1. War Robots: Frontiers
  2. News

War Robots: Frontiers News

Development Spotlight: Mont (New Map)


With the launch of the Tricksters update, War Robots: Frontiers received its second map—Mont. Crash Site provides the purest Robot warfare experience with its incredible scale and asymmetrical layout, while Mont is structured around a very distinct damage mechanic. 

Explore the dangers and history of Mont in this Development Spotlight brought to you by Baz (Lead Level Designer) and Shredder-Blitz (Community Manager).
[h2]LEVEL DESIGN[/h2]
We began working on Mont as soon as the draft version of Crash Site started to transform into something playable and fun. The project now proudly stands at 11,000 completed tasks and the earliest mention of Mont dates all the way back to task #1287. If you guessed that back then the map didn’t look like anything you see on the live server today—-you guessed right.

In our initial concept, we built upon one thing—a huge insurmountable mountain right in the middle of the map, hence the name ‘Mont’. The mountain divides the area in half and holds one crucial beacon at its summit with a breathtaking view from the top.


One of the earliest blockouts. Notice anything familiar?

The prospect of an arduous ascent, as we viewed it, would dissuade the players from climbing the mountain slopes and make them fight for the special elevators on the periphery instead. If someone decided to go the hard way, we had stones, cliffs, and ground folds ready to provide cover. However, the initial tests shattered this concept to pieces. The playtesters didn’t use cover, nor did they fight for the elevators on the sides—-they headed straight for the mountaintop, hoping to reach the central beacon faster than their opponents and grumbling something about level design in the process. Why, you may ask? Well, that green dot on top of the orange ramp on the screenshot is actually a Raven Robot. So yeah, that’s quite a hike from the spawn area, and later in the match, you would probably have the enemy team firing at you from the high ground.

On paper, an elevator traveling straight to the mountain-top and two accelerator corridors on the sides were meant to be focal points necessary to win the summit beacon. Players would fight their way to them first and then proceed to the central beacon. In reality, playtesters chose to ignore the elevator and the corridors offered too little protection, turning your Robots into makeshift shooting galleries. We tried adding a wide tunnel with plenty of cover beneath the mountain to offer passage between the corridors and the elevator, but every fresh group of playtesters would choose the same route—climb to the top and pray you do not get shot. At this point, it was clear we needed to load a save.

With the first batch of drastic changes, the map lost most of its verticality. The mountain was razed to about half of its previous height, its slope became less cluttered, and the accelerator corridors became wider and faster. We even introduced teleports closer to the center of the map to allow quick travel through the mountain.


Not that much of a Mont anymore.

At this point, the map became truly playable for the first time. The layout didn’t allow any team to snowball early by capping the top, the elevators became a viable option, and storming the slopes didn’t feel as excruciating anymore. However, now it all felt somewhat bland, and the map’s mechanics just didn’t click. So after a few (quite a few) more iterations, we arrived at this.


Introducing the Drill!

Accelerator belts, teleports, and tunnels were all gone. Sometimes you need fewer mechanics to make the thing work, not more. The mountain lost half its height yet again and received a couple of smaller elevators to add more avenues of approach. We also added a river. Firstly, humans love water. Secondly, by that time we had the slowdown mechanic developed on Crash Site already so it only seemed logical we should use it here as well.

The main addition that sold the map to playtesters and the rest of the team alike was the Drill—a four-legged structure on top of the central beacon, which turns that beacon into a killing zone when you least expect it. What can be less predictable than enemy fire? By the time the hit areas that make the drill drop were added, we knew that one way or another this will make it to the live server.

There still was one major problem to address: the players on one side of the map didn’t know what was going on on the other. They didn’t feel in control, which resulted in lots of aimless wandering. To solve this problem, we decided to bring the mountain back, although this time, not as a playable zone.


Let the river run elsewhere, somewhere industry-free.

The mountain mass cut off one-third of the map, simplifying the layout to a digestible scale. We were hesitant to implement this solution at first, because the resulting area was another two-lane map like Crash Site. However, there are many more things differences than similarities between the two maps. On Crash Site, one team has the higher ground at the start. To level the field for both teams, we adjusted beacon positions so that the team which starts lower gets to their third beacon a bit faster. The spawn areas on Mont, on the other hand, have no elevation difference, meaning the teams arrive at the central beacon simultaneously. So the overall gameplay on our second map will feel very different.

Blocking, testing and iterating on feedback took us about nine months. After that, we were finally ready to pass the baton to the concept team.
[h2]CONCEPT[/h2]
The concept team cranked it to eleven from the get-go. They prepared multiple versions of the map, all following the initial layout but focusing on different environment feel and gameplay possibilities. For example, there was a version with half of the map submerged in acid or another one with heaps of metal scrap offering plenty of cover.


Can you see a Robot over there? Me neither.

When we tested each of them, we had an array of very distinct visions to choose from. The exaggerated versions of the futuristic art style helped us agree on the direction the map will go and leave all doubts behind. Well, not all the doubts. For some members of the team, this version with the pipes remained a favorite. It had that satisfying feel of interconnectedness to it.


