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WARNO News

v.113713: KELLERMANN Patch notes

[h3]Maps[/h3]
  • Introducing the alpha version of the MAP EDITOR
  • Add a new map: TENSION
  • Added a new variant for maps: ROCKS, now on 10vs10 Conquest & Destruction mode


[h3]Features[/h3]
  • It is now possible to load all infantry in nearby available vehicles, with a right click during a multi-selection
  • Overhaul of official premade and autofill decks to better represent each division
  • New unit trait: false flag


[h3]Operations[/h3]
  • Götterdämmerung: Fixed a bug that was making the destroyed vehicles used for FX count in the final calculation of the player score.
  • Backhand Blow: Fixed a bug in which destroyed units used for FX were counted in the final calculation of the player score.
  • The Kitzingen Ruse: Fixed a bug in which destroyed units used for FX were counted in the final calculation of the score.
  • Hold Until Relieved: Fixed a bug in which destroyed units used for FX were counted in the final calculation of the score.
  • Fixing the 7e Blindée's coat-of-arms in "The Dieburg Salient" operation


[h3]Code fixes[/h3]
  • Fixed the display of Stats in the armory
  • Fixed the shadow of certain units, like the M60 for example
  • Fixed skins that were sometimes those of another nation, in low graphics
  • Fixed crash that happened at launch for some players
  • Fixed automatic placement of FOBs by the AI, which was sometimes on the road


[h3]Data fixes[/h3]
  • Fix Green Archer being able to deploy forward as para
  • Renaming AVENGER's missile from "Stinger RMP" to "Stinger POST"
  • Renamed R-37 missile into R-33S
  • Renamed MiG-31M into MiG-31B
  • Fixed MISTRAL PARAS (para veterancy + avail on par with other MISTRAL)
  • Fixed DDR drivers modeled as Soviet ones


[h3]New veterancy system[/h3]
  • all "reservist" troops are locked at vet0 + get "negative XP"
  • all "line" troops start at vet0 but can be vetted
  • all elite (paratroopers, ...) troops start at vet1 but can be vetted
  • vet3 can only be achieved by special forces
  • Howitzer rate of fire adjusted to new XP (aim time / reload time)
  • Mortars' rate of fire adjusted to new XP (Aim time / reload time)
  • Specific XP values for artillery
  • Specific XP values for aircraft
  • All DDR units lose their free vet, which was now a duplicate since we introduced the "Resolute" trait for them


[h3]Generic[/h3]
  • Mistral aircraft range reduced to 2475
  • Strella 2M aircraft range reduced to 2125
  • Adjusting aircraft recharging times at the airport
  • Air rocket HE splash reduced by 2
  • Air rocket suppress splash reduced by 2
  • Air rocket max dispersion raised by 2
  • Cluster bomb damage slightly increased
  • Reduced range accuracy gains.
  • HMG and MMG accuracy increased
  • MMG mounted or on tripods suppress increased
  • MMG mounted or on tripods accuracy raised
  • SAM accuracy varies accordingly to the distance to the target
  • HE radius of all GROUND to AIR / AIR to AIR missiles => +10%.
  • Suppress radius of all GROUND to AIR / AIR to AIR missiles => +35%.
  • Non radar anti-air missiles aiming time raised to 2,5 sec
  • STINGER, JAVELIN, IGLA aircraft range reduced to 2300
  • Unlocked all supply helicopter's veterancy from vet0 to vet2


[h3]NATO[/h3]
  • Standardized all M40A1 RCL teams & jeeps' price at 50 + base availability at 6
  • Decreased (all) GREEN ARCHER's price from 40 to 25 + availability set to 4
  • Decreased (all) RASIT's price from 40 to 25 + availability set to 4
  • Decreased (all) SCORPION's price from 40 to 35 + availability set to 5
  • Decreased (all) SCIMITAR's price from 55 to 50 + availability set to 5
  • Decreased (all) ALOUETTE's price from 45 to 30 + base availability from 6 to 4
  • Decreased (all unarmed recon) GAZELLE's price from 50 to 35 + base availability from 6 to 4
  • Standardized (all non-para) MILAN 2 jeeps' price to 50 + base availability to 6
  • Standardized (all para) MILAN 2 jeeps' price to 55 + base availability to 4
  • Decreased (all) STRIKER's price from 80 to 55 + base availability set to 6, the number of cards increased to 2 where there was only one
  • Increased (all) M110's veterancy from vet0 to vet1
  • Decreased (all) UH-60A CO's base veterancy from vet2 to vet1
  • Opened (all) UH-60A SUPPLY's veterancy from vet0 to vet2
  • Decreased both Roland 2 missiles' reload speed from 16 to 10
  • Decreased both Roland 3 missiles' reload speed from 20 to 10
  • Decreased Roland 2 missile's anti-plane range from 4075m to 3525m + (all) ROLAND 2's price from 110 to 100

