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Line War News

Release 34 - Patch 7

Increase Striker AS damage reliance on cannon. This will take away the edge of the lethal first-strike Maverick attack against AA and more energy will be required to release the full payload (which stays the same). Non-AA surface units will be given more opportunities to return fire.
  • Striker AS missile 20 ⇒ 17 (- 12 payload)
  • Striker AS cannon 10 ⇒ 12 (+ 12 payload)

Interceptor AA role more clear. Interceptor is slightly more versatile.
  • Interceptor AA missile 15 ⇒ 18 (+ 12 payload)
  • Interceptor AS cannon 8 ⇒ 9 (+ 6 payload)

Reduces the Artillery blob reaction time to counter attacks.
  • Artillery deployment duration nerf 3.0 ⇒ 3.3

The completed entrenchment becomes almost an "investment" in defense. More flexible defense now that you can afford to abandon entrenchments, do battle in some other place and then return, without them getting lost in the meantime.
  • Entrench cooldown 60 ⇒ 120

Submarines get a lethal first strike but can not (under normal circumstances) stay and do regular battle afterwards. When and why you should reveal the very presence of your Submarines becomes a hard strategic choice.
  • Torpedo damage 15 ⇒ 25
  • Torpedo cooldown 3 ⇒ 6
  • Speed 0.70 ⇒ 0.65

The Destroyer should be a fast and capable attack ship. In combination with 5) - will no longer have much to fear from Submarines in head-to-head combat.
  • Grenade damage 3.0 ⇒ 3.5
  • Depth charge damage 10 ⇒ 11

Army backbone Infantry gets a very minor speed increase. Especially important vs Artillery.
  • Speed 0.36 ⇒ 0.37

Final Day for Launch Discount

Here is a reminder to everyone that the 25% launch discount ends 12 May 09:00 AM PDT, 18:00 CEST, 16:00 GMT so you may want to consider grabbing it while it's still on offer.

The release week has been very exciting! Thanks to everyone who has purchased and played the game so far, and we are very pleased with the overall "Very Positive" reviews it has received from players that recognize what our goals and ambitions are with Line War. We welcome the feedback and we look forward to continuing development and updating the game.

As a small 2-person indie-development team, and especially as we have set out to create a multiplayer game, we are very thrilled about the launch and reception of Line War.

At the time of writing this post, in less than a week since Line War was released, nearly 14000 matches have already been played.

Please take this into account if you are undecided on whether or not to buy Line War yet:

Looking for a Single Player Game?
Line War is, at the moment, a multiplayer-only game! If you are looking for a single-player game, there are other alternatives out there. Consider wish-listing Line War for now and hold off with any purchase to when it is added. We hear the feedback loud and clear, and when we have the capability, we plan to add single-player content.

Worried about potentially shrinking number of players?
Matchmaking is the main concern for any multiplayer game, and diminishing player number is a concern for many who have decided not to buy. Line War benefits from only needing 1 more player in the matchmaking queue anywhere in the world for a match to be made. We have players in New Zealand playing against Europeans without any noticeable lag. We try to tune the matchmaking so that players of equal skills match for more enjoyable games. If the player count was to reduce, we can speed up the player search for quicker matchups. Currently, players queue for on average less than 45 seconds to get a very close skilled matchup, and matches generally last for around 30 minutes on average.

We are still prioritizing implementing our remaining features for multiplayer (such as team modes, technologies, infrastructure, etc.) and those updates will be free for existing players. If the player count was to significantly drop, we would prioritize implementing single-player content sooner rather than later so those that have already bought the game can still play Line War - and the already existing core community will likely look for matches.

We have a public roadmap, but as we learn more post-launch we may need to change priorities and update the order of things.

Updated matchmaking with wide and narrow skill search options

The matchmaking search process is not as aggressive as before so it should find better matches. You can also tick the checkbox if you prefer to find opponents close to your skill and if you are willing to wait a bit longer.

Accelerated the matchmaking skill span criteria

We have accelerated the speed at which the matchmaking search looks for opponents. Ideally, we want this to only match equally skilled players, but we will prioritize faster matchmaking at this point for new players. We will aim to find a good balance for this matchmaking mechanic.

Fixed an obsolete message in the dialog when no opponent was found.

Fixed sandbox keyboard shortcuts

There was an issue preventing keyboard shortcuts to function in the sandbox. This issue has now been resolved.