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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

Model & FX improvements

Hello!

We are back with another DevBlog! As teased in last week’s WARNO Roadmap, part of the team is working on a visual overhaul of several unit models.

As you might know, we previously reworked the Soviet tank models (T-64, T-72, and T-80) because they were the first done for WARNO but didn’t have the high level of detail we originally envisioned. With those out of the way, it’s time we started repainting some NATO units.

Let’s look at what’s happening in WARNO’s paint and model workshop.

[h2]M60A3 (TTS)[/h2]
One of the models we worked on over the summer is the American M60A3 (TTS). The original M60 was an older generation main battle tank that, during the 1960s and 1970s, was a mainstay in the American and allied forces. By the late Cold War, the tank had been superseded by the more modern M1 Abrams. However, the M60 received continuous upgrades and a host of different variants during its service life, with the M60A3 introduced in 1978. Top brass saw this particular version as a stop-gap measure until the more advanced Abrams could be fielded in sufficient numbers. The M60 kept being in service in the U.S. Army and Cold War allies, including other NATO countries, for the duration of the Cold War and beyond.



The M60A3 was one of the most modern variants fielded in the 1980s, with the (TTS) designation meaning Tank Thermal Sight. This sighting system is also one of the more notable visual upgrades we implemented in our in-game model. The AN/VSG-2 Tank Thermal Sight with its new “eyelid” sight cover, coupled with the prominent weather sensor in the rear, exemplifies the significant updates linked to the M60A3 (TTS).



The AN/VSS-3 spotlight was removed, and its power outlet on the turret roof was welded down. In its place, a spare bogie wheel is carried in case of mines. The tank bogies themselves were upgraded, being lighter, smoother, and without structural ribs. Furthermore, the gun barrel is covered in a thermal wrap. The updated tracks stem from the RISE program, enabling better performance on asphalt. The new visuals of the M60A3 (TTS) will also be paired with a balance pass favoring the medium tank meta in WARNO.



[h2]Bradley Series Update[/h2]
While working on detailing the Soviet tank models, we already eyed the Bradley series of Infantry Fighting Vehicles as one of our next targets. We found that these well-known units looked less than stellar compared to some of our models.



We also realized that the main variant in-game, the M2A2, only represented under 10% of the total Bradley fleet deployed in Europe. Its predecessor, the M2 (aka M2A0) and M2A1, were much more widespread.



To better reflect this reality on the ground, we will significantly boost the Bradley series. We currently only feature the M2A2 IFV and M3A1 CFV (Cavalry Fighting Vehicle). After the rework, WARNO will have:

  • M2 Bradley, with the same stats as our current M2A2, but only capable of firing the I-TOW.
  • M2A1 Bradley, which will have the same stats and weapon load-out as our current M2A2.
  • M2A2 Bradley, which will have been heavily up-armored compared to the current stats.
  • M3 Bradley, which will feature the same stats as our current M3A2, but only fire the I-TOW.
  • M3A1 Bradley will remain unchanged in stats and weapons.
  • M3A2 Bradley which will be a heavily up-armored variant compared to the M3A1.




The M2A1 Bradley will replace the current M2A2 version. This is just a nomenclature change, as the unit will feature precisely the same stats. Meanwhile, we’ll also reintroduce a new, remodeled, and up-armored M2A2 to be featured in limited quantities with our NATO U.S. 3rd Armored Division.

[h2]FX Improvements[/h2]
Next to the new visual models, we have also put some time and effort into improving the FX and special effects. Such as?



  • Removal of older 2D textures (as requested and promised) and updating volumetric FX. This means we replace a single animated particle with several smaller ones for better rendering. We will also rework all impact/crater FXs alongside this.
  • New fire and napalm effects.
  • New unit death effects.
  • Reworking planes and helicopter crash FX.
  • Reworking tracer bullets for machine guns and autocannons.
  • Additional variety with cluster weapon impacts.
  • Optimization of some bombs FX.


Please note that some of the above FX improvements have already entered the game. We are keen to know if you’ve noticed them. Adding the other special effects is, of course, an ongoing task!



[h2]New M240B model[/h2]
Another not-entirely-cosmetic change is the introduction of the American M240B squad machine gun. Although already in service with the USMC, it was in the process of replacing the M60 “Pig” in U.S. Army squads as well in the late 80’s. How fast? To which extent? Hard to tell…

At first, we decided to retain the good ol’ M60 for all American squads, but we’ve given it a second thought. That’s why we modeled the new M240B, a variant of the Belgian FN MAG, and replaced the M60 for all American squads except (Army, not Airborne) Engineers and MPs. The M240B gets the same stats as the current M60 or the British L7A2 (itself a variant of the FN MAG), so this is mostly a cosmetic change.



