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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!

More infantry units & new traits

Hello, hello!

It’s good to be back. We are very happy to see the positive (and constructive) feedback on our latest milestone, OUDINOT. Of course, the Eugen team is never finished tinkering, improving, and rebalancing WARNO. We take all comments to heart!

We also have to thank you, the player and the community, for all the heartwarming messages and words of encouragement. Let’s keep making a great WARNO together!

The Unit Traits were one of the major new elements introduced in the OUDINOT. Seeing the success, we decided to introduce a couple of new infantry units, as well as expand the Traits system to vehicles. Keep in mind, most of what you read is still work in progress.

[h2]New units and their traits[/h2]
As mentioned before, we are planning some more (new) infantry units to take advantage of the new Unit Traits. You can check out the detailed list of traits newly added to WARNO in this DevBlog.

Warsaw Pact nations have no units with the Military Police trait. This is due to these armies not having a single large, dedicated military law enforcement organization similar to NATO ones within their ranks. They were usually spread out across different functions, such as traffic control, rear security, etc. As a result, these types of units don’t appear in any divisional Table of Organization & Equipment (TO&E).

  • The above made identifying suitable units harder, but not impossible. After diligent research, we found some fitting counterparts to NATO MPs.
  • For the Soviets, these are the Komendatura or “Commandant’s Service” troops, easily identifiable by their sci-fi white and red helmets and the letter “K” patch embroiled on their sleeves. Komendatura units were one of the last units to retain the older UAZ-469. We will take this opportunity to make a special in-game skin for this jeep.
  • The East Germans will get Militärstreife squads.


A few nations also lack a GSR trait (Ground Surveillance Radar) unit. These are recon units equipped with a portable radar, such as the American AN/PPS-5B or the Soviet PSNR-5.
  • The Soviet Spetsnaz GRU and East-German Specialaufklärer units will be reworked to accommodate them.
  • This means that only the French would be left without a GSR unit. As such, we created a new Dragons-Paras squad to feature it. The 13e Dragons-Parachutistes were the French First Army’s LRRP unit.

And last, 2-man sniper teams with the Sniper trait will be added to all nations.
Can you recognize them all?



[h2]And new Unit Traits[/h2]
The first batch of Unit Traits has been well received by the community. As this series mostly concerns infantry, the next one will focus more on vehicles. We are still designing and seeing how some of these traits would behave, so please keep this in mind. Some others are on the drawing board, but we are assessing their feasability before disclosing them.

  • EW. No, it's not something disgusting; EW stands for Electronic Warfare. We would add this trait to EW aircraft, giving them an “ECM area of effect.” This would entail that the plane would affect all radar units in its vicinity and inflict accuracy penalties on them, even if they are not targeting the EW unit directly. A case in point would be the (recently much-discussed, we know) EF-111 Raven aircraft. Unarmed, but with the EW Trait, it would be a great opener to breach an AA defense net, rendering them more infective against the following bomber raid. If it works as expected, it could pave the way for introducing EW helicopters, such as the EH-60A and Mi-8PPA.
  • Jammer. A unit with the Jammer trait would disrupt recon radar (the one getting the Expectional Optics level) and reduce their effectiveness to Very Good if within the jamming unit’s area of operations.


  • Smoke launcher. This would be used for identifying purposes, much like the Transport trait. The Smoke launcher trait allows for quick identification of vehicles featuring smoke grenade launchers.


[h2]See you on the battlefield[/h2]
Besides all the above, we are always working on balancing and updating our game. As some of you are desperately keen to know when X will come/changed/nerfed, be patient: all will be revealed in due time.

We hope you like what’s in store for WARNO. What can you expect for the future DevBlogs? We will have an update on the new maps incoming, as well as the new FOB, which we wish to detail in the near future. You can also expect sneak peeks into the new Operations coming soon!

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!