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A Musical End to 2022 - Happy Holidays!

Hello commander!

We have arrived at the end of the year. Happy holidays are in order! As in previous years, the Eugen Systems team will go on a much-needed break, but we’ll be back in full force in the new year!

Before we leave you to be merry for Christmas, let’s talk a bit about some festive music - WARNO’s original soundtrack.
How did we create the stirring sounds to accompany World War III?



[h2]Musical inspiration[/h2]
During WARNO’s development, not only did we want to have everything top-notch in terms of visuals, game mechanics, authentic units, sound design, and the tremendous “oomph” of things going boom… we also needed music.

When we had to decide what kind of soundtrack to use for World War III, we deliberated. The safest bet would have been to work with some generic all-purpose tracks. Nobody would have really disliked them, but neither would they have stood out.



We decided we didn’t want to go that route. For WARNO, we wanted a memorable soundscape, recognizable and with a “heavy” character. A lot of work in the audio department went into making this vision a reality. The choice was simple: the music had to follow this approach.

So, how do you build an original soundtrack “with heavy character”? You pick a style and let your music coalesce around it.

[h2]A style fit for the ages[/h2] WARNO takes place in 1989. As such, we hit upon synthwave, a modern-sounding tribute to the typical sound of the 80s. This style reflects a coming-of-age of music heavily marked by the use of synthesizers, electronic musical instruments invented in the 60s, but especially used a lot in the 1980s.



We started digging into the huge musical repertoire of the internet. We searched everywhere and everything: YouTube, Bandcamp, SoundCloud, and many online music catalogs. All of it to find the exact music that would fit the game.

At the same time, Eugen members were showing military video clips, often with a punchy melodic background. It was at this moment we stumbled upon THE musical track that would form the basis of all our future work:

[previewyoutube][/previewyoutube]

Let’s welcome to the stage Mauzer. The music featured in this collection of historical clips was just fantastic. A quick search gave us the name of the song and artist, which turned out to be French - what a coincidence. The artist was Triptidon, and the song, Sinful. We felt the music to be punchy, uplifting, synthwave-ish, and, if we might say so, “battle-tested.”

We used this song as the musical reference for future soundtrack searches.

[h2]The WARNO trailer[/h2]
One year ago, the time came to officially reveal WARNO to the world. We needed a good track for this announcement trailer. None of the music we had gathered until this point was as fitting and convincing as Sinful. We didn’t plan to include it in the game, but it was getting close to inevitable, as we required some sort of music.



We contacted Triptidon and made a deal. The arrangement was friendly and straightforward. This was great because many of us at Eugen liked his music. Do check out Triptidon when you can!

With games and movies, we often underestimate the impact the soundtrack has on the overall game experience and enjoyment. It’s a shame because music plays a huge role in defining the atmosphere of a game. This is no exception with WARNO’s trailer: the combo of visuals and great tunes should lift it to a different level.

[previewyoutube][/previewyoutube]

[h2]The early days of Early Access[/h2] WARNO launched into Steam Early Acess in February 2022. We included several music tracks, with a heavy emphasis on our chosen style, which received a lot of positive feedback.

There was one issue, however. The soundtrack contained no original music. Our work was focused on selecting and licensing existing tracks, none of which would be exclusive to WARNO. This meant that some players might recognize a song from a different place, which is not what we want to happen too often. It dilutes the character of the game and the identity of the WARNO’s soundtrack.

Moreover, the soundtrack contained several quieter songs but only one real punchy, bombastic track. Having a hard time finding these, we decided to kill two birds with a single stone and started crafting some songs ourselves.



[h2]Original music[/h2] Eugen contains many multidisciplinary team members, with some of them well-versed as musicians. Some of the original music was composed by our crew, and after some rounds of iterations, we got more uptempo “aggressive” tracks.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

Integrating these tracks into WARNO would restore the chill and punchy balance. What do you think? Sounds awesome?

[h2]The studio[/h2]
So, where is all of this magic created? Check out the setup for all the musical awesomeness that is Let’s Go and Silicon Tribes. We are packing some heavy ordnance!



The red-blinking synth below the screen on the left is an Access Virus TI, and the mini-keyboard at the bottom of the screen to the right is a handy MIDI controller called the MPKmini by Akai. The electric guitar is a GIO from Ibanez; this is the one you hear on Silicon Tribes. Finally, the strange-looking hexagonal-titled thingy on the right is an Axis-49 from C-Tru (basically a MIDI keyboard pimped with hexagonal keys).



On the software side, the DAW is the GNU/Linux version of Bitwig Studio. It contains a bunch of built-in synthesizers and FX - some of them actually sound pretty good!

No setup would be complete with a solid pair of monitors. Some of you might have already spotted the unmistakable Rokit 6 speakers from KRK.

And the SNES mini? For inspiration, of course.

[h2]Music outtro[/h2]
With the first two tracks gaining positive reactions from WARNO’s playerbase, we took it as a sign that we were going in the right direction. We chose to add more original songs and compile them into an official OST playlist on YouTube.

We’re glad the music has been received well, as we were not entirely sure about the direction to take and how the songs would pan out. Using generic music would have been the simple choice, but we are happy we stuck to our guns and went for a more stylistically unique way. More tracks to come in the future!



For now, let’s crush and defeat the enemy with the blood-pumping sound of the amazing kick drum. Let us know what you think!

[h2]See you on the battlefield[/h2]
A musical ending to the last DevBlog of the year. The first week of January sees our return to the offices. It has been a pleasure, commander. Let’s make 2023 a kick-ass year (and expect some new content drops at the very beginning)!

From the whole Eugen Systems team: we wish you happy holidays and all the best for 2023.

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!

A more realistic combat system

Hello!

As we are nearing the end of the year (and the start of a wonderful new one), we have some exciting WARNO news to share with you.

As you know, we are busy working on the next milestone for our game - OUDINOT. Now, it is not the only thing that’s been cooking in Eugen’s kitchen.

Recently, our attention has been steered toward a major overhaul of how combat works within WARNO. In today’s DevBlog, we can go into more detail!

[h2]Working hard behind the scenes[/h2]
Every day the Eugen team works hard to make WARNO the best possible game. This takes time, effort, and resources. We listen carefully to what our community has to say and hear your pleas for new content loud and clear. Creating new features or mechanics for WARNO needs time, and as a living project, developing new systems, or updating old ones, might suck up even more. Be patient, please. Lots of exciting things are coming WARNO’s way.



The more realistic combat system is a major overhaul, as it affects not only the current state of the game but also the upcoming OUDINOT milestone. We need to ensure everything is aligned, tested, bug fixed, and working properly. That is one reason OUDINOT is taking longer, as we want to make sure it meshes well with the new system.

So, what can you expect?

[h2]A more realistic combat system[/h2]
Looking at combat in WARNO in its current form, we weren’t satisfied with the binary aspect of what happens when two units engage each other. The outcome is always the same: either one or the other gets destroyed. Suppression, resistance to it, and the management of units in combat feel too trivial and fleeting.

We want to anchor suppresion at the heart the combat, to emphasize the role it plays on the battlefield. We want to offer more variety when two units meet and be more realistic in the process. Combat should also offer the opportunity to break a unit’s morale instead of just beating the unit to death, rinse, and repeat. Routing a unit should be as much a valid outcome as its complete destruction.



A fresh approach, a more realistic combat system, would offer several benefits over the old format:

  • It would make combat more realistic and WARNO as a whole more authentic.
  • Gives the player a larger margin of error during combat. This allows them to recover units, not simply lose them.
  • Increase a unit’s Time to Kill (TTK) ratio, thus lowering micro-management and the game's overall pace.




[h2]The combat system overhaul in detail[/h2]
So, we went designing. We are still working on the new system, so we can’t give you an exact release date yet. But we can show you how future combat in WARNO will play out. Let’s go through each new element.

Updating suppression and its effects
In the current (old) format, suppression occurs with hits and near misses, but only with HE weapons and munitions, and at a minimal level with AP and HEAT ammunition. We decided to add more heