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v.110048: GOUVION Patch notes

[h3]Maps[/h3]
  • New map available : TEUFESMOOR
  • A new 10vs10 variant of VOLCANO destruction mode
[h3]Code fixes[/h3]
  • Improved AI planes selection for an attack, depending on the threat
  • Added some randomness for target selection in districts, no more meatshields
  • Fixed some bombs damage in districts
  • Fixed an issue with splash damage being applied at max value in district
[h3]Data fixes[/h3]
  • Fixed an issue preventing us so far to give CHAPARRAL its proper number of salvos (see below). IRL, the vehicle stored spare missiles under the platform's deck. The issue has been circumvented, but now missiles will remained displayed even after being fired, until the last salvo which will displayed the missing ones correctly.
  • Increased CHAPARRAL's number of salvo from 1 to 3 (hence missile loadout from 4 to 12).
  • Decreased CHAPPARAL's range from 3175/3700m to 2825/3525m
  • Standardized prices in AGL / RCL jeeps prices at 40 pts. (then, +5 pts per trait)
[h3]Nato forces[/h3]
  • Fixed an issue with FV 721 FOX being unable to fire its MG when the Autocanon was deactivated
[h3]Pact forces[/h3]
  • Fixed BMD-2's MGs & Missile ammo
  • Fixed URAL 4320 (transport) lacking fuel capacity and autonomy
  • Fixed command BTR-80 and SAXON's optics to normal, on par with their counterparts
  • BMD-1P & BMD-2 now use its chassis PKT, damage dealt accordingly (coaxial PKT will be add later)

Milestone GOUVION Out Now!

Hello commanders,

Get ready! A new milestone to WARNO has just dropped. Let’s look at the map-centric GOUVION update.

GOUVION will not only bring a new map - TEUFELSMOOR - but also a new 10vs10 variant of VOLCANO map.

Let’s go!

[h2]GOUVION’s Historical Namesake[/h2]
All right, you know the drill. If you don’t want a brief military history lesson on the milestone’s historical namesake, please skip ahead. If, like Eugen, you love your Napoleonic Wars, please keep reading.

This milestone’s military leader is Gouvion Saint-Cyr, known to be equal parts brilliant and an asshole. He was one of Napoleon’s best marshals, a good strategist (more so than some of his colleagues) and a master tactician with a particular eye for defensive operations. With a tough childhood, Gouvion grew up a lonely and taciturn man, but talented in many other, artistic, aspects, including drawing & playing the violin.
Joining the army first as a volunteer in 1792, his talents assured his meteoritic rise, becoming général de division as early as 1794.



A Difficult Man Gouvion distinguished himself campaigning in Germany and Italy, but his difficult reputation travelled with him. As a stoic Republican, he was opposed to Napoleon for many years. As such, he was confined to secondary theaters. While being a corps commander (one of the few in such position not being a marshal) during the invasion of Russia, he gained command of an independent army after Oudinot was wounded. He rallied his failing formation and counter-attacked the next day, soundly beating the Russians. When Napoléon learned that, he had no choice but to grant him the marshal's baton which had so long evaded him.

His continued success on the battlefield included a brilliant delaying action against the main Coalition army in 1813 near Dresden. With no love lost between Napoleon and Gouvion, our commander welcomed the return of the monarchy and so sided with King Louis XVIII during the Hundred Days campaign. This netted him the post of Minister of War, in which, without remorse, he took down former colleagues and followers of Napoleon.



Gouvion is also known for the Loi Gouvion Saint-Cyr, which organized French mandatory conscription from 1818 to 1872. This would serve as a basis for all future laws until President Jacques Chirac abolished military service in 1990.

[h2]Milestone GOUVION[/h2]
So, what can you expect from milestone GOUVION? This one is short and sweet, focused squarely on getting more battlefields in your hands.


  • A new map, 2vs2 TEUFELSMOOR.
  • A new 10vs10 variant of VOLCANO.


TEUFELSMOOR TEUFELSMOOR is the new battlefield focusing on urban warfare, playable in 2vs2.



You can read more about the new TEUFELSMOOR map in this dedicated DevBlog.