  • ROVER MILAN's stealth set back to good
  • WOMBAT teams & jeep' price set at 45 + base availability at 6
  • Decreased SPARTAN MCT's MILAN loadout from 12 to 6 missiles total
  • Decreased SCOUTS (LAW-80)'s price from 55 to 50
  • Decreased TERRIERS SCOUTS' price set to 20 + base availability set to 7
  • Increased AIRMOBILE SCOUTS's price from 45 to 50
  • Increased AIRMOBILE GUN GROUP's price from 40 to 45
  • Increased SAS PATROL's price from 65 to 70
  • Decreased FERRET MK.2's price from 20 to 15 + base availability from 9 to 4
  • Decreased FV438 SWINGFIRE's price from 90 to 55 + base availability set to 6, the number of cards increased to 2 where there was only one
  • Increased FV103 SPARTAN ZB-298's base availability from 3 to 4 + price decreased from 35 to 25
  • Increased CHIEFTAIN MK10 & M11's price from 175 to 190 (and CVs accordingly)
  • Decreased TERRIERS PARAS' base availability from 8 to 7
  • Decreased JAVELIN's base availability from 12 to 9
  • Increased AH.1 GAZELLE [RKT]'s base availability from 3 to 6

  • Increased VAB MILAN's price from 25 to 30
  • Increased VAB MEPHISTO's base availability from 3 to 5
  • Decreased AML-60 GENDARMERIE's price from 50 to 35 + base availability from 6 to 3
  • Decreased AML-60-12's price from 50 to 35 + base availability from 6 to 3
  • Increased AML-90 LYNX's price from 65 to 70
  • Decreased AMX-10 VOA's price from 30 to 15 + base availability set to 5
  • Decreased VBL RECO's price from 45 to 30
  • Decreased (recon) GAZELLE CANON's price from 70 to 55 + base availability from 4 to 3
  • Decreased (French) ECLAIREURS's price from 55 to 40 + base availability from 9 to 6
  • Increased ERC-90 SAGAIE's price from 65 to 70
  • Decreased VLRA MILAN 2's price from 70 to 55 + base availability from 6 to 4
  • Decreased VAB MEPHISTO's price from 100 to 70 + base availability from 9 to 3
  • Decreased AMX-10 HOT's price from 95 to 70 + base availability set to 5
  • Decreased COMMANDO's base availability from 6 to 4
  • Increased GREN.-VOLT. (APILAS)' base availability from 6 to 7
  • Decreased AEROMOBILES' base availability from 9 to 8
  • Increased LEGIONNAIRES-PARAS' base availability from 4 to 5
  • Decreased MIRAGE IV [SEAD]'s price from 270 to 260
  • Decreased MIRAGE IV [HE]'s price from 265 to 260
  • Increased JAGUAR [HE]'s price from 245 to 255
  • Increased JAGUAR [CLUS]'s price from 245 to 255
  • Increased JAGUAR [NPLM]'s price from 245 to 255

  • Increased (all, including CV & N.G.) M1 & M1IP ABRAMS' price by +5
  • Decreased M1A1(HA) ABRAMS' price from 320 to 305 (and CV accordingly)
  • Decreased M1025 HUMWEE TOW-2's price from 90 to 70 + base availability set to 5
  • Decreased AB M1025 HUMWEE TOW-2's price from 95 to 75 + base availability set to 5
  • Decreased AB M167 20mm's base availability from 8 to 5 + number of cards increased from 1 to 2
  • Decreased AB AVENGER's base availability from 8 to 4 + number of cards increased from 1 to 2 + price decreased from 130 to 100
  • Decreased N.G. M151A2 I-TOW's price to 40 + base availability to 7
  • Decreased N.G. FIRE TEAM (LAW)'s base availability from 12 to 9
  • Decreased N.G. FIRE TEAM (DRAGON)'s price from 35 to 30 + base availability from 12 to 9
  • Decreased N.G. SCOUTS' base availability from 9 to 7
  • Increased M113 ACAV's price from 45 to 60
  • Decreased DISMOUNTED TROOPERS' price from 50 to 45
  • Increased MP PATROL's price from 15 to 20 + base availability from 12 to 9
  • Increased MP PATROL (M67)'s price from 40 to 55
  • Increased AB MP PATROL's price from 20 to 25 + base availability from 12 to 9
  • Increased AB MP PATROL (M67)'s price from 45 to 60
  • Decreased (American) SCOUTS' price from 30 to 25 + base availability from 9 to 6
  • Decreased LRS' price from 80 to 70
  • Decreased PSSE-B's price from 65 to 60
  • Increased RANGERS' price from 50 to 60 + base veterancy from vet2 to vet1
  • Decreased M150's price from 45 to 40 + base availability from 6 to 4
  • Decreased M3A1 BRADLEY CFV's price from 120 to 110 + base availability from 6 to 4
  • Decreased M3A2 BRADLEY CFV's price from 135 to 120 + base availability from 4 to 3
  • Decreased M901 ITV's price from 80 to 60
  • Decreased M901A3 ITV's price from 95 to 70 + base availability set to 5
  • Increased M981 FISTV's base availability set to 5 + price set to 15
  • Increased I-HAWK's price from 100 to 110
  • Decreased M1A1 ACAV's price from 290 to 270
  • Decreased OH-58C SCOUT's price from 70 to 45 + base availability set to 3
  • Decreased OH-58D KIOWA's price from 85 to 55
  • Decreased OH-58D KIOWA WARRIOR's price from 130 to 120
  • Decreased AH-64A APACHE [AT]'s price from 275 to 240
  • Increased AH-64A APACHE [RKT]'s price from 175 to 200
  • Increased CH-47C CHINOOK's price from 50 to 60
  • Increased F-4E PHANTOM [NPLM]'s price from 165 to 175
  • Decreased F-15C [AA2]'s price from 285 to 270
  • Changed F-111F [LGB]'s base availability from 2 to 1 + number of cards increased from 1 to 2
  • Decreased F-4G WILD WEASEl's base availability from 4 to 2 + number of cards increased from 1 to 2

