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Operations First Look

Hello commander!

We hope you are well. In today’s DevBlog, we’ll look at an exciting new mode for WARNO: single-player, narrative-driven Operations.

Operations are playable as one-off missions and can be imagined as sitting in-between Tutorials and the strategic Army General campaigns, in terms of length, depth, and their place in our fictional World War III.

Each Operation focuses on a specific battle or combat event set in West Germany during our conflict, highlighting actions from both sides. Today, we can detail the first five (not necessarily in chronological order).

[h2]What are Operations?[/h2]
As you know, the base game of WARNO is focused on CENTAG’s area of operations, including the Fulda Gap. While our Army General campaign will give you the ability to experience a n operational level of the conflict, the Operations zoom in on specific battles which occur across a two-week period in the latter part of June 1989.



Whereas the Tutorials can be little vignettes of the very beginning of the war, with different (but at times recurring) call signs, locations, units, and characters, Operations take a wider (but still detailed) perspective. Army General, on the other hand, will give a bird’s-eye view of various large-scale attacks and counter-offensives which occur in our fictional timeline.

[h2]Some considerations[/h2]
A major difference with predecessor’s Steel Division 2 Historical Battles is that WARNO’s Operations will only be playable by one or the other side, not both. Why?

In Steel Division 2, we ran into developmental roadblocks when balancing Historical Battles to be playable for both sides, made worse if we increased the number of players, be it AI or humans, single-player or online. Instead, we wanted to focus on creating the best experience as much as possible, really polishing and making each Operation shine.

That’s why each of the missions only focuses on one side of a battle. On the other hand, it means most Operations have unique mechanics, battlegroup compositions, and other special features.



[h2]What can you expect?[/h2]
We currently aim to have X Operations in WARNO at its official launch out of Early Access. We can reveal details of the first five of them. Note that the Operations are still work-in-progress! The list is roughly in chronological order:

The Kitzingen Ruse
In this exciting operation, you take command of the VDV’s 900th Air Assault Battalion, part of the Soviet 8th Guards Army, in a surprise strike against the city of Würzburg in one of the very first actions of the war. Your mission will be to establish a bridgehead on the river Main and hold it against a mass of counter-attacking NATO forces, chiefly West German but also American, as you wait for reinforcements.



Will it be a “bridge too far,” or are you going to “bring everlasting glory to VDV and USSR”? It all depends on how you execute a hard-to-realize defense in depth, prioritizing which command zones to hold, which reinforcements to drop, and more.

Black Horse’s Last Stand
So, we all know that the American 11th Armored Cavalry Regiment, with the 1st Squadron being based in Fulda, was predicted to receive the brunt of any Warsaw Pact offensive into CENTAG. Well, we made that happen… and then some. Fulda was pretty much lost after a day, but the 11th ACR was not completely annihilated. As a matter of fact, some, including the 1-11th, performed heroic defensive actions, stemming the enemy invasion for as long as possible.



One of these, the so-called Black Horse’s Last Stand, occurred in the Kinzing Valley, near Bad Orb. You won’t have much time as you have to defend against the overwhelming Soviet steamroller pushing through the valley. Still, with some German territorial reinforcements and helpful A-10 air support, you might have a chance to hold back the enemy long enough.

Red Juggernaut
Comrade commander, you’ll lead your heroic tankmen in the Red Juggernaut operation all the way to the gates of Frankfurt. Foolish NATO thinks they can make a new defensive line near Hanau, but the might of the Soviet 79th Guards Tank Division will surely prove to be too much.



Red Juggernaut is one of maneuver and attack, and to keep going, even against stiffening resistance. You’ll have a sizable force at your disposal, but the command zones to be captured increase with distance, meaning the toughest battles will be at the end of the operation.

Götterdammerung
We focus on the Nationale Volksarmee, specifically the East German 11. Mot.-Schützendivision as it is defending the southern flank of the offensive into West Germany. Blocking NATO counter-attacks, the East Germans must perform a successful rearguard action to preserve their forces on the outskirts of Bamberg.



Like Black Horse’s Last Stand, this is a defense-in-depth operation but with some special mechanics. You can deploy in Defense Zones across a large valley floor, but they cannot be recaptured once lost. And trust us, with all the fighting that’s going to happen, you will be pushed back to the crucial hill pass you and your Genossen need to defend.

Backhand Blow
An operation that focuses on a NATO counter-offensive north of Hanau aimed at breaking the mass of Soviet armor threatening Frankfurt. This mission will see the 3rd Armored Division perform a lightning strike, with lots of tanks, against the Soviets.



