a blocker with characters being stuck on the stairs.
  • [Bugfix] Chapter III - 'Kill Titel' quest now properly allows you to kill him with MG without even planting the bomb. Nice find! We like creative problem solving, so more options! :)
  • [Bugfix] Chapter IV - Enemies could mistakenly see through some walls and geometry, making the chapter a bit harder.
  • [Bugfix] Chapter IV - Rubble can no longer interfere with or impede the process of planting the bomb.
  • [Bugfix] Chapter IV - Challenge 'Kill 4 enemies at once with falling crate' will now properly unlock.
  • [Bugfix] Chapter IV - Enemies exiting the trucks will no longer appear to be floating. Their speed was desynchronized with the animation and it looked unnatural.
  • [Bugfix] Chapter IV - Moving around the market in a prone position will now work much better. Solved multiple collision and pathing issues of this type.
  • [Bugfix] Chapter IV - Depending on how you played, Rubble could have issues with the mines. There has been an error between this ability and planting the bomb, which messed up the game's logic.
  • [Bugfix] Chapter IV - One of the enemies did not patrol his route, because he was literally spawned inside a box. We’ve made him free ;)
  • [Bugfix] Chapter V - Solved issues with a blocked prone position outside the prison area.
  • [Bugfix] Chapter V - The low frequency sound of enabled light bulbs was placed too often and irritated some players. It will now properly respect the 'Ambient' sound class in the settings and by default is less noticeable.
  • [Bugfix] Chapter VII - Corrected multiple issues with prisoners and their behavior.
  • [Bugfix] Chapter VII - There was a section of barbed wire that you could actually just walk through. No longer possible.
  • [Bugfix] Chapter VII - Enemies could see you through the fence around the barracks. They will now respect general perception rules.
  • [Bugfix] Chapter VII - Further fixes to keys and opening gates. No more blockers are known.
  • [Bugfix] Chapter VII - The Uprising quest will not activate before the player takes a photo of genocide. This allowed some players to complete the chapter without finishing that quest.
  • [Bugfix] Chapter VII - Fixed collectibles not unlocking properly under certain conditions.
  • [Bugfix] Chapter VIII - Solved issues with pathing on the small bridge around the vineyard.
  • [Bugfix] Chapter VIII - Improved patrol ordering so that enemies will not stand still doing nothing for long periods of time.
  • [Bugfix] Chapter VIII - Fixed an issue with one of the soldiers in front of the entrance getting blocked completely.
  • [Bugfix] Chapter VIII - Resolved perception issues with enemies seeing heroes they shouldn’t see.
  • [Bugfix] Chapter IX - Challenge 'Prepare an assassination plan without killing a single guest' will now unlock in all scenarios. Sometimes it was not awarded, although it should.
  • [Bugfix] Chapter IX - Fountains now have proper collisions.
  • [Bugfix] Chapter IX - Traversing stairs is now smoother.
  • [Bugfix] Chapter IX - Walking around the courtyard will no longer cause characters to get blocked.
  • [Bugfix] Chapter X - Sometimes, when you were detected while detecting mines, the enemies ran back to the base and alerted everybody instead of simply shooting at you. They now behave correctly.
  • [Bugfix] Chapter XI - Challenge 'Eliminate the enemies in front of the church without the help of Berling's soldiers' will now be properly unlocked.
  • [Bugfix] Chapter XI - Fixed an issue with Ewald not being allowed to use the MG at the end of this chapter.
  • [Bugfix] Chapter XI - The challenge to kill enemies was changed to one requiring you to finish this chapter without any use of the Sniper Rifle. Enemies in this chapter are practically infinite and this challenge was unobtainable in practice.
  • [Bugfix] Chapter XI - The tank perception has been fixed. It saw less than it should.
  • [Bugfix] Achievement 'It Will Rain' will now be properly unlocked for players joining someone else’s game.
  • [Bugfix] Achievement 'Hold a Door' will now be properly unlocked for players joining someone else’s game.
  • [Bugfix] Achievement 'Not Spill a Drop' will now only unlock on maps where Ewald is a playable character.
  • [Crashfix] Fixed a crash occurring when multiple players attempted to join the same server at the same time. Incredibly timing dependent.
  • [Crashfix] When we leave a chapter we clean up everything belonging to that chapter. Sometimes we cleaned up a bit too much ;)
  • [Crashfix] Fixed a rare crash that occurred when you opened multiple collectible rewards screens in quick succession when loading the next chapter.
  • [Crashfix] Fixed a crash that could happen if a client joined very shortly after the host shot someone and spawned a blood decal.
  • [Crashfix] Fixed a crash that happened when you attempted to press keys on a controller.

Future update schedule and claim your FREE OST

We’d like to update you on where we are with post-release updates. As you’ve seen so far, we’ve been actively patching the game in order to improve stability, address gameplay issues you’ve raised, as well as to get rid of all the bugs you’ve reported.

Going forward, we’ll be patching War Mongrels twice a week. One patch will be focusing on stability and optimization, while the second patch will (typically) include mostly gameplay improvements. We’re going to stick to this plan until we’re fully happy with the state of the game.

Please make sure to keep your game up-to-date! Also, ensure that you have the latest version of War Mongrels before reporting a bug. It’s going to help us immensely when sifting through your reports.

As a thank you for your reports, patience, and support at launch, we’ve also released a free War Mongrels OST DLC. It’s going to be available to claim for a limited time, so pick it up now! The music was created by Adam Skorupa, our dear friend and acclaimed composer known for The Witcher, Painkiller, Bulletstorm, and many more.

Changelist 40974

Changelist 40974:
  • [Tweak] Disable Depth Outlines when UI opacity is set to 0%. You can now make clean screens!
  • [Tweak] Enemy Markers above their heads now correctly handle UI opacity option and gently fade out with the setting.
  • [Bugfix] Achievement 'Food Massacre' now properly counts dog kills.
  • [Bugfix] A few more fixes to the savegame system. Again, the save blocks will happen less frequently, but we're still not ready with the final fix.
  • [Bugfix] Vehicle code has been patched up, fixing some level soft blocks related to them.
  • [Bugfix] 'Piece of cake' achievement will show progress correctly.
  • [Bugfix] 'Such is War!' achievement will unlock when it should.
  • [Crashfix] Multiple fixes for special cases of players, who play with Offline Mode on Steam, or play on EGS without using the launcher and failing login, as a result.
  • [Crashfix] Enemies could crash the game when rotating under special circumstances. No longer happens.
  • [Crashfix] Fixed issue with HUD rendering crashing the game while the client disconnected from host.
  • [Crashfix] Fixed a presence related crash that occurred sometimes when quitting the game.
  • [Crashfix] News Feed sliders no longer crash the application when attempting to show more news or patch notes than there are available.
  • [Crashfix] Fix a crash related to enemy patrolling.