  • Decreased (Belgian) ECLAIREURS's base availability from 9 to 6

  • Decreased Fs-JÄGER-AUFKLÄRER's price from 60 to 50 + base availability from 6 to 5
  • Increased Fs.-JÄGER B1's base availability from 4 to 5
  • Decreased FERNSPÄHER's base availability from 6 to 5
  • Increased HEIMATSCHUTZEN's price from 35 to 40
  • Decreased BGS' price from 40 to 35 + base availability set to 7
  • Decreased SONDERWAGEN 4 AUFKL.'s price from 30 to 15 + base availability from 6 to 3
  • Decreased LUCHS's price from 60 to 55
  • Decreased BO-105M VBH's price from 50 to 35 + base availability from 6 to 4
  • Decreased LEOPARD 1A5's price from 95 to 90 + base availability from 9 to 8
  • Decreased LEOPARD 2A4's price from 315 to 300
  • Decreased JAGUAR 1's price from 85 to 60 + base availability set to 6, the number of cards increased to 2 where there was only one
  • Decreased JAGUAR 2's price from 90 to 70 + base availability set to 5, the number of cards increased to 2 where there was only one
  • Increased ILTIS MILAN's base availability from 6 to 7
  • Decreased KANJPZ's price from 50 to 45

    1AD
    • Replaced one card of BEDFORD supply truck with one of the (new) STOLLY amphibious trucks
    Berlin
    • Add one extra card of M1025 HUMWEE TOW-2
    11eDP
    • Increased VLRA MILAN 2's number of cards from 1 to 2
    • Increased MISTRAL's number of cards from 1 to 2
    • Removed the card of non-para ANF-1 HMG
    5eDB
    • Add one extra card of VAB MEPHISTO
    • Removed one useless 3-pt AA slot
    • Removed one useless 3-pt ART slot
    • Added one 3-pt HELO slot
    • Added one 2-pt INF slot
    • Changed one 3-pt TANK slot into a 2-pt one
    • Added one card of GAZELLE CANON
    • Added one card of PUMA PC
    8ID
    • Removed all German units from the battlegroup
    • Removed OH-58C C/S from the battlegroup
    • Removed OH-58D KIOWA from the battlegroup
    • Decreased OH-58C SCOUT's number of cards from 2 to 1
    • Adding one card of (new) M163 CS
    82AB
    • Add one extra card of AB M1025 HUMWEE TOW-2
    • Decreased AB M1025 TOW's number of cards from 3 to 2
    TKS
    • Changed one 3-pt AIR slot into a 2-pt one
    • Added 1x card of VLRA MILAN
    • Added 1x card of VLRA 20mm
    • Added P-4 jeep as a transport option to MILAN 2
    • Decreased both VLRA variants' number of cards from 2 to 1


[h3]WARSAW PACT[/h3]
  • Standardized all SPG-9 RCL teams & jeeps' price at 50 + base availability at 6
  • Standardized all para SPG-9 RCL teams & jeeps' price at 55 + base availability at 6
  • Decreased (all) BRM-1's price from 70 to 60
  • Decreased (all) BRDM-2's price from 40 to 30 + base availability from 9 to 6
  • Decreased (all unarmed recon) Mi-2's price from 45 to 35 + base availability from 6 to 4
  • Standardized (all) MiG-23MF's ECM at 20%
  • Standardized (all para) KONKURS jeeps' price to 55 + base availability to 6
  • Standardized (all non-para) FAGOT jeeps' price to 40 + availability set to 7
  • Increased (all IFV) BMP-2, BMP-2D & BMP-2AG's price by +5
  • Decreased (all) MT-12 RAPIRA's price from 100 to 85
  • Decreased (all) BRDM-2 KONKURS' price from 70 to 55 + availability set to 6, the number of cards increased to 2 where there was only one
  • Increased GUV Gatling's range from 1200m (ground) / 1050m (air) to 1400m / 1225m
  • Decreased UAZ FAGOT's base availability from 12 to 7
  • Added 2S9 NONA-S an HE direct fire ability