Maybe there’s oil on the Wild Ten.
[h2]ART[/h2]
Finally, it was time for the art team to step in. They began by overhauling the map lighting and adding some pre-made buildings where the gray boxes once stood. With the blurry warm light filling the scene, Mont got its dusty martian look and some remote Total Recall vibes. It already looked like it belonged on the Wild Ten.


No crop fields on this Frontier.

For the next several months, the art team worked on the structures and the environment, pushing the map toward a game-ready state. They cooled the lighting a bit so that the human-made part of Mont stood out against the surrounding mountains. They replaced every placeholder with a game-ready asset and even found time to reintroduce acid pools from one of the early concepts. Each of the new additions was thoroughly tested by the QA team to ensure optimal (as far as Early Access goes) performance and passability.


You know exactly where to aim!

This isn’t the final version of Mont of course. We’re still thinking about adding extra elements to the Drill and certain visual aspects of the environment will definitely change in the future. For now, we are happy we were able to deliver the map just a couple of months after the start of Early Access.

Join our Discord and tell us what you think of Mont! Do you manage to score kills with the Drill at all? Can you win without the central beacon?

In the next Development Spotlight, we will talk about game modes. Stay tuned for new exciting ways to play War Robots: Frontiers!

New Website Feature: Your Account


Introducing Your Account, a new page on the War Robots: Frontiers website where you can:
  • Update your password
  • Change your in-game Nickname (limited to every 24 hours)
  • Upgrade your current Pioneer Pack
  • Check your details, including your email address, User ID, and Nickname


You can access Your Account by clicking your username in the top-right corner of the War Robots: Frontiers website, and selecting it from the drop-down box.

Maintenance – 1/02/2023


War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
  • Maintenance Time: 1/02/2023 at 08:00 UTC
  • Estimated Downtime: 1 hours

The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.

Thank you for your patience!

The Tricksters Update is Live!


Seize the upper hand with stealth and cunning in the Tricksters update, now live in War Robots: Frontiers! Grab a Pioneer Pack to enter the fray in Early Access on PC via Steam and MGLauncher, available from wrfrontiers.com and Steam.

[previewyoutube][/previewyoutube]

 [h2]EXPAND YOUR ROBOT SQUAD[/h2]
Add two new Robots to your Hangar, and utilise their unique tactics in battle.
  • Raven: Swift and deadly, Raven attacks with a signature ability that fires a volley of deadly projectiles.
  • Loki: Trick your opponents by deploying decoy holograms while also entering Stealth to gain the upper hand. 
[h2]POWER UP WITH NEW WEAPONS[/h2]
Boost your firepower with three new weapons!
  • Scatter: Launch sonic attacks that can deal damage through solid objects at a certain distance.
  • Shocktrain: Fire precision lasers that deal damage to an extra target nearby after the initial hit.
  • Dragoon: Snipe your unsuspecting enemies with this energy-efficient heavy option.
[h2]TURN THE TIDE WITH NEW ABILITIES[/h2]
Switch up the fight with new special abilities!
  • Blink: Instantly dash forward a short distance with lightning-fast speed, enabling you to escape enemy fire, or take the fight to your foe!
  • Passive Shield: Fortify your build with this absorbing ability, turning incoming damage into replenishment.
[h2]NEW MAP: MONT[/h2]
Enter the fray in a brand-new arena on the new map: Mont! Brush up on our top tips for achieving victory:
  • The beacons near spawn points are easy-to-control, but success lies on the high ground.
  • Attempt to take the hill beacon early, then set up defences. 
  • When attacking and enemies are already at the beacon, you can attack the destructible structure to send it crashing down on enemies.
[h2]QUALITY OF LIFE IMPROVEMENTS[/h2]
As well as brand-new Robots, Weapons, and Map, the Tricksters update also comes fully stocked with QOL improvements.
  • All available languages now feature updated translations.
  • The Frame Rate Limit is now set to 60 FPS by default, helping to avoid overheating on certain GPUs (this can be adjusted within the game Settings).
  • The Store now features updated content and level rewards.

Check out the patch notes for a full list of new features and changes in the Tricksters Update!
[h2]HOW TO PLAY[/h2]
Purchase a Pioneer Pack to join the fight and play War Robots: Frontiers in Early Access, available from wrfrontiers.com and Steam

You can choose from four Packs, with each unlocking Early Access and exclusive bonus content:
  • Iron Pack: Contains Early Access and four (4) Orkans (Weapons).
  • Steel Pack: Contains Early Access, Varangian (War Robot), four (4) Orkans (Weapons), and 300 WarpReals (in-game currency).
  • Titanium Pack: Contains Early Access, Varangian (War Robot), Kate AKA Sparrow (Robot Pilot), four (4) Orkans (Weapons), one (1) legendary-quality Robot Decal, one (1) Premium Battle Pass, 90 days of Premium Status, and 750 WarpReals (in-game currency).
  • Platinum Pack: Contains Early Access, Varangian (War Robot), Kate AKA Sparrow (Robot Pilot), four (4) Orkans (Weapons), one (1) legendary-quality Robot Decal, four (4) Premium Battle Passes, 1 year of Premium Status, and 1,250 WarpReals (in-game currency).