Meanwhile, the old M60 still used in infantry squads (not the tripod-mounted HMGs) will get a small RoF nerf. Although its performance was roughly the same as the M240B, the M60’s main issue was unreliability, being much more prone to malfunction and in need of rearming manually.

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

You can always 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.

Back in Action and Roadmap!

Hello there,

It’s good to be back! We weren’t idle in August (as our milestone MACDONALD attests). Our surprise attack from last week has clearly kicked up some hot late-summer dust with the update, maps, weapon, unit rebalancing (more to come), and whatnot.

It’s not always easy to please everyone, but keep in mind that the whole Eugen team is again hard at work on WARNO. This leads us to today’s DevBlog: a roadmap and a glance at what the future holds for WARNO.

[h2]WARNO’s Foreseeable Future[/h2]
Let’s take a moment to mention that the Eugen team is hard at work at getting WARNO in tip-top shape.

For new players and veterans, our game is in Early Access, which means it is in development and an active work in progress. We might add things, change them, move or remove, update, balance, and rebalance; right now and in the future, WARNO will evolve in an upward line - and this takes time. We need your feedback and support to make it a better game, but we don’t need trolling or disrespectful behavior.

For you commenting about the excessive time the devs need, or “what about this feature?” or an “X unit or X weapon is unbalanced,” or “too much time spent on writing DevBlogs,” please have a bit of patience and understanding.

We know that the game’s full release has been delayed longer than expected. This is because of increasing scope, new content, and adding features, mostly based on community and player feedback. We want to make WARNO the best possible game. And yes, we are aware that some people are growing impatient, but we can assure you that we aren’t slacking. That’s why we have something new for you (check the roadmap further below to find out).



The small Eugen team has lots of love, heart, and mind for WARNO and its community. We want to keep on making WARNO authentic, exciting, and most of all, fun. And this takes time. Respect each other and the developers, and play it calm, cool, and collected, commander.

[h2]WARNO’s Roadmap[/h2]
So, what can you expect? Treat all the following as active development, meaning release dates and times might be subject to change.

Army General campaign
Your prayers have been heard (and answered) as the very first Army General campaign, Bruderkrieg, will be released in the not-too-distant future. Yes, we know, no firm date, but Bruderkrieg is coming along nicely. Not only that, we are making good way on the other four major Army General campaigns!



Urban Map
We teased a smaller urban map some while ago. After copious amounts of testing, it proved that this particular map was too small for a multiplayer game. Instead of discarding it, we are incorporating it into a Army General-enabled version (so only to be encountered within this mode). Furthermore, we are making a larger, multiplayer variant based on the original urban map.



And while we are at it, we have launched the production of several other urban maps. More to come!

Next Rebalance
Ah, yes, more rebalancing! As the new MACDONALD milestone introduced a whole host of rebalanced mechanics, units, weapons, and more, not all was done in time. Another batch of improvements will make its way to WARNO soon!



Among other things, you can expect to be updated with successive shot correction and dispersion, cluster bomb reworks, veterancy system rework, ATGMs updates, optics, traits, cover adjustments, and much more. The second balance pass also lets us address any feedback from the first batch and additional QA. Not to worry, some fixes to new and existing issues and bugs are incoming as well.

Model Rework
A new unit makeover is on the way! We have reworked several (older) models, including the Soviet T-64, T-72, and T-80 models. Now we turn our gaze to some other units, and we have already started improving some, beginning with the American M60A3 (TTS).



Two New Divisions!
And… surprise! Two new divisions will find their way into WARNO!

We will add two more divisions to give something to all of you who have shown patience and support during WARNO’s Early Access. They will use a mix of existing assets, some of which are only present in Army General. We will focus on making these two divisions stand apart from the current divisions in concept and playstyle.



[h2]We are back in action[/h2]
That’s all. Let us know what you think.

You can always 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.