  • Increased BMP-3's price from 85 to 90
  • Increased BMD-1P's price from 30 to 40
  • Increased BMD-2's price from 40 to 50
  • Decreased T-62M1's price from 115 to 110 (and CV accordingly)
  • Decreased T-62M's price from 145 to 140
  • Decreased T-62MV's price from 145 to 140
  • Decreased T-64B's base availability from 6 to 5
  • Increased T-64BV's price from 245 to 250 (and CV accordingly)
  • Decreased T-80B's base availability from 6 to 5
  • Increased T-80BV's price from 250 to 255 (and CV accordingly)
  • Increased T-80BV IZD. 29's price from 255 to 260
  • Decreased T-80U's price from 320 to 310
  • Decreased T-80UD's price from 350 to 340
  • Decreased BRDM-2 KONKURS-M's price from 90 to 65 + availability set to 5, the number of cards increased from 1 to 2
  • Decreased DESANTNIKI (BMD)'s base availability from 9 to 8
  • Decreased DESANTNIKI (DSh)'s base availability from 9 to 7
  • Decreased RAZVEDKA's price from 50 to 40 + base availability from 9 to 6
  • Decreased RAZVEDKA SAPERI's base availability from 8 to 6
  • Decreased DESANT. RAZVEDKA's price from 55 to 45 + base availability from 9 to 6
  • Decreased MOTOSTRELKI (RPG-22)'s base availability from 9 to 8
  • Decreased MOTOSTRELKI (RPG-27)'s base availability from 9 to 8
  • Decreased 1V119 REOSTAT's price from 40 to 25 + base availability from 6 to 4
  • Decreased MT-LB SHTURM's price from 80 to 65 + availability set to 5
  • Decreased TOR's price from 110 to 135
  • Increased MT-LB STRELA-10M3's price from 100 to 110
  • Decreased Ka-50 AKULA [AT]'s price from 280 to 260
  • Increased Mi-8MTV's price from 115 to 130
  • Changed MI-8MT (UPK)'s rocket from S-5 (57mm) to S-8 (80mm) to match the model & number of rocket pods
  • Decreased Mi-8R's price from 70 to 50 + base availability from 6 to 3
  • Decreased Mi-24K's price from 180 to 155 + base availability from 2 to 1 but the number of cards increased from 1 to 2
  • Decreased Mi-26 GRUZOVOI's base availability from 2 to 1, the number of cards increased from 1 to 2
  • Decreased T-8M's price from 275 to 245
  • Decreased Su-17M4 [RKT]'s base availability from 3 to 2
  • Increased MiG-27K [SEAD]'s price from 230 to 240
  • Changed MiG-27K [LGB]'s base availability from 2 to 1 + number of cards increased from 1 to 2
  • Decreased Su-27S [AA]'s price from 270 to 260
  • Increased Su-22M4 [RKT]'s price from 135 to 155
  • Decreased Su-22M4 [RKT]'s base availability from 3 to 2
  • Decreased Su-22M4 [UPK]'s base availability from 3 to 2
  • Decreased MiG-23ML [AA]'s price from 180 to 165
  • Decreased AUFKLÄRER's price from 50 to 40 + base availability from 9 to 6
  • Decreased MOT. GRENZER's price from 25 to 20 + base availability from 12 to 7
  • Decreased GRENZER's base availability from 9 to 7
  • Decreased SPz BMP-1 SP2's price from 35 to 30
  • Decreased AUFKPZ. PT-76B's base availability from 6 to 5 + price increased from 30 to 35
  • Decreased KPz T-34/85's HP from 10 to 8 + price from 35 to 30
  • Decreased KPz T-55AM2's price from 105 to 100 (and CV accordingly)
  • Decreased KPz T-72M's price from 165 to 160 (and CV accordingly)
  • Decreased KPz T-72M1's price from 190 to 175 (and CV accordingly)
  • Standardized D-44 85mm's price to 50 (55 for the FD variant) + base availability to 9
  • Decreased SPW-40P2 MALYUTKA's price from 40 to 20 + availability set to 7

    35DShB
    • Removed FOB from battlegroup
    • Removed all T-64B from battlegroup
    • Removed BRM-1 from battlegroup
    • Removed MOT. RAZVEDKA & RAZV. BMP-1 from battlegroup
    • Removed one 2-pt TANK slot
    • Added GAZ-66 SNAB. to battlegroup
    • Added (new!) NONA-K 120mm dual-purpose mortar to battlegroup
    • Turned one 3-pt ART slot into a 2-pt one
    • Turned one 3-pt HELO slot into a 2-pt one
    4MSD
    • Changed RECO tab from 1/2/3/3 to 1/1/2/2/3/3
    • Changed ART tab from 1/1/1/2/3/3 to 1/1/2/2/3/3
    • Removed BM-30 SMERSH from this battlegroup
    • Added one card of M-46 130mm to this battlegroup
    KdA
    • Removed PANZERJÄGER & MOT.-SCHÜTZEN (S.MG) from the division
    • Added 2x cards of RESERVISTEN
    • Restricted RESERVISTEN's transport options to soft skin truck & SPW-152
    • Added 1x card of new RESERVISTEN-FÜH.


[h3]WARNING[/h3]
Due to the many (many) changes brought with this version, previous replays are being invalidated.
To play those replays from previous versions, use the Steam compat_save_older_than_110364 branch.

Happy New Year, Map Editor Incoming!

Happy New Year, commanders!

We are back in action, and boy, do we have some exciting stuff to share with you.

Hitting the WARNO shores in the very near future (meaning between now and next week) is the very first super alpha version of our game’s map editor!

So, what can you expect?

