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v.85396 : Hotfix

PATCHLOG


MAPS:
  • The Loop map is now available in 10vs10 Destruction mode


CODE FIXES:
  • fixed LGB bombs falling too far from target
  • fixed a frequent crash that would randomly happen either ingame of in the armory
  • fixed a crash when a unit died while its "Seize" smart order was transformed in "Hold"
  • fixed some crashes when closing modal windows with the enter key
  • fixed some missing FX on AK-47


DATA FIXES:
  • fixed M202 Flash's rate of fire: it fired only once before reloading, although it has 4 ready rockets
  • fixed several vehicules having more than 1 defensive smoke
  • fixed LEOPARD 1A1A1's veterancy ratios on par with other 12-avail units
  • fixed the Su-25's missing AP rounds
  • fixed the MiG-27K [LGB]'s ammo display issue on its stats sheet
  • fixed a FX bug on T-55, T-62 & T-72's coaxial MG
  • fixed a display bug about RCL, displaying the MOTION trait while they are properly set as STATIC
  • increased the time before repeating a unit acknow for panicking or damage received


GENERIC:
  • increased 105-122mm howitzers (towed)'s RoF from 6 to 8
  • increased 105-122mm howitzers (SP)'s RoF from 5 to 6
  • all supplies (ground or heliborne)'s locked at vet1


NATO:
  • increased M202 Flash's loadouts from 4 to 8 (two salvos)
  • decreased TORNADO F.3 [AA]'s price from 245 to 225
  • increased AMX-AUF1's price from 220 to 260
  • increased M107A2's price from 210 to 270
  • increased M109A2's price from 200 to 240
  • increased M109A3GA1's price from 210 to 250
  • increased M110A2's price from 260 to 280
  • decreased AH-64A APACHE's price from 260 to 240
  • increased AH-64A APACHE [RKT]'s price from 125 to 150
  • decreased AH-64A APACHE [ATGM]'s price from 295 to 275
  • decreased TERRIERS PIONIERS' price from 45 to 40
  • decreased ASSAULT PIONIERS' price from 55 to 45
  • decreased FS-JÄGER's price from 65 to 60
  • decreased GREEN BERETS' AT-4 loadout from 8 to 4, on par with other disposable bazookas
  • decreased PZ.GRENADIER (MARDER)'s price from 30 to 25
  • increased LEGIONNAIRES PARAS' price from 55 to 60
  • decreased SAPEURS PARAS (FLAM.)'s price from 70 to 60
  • decreased SAPEURS (FLAM.)'s price from 60 to 55
  • decreased (Belgian) ECLAIREURS' price from 55 to 50
  • increased (French) ECLAIREURS' price from 50 to 55
  • decreased AUFKLÄRER's price from 55 to 50
  • decreased (British) SCOUTS' price from 55 to 50
  • added SAXON CMD its smoke launchers
  • decreased BEDFORD MJ's supply capacity from 1750 to 1000 + price decreased from 60 to 35 + availability per card increased from 3 to 5
  • decreased M35's supply capacity from 800 to 500 + price decreased from 30 to 20 + availability per card increased from 6 to 10
  • decreased TRM-2000's supply capacity from 800 to 500 + price decreased from 30 to 20 + availability per card increased from 6 to 10
  • increased MAN KAT'ssupply capacity from 1750 to 2500 + price increased from 60 to 80 + availability per card decreased from 3 to 2
  • decreased French & German M101 howitzer's range from 17.650m to 10.575m + price decreased from 100 to 60


PACT:
  • increased 2S1 GVOVZDIKA's price from 150 to 180
  • increased 2S3M AKATSIYA's price from 180 to 220
  • increased 2S7M MALKA's price from 270 to 290
  • decreased Ka-50 AKULA [AT]'s price from 300 to 280
  • decreased Mi-24VP's price from 260 to 240
  • increased Su-27's agility from Normal to Good
  • decreased AUFKLÄRER's price from 55 to 50
  • decreased RAZVEDKA's price from 55 to 50
  • increased T813's supply capacity from 1750 to 2000 + price increased from 60 to 65

New Destruction Mode Explained

Hello commander!

We hope you are well. Recently, we released the much-awaited Destruction mode, which dropped in WARNO courtesy of our post-SUCHET update.