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Note that TEUFELSMOOR will be the first in a new series of urban maps planned to be released before the official launch of WARNO out of Early Access. More details on the next two maps will come in the near future ... but you can have a teaser below!



[h2]Army General Units Tease[/h2]
With the GOUVION milestone out of the way, here's a little tease of what’s coming.

As you might know, some units or variants of units will only be available in Army General. We realized we could move some of these originally Army General specific units to our Divisions. In certain cases, enough could be gathered to shine in brand-new battlegroups (looking at you, U.S. 24th Infantry Division (Mechanized) and the Soviet 27-ya Gv. Motostrelk. Div.).

We can lift the tip of the veil on some Army General units that will remain in our soon-to-be mode. For instance, in the upcoming BRUDERKRIEG campaign, the East-German 4. Mot.-Schützen-Division can be supported in the air by strike MiG-23BN with load-outs and models you haven’t seen so far.



For example, some major guest stars in one of our Army General campaigns will be the appearance of a nation only briefly featured in a current Division.



You’ll discover plenty of Army General units, including updated models and other polishing. Not long now!

[h2]Until next week[/h2]
That’s all for milestone GOUVION! 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.

As always, see you on the battlefield, commander!

A Variety of Updates

Hello, hello!

We hope you are well. We have a bunch of smaller updates cooking in Eugen’s kitchen.

In today’s DevBlog, let’s look at several of these improvements coming WARNO’s way!

[h2]Veterancy Rework[/h2] Veterancy is what we call the experience level of units. We currently feature GREEN, TRAINED, VETERAN, and ELITE units. Higher experience levels decrease aiming time, for instance, improving a unit’s ability to withstand suppression. This is going to change a bit for some units (see Updated Experience System further below).

But first: our aim is to improve the Veterancy system in WARNO to better reflect the distribution of experience levels among divisions. Better said: we want to better emphasize the nuanced differences in the four existing Veterancy levels.



Our objective is to make ELITE units rarer, but give them a real edge in-game. To make this work, we will update how the Veterancy system works, including how many units you can find at each experience level.

Interestingly enough, GREEN units are relatively rare. They monopolize a specific Veterancy level just for them (“second-rate” units, reservists, etc.), which doesn’t really fit our vision. That’s why we will introduce a new Militia trait to characterize these in-experienced units better.



This means that all of WARNO’s units will have their experience distributed between GREEN and VETERAN. Only a select few specialized units will be deployable with the highest Veterancy level, ELITE.

A particular advantage of making this highest Veterancy level even rarer is to increase the value of Command units. They will be much more relevant as they will boost more VETERAN units to ELITE status.

[h2]Updated Experience System For Specific Units[/h2]
We are tinkering a bit more with how experience works. We are keeping the current Veterancy system in place but will update it for a specific set of units. Some unit categories will remain the same: infantry, tanks, recon, AA, and helicopters.



Airplanes, logistics, and artillery units will be updated on how experience influences their performance. The revised experience system underpinning these unit types will better reflect their specific capabilities. For instance, the new Veterancy levels for Command units lets them take control of Command Zones faster or, with logistical supply units, increase the rate at which they can repair or resupply. Their area of effect will also be improved.
In the case of artillery units, the updated Veterancy bonus will reduce a unit’s aim and reloading times.
For planes, they will gain improved flight abilities with the updated Veterancy system.

[h2]New Traits[/h2]
We have been developing two new Traits. They should come to WARNO soon.

JAMMER
This Trait will affect enemy radar recon, drastically reducing their efficiency within the area of effect. Any unit with Excellent optics being jammed will see its optics degraded.



This Trait will be sported by dedicated recon helicopters, such as the American EH-60A QUICK FIX II and Soviet Mi-8 PPA. These new units will be introduced into WARNO as soon as their in-game models are finished!



FALSE FLAG
This will be a rare Trait. It will cover units fighting without uniforms or (even worse) fighting using enemy uniforms (“illegally” according to laws of war) in covert operations. In case of capture, this means a direct ticket to the firing squad. Think of Skorzeny’s Operation Greif during the Battle of the Bulge.