[h2]Maps, maps, maps[/h2] WARNO’s map editor has been in the works for quite some time. Creating and releasing a map editor has not been an easy-peasy undertaking: Eugen’s proprietary engine for WARNO is a powerful beast, and optimizing the software (and letting it be used by the modders and community) took some hard crunching and plenty of development time.

But now, after laying the foundation and much tinkering, we are ready to share our first work-in-progress version with the community! The map editor will be part of the next milestone.

Now, please take note: this first version of the map editor is very much in alpha state. This means a list of considerations and limited features, bugs, and technical issues. Some key features will be missing. We will update the map editor along the way, adding, improving, and refining features.



[h2]Map Editor expectations[/h2]
Our intention with map editor users is to get familiar with the tool and experiment with existing maps. What will you be able to do?

  • Open existing maps.
  • Move, delete, or add 3D elements. This means not only from the map itself but also elements (trees, buildings, roads, etc.) from other maps. We are talking about 2900 existing scenery assets (3D models, textures, patterns, ...).
  • Save all modifications on the existing map.
  • Create (and save) new building patterns. These are the assembled building elements grouped together. These can be reused in various locations on the map.
  • Get familiar with UI and shortcuts (though subject to change, especially taking your feedback into account).




There are some caveats to keep in mind.

Once again, the map editor will be in the alpha state when released. This means:

  • The terrain of the chosen map cannot be modified in this first version. You cannot add or remove hills, change a map’s HeightMap or relief, or create rivers and waterways.
  • The newly created maps cannot be played or tested in this first alpha version. No playable scenario can be exported as we don’t have export functionality yet. However, everything changed or modified in the map will be usable with later versions of the editor, which will include the play/test/export functionality.
  • There is no functionality to add new assets for the time being.


[h2]Your Help is Needed[/h2]
This very first alpha version of the map editor serves as a proof of life. We are working on adding more functionality and use to this tool, to come in later updates.

However, we need your help to make the best out of the map editor.

  • We need testers to debug and improve the map editor.
  • We want modders to take their first steps with the map editor, learning the ropes, so to speak, and preparing their future maps. Any feedback or input would be helpful!


Our map builders have tested the alpha version of the map editor internally, but we need a larger range of hardware working with the tool. The more users we can have test and play around with the map editor, the more chance we will encounter issues, crashes, and bugs, which we can iron out in future updates.

While your work might not be testable or exportable in this first version, it can be saved and seen as doing the groundwork for future versions!

[h2]Map Editor’s Future[/h2]
What can you expect from the map editor’s developmental timeline after the initial release in WARNO’s next milestone? Keep in mind that Eugen’s “soon” trademark is active, meaning that we can’t (and won’t) make any firm commitments on when to expect these updates!



The following list contains features we are planning to add. These are chronologically listed in terms of “soon” to later down the line:

  • Create and export Skirmish scenarios of existing maps (both Conquest and Destruction variants) for solo and online lobbies. You will be unable to modify the build. What does this mean? You can modify and change deployment zones, command zones, values, etc., but not the build (fields, patterns, buildings, ...) or relief of a map.
  • Create and export battleground scenarios for Army General. These are the tactical scenarios launched when manually entering a battle (so not auto-resolve). Once again, only existing maps can be modified, excluding the build & terrain.
  • Create and export brand-new Skirmish maps with existing scenery assets.
  • Integrate new assets (3D models, ground textures) to be used in the brand-new maps above.
  • And ultimately, but this will take a considerable amount of time: the ability to export newly scripted scenarios (meaning Operations).




We want to repeat. The map editor that will be in your hands soon will be in alpha with bugs, crashes, technical limitations, and baguette language left over from the code’s earlier versions. With your help and feedback, we’ll do our best to fix everything untoward and update the map editor.

[h2]Until next week[/h2]
As you can see, the Eugen team is back in action! We’re gonna be rocking into 2024, with a new major milestone coming very soon!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield!

Divisional House Cleaning and Happy Holidays!

Hello commanders,

It’s that festive time of the year again. Shortly, we’ll enter the Christmas holiday break. This means no more DevBlogs for two weeks. The Eugen Systems team will back in full force in 2024!

And as this is the last DevBlog of this year, we still have plenty of interesting things to share.

Let’s go!

[h2]Foreseeable Future of Army General [/h2]
We know you’ll miss us dearly during our break, especially our regular “soon” updates about Army General. While we understand your frustration, we want to ensure our new mode is up to scratch in all the important areas. We are keen to avoid pushing something that turns out to be incomplete, bug-ridden, or worse… not fun.

We are working on several major updates to WARNO (see below). Currently, the team is also in the process of testing and improving every aspect of the Bruderkrieg Army General campaign, from the AI to preventing “cheesy” tactics and updating the voice acting. As all the data is intermixed, we can’t release the one without the other.

Our strategic mode is a massive new feature and in (very much so) active development. We won’t share a potential launch date or news on when to expect Army General until we are absolutely sure we can deliver. So, keep tight, commanders.



But, the team is not only being a busy bee with Army General. One of the other things happening in Eugen’s workshop is the upcoming major rebalance of our existing divisions. We call it a bit of “divisional house cleaning.”

And we can lift the tip of the veil of what to expect.