A bit of a mea culpa. It was brought to our attention that while various of our veterans were happily tearing through the Destruction mode-enabled WARNO battlefield, seeing those lovely little points pop up left and right, many players not familiar with Destruction felt out of their depth.

Our apologies! This DevBlog is dedicated to newcomers and veterans alike in explaining what Destruction mode is, a brief history, and how it is different compared to Conquest mode.

Keep on reading!

[h2]A Short History of Destruction[/h2] Destruction mode has been around for a long time. We first created it when we developed RUSE. That was a mighty 12 years ago!



Our goal for RUSE was to create a “pure” strategy game, where neither hardcore micromanagement (think clicks per second) nor forced game rules would prove to be a path to win.

As both fans and developers of real-time strategy games, we concluded that a match was typically over when one side had inflicted a critical amount of losses on its opponent. When this happened, it would be almost impossible for the latter to reverse their fortunes on the battlefield.

So, we thought, what if we display the losses for each side? Furthermore, what if we showed it as direct feedback on player actions (destroying units)? This would be useful as an information tool AND a special kind of motivation. Those little counters really want to make you… destroy more stuff!

When the spiritual ancestor to WARNO came around, Wargame: European Escalation, not only did we decide to keep the Destruction game mode, we put it at the heart of our game! Since then, although we moved towards Conquest as being the default play mode of our subsequent titles, we retained and updated Destruction mode in all our games. See it as a legacy of a legacy!



[h2]What is Destruction?[/h2]
To make things clear: within WARNO, Destruction and Conquest modes are not exactly modes, but instead, they are labelled as game rules in a game’s lobby. We’ll keep referring to them as modes for all intents and purposes.

Counterintuitively, Destruction mode is a game mode where conquering terrain is vital to winning. Indeed, your in-game economy depends on it. Within the mode, each command zone captured increases your income by a certain sum per second. The income increase revolves around how many and which zones you control. The more command zones you control with a Command Unit, especially the ones that net you a higher income, the more units you can field… and, thus, a player’s ability to apply pressure on the enemy.

In other words, controlling real estate on the battlefield brings a definite economic advantage. This will eventually shift the power in favor to the player or team who controls more zones and, therefore, income. So where Destruction mode control zones give you extra income, in Conquest mode control zones give you victory points.

[h2]A little bit of destruction[/h2]
In Destruction mode, these victory points are won by destroying units. Each time you destroy a unit, you earn its deployment price in points. This means the bigger and more expensive units you destroy, the more victory points you’ll gain. So now we have an interesting gameplay dynamic where the player controlling more zones can deploy more expensive units. Still, if you don’t take care of these units, they might run the chance of being destroyed and giving your opponent more victory points.



Destruction mode is about applying overwhelming destruction in a local area to smash as many valuable units as possible while retaining the greatest economy of force for your side. A marked difference between Conquest and Destruction mode is that the latter has a different rhythm, often more brutal and intense.

When reintroducing the mode to WARNO, we also took the opportunity to make sure Destruction makes each existing map feel unique. Deployment and reinforcement routes are different, as are command zone locations. As we already mentioned, we are updating more maps to host Destruction mode. A whole bunch of them are being tested by the Strike Team. Get ready for some more sneak peeks soon!



[h2]New units coming with the next patch[/h2]
So, before we leave you be, some more news: we will feature two new units (with new models) in the next patch. Both units will find their way into the Warsaw Pact’s VDV 35th Guards Air Assault Brigade.
  • 1V119 REOSTAT - an airborne recon radar on a BMD-1 hull.
  • Mi-8MTV - a Mi-8 modified based on the Soviet Army’s Afghan War experience, with better protection (ECM and flares) against AA, specifically Stinger MANPADS.


The upcoming OUDINOT milestone is ready to be tested. The major update will soon run the gauntlet of the Strike Team before its full release.



[h2]See you on the battlefield[/h2]
That’s it for this week. Don’t forget to 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!


[previewyoutube][/previewyoutube]

Twin Cities Map Preview

Hello, hello!

After our OUDINOT milestone previews, we looked at two brand-spanking new divisions (Berlin Command and Unternehmen Zentrum) centered on the Battle for Berlin. Now it is time for another exciting new reveal!

That’s right: we are working on a new type of map for WARNO. In today’s DevBlog, let’s look at Twin Cities.



