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v.104641: Patch notes

[h3]As a foreword ...[/h3]
First, we would like to apologize for the delay taken by the patch to be released. Unlike what some may have been commenting on the forums lately, we didn't turn a blind eye on the previous patch's issues, nor are we deaf: we've been hard at work fixing them. But videogame production doesn't run as smoothly as one may think, and building this patch proved more troublesome than expected. We intended to have delivered it earlier this week, at the latest yesterday, but new issues were found and had to be fixed.

A videogame studio isn't a single-minded entity, but made up of several teams working together, but not on the same tasks. i.e. 3D modelers have nothing to do with balance or fixing bugs, and improving models doesn't delay or speed up balancing. Or DevBlog being written at least a week in advance, therefore assuming the patch would have been released by then, hence not mentionning us working on it. Nor were we 100% sure the patch could be build and finaly released today, hence we couldn't announced it yesterday.

Be sure that, even if we can't reply to each and every one of you, we are reading your feedbacks and are aware of issues, and are fixing them as fast as we can. Sometimes it just takes more time than expected ...

[h3]Tutorials[/h3]
  • Infantry - Advanced Combat : Rebalancing of the tutorial's difficulty, that is now way lower.
[h3]Features[/h3]
  • Added a button in the deployment panel, which allows you to target units that do not have active orders. This avoids forgetting to give orders to units in the deployment phase.
[h3]Code fixes[/h3]
  • Fixed unit statistics, which were sometimes red in the unit information panel
  • Fixed a crash that sometimes happened on the end of game screen, when a unit was killed by critical damage
  • Fixed a crash on the Hold Until Relieded operation
  • Fixed a crash on Vertigo 1v1 Duel, when destroying a building occupied by infantry in combat
  • Fixed an issue where you couldn't choose your deck after receiving an invitation
[h3]Data fixes[/h3]
  • Autocanons behaviour and stats reverted to pre-McDonald update status
  • Sligtly reduced dispersion for all Rocket artillery
  • SMG reverted to their previous stats, before McDOnald milestone
  • All Rocket launcher artillery get +5% damage and suppresion splash
  • BM21 & MF70 price decreased to 210pts, Napalm decreased to 210pts, Grad-V increased to 155pts
  • M270 MLRS & MARS price decreased to 320 pts
  • All SP mortars (except NONA) price decreased -5pts
  • Sniper Rifles and Designated Marksman Rifle damage set to 0.15HE
  • Designated Marksman Rifles accuracy set to 45%
  • All mounted MMG and HMG now display accuracy by salvo
  • Mounted MMG accuracy set to 55% / 15%
  • Mounted HMG accuracy set to 50% / 10%
  • MMG tripod accuracy set to 55%
  • HMG tripod accuracy set to 50%
  • Automatic Grenade Launcher now display accuracy per salvo
  • Automatic Grenade Launcher HE set to 0.5 for 30mm, 0.7 for 40mm
  • Automatic Grenade Launcher salvo set to 5 rounds
  • All Tank canon get +10% suppress splash
  • Adjustment of precision bonuses for sucessive shots.
  • Damage splash and suppress radius adjustment
  • Increased bomb drop speed by 10%
  • Aim time for howz and mortar increased
  • Adjustements for damage and suppress radius
  • All wheeled and tracked mortars cost reduced by 5 (except Nona)
  • Mirage III hp reduced to 8
  • Mig-21 hp reduced to 8
  • Harrier hp reduced to 8
  • F104 hp reduced to 8
  • Alpha jet hp reduced to 6
  • Gina hp reduced to 8
  • Amphibious vehicle speed raised by 25%
  • LMGs benefit from a distance-based accuracy bonus.
  • Complete cluster rework with clarified UI explanation
  • Brought back AMX-10 VOA, BRDM-2 & SONDERWAGEN to pre-Macdonald setting: no GSR trait nor Para forward deployment.
  • Brought back VAB RASIT & FUCHS RASIT to pre-Macdonald setting: no Para forward deployment.
  • Cohesion effect ajustements
  • Shock trait speed bonus deleted
  • Resolute trait reduce suppress taken by 15% instead of 25%
  • Reservist trait reduces accuracy by 5% and raises aim time by 10%
  • Fuel supply cost is reduced by 50% and all units consume -15% fuel
  • Aircraft repair time reduced by 10%
  • Air rocket supply cost reduced by 1/3
  • Forest protection is now 35%
  • Building protection is now 50%
  • Optics power increased by around 10%
  • Fine rework on ATGM reload time
  • Smoke activation time is now 0.5s
  • GSR trait requires 10 seconds without movement to activate
  • Corrected error on satchels: they no longer damage allied units
  • Increase autocannon accuracy by 15%, increase HE power by 50% and suppress by 15%.
  • Reduction in rocket supply costs
  • Bombers reload time reduced by 20%
[h3]Nato forces[/h3]
  • US infantry squads replace their M60 machine-gun with M240B (same stats, new model but MAG placeholder silhouette) but: Army (not Airborne) Engineers & MPs
  • Decreased infantry squads' M60's RoF slightly
  • PZ.GRENADIER (M113) price +5
  • PZ.GRENADIER (Marder) price +5
    11e DP
    • ERC90 SAGAIE availability set to 3 cards
[h3]Pact forces[/h3]
  • All BM-21 and RM-70 get +50% RoF
  • East-German BRDM-2 renamed SPW-40P2
  • Renamed 2S9 NONA's gun 2A51 and reduced its ammo loadout from 30 HE & 7 AP to 18 & 7 (25 max IRL)
  • 2S7M Malka salvo raised to 3
  • SICHERUNGS price +5
  • JÄGER price +5
  • Increased 2S9 NONA's HEAT round's penetration from 14 to 20 + price increased from 85 to 95
    39th & 79th
    • BM21 availability reduced to 1 card