[h2]Divisional House Cleaning[/h2]
We are happy with the current roster of units and divisions in WARNO, but there is always room for improvement. For instance, such as the upcoming new Veterancy overhaul (which you can read more about in this DevBlog here). With all units done and all divisions released over a year (including new, unannounced ones), plus new mechanics, meta balance sweeps, individual new units, and more, we decided it was a good time to make a general balancing pass.



This means that the Eugen team is going through all divisions to fix balance issues and give each one a more pronounced flavor or playstyle. Expect some of our more infamous units to be toned down. At the same time, unsung soldiers will be beefed up, including slot allocation and shifting specific units from one formation to the other.

All divisions will keep to their divisional (historical) Order of Battle. This will not change. Formations attached to the divisions to fill certain gaps or to differentiate the battlegroups might be moved to other divisions, or removed. This can be a pretty thorough rehaul. However, one thing we can promise is that no unit will be removed from WARNO, instead, they will only be reshuffled.

The following is a preview of what’s to come. Some changes are still in progress, while others require testing. Keep that in mind!

[h2]35-ya Gv. DShB[/h2]
Let’s start with an obvious candidate: the Soviet airborne assault troops of the 35th
Guards Air Assault Brigade
or officially the 35-YA OG DESANTNO-SHTURMOVAYA BRIGADA.

When we first launched our airborne division, we feared they might be too lightly equipped to stand on their own in WARNO’s battlefield. Thus, we attached heavier ground elements, chiefly armor, in a mistaken belief our paratroopers needed outside help. We already put the American 82nd Airborne Division on a “tank diet,” but now it is the turn for the 35th Guards Air Assault Brigade to slim down.

Less armor, more paratrooper
The Soviet division will be streamlined to represent a more accurate Order of Battle. It will focus on its own equipment and less on other detachments. In practical terms, it means the division will lose all non-airborne armor and related units: T-64 (all versions), BRM-1, MOT. RAZVEDKA with their RAZV. BMP-1.

This also means some changes to the division’s unit category: in TANK, one of its 2-point slots will be scrapped entirely, but in both HELO and RECON, a 3-point slot will be made cheaper to 2 points.

Furthermore, as will be the case with every airborne division in our upcoming divisional rework, they will lose their fixed Forward Operation Base (FOB) “unit.” Of course, it wouldn’t make much sense to have a fixed structure filled with a pile of supplies when dealing with paratroopers dropping behind enemy lines.

New units
The 35th Guards Air Assault Brigade will not only see the effects of the cutting axe. A new unit will also deploy: the NONA-K 120mm dual-purpose mortar. While designated a “mortar,” it looks more like a small howitzer, which can fire in both an indirect role or used as a direct fire gun, with either HE or HEAT rounds. Meanwhile, the 2S9 NONA-S from the same battlegroup will also receive HE direct fire capacity. This ability is further extended to the 2S23 NONA-SVK of the 27-ya Gv. MSD (as they all share the same gun).

To compensate for the removal of the FOB, the division will get access to the light GAZ-66B supply truck. This particular vehicle will feature a reskin of the existing transport variant. Plus, to be able to feature heavy recon infantry, the new helicopter-borne RAZVEDKA (DSh) will deploy (but without the support of a BMP-1).



[h2]82nd Airborne[/h2]
Much in the same vein as their Soviet counterparts, the American paratroopers of the 82nd AIRBORNE DIVISION will be streamlined to follow a “purer” Table of Organisation and Equipment.

This means that attached elements from the 194th Armored Brigade will have to go. All the non-airborne armored elements will be taken out from the division: M1IP tanks, M577, M125 mortar, and the BRADLEY CFV. The division will also lose its FOB.

A bit of a reshuffle and new units
The 82nd Airborne Division will also see a reshuffle of slots between TANK and RECON, with the latter category seeing some additional love. Two new units will deploy there:

  • The new M551 ACAV, also known as ”Two Boxes”. This is a version without the ATGM but with additional MGs, here put to use in a recon role.
  • And a surprise brand-new unit. Unfortunately, we couldn’t model it on time for this DevBlog. Expect it to be showcased in the first one of 2024!




[h2]8th Infantry Division[/h2]
While the 8th INFANTRY DIVISION might not be as overpowered, in our eyes, it suffers from a different malady. This battlegroup has it all and does it all well. Consequently, it has turned into a grey and shapeless division, with an overabundance of specific units and no real defect. You will recall that the 8th Infantry Division was delivered WARNO’s second milestone. This update was used to tease the upcoming German units.

The Germans have been teased enough! Being featured with their own splendid divisions, we decided to get rid of zee Germans in this division. All of them! Furthermore, the 8th Infantry Division will also be thoroughly reduced in light helicopter power, with several of the OH-58 variants being either limited or removed entirely.



Rangers lead the way
Again, not all is doom and gloom. While the 8th Infantry Division might have been referred to as “that US division with Germans,” it will now be known as the “Rangers” division. We decided to rework the existing RANGER squads and expand them.

Having made new RANGER units for Army General, reusing these in the 8th Infantry Division during our balancing sweep would make the most sense.