Once again, the map is big, and the command zones need to be taken very quickly if you want a chance of success. Furthermore, the Soviets’ deployment zones are closer than yours, meaning they have the advantage of positioning. Let’s see if NATO’s superior firepower and mobility can inflict a devastating defeat on Ivan.

[h2]See you on the battlefield[/h2]
All right! That’s the first batch of Operations done. We are still working on the next series; it might take some time before we can shine a light on these. Regardless, we are looking forward to hearing what you think!

Don’t forget to 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!

v.90879: Hotfix

PATCHLOG:


MAPS
  • Improvements in urban rendering, vision on plains, water borders, colorimetry and light processing, for maps Rift and Geisa


CODE FIXES:
  • Fixed division icon now visible on unit info panel in deck creation
  • Fixed vision issues and missile range


GENERIC:
  • HE and splah for howitzers and bombs raised by around 15%
  • Artillery rockets hit the target area at random
  • Cover in buildings and in forests reduced by around 15% each
  • HEAT splash damages' reduced

New maps

Hello commander,

We hope you are well. In today’s DevBlog, we’ll give you a quick status update on the next batch of maps (and revisions to existing maps) that will come to WARNO.
Keep reading to find out what’s in store!

[h2]Maps Pipeline[/h2]
With the OUDINOT milestone out in the wild, which brought its fair share of map updates, from Black Forest’s revision to the new Destruction variants of existing battlefields, we can give a sneak peek of what’s to come. The new Black Forest map was a great success, confirming to us the direction we want to take with our next maps.

Both Dark Stream and especially Twin Cities were received well as well.



We are focussing on three main goals for future updates:
  • Improving existing maps.
  • Creating and delivering new maps.
  • Polishing, balancing, and testing of Army General maps.


Improving existing maps

Based on various feedbacks - and plenty of it - we are continuously improving our WARNO maps. Many of these updates are done through the level build or design, such as adding roads, relaying fields or replanting forests, modifying command zones, etc. Next, we also fix bugs and visual oddities, boosting quality and performance and upgrading post-processing in terms of light and color rendering.

The following maps will be updated soon :
  • Geisa
  • Chemical
  • Iron Waters
  • Rift
  • Cyrus
  • Ripple
  • Two Lakes
  • Vertigo


[h2]New maps to be delivered[/h2]
We had planned to deliver the two new maps: urban Twin Cities and water-rich Dark Stream maps alongside this DevBlog, but for once we were a bit ahead on schedule. Hence why they were delivered with Monday’s patch.

Both map were introduced and detailed in previous DevBlog: Twin Cities is set to introduce urban combat with high-rise buildings and dense city-like sections, while Dark Stream lets the new Amphibious trait units shine.



Deliveries also concern multiplayer options. Crown, Loop and Geisa are now playable in destruction mode in 10 versus 10 dedicated servers. If you're more of a ranked player, we also thought about you. Two ways is coming back to 1 versus 1 ranked, as well as Loop 2vs2 and the new Black Forest.



[h2]Army General maps[/h2]
Besides the main Army General strategic maps, which feature the largest environments in the game, Army General will trigger a wide variety of tactical skirmishes. Each one will be launched on a tactical map picked from the existing pool based on the location and terrain the units find themselves in. We are very hard at work making these maps enjoyable, dynamic, and authentic: we aim to have a unique and fun experience for each Army General game. In the future, we will share more details!



[h2]See you on the battlefield[/h2]
That’s all for today. Next week, we’ll be back with another DevBlog!

Don’t forget to 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!

TWIN CITIES available

Finally, TWIN CITIES & DARK STREAM are available.
We hope you will enjoy them.

MAPS News maps
  • Twin cities 6P CONQUEST
  • Twin cities 6P DEST
  • Dark Stream 8P CONQUEST


[previewyoutube][/previewyoutube]

Maps improvements
Many improvements on maps (Bugs fix, global optimization, Lighting improvements, add roads, command zones adjustment) :
  • CROWN
  • TRIPLE STRIKE
  • MOUNT RIVER


FEATURES:
  • Improved LoS tool : the new version of the vision line tool is available!
  • supply chain : it is now possible to transfer the supply between logistic vehicles
  • improved the individual selection of labels in the Smart Group panel
  • improved the display of statistic gauges in the units' information panel
  • added the players' avatar in the kills/losses' list in the end game screen
  • added a detection range in the line of sight feedback
  • added _5x2_crown_10vs10_DEST & _4x3_geisa_10vs10_DEST to the 10v10 servers


CODE FIXES:
  • fixed stats affected by veterancy in the units' info panel
  • it is no longer possible to add the left click as a shortcut in the options