Be respectful of your fellow players, the community, and the developers. See you on the battlefield, commander!

v.103437: MACDONALD Patch notes

[h3]Maps[/h3]
  • A building was ungarrisonable on Darkstream. It is now garrisonable as other buildings.
  • Added 3 maps: BlackForest 1v1 Duel, Vertigo 1v1 Duel, Airport 3v3 Destruction

[h3]Operations[/h3]
  • New British Operation Hold Until Relieved

[h3]Code fixes[/h3]
  • AI planes are now more cautious, and don't kill themselves when the threat is too high
  • Fix a crash on Airport map occurring when destructing some specific buildings
  • Fix possible black screen when viewing old replay
  • Fixed the number of saves and replays displayed in the Load menu
  • Fixed display of experience gain in end of game screen
  • Improved AI driven commander capture missions
  • Fixed transport choppers following a path on the ground instead of flying in a straight line
  • Fixed "Disable sound when out of focus" option not working for ambient sounds
  • Fixed AI managed command units not being able to capture some too small command areas
  • Improved napalm avoidance by AI units
  • Improved aircraft autostrike, when multiple valid targets are present
  • Fixed shifting of objectives in tutorials and in operations, when moving the camera

[h3]Data fixes[/h3]
  • Fix ATGM being stuck in "aligining" state and not firing
  • Overall pass on pricing (70+ price change)
  • Overall pass on units availability (80+ changes)
  • Overall pass on Howitzer aim & rof, depending on caliber value. Globally, aim time reduce, but RoF reduced
  • Howitzer splash damage and suppression increased by 6%
  • Overall pass on mortars aim & rof, depending on caliber value. Globally, aim time reduce, but also RoF reduced
  • All mortar suppression decreased by 15%
  • 81mm mortars HE set to 1
  • 107 to 102mm mortars +3% damage and suppress splash radius
  • Rocket Artillery rof and aim time modification depending on caliber / role (better aim time and rof, but reload time increased)
  • All Rocket Artillery supply cost +20%
  • Overall pass on Rocket ARtillery damage and splash, on par with caliber
  • Cluster Rocket artillery now have slightly better chance to start a fire in the surroundings
  • Overall pass on planes canons & gatlings, harmonizing outputs (mostly nerf)
  • Corrected ADEN 30 canon typo, to ADEN 25 (mm), as it should be
  • All planes (except A10 & Su25) turn rate radius -18%
  • All planes speed -6% (except A10 & Su25), but Harrier get +5%
  • All planes get +40 seconds flight time
  • Overall pass on plane pricing (80+ modifications)
  • Fix an issue on several plane rocket pods having too much travel
  • All HE bombs get +6% damage and suppress radius
  • All LGB bombs accuracy increased to 90% and dispersion range decreased
  • HE and Napalm bomb (x2) accuracy increased to 75%
  • Overall pass on spaags, HE and suppression slightly decreased (only 20mm increased)
  • Removed the sorting shots for all spaags from 20mm to 57mm
  • Changes on 12,7mm and 14,5mm HMG, dealing a bit more damages on light armored vehicles
  • All units using 12,7mm HGM, +5 pts increase
  • Small weapons HE and suppression increase, based on caliber : SMG = 0,04 and +1 supp, Assault Rifles = 0,045 and +1 supp, Battle Rifles = 0,05 and +1 supp, Light Machine Gun 5,56mm = 0,135 and +2 supp
  • All Assault Rifle, Battle Rifle,and LMG got +5% accuracy
  • Remove sorting shots for 7,62mm MG and SAW
  • 7,62mm MMG stats, infantery / vehicles / helos, harmonized
  • All MMG aim time increased to 2 seconds
  • All HMG aim time increased to 2,25 seconds
  • Sorting shot for HMG deactivated
  • HMG aim time raised to 2,25s
  • HMG 12,7mm, HE raised to 0.25, damage splash reduced
  • HMG 14,5mm, HE raised to 0,27, suppress splash reduced
  • All HMG get +4 suppression
  • LMG / MMG / HMG minimal range reduced
  • Grenade launchers time between shot increased to 0.7s
  • Grenade launchers minimal range increased
  • Grenade launchers suppression +15%
  • Decrased availability of HMG / MMG teams
  • Autocanon (ground) time between shot increased 20mm : 0,55s, 25mm : 1,05s, 30mm : 1,3s
  • Removed sorting shots for all Autocanons
  • Overall pass on Autacanon HE : 20mm : 0,40 / 23mm : 0,43 / 25mm : 0,45 / 30mm : 0,50
  • Pass on some recon prices (mostly helos)
  • Increased S-24 rockets' damage by 15%
  • 5mm SMG outputs (HE, supp, splash...) are now on par with5mm Assault Rifles
  • All SMG salvo lenght decreased to 4
  • All Assault Rifles & Battle Rifles, +33% ammo
  • All carried inf LMG get +15% ammo
  • All mounted MMG get +50% ammo (approximately, depending on model)
  • All mounted HMG get +25% ammo (approximately, depending on model)
  • All HMG/MMG dedicated teams now show accuracy per salvo
  • SMG range set to 475m ground, 425m Helos
  • All SMG aim time set to 1s
  • SMG now display accuracy by salvo
  • All SMG accuracy decreased by 15%, (except carbines)