All players can access basic War Robots to play with in Early Access, regardless of the Pioneer Pack purchased. For more details about Pioneer Packs, check out our dedicated article.
[h2]JOIN THE WAR ROBOTS COMMUNITY![/h2]
Subscribe to the official newsletter to get more of the latest news like this straight to your inbox, follow the game on Twitter and Facebook, and join the official Discord server. You can also wishlist and follow War Robots: Frontiers on Steam to get the latest news there.

Tricksters Update Patch Notes (January 31, 2023)


These are the patch notes for the version 0.10.2 build available on January 31. Update your game to the latest version and start playing today in Early Access!

[previewyoutube][/previewyoutube]

NEW CONTENT
  • Added two new Robots:
    • Raven: Soar and attack with a signature ability that adds extra firepower to your build. Upon activation, it fires a volley of sticky projectiles that glue onto targets and explode after a short while, dealing limited area damage.
    • Loki: Deploy decoy holograms while also entering Stealth. Builds making use of this Robot’s ability often rely on tricking the opponents rather than overcoming them with raw firepower.
  • Added three new weapons:
    • Scatter: Light slot sonic shotguns that can deal damage through solid objects at a certain distance. 
    • Shocktrain: Light slot precision weapons that deal damage to one more target nearby after hitting the initial one. 
    • Dragoon: An energy-efficient sniper option for the heavy slot.
  • Added new abilities:
    • Blink: Instantly transfers your Robot forward a short distance, which can become your prime tactic for escaping enemy fire. 
    • Passive Shield: Doesn’t require activation. It absorbs a portion of all incoming damage at the cost of its charge and starts replenishing when your Robot doesn’t take damage for a while.
  • Added a new map: Mont.
PLAYER PROGRESSION
  • Updated contents of the Store and level rewards.
  • Added account levels up to Level 40. Level rewards above Level 40 contain item Blueprints from this update.
QUALITY OF LIFE IMPROVEMENTS
  • Updated translations in all available languages.
  • The first three matches for newer players will now start instantly upon clicking TO BATTLE. Note that the early matches are played exclusively against AI bots.
  • Frame Rate Limit is now set to 60 FPS by default. This will help avoid overheating on certain GPUs. You can adjust Frame Rate Limit in the game Settings.
  • Reduced performance toll of Instant Reload and Infinite Ammo abilities and their visual effects.
MAP IMPROVEMENTS
  • Added the new Mont map to the Beacon Rush game mode. The general matchmaking queue now features two maps: Crash Site and Mont.
  • Updated the Tutorial map.
  • Added a number of visual improvements to the Crash Site map.
  • It is no longer possible to deploy Robots on an ally-controlled beacon if there is at least one enemy Robot contesting the beacon.
BALANCE CHANGES
  • Shredder: Damage per shot reduced from 400 to 370.
  • Scourge: Damage per charge increased from 720 to 900 (holds up to 100 charges in total).
  • Trebuchet: Damage per shot reduced from 11,500 to 10,400; Titan and Ultimate Ability charge rate reduced by 15%.
  • Gozer: Damage per charge increased from 100 to 125 (holds up to 50 charges in total); effective range reduced from 500 to 420.
  • Pulsar: Can no longer reload while still firing a burst.
  • Deploy Shield: Dome diameter reduced by 33%. It now becomes more difficult to get under the opponent’s shield, but at the same time, the shield now covers less space.
  • Transfusion (Bulwark): Will now ignore Halo projectiles, so as to focus on projectiles with higher damage per particle. 
GRAPHICAL IMPROVEMENTS
  • Added reload animation to Trebuchet.
  • The visual effects of Energy Shield and Infinite Armor Shield are now more transparent.
BATTLE HUD IMPROVEMENTS
  • Updated the visuals for incoming damage direction indication. Additionally, hits on your shields will now display in blue.
  • Projectiles that deal no damage (e.g. Typhon’s missiles) will no longer evoke damage reports on target. Prior to this change, their hits would report as “0”.
BUGS FIXED
  • Fixed Halo description displaying incorrect damage and effective range in Hangar.
  • Fixed Electronic Warfare (Griffin) being visible through walls and displaying incorrect friend-or-foe colors.
  • Fixed Shield Dome (Varangian) letting through enemy projectiles fired from inside.
  • Fixed Gunsmith skill (Kang Strong) not giving a bonus to kinetic weapons. The skill now correctly affects Tusks, Railguns, Trebuchets, Thunders, Punishers, and Shredders.
  • Fixed progression requirements of Level 40.
  • Fixed replacement Robots deploying at the level entrance in the Tutorial instead of following the checkpoints.
  • Fixed incorrect visual effects displaying for certain Pilot skills.