[h2]A new experience[/h2]
Long-requested by WARNO fans, Twin Cities is THE FIRST of a brand-new type of map with urban elements not seen before in the game.

A map like Twin Cities takes a little longer to produce because urban elements require a good amount of graphic resources. Gameplay impact can also significantly affect the engine and server load. Simply put: while it might look cool, playing takes a bit of rewiring under the WARNO hood, especially when factoring in different levels of destruction.

However, our programmers, designers, and map makers have been busy to see if, and how, a new kind of map could fit within WARNO. And work it did! So, what are all the cool things you get to play with our new Twin Cities map?



[h2]Twin Cities[/h2] Twin Cities is a new 83 km² battlefield, designed for 3v3 and 4v4 plays. A couple of new environmental elements can be found on this map.



  • A highway crossing the map.



  • New cities with new models of large high-rise housing.



  • New fire FX at the start of a game.



  • Added farms, houses, and scenery (partially) destroyed.

Twin Cities as a battlefield is symmetrical and balanced, with alternating open, clear views and more defensible areas. Besides destroyed structures, new building models, and new destruction animations, the new map is a big step forward in improving the visual aspects of WARNO’s maps.

All of this, in our opinion, really reinforces the World War III feel and atmosphere! Let us know what you think.

[previewyoutube][/previewyoutube]

[h2]A new major WARNO patch[/h2]
In case you missed it, a major patch dropped earlier this week! Check out all the improvements, updates, and changes in the post-SUCHET patch here. A highlight of the most important ones:

  • New HMG teams (including automatic grenade launchers) added to all divisions.
  • New Destruction mode! The popular mode returns and can be played on Two Lakes 2v2, Two Ways 2v2, and Ripple 2v2. Destruction will also find its way to other maps in future patches!
  • Ranked playable on more maps. Existing maps, Geisa 1v1 and Chemical 2v2, have been added to Ranked online play.
  • Helicopters will be showcased in the new Helipad environment in Armory. New light settings are now also available.
  • A host of fixes and updates to a range of units and features, including the Line of Sight tool, Autocannon overhaul, missing smoke launchers, supply cost updates, some love for the British 1st Armoured Division, and much, much more!


We are busy preparing a hotfix with some of the technical issues encountered!

[h2]See you on the battlefield[/h2]
We hope you liked this DevBlog. Let us know what you think!

And don’t forget to 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.84771: patch Post-Suchet

FEATURES:
  • new: HMG teams (including automatic grenade launchers) added to all divisions
  • new: Destruction mode available on Two Lakes 2v2, Two Ways 2v2 & Ripple 2v2. More to be released in the next patches.
  • Geisa 1v1 is available in ranked
  • Chemical 2v2 is available in ranked
  • helicopters in the armory are now displayed in their own helipad environment (although still "work in progress")
  • you can now switch between different light settings in the armory (once the shortcut is set in the settings)


QoL / IMPROVEMENTS:
  • the "display line of sight" shortcut now only show information about the position under the cursor. The "Line of sight" button show information about the currently selected unit
  • improved some FXs' performance
  • obsolete mods are no more loaded when a new version is released
  • the attack cursor now also use out of range weapon to show the best weapon.
  • some improvements in the selected unit weapons panel
  • improved players' name readability in the replay panel


CODE FIXES:
  • fixed line of sight not displayed on building when using "display line of sight" shortcut after loading a saved game.
  • fixed crash when reinforcing a smart group that contains infantry in district.
  • fixed influence feedback on command zone displayed under water.
  • fixed columns order in the lobby deck selection panel.
  • fixed "BATTLEGORUP" instead of "BATTLEGROUP" in the 3RD ARMORED default deck name.
  • fixed one rare desync between players.
  • "TRAJECTORY" replaced by "TRAVEL TIME" in the unit info panel


DATA FIXES:
  • fixed PARAS SAS' number of weapons
  • fixed GAZELLE CELTIC's Mistral missile which couldn't fire on the move as other AA helos
  • fixed VLRA PAMELA's Mistral missile's reload time from 20 to 10, as other MANPADs
  • fixed ERC-90 SAGAIE's gun which was half-HEAT, half-AP
  • fixed GREEN BERETS's classification, being considered Engineers instead of Infantry
  • fixed PARAS SAS' optics, on par with other recon squads
  • fixed French and German 20mm autocannon's bursts being much too short compared to their counterparts
  • fixed (meaning increased) all dumb bombs (but 250-340kg, already correct)'s area of effect radius
  • fixed the KPz. T-72's HE range from 2275m to 2100m, on par with its AP one.