[h3]Nato forces[/h3]
  • Change Lynx AH MK1 MMG, better range and behaviour, on par with vehicles MMG
  • Up M47 Dragon ATGM suppression, on par with others ATGM
  • Reduce all M270 MLRS and MARS availability to 1 unit per card
  • BRDM-2 (reco) availability reduced to 4/2/1
  • M113 Green Archer (reco) availability increased to 6/4/2
  • AMX-10 VOA get GRS trait and Forward Deployment
  • M981 FistV get GSR trait and Forward Deployment
  • Sonderwagen get GSR trait and Forward Deployment
  • Green Archer get Forward Deployment
  • VAB Rasit get Forward Deployment
  • Fuchs Rasit get Forward Deployment
  • Decreased ERC-90 SAGAIE's optics from Normal to Mediocre, on par with other tanks

[h3]Pact forces[/h3]
  • Mi-8MT [UPK] accuracy divided by 2
  • D-44 canon rof reduced to 10
  • Fix & increased JakB gatling range, on par with its counterparts
  • BRDM-2 (reco) get GSR trait and Forward Deployment
  • Pionier, Pionier (Flam), saperi and saperi (RPO) availability changes depending on deck
  • TO-55, T-62M, T-64BV, T-80B availability per card reduced
  • Decreased SCHWIMM.PZ. PT-76B's optics from Normal to Mediocre, on par with other tanks

    Zentrum
    • Vopos, K.D.A, GR-MG20mm, FS-Jager (metis) availability reduced to 1 card

Milestone MACDONALD Out Now!

Hello commander.

Get ready for another… surprise update by the Eugen team!

That’s right, the moment has come for another WARNO milestone, and guess what, it's available now! Let’s welcome to the stage the MACDONALD milestone. What kind of goodies can you expect from this update? A new British-focused Operation, for instance, plus the new Ranked-optimized Duel maps, a new variant of Airport, and more!

As always, we’ll start off with a historical primer. For you commanders itching to know all the juicy gameplay and update deets right now, best to scroll down further.

But for those of you with a bit more patience, let’s begin!

[h2]Macdonald’s Historical Namesake[/h2]
Ah, Napoleonic history. Why does it matter to our Cold War aficionados playing WARNO? Well, it’s a Eugen tradition to name our milestones after a whole series of famous (and not so famous) French military commanders from the Napoleonic wars. With the latest update, it is the turn for the rather British-sounding (plot twist, he is not) Etienne Macdonald.



Macdonald has often been described as “honest”, in comparison with some of the other more looting or art-stealing French marshals. A loyal but very stern marshal, he took good care of his men, even though he was a strict disciplinarian, and there was little fun and diversion to be had under his command. Enlisted before the French Revolution, Macdonald rose in ranks during those tumultuous years. By 1800, he was a top lieutenant in General Moreau’s employ, who was a direct competitor to the ambitious Napoleon Bonaparte. As history has made it pretty clear, Moreau lost the political battle, which subsequently left Macdonald out of service.

This changed in 1809, when Austria declared war on France, with Napoleon and most of the Grande Armée campaigning in Spain. A new army in Germany needed to be raised double quick. To help command this force, Macdonald was brought back. With impressive battlefield successes, first in Italy and later in Austria, especially during the Battle of Wagram, Macdonald received the prestigious “dignity” of Marshal bestowed in the field - the only one of its kind.



Our commander continued with further service in Spain, campaigns in Germany - where he had to swim across the Elster River near Leipzig after the bridge had been blown up too early - and in 1814, in France proper. An intensely loyal man, he remained at the side of Napoleon until the latter officialy relieved him of his oath, when he went in exile. Having then pledged allegiance to the new French king, Macdonald, true to his word as he was, took up arms against his former commander-in-chief when Napoléon returned in 1815.
Even so, the troops under Macdonald’s command, when he tried to rouse them into action against Napoleon, “politely” refused. Instead of arresting Macdonald, he was asked by his subordinates to leave, which he did, joining the French king in exile. After Napoleon’s second defeat, Macdonald was restored to the military, where he served the Bourbon king until his retirement, dying of old age in 1840.

[h2]Milestone Macdonald Features[/h2]
We leave for our summer break with a milestone (MORTIER), and we are back with a new milestone (MACDONALD). What more could you ask for? Well, what’s inside the latest WARNO update, of course! Without further ado.