GENERIC:
  • Anti-air combat: SAM missiles suppress damages increased (quite a lot) and range against helicopters/aircraft increased
  • Better distinction between HE and suppressed damage for artillery (note that some improvements on terrain defense bonus will come very shortly in order to improve artillery damage there)
  • Splash and HE damage reduced for HEAT weapons.
  • Reduction of the bonus for successive shots
  • Damage reduction and area of effect of HE / cluster and napalm bombs
  • improved stun mechanic
  • MMGs inflict more suppressive damages
  • HMG range +175m
  • Resolute trait suppress reduction is now 15%
  • SMG HE damage reduced (div per 3)
  • Slight adjustments around stress resistance
  • decreased thermobaric/incendiary infantry launchers (RPO, Flash, AGI 3x40 & Handflammpatrone)'s HE damage by 50%
  • fixed Handflammpatrone's caliber, further decreasing its HE & suppress damages
  • increased all RCLs (M40A1, SPG-9, M67, WOMBAT)' aim time from 1,5 to 2s
  • decreased M40A1, WOMBAT & SPG9's accuracy from 40 to 35


NATO:
  • decreased M67's accuracy from 40 to 30
  • decreased PIONIER (FLAM.)'s price from 55 to 40
  • increased GAZELLE CANON's price from 30 to 35
  • increased GAZELLE HOT's price from 40 to 45
  • increased GAZELLE HOT 2's price from 50 to 55
  • increased PUMA PIRATE's price from 30 to 40
  • decreased AMX-30B2's price from 135 to 130
  • decreased AMX-30B2 BRENUS' price from 175 to 165
  • decreased FV510 WARRIOR MILAN's price from 45 to 40
  • increased ENGINEERS [FLASH]'s price from 25 to 40
  • increased AB ENGINEERS [FLASH]'s price from 35 to 45
  • increased FIRE TEAM [AT4]'s price from 30 to 35
  • increased AB FIRE TEAM [AT4]'s price from 35 to 40
  • decreased MECH. RIFLES' price from 80 to 75
  • increased AIRBORNE (DRAGON)'s price from 75 to 80
  • increased F-117A NIGHTHAWK's price from 175 to 265
  • decreased JAGUAR [SEAD]'s price from 190 to 175
  • increased AH-1F ATAS' price from 130 to 140
  • increased AH-1F COBRA's price from 110 to 120
  • increased AH-1F HEAVY HOG's price from 100 to 120
  • decreased AH-1F HEAVY HOG's availability per card from 4 to 2, number of cards increased accordingly
  • decreased AH-64A [RKT]'s availability per card from 2 to1, number of cards increased accordingly
  • decreased FV721 FOX's availability per card from 2 to1, number of cards increased accordingly (but in 2ID which had too many already)
  • decreased (British & Belgian) SCIMITAR's availability from 9 to 6
  • decreased (British & Belgian) SCORPION's availability from 9 to 6
  • (1AD) removed MAG 7,62mm's acces to WARRIOR as transport
  • (1AD) removed GUN GROUP's acces to WARRIOR as transport


PACT:
  • decreased RPG-29's accuracy from 60 to 50
  • decreased T-80U's price (back) from 320 to 305
  • decreased T-80UD's price from 350 to 320
  • increased Mi-24V [AA]'s price from 135 to 140
  • increased Mi-24V [RKT]'s price from 135 to 140
  • decreased Mi-8MT [RKT2]'s price from 145 to 125
  • increased Mi-8MT [RKT3]'s price from 100 to 115


FOB, LoS & Balancing

Hello commander!

In today’s DevBlog, let’s go full ACRONYM and take a deep dive into FOBs and LOS. Yup, we got some interesting details to share both about a new structure and an updated (and very important) game mechanic coming to WARNO.

Both the FOB and revised LOS system will deploy in a patch soon!

Keep reading to find out more.

[h2]First up: FOB[/h2]
Let’s begin with the new Forward Operating Base. This structure was introduced back in Wargame: European Escalation. Many of you veterans of our earlier games have been asking for the FOB’s inclusion into WARNO.

We are getting very close to introducing FOBs in the game, so let’s get down to brass tack logistics and explain what’s moving, where, when, and how.

The FOB in WARNO is a single supply depot that can be placed at the beginning of a game in your deployment zone. And ONLY during the deployment phase. Supply vehicles will be able to enter a FOBs area of effect and automatically receive supplies (“health” repair, ammo, fuel). Not only that, FOBs can resupply any type of unit if they are close enough.