In WARNO, this new Trait will lower a unit’s “menace level.” This means that enemy units will target a unit featuring the False Flag trait last if found within a group of units. This represents the confusion on the battlefield induced by friendly “ruse” or neutral uniforms.

The False Flag trait will be granted to both East German “false flag” paratroopers (Fs-EINSATZGRUPPE and Fs-SPRENGTAUCHER) dressed in American uniforms. The American PSSE-B special forces (from Berlin Command), which operated in civilian clothes, will also get this Trait. Plus, this unit will also gain brand-new civilian models! And we have made them as German 80's vibes as possible!



[h2]New Models[/h2]
Talking about new models, next to the new civilian models, our 3D modeling team has also delivered brand-new models for the Soviet T-80BK and T-80BVK command variants of the T-80B and T-80BV series.



[h2]Until next week[/h2]
Our first Army General campaign, BRUDERKRIEG, is being tested by the Strike Team with positive initial feedback. We’ll keep you updated!

That’s it for this week!

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!

TEUFELSMOOR Reveal!

Hello, commanders.

We hope you are well. Today’s DevBlog will look at a brand-new urban map coming to WARNO: TEUFELSMOOR.

Let’s dig in!

[h2]A new type of urban[/h2] TEUFELSMOOR is a new kind of urban map making its debut in our game. This particular map required a significant effort to make sure it was an immersive and high-quality experience. Let us pull back the curtains on its creation.





[h2]An Urban Saga[/h2] TEUFELSMOOR is the first in a series of urban maps that will see the light in WARNO’s Early Access. While we planned to launch this map in tandem with our Army General mode, we realized - after some rounds of testing - that letting players also do battle on this map in Skirmish or Destruction mode ahead of time, would be the best option.


To make this all a reality, we needed to enforce some adjustments; the urban map series was initially designed for Army General campaign mode in a 1vs1 format. The updated TEUFELSMOOR was expanded to be playable in a 2vs2 format. And we plan to provide the options when the map launches to increase the number of players.





[h2]The Complexity of Realistic Cities[/h2]
The main challenge when creating urban maps centers on providing a visually credible experience - the cityscape has to look realistic - while also ensuring smooth gameplay - it has to be fun to play. With TEUFELSMOOR, we aimed to design a map that offers optimal readability but, at the same time, immerses the players fully.


We can’t simply display a few buildings and neighborhoods in close-up view and call it a day. Many on-screen elements are needed to be able to show a good-looking result when viewed from afar (which is more like the standard view when playing WARNO). We did a bunch of tests to see what worked best, discarding what didn’t.





[h2]A neighborhood’s ideal size[/h2]
What’s the perfect size for a neighborhood? That’s something we figured out in the design process of TEUFELSMOOR. This included the optimal number of buildings, the best street width for combat between different units, and the open spaces within the city to offer extended sightlines between particular areas. All in all, many factors are in play. This led to multiple rounds of designing and revising our city layout.



The second major challenge was to optimize the assets we use for an urban environment. If we needed to display them in large numbers, even more modest hardware configurations needed to be able to display them. Fortunately, Eugen’s own tech, centered on WARNO’s engine, provides us with a range of tools to optimize the rendering of these assets. And we did it! So, that means we can get more visual stuff on screen while ensuring a smooth gaming experience.



[h2]A new prototype[/h2] TEUFELSMOOR will serve as a proof-in-concept for the other urban maps currently in the final stages of production. These will be followed after TEUFELSMOOR’s release. Of course, depending on your feedback, we are considering the whole gamut of 1vs1 battles, Destruction mode, etc.



[h2]Until next week[/h2]
In case you missed it: a new milestone, MONCEY, has just dropped, bringing the new Operation Sledgehammer, a host of balance changes, new Bradley IFVs, and more.


We look forward to your feedback on TEUFELSMOOR. 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!



v.108199: Hot fix

[h3]Code fixes[/h3]
  • Fixed CLU planes now being able to attack an ERA tank via right-click
  • Fixed tanks with the ERA trait not taking damage (except ATGM)
  • Fixed a crash that occurred when changing altitude with helicopters


Disclaimer: We know that units with the Tandem trait do slightly less damage than expected on ERA units. However, we are in the process of fixing this issue.