DISCLAIMER:
  • We are aware of a random crash in the armory and we are working on finding a fix.


----------

AUTOCANON OVERHAUL:
gunships & IFVs' RoF aligned with real ones regarding salvos and time between salvos
decreased MARDER's 20mm anti-helicopter range from 1600m (actually 1575m) to 1425m
decreased AMX-10P's 20mm anti-helicopter range from 1600m (actually 1575m) to 1425m
decreased VAB T-20/12's 20mm anti-helicopter range from 1600m (actually 1575m) to 1425m
decreased BMP-2's 30mm anti-helicopter range from 1600m (actually 1575m) to 1425m
decreased BMP-3's 30mm anti-helicopter range from 1775m (actually 1750m) to 1425m
increased (all) COBRA's 20mm ranges from 1200m/1225m to 1575m/1425m
increased (all) Mi-24VP's 23mm ranges from 1200m/1225m to 1575m/1425m
increased Mi-8MT [UPK]'s 23mm ranges from 1200m/1225m to 1575m/1425m
changed (all) AH-64 APACHE's 30mm ranges from 1575m/1775m to 1775m/1425m
changed (all) Ka-50's 30mm ranges from 1575m/1600m to 1775m/1425m
changed (all) Mi-24P's 30mm ranges from 1575m/1775m to 1775m/1425m
decreased M2HB 12,7mm HMG's anti-helicopter range from 1775m to 1050m
decreased KPV & KPVT 14,5mm HMG's anti-helicopter range from 1775m to 1050m
increased Mi-24V & Mi-24D's Yak-9 gatling ranges from 1025m/1050m to 1200m/1050

MISSING SMOKE LAUNCHERS ADDED ON:
BMP-1P
Spz BMP-1P
Spz BMP-1P SP1
Spz BMP-1P SP2
BTR-80
BTR-D
BTR-RD ROBOT
SAXON
AMX 10 (all tracked & wheeled ones)
AMX AuF1
ERC 10 Sagaie
VAB T20/13
AML 90
M113GA1 MUN.
HS.30 PZ.MÖRSER
PANZERMÖRSER
M48A2 (all)
GREEN ARCHER

PARACHUTE REGIMENT GROUP:
We're adding to the British 1st Armored Division the Parachute Regiment Group. Those three (Territorial Army) paratrooper battalions were to be dropped between WP forces & the 1st Armored Division's positions with a sacrifice mission to give the later time to regroup.
They were given extra-MILAN allocations and were basically an ATGM screen.

UNTERNEHMEN ZENTRUM preview

Hello commander!

This week, we’ll look at Berlin Command’s Warsaw Pact counterpart: Unternehmen Zentrum.

As a reminder: two new, previously undisclosed divisions will come as part of the OUDINOT milestone. The pair of battlegroups will be free for all owners of the Early Access version of WARNO. They are gifted as a Eugen’s thank you to all the players who got in early and helped us develop the game!

Let’s see how this East German and Soviet battlegroup would have fared in the Battle for Berlin (1989).

[h2]A special kind of liberation[/h2] Unternehmen Zentrum (standing for Operation Center) was Warsaw Pact’s secret plan to invade West Berlin and get rid of its pesky NATO defenders. We have given the same name to WARNO’s battlegroup, with a mix of East German and Soviet forces specialized in urban warfare.



The troops involved in the Battle for Berlin would have been drawn from two principal sources: the East German 1. Motorisierte Schützendivision (1st Motorized Rifle Division) and the Soviet 6th Independent Guards Motorized Rifle Brigade. If you recall, each NATO ally was only allowed one brigade within the city's confines. The Soviets, likewise, could only deploy a single brigade in East Berlin. The East Germans, like the West Germans, were forbidden to deploy a single unit within the city. Tough luck for NATO, they just deployed on the city’s perimeter, providing the forces for the main assault.



While the local NATO defenders in West Berlin didn’t really pose a threat to the Warsaw Pact, being too weak to mount any offensive or breakout, this outpost was still a major inconvenience in the eyes of the political and military leadership. As such, in the case of World War III, West Berlin would have been cleared as soon as possible, to remove this pesky thorn in the side of the Soviets and East Germans. Over the years, these war plans were updated, with the latest (real-life) examples originating from the late 80s.