There is more: you have to be careful defending a FOB. These are very hardy structures, but they can still be destroyed. But a greater prize is to capture one! If an opposing player places enough units in the zone of influence of a FOB, they will gain control. If you want your FOB back, you need to have more units than your opponent in its radius.



Visually, we wanted to ensure WARNO’s Forward Operating Base was a bit more realistic than its Wargame: Red Dragon predecessor. Gone are the reinforced concrete walls and watchtowers (which, realistically, would take several days to build).

Instead, the new FOBs are made of weapon and ammo stock, military equipment, and fuel barrels, all urgently transported to the forward edge of the battlefield. This reinforces the core theme of WARNO, pushing the idea that the FOB is a scratch-built base of operations deployed in a rush when your game - the battle - begins.

Let us know what you think!

[h2]A new Line of Sight tool[/h2]
We have also worked on an updated and revised Line of Sight tool. As you know, during a tactical battle in WARNO, a player can press “C” to display the Line of Sight, either on the cursor (useful to check locations on the map) or centered on a unit.

We have improved the Line of Sight tool to make it faster to use, easier to understand, and more accurate. We have done this by differentiating better what cannot and what can be viewed.

Faster to use
With the updated tool, when selecting a unit in the game, you will see how their field of view holds up.

If we compare two examples:



We have here an M1A1 Abrams tank, with poor vision, and a dedicated recon M3A1 Bradley CVF.

The former can see more of the battlefield than the latter.

Easier to understand
Check out the screenshot. As you can see, the new Line of Sight tool now displays two different colors:



  • In white transparency, the “true” Line of Sight. That is to say, the unit cannot see beyond the white line. A unit’s field of view on the battlefield is cut by buildings, forests, or other obstacles or simply limited by distance.
  • In blue, we show intermediate areas in which your unit is unable to detect any potential enemies. However, if an allied unit detects a hidden enemy, they will appear in this region, even if the selected unit can’t see any foe directly.


More accurate
We have also incorporated the functionality to simulate the detection of any type of unit by clicking on the LoS icon. By doing this, you can immediately tell which units can be detected in the blue area depending on their level of Stealth.



Wondering if you can spot that towed AT gun? Click. Or an enemy Spetnaz recon team? Click.

The tool also lets you distinguish all the environmental elements that influence vision and detection. See how it works in the screenshot below.



[h2]What we are aiming at[/h2]
Our main objective is a high Time to Kill (TTK), promoting a more deliberate and tactical pace of playing WARNO, which would appeal to all of our players, regardless of level.

That’s not all: we also want to reduce as many cheesy tactics as possible. On a strategic level, nothing should come for free or be done in such a way that it is annoying. We wish to create a comfortable, worthwhile atmosphere in WARNO that doesn’t promote any feelings of injustice or frustration.

WARNO is a game of strategy and tactics, brains and daring, set in the late Cold War, and we would loathe seeing simplistic techniques that allow players to win effortlessly with no thought.

Make no mistake, we are on a never-ending quest to provide you with the deepest, most fun, and most authentic experience possible in WARNO!

What can you expect to be rebalanced in the near future?



Aircraft, helicopter, and AA

When it comes to aircraft, helicopters, and anti-air adjustments, we will enter a cycle of experimentation. At the moment, we are not fully satisfied with this aspect of WARNO.
We are studying various ways how we can update the mechanics involved. Planes are too often used as suicide “jokers” that prevent the deployment of heavy tanks, while also allowing some players to win a game within the first few minutes.

Please be patient, as the coming weeks will see some different meta-approaches being implemented. It will take time, and we will consult your feedback and comments on the official Discord server. If problems arise, we’ll react as soon as possible!



Artillery and MLRS changes

Much like helicopters and aircraft, we will also take a good look at artillery and MLRS. Some recurring issue with multiple rocket launcher systems is the tactic in bombarding access routes and spawn points at the start of a game. We need some time to find the right balance here. And, once more, we can use your feedback to identify the most useful gameplay solutions possible.

In the next patch, we will preemptively decrease the damage output of a howitzer while increasing the area of suppression. This would allow team games, from 2vs2 to 10vs10, to be less dependent on artillery. Once this change is in, we’ll likely slowly adjust the damage and suppression variables until we find the right balance.



Stabilizing the meta

Once we have addressed the above gameplay areas, our aim is to get a stabilized meta that is viable and fun over the long term. This will guarantee a fair and strategic experience, and to make WARNO a balanced and exciting game, for beginning players to veterans and military experts alike!

[h2]See you on the battlefield[/h2]
That’s it. As mentioned before, the new FOBs and updated LoS tool should make it to WARNO shortly, maybe even as quickly as next week!

Don’t forget to 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, commander!