Milestone Macdonald features:
  • The new British Operation: Hold Until Relieved.
  • New Ranked-play optimized Duel variants of existing maps:
    • Black Forest Duel.
    • Vertigo Duel.
  • A new 3vs3 variant of the Airport map.
[h2]Operation Hold Until Relieved[/h2]
We have one new Operation for you, the British-focused Hold Until Relieved. In this scripted single-player mission, the British Army on the Rhine (BAOR), on the boundary between CENTAG and NORTHAG, is fighting a determined rearguard battle against the invading Warsaw Pact. For reinforcements to come from staging points further west, time needs to be bought on the battlefield.



Forward-deployed elements of the British I Corps are hard-pressed as the Warsaw Pact takes Kassel and then nearby Warburg. The British 33 Armoured Brigade at Paderborn, part of the 3rd Armoured Division, deploys as quickly as possible. A screening battalion from the Queen’s Own Highlanders, dug in behind the Diemel River, has been badly mauled but continues holding the line.

In Hold Until Relieved, the player takes control of a small tank detachment from the Blues & Royals regiment, equipped with the heavy-hitting and armored Challenger tanks. They are sent to the Diemel River to reinforce the infantry and defend against a renewed offensive by the Soviet VDV’s 35th Guards Air Assault Brigade.



With very limited forces, you need to beat back a VDV attack on your positions while trying to keep as many units as possible alive. If you succeed, some additional reinforcements become available with the Operation entering its next stage. In this latter part of the battle, every man is expected to do their duty as you aim to destroy a Soviet FOB on the opposite bank of the Diemel.



[h2]More Duel maps[/h2]
The previous milestone already featured the first of its kind, but now get ready for three more Duel maps. These are variants of existing maps specifically designed for Ranked 1vs1 play. The frontline is all yours to manage while you attack and defend smaller command zones. The new milestone MACDONALD features two new Duel maps: Black Forest and Vertigo.



Black Forest Duel

This new version sees players fight their way through very dense West German forests. If the opponent establishes a foothold in the sawmill area, you might want to reassign troops to capture the central town and industrial zones instead. Keep pushing to reach the valuable and easily defendable terrain.

Vertigo Duel

This Duel map features a wide frontline hard to defend (and to attack). Players can position their forces on the farms and forests to guard their flanks. Both sides need to use logistics and recon smartly to win this particular battlefield.


[h2]And even more maps[/h2]



A healthy dose of Duel Ranked play doesn’t mean we have forgotten our other multiplayer modes. Milestone MACDONALD features a brand-new Destruction variant of Airport. This variant has massive Command Zones, fit for intense and savage fights, while still allowing for sneaky flanking attacks to get around your opponent’s units.

[h2]Massive gameplay patch, part one![/h2]

Get ready, this is one of our biggest gameplay patches yet! We've been working on it all summer to bring it to you now. However, this patch will be delivered in 2 parts to give us more time but also to take into account your feedback!
Here are the elements:

Ready now:
  • Global adjustment of SMG/AR/BR/LMG/MMG/HMG
  • HMG penetration implemented
  • Global buff of explosions to be more in line with their area of effect
  • Global adjustment of ground and ground-to-air autocannons
  • Improved aircraft maneuverability and flight autonomy
  • Global adjustment of aircraft guns
  • Overall adjustment of aircraft HE bombs
  • Overall adjustment of MORTARS/HOWITZERS/MLRS
  • Adjustment of unarmed recons to enhance their usefulness
Scheduled for the next patch:
  • Adjustment of successive shot correction and shot dispersion for all weapons
  • Distinction between helicopter and aircraft armor to make it more realistic and better balanced
  • Complete rework of clusters with clarified UI explanation
  • Complete rework of the vet system, with 4 chevrons accessible mainly via commanders
  • Application of the same logic to the special forces vet system
  • Adjustment of the cohesion system
  • Adjustment of the cover offered by buildings/forests
  • Adjustment of all ATGMs (realistic and better
  • balanced reload time)
  • Adjustment of all optics (improved vision)
  • Generalization of traits to offer more explanations to players
  • Adjustment of multiple traits (Shock, GSR, Reservist...)

In addition to this, you'll find over 300 prices and availabilities modified and adjusted, and divisions revised and improved in terms of personality.


[h2]We are back in action[/h2]
That’s all for today. With milestone MACDONALD’s release, consider the Eugen team back in action. Many more cool things are coming WARNO’s way, so don’t forget to check in and read our DevBlog when they drop.


You can always 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!