[h2]A bit more context[/h2]
All of these secret plans were destroyed, but enough documentation (and interviews with former NVA officers after Germany’s reunification) paints a pretty realistic picture of how the Battle of Berlin would have unfolded from a Warsaw Pact’s point of view. Only the two last versions have been reconstructed: Unternehmen Stoss (Operation Thrust) in 1986, and its latest variant, Unternehmen Zentrum (Operation Center) from 1987.



These war plans were rehearsed during actual yearly military operations (Borderkante) with other East German cities earmarked as the training’s objectives, though all could see they were thinly veiled as West Berlin. These included targets identifiable as being proxies for German’s historical capital and three different (American, British and French) NATO garrisons.

The taking of West Berlin was to be done as quickly as possible, with the task accomplished through overwhelming firepower. The initial attack would have been airstrikes, followed by intense barrages of artillery fire. East German paratroopers would have helidropped onto West Berlin’s two airports, while the Soviet brigade would surge out from Brandenburger Gate, bisecting the city defenders.



The first targets would have been the British, with the French and Americans to be mopped up later. At the same time, numerous axis of advance from the city limits, mainly from the East German motorized riflemen, would start pressing on the West Berlin defenders from the outside. Resistance was expected to cease after two days. Clearing the NATO forces would take two more. Warsaw Pact planners would have given the entire operation three to four days.

If you want more details about Operation Center, we suggest you read this article.

[h2]Unternehmen Zentrum detailed[/h2] Unternehmen Zentrum would use the East German 1st Motorized Rifle Division and the Soviet 6th Independent Guards Motorized Rifle Brigade. A host of local forces, as well as specialized formations, were to assist in the operation.

This included:
  • The entire Soviet 40th Artillery Brigade, positioned around West Berlin, with its army-level heavy artillery and MRLS batteries. A serious amount of ordnance would be dropped on West Berlin to aid its… liberation.
  • The Soviet 2nd Engineer Brigade for specialized support, including sappers and combat engineers.
  • The 1st Battalion (FJB-40) of the elite East German airborne and special forces Luftsturmregiment 40. Officially stationed to guard the Ministry of National Defense’s sector, its true purpose was to capture Tegel and Templehof airfields in a heliborne assault.
  • The Stasi (the East German dreaded state security service) featured an armed branch called Wachregiment "Feliks E. Dzierzynski". Trained as urban warfare specialists, these elite soldiers would be a force to be reckoned with.
  • No less than six Grenzschutzen (Border Guards) regiments would provide additional soldiers. Keeping a vigilant eye on the Berlin Wall and outer city limits, in combat situations, they would first clear the comprehensive border obstacles, then advance on the assault troops' flanks to secure them. These units could also call on their own artillery regiment.
  • Three battalions of the East German paramilitary police, the Kasernierte Volkspolizei, contributed to the operation. Lightly armed, they had access to a few World War II guns.
  • And our East German paramilitary friends of the Kampfgruppen der Arbeiterklasse (Combat Groups of the Working Class) would also be called up to take part.




[h2]What can you expect in-game?[/h2]
So, how will Unternehmen Zentrum division look like in WARNO?