  • The existing RANGERS squads have been expanded from 6 soldiers to 9 men per squad. Their AT-4 has been replaced by a LAW, however.
  • The new RANGERS (DRAGON) has been added. This features the same organization as the first unit but contains a Dragon II ATGM as its anti-tank weapon.
  • The new RANGERS LDR. squad are 6-man Command squad with sniper rifles and a M67 recoilless rifle.


Each new RANGER unit will be available as one card, with either Humvee or helicopter transports.

In addition to the above, the new M163 CS will be featured. This is a cheaper and radar-less variant of the self-propelled anti-air vehicle. Found in the AA tab, this unit represents how it could have been used against flying targets and in a direct-fire ground role.



[h2]Territorialkommando Süd[/h2]
Let’s fix our gaze on the “support” divisions, beginning with the West German TERRITORIALKOMMANDO SÜD. According to our server stats, this division is multiplayer’s ugly duckling. Rare to be played and even rarer to win.

We will buff this division by adding more units from the attached French 4e Division Aéromobile. This means:

  • The VLRA MILAN, which is the same Forward Deployment unit as found in the French 11e Division Parachutiste.
  • The VLRA 20mm, with Forward Deployment, again as found with the 11e Division Parachutiste.
  • The addition of the P4 jeep as transport for the MILAN 2 teams. In real life, the French 4e Division Aéromobile used a different model, the Auverland (see picture below), which is identical in role and performance.
  • One 3-point AIR slot has been made cheaper and is now 2 points.


We’ll keep an eye on seeing if the above changes give the Territorialkommando Süd a bit more viability on the online battlefields. If it doesn’t, we will look at additional ways to boost it.



[h2]Kampfgruppe der Arbeiterklasse Bezirk Erfurt[/h2]
The lovely named KAMPFGRUPPE DER ARBEITSKLASSE, or much easier K.d.A, is the East German “support” division. It will also see some love, but less for balance and more for flavor. We tried to focus on its reserve nature, decreasing the importance of the more standard, regular units. This new structure is modeled on Army General’s reserve divisions.

What does that mean? The PANZERJÄGER and MOT.-SCHÜTZEN (s.MG) infantry squads will be removed from the battlegroup. To make up for this loss, it will receive extra RESERVISTEN, as well as one card of the new RESERVISTEN-FÜH. This means the KdA will represent better the second-wave mobilization divisions within the East German Nationale Volksarmee.

We will make more changes to this division as soon as they are ready. This includes the new T-54B and new ZPU-4 light AA. Both of these units have been modeled for Army General and will now find their way into this division.

[h2]More Sneak Peek[/h2]
As we teased you with the SPARTAN ZB-298 & WARRIOR CP last week, we’ve been pursuing our modelling effort toward the British Army with this cute, fully amphibious ALVIS STALWART. To be introduced soon!



[h2]Until next week[/h2]
That’s all for now. The new year is shaping up to be very exciting indeed. We can’t wait to tell you about all the good stuff coming to WARNO.

From the whole Eugen Systems team: we wish you happy holidays and all the best for 2024. Expect us to be back in the second week of January!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

As always, see you on the battlefield, commander.

Workshop Sneak Peak and WarYes Update

Hello commanders,

We are back again! Today’s DevBlog will be slightly shorter. Nonetheless, we have some interesting tidbits to share with you.

First up is a sneak peek into the WARNO’s model workshop with a handful of new units coming your way.

Second, a hearty shout-out to the community-made WarYes website, which is rolling out an exciting new feature: the Advanced Damage Calculator. Read more about it further below.

[h2]A Sneak Peek[/h2]
Our artists are working hard to put the finishing touches on some new vehicle models coming to WARNO. In last week’s DevBlog, we revealed the visually updated Abrams main battle tank. All of the models have been done, and some, reskinned.



However, we are not only updating existing vehicles. We also took the opportunity to add some missing units. First up, the WARRIOR CP, which you can surmise, is the IFV’s Command variant, which will be added to the British 1st Armoured Division.



Another brand-new unit is the SPARTAN ZB-298. A while back, our well-read community pointed out that by 1989, the British Army no longer used the American-made M113 Green Archer ground radar.

Instead, the British developed the indigenous ZB-298 radar, which could be fitted on an array of vehicles. We have chosen to model this piece of equipment on the FV103 Spartan which, as the SPARTAN ZB-298, will replace the Green Archer in the British 1st Armoured Division. It was on our to-do list to address this mistake, but an opening came up to add a new vehicle to WARNO’s roster only recently.



[h2]A new WarYes feature[/h2]
We wholeheartedly support our community and player-based efforts. One of the most excellent community resources out there is WarYes. Created by StrikeTeam member Captain Toucan and community member izohek, WarYes provides an easy-to-use comparative tool of everything related to WARNO, from units to weapons, division breakdown and an automated patch note generator.

Captain Toucan with the fantastic help of NalydA have deployed a comprehensive new feature to WarYes: the Advanced Damage Calculator. This new tool will accurately display how much damage a specific weapon will do. What’s more, you can simulate this against a variety of units and across different ranges. The highly detailed Advanced Damage Calculator uses WARNO’s damage tables to calculate the damage from one unit firing at another unit.



Here, a British Challenger tank is taking on a Soviet T-80B.



In another example, we have a Soviet T8-M firing at a Challenger Mk.3, which shows missile travel time, ERA damage, and double shot mechanics.

The Advanced Damage Calculator can be configured to show a wide variety of different stats and variables, including Unit Cohesion, veterancy, terrain, range, which part of the armor to hit, static versus motion, damage per shot, missile travel time, which units can fire multiple projectiles simultaneously, optimal number of shots to kill, average time to suppress, and much more.



You can quickly access the Advanced Damage Calculator by selecting the option on the unit card. You can also find it on the website’s main menu. The WarYes team is keen to hear your thoughts. If you haven’t already, do join the WarYes discord - you can make requests, report bugs, or just tell how awesome the creators are!

[h2]Until next week[/h2]
That’s all for this week’s DevBlog!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

Army General Tutorials and More!

Hello all,

We hope you are well. Let’s get cracking with today’s DevBlog. It will feature an assortment of tidbits about a variety of things, including a sneak peek at Army General tutorials, an update on Destruction mode maps and an Abrams unit model rework.

Let’s get to it.

[h2]Army General Tutorials[/h2]
First things first: Army General. Yes, we know you are all passionately waiting for this major new mode - just hold on a bit longer!

What we can share in today’s DevBlog are more details on the Army General tutorials. Much like the current tutorials in WARNO, the Army General tutorials will be four fully scripted missions.



These missions will cover the first hours of our World War III scenario as it unfolds around the Fulda Gap, much like the game tutorials that are already present. The Army General tutorials will showcase operational strategy as experienced through the eyes of 1st Squadron, 11th Armored Cavalry Regiment based in Fulda.



Roger Dodger, over and under!
All the tutorials’ dialogues will be translated and dubbed in various languages for easy understanding. The different Army General mechanics will be explained and illustrated in detail, from simple to complex. These include such things as the interface, attacking and defending, formation composition (the pawns), combat and auxiliary battalions, unit fatigue, terrain modifiers, air attacks and interception, encirclement strategy, and so on.



We felt that delivering the Army General in your lap with no explanation might overwhelm players. Army General works on a strategic level, with the new mode combining that with the tactical battles we all know and love by heart. We made an additional effort to make the interface between the two fun and engaging, and while complex, not incomprehensible. Hence the new tutorials!



Now, some delays encountered with Army General have to do with production. Everything needs to be designed, voiced, tested, balanced, and written. Any major update to overall balance or game mechanics along the way have an effect on the mission (and the dialogue), meaning more changes. There is no ill will behind it, just the realities of game development for a small, independent studio.



[h2]An Update on Destruction[/h2]
Leading us to Destruction mode and upcoming maps. During WARNO’s Early Access, we have noted that the Skirmish and Conquest modes have been particularly well-liked by the community. This is why we decided to prioritize the development of this mode, including new map delivery.



However, we understand that many of you eagerly await more Destruction versions of existing maps. And the time has come to refocus our efforts on the swift production and delivery of new Destruction variants of existing maps. So, for all you Destruction fans out there, get ready!

[h2]Abrams Rework[/h2]
The Abrams main battle tank resulted from decades of middling programs by the United States combined with the threat of high-tech armored Soviet doomstacks in East Germany. After the catastrophic failure of the MBT-70 and XM803 programs, with some conceptual wandering through the M60A2 Starship, the United States decided to pull out all the stops and create a new tank “to end all tanks.”



Technology was pushed to the limits of what was possible in the era and used to design a main battle tank with unparalleled mobility, excellent protection, and a cutting-edge fire control system. Room for future modifications and upgrades was built in, allowing the Abrams to really get stronger and stronger with each new iteration.



This takes us to the M1(A0) Abrams, one of the earliest variants of this American main battle tank.

The visual highlights for the uninitiated include the 105mm M68 gun, mantlet peculiarities, and “shorter” turret compared to later variants (the M1IP and M1A1). Furthermore, 105mm-armed M1s had an unusual three-piece blow-out cover over the bustle. Early M1s lacked the turret basket as well. Finally, the sprockets were also different.



Camouflage
Camouflage of U.S. vehicles stationed in Europe entered a tumultuous period in 1989. Tanks could be seen in MERDC Forest Green single-color, MERDC Winter Verdant pattern, or, more popular, three-color CARC camouflage patterns. We opted for Forest Green for the M1(A0).

The historical markings on U.S. tanks were kept relatively simple. Let’s take the following as an example:



As you can see, we are dealing with a vehicle of the 8th Division, 5th Battalion of the 77th Armored Regiment, Alpha Company, 1st Platoon, 3rd tank. Not too tricky, right?

Another marking is the military load classification in Europe. Many quaint and rickety bridges on the old continent do not handle the latest generation of armored vehicles well, not to speak of an entire armored division equipped with heavy tanks rolling over one. NATO implemented the Military Load Classification system to avoid collapsing bridges left and right. Each vehicle had to present its combat weight, but to avoid confusing the average American servicemen, this weight was in imperial short tons. No wonder France almost left NATO in disgust.



[h2]Until next week[/h2]
That’s all for this week’s DevBlog. Let us know what you think.

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

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