  • LOG - Much like its NATO counterpart, Unternehmen Zentrum can count on a well-stocked logistics category. A large quantity of supply and command units will be available from both East German and Soviet sources.
  • INF - The division relies on a copious amount of infantry choices, ranging from amateur soldiers such as VPB police officers or KdA militia to elite East German Fs-Jäger squads.
    • Regular Mot.-Schützen and Motostrelki and the associated weapon teams with recoilless rifles, ATGMs and HMGs, are also available. Soviet Saperi can be deployed in greater numbers than usual.
    • A special feature of the division is the presence of the dreaded Wachschützen, hard-hitting squads lavishly equipped and expertly trained for urban warfare. They come in three different flavors with a mix of Skorpion SMGs, brand-new StG 941 and 942 assault rifles, satchel demolition charges, Strela-2M MANPADs, and even a few RPO Rys thermobaric launchers, courtesy of their Soviet comrade-in-arms.
  • ART - The king of the battlefield is very well represented in Unternehmen Zentrum. With a wide array of pieces, calibers and tubes, Soviet and East German artillery would combine their overwhelming firepower to lay waste to West Berlin.
    • Heavy guns are available, most of them towed (as if counter-battery artillery fire would be much of a problem). These range from 120mm mortars, 122mm, 130mm and 152mm howitzers. The only real self-propelled gun is the Soviet 2S1.
    • The rather unusual and very venerable Grenzschützen’s ZiS-3 dual-purpose artillery piece (year of introduction, 1942) also makes an appearance. A decent artillery and AT gun suitable for warfare…. from a previous era.
    • Rocket launchers include the East German RM-70 and napalm-equipped BM-21, as well as Urugan. No target other than West Berlin would have been more worthy than the addition of the Soviet Army’s latest mass-killing machine, the mighty TOS-1 Buratino.
  • TNK - An average category in terms of cost and number available, though the unit selection is rather diverse.
    • The 1. Motorisierte Schützendivision could only count on older T-55 and T-55AM2 tanks. Anti-tank forces also include BRDM-2 and PaK 100mm guns.
    • The Soviet brigade had their share of T-64 tanks. For reasons unknown, by 1987, a handful of T-80s could also be found in its armored arsenal.
    • Not a good piece of equipment should go to waste, including decidedly vintage World War II ones. East German militia and police forces fielded the timeless T-34/85 and light ZiS-2 57mm AT gun. The latter unit, being short-ranged and firing only AP high-velocity rounds (no HE), won’t be a threat to modern main battle tanks but can still wreak havoc on an APC or IFV column thanks to its high accuracy & RoF!
  • REC - Like its NATO counterpart, there was not much need for dedicated reconnaissance troops in the Battle for Berlin. Enemy concentrations and defensible positions should have been well known. A typical choice of BRDM-2, Aufklärer, Mot. Razvedka is featured, as well as light Grenzer squads.
  • AA - A rather strong category for the division. Warsaw Pact forces put in a concerted effort to deny any Western aircraft from leaving the city after the outbreak of World War III. Any fleeing plane would have been shot down within seconds of taking off, with a prominent belt of AA defenses pointed outwards to prevent any NATO aircraft flying from West Germany from assisting. From MANDPADs to Strela-10 and Buk-M1, AA units are plentiful and potent.
  • HELO - Not one of the most powerful categories. West Berlin is not very helicopter friendly, with plenty of opportunity to be shot down in the congested urban terrain. This means a limited amount of East German Mi-24D [AA] and fire support Mi-8 flying top cover for the paratroopers coup de main at West Berlin’s airports, further backed by a handful of Soviet Mi-24VP.
  • AIR - Ground-pounding aircraft make up most of the units. These include Su-17 and Su-22M4 attack planes from both East German and Soviet air forces. Plenty of air-to-ground munitions would be available, from 240mm rockets to UPK pods/80mm rocket combos. Lacking any perceived NATO air threat, fighter cover is limited to a couple of MiG-23ML fighters.




With a host of infantry options, backed by solid artillery and air-defense units, Unternehmen Zentrum is a hard-hitting division destined to slog it out in brutal house-to-house combat. Operations in tight (urban) terrain are where the battlegroup excels, but it can still hold its ground thanks to its decent armored and airborne forces. While numbers are impressive, vintage and obsolete equipment, as well as reserve and lightly armed troops, fill up Unternehmen Zentrum’s ranks.

[h2]A brief update on the next update[/h2]
Before we leave you be, some news on the next WARNO patch.

We originally planned to release the update this week, but as it happens, the calendar played against us. The earliest possible release date would have been today, but since Friday, November 11th, is a bank holiday in France (the commemoration of World War I’s Armistice), we decided to release it next week instead. If not, it would have meant releasing a major patch before a three-day weekend, with no way for us to monitor and hotfix any issue quickly.

And this is a big update, bringing the Destruction mode, HMG teams, a host of new features and improvements, the autocannon overhaul, plus lots of balance changes. We really didn’t want to take the chance.

That’s why we will deliver the patch to the Strike Team first, which will be allowed to stream for the upcoming long weekend. Barring any major bug or issue report, we will release the patch next week!



[h2]See you on the battlefield[/h2]
All right, that’s all for Unternehmen Zentrum. Do tell us what you think!

In the meantime: 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!

[previewyoutube][/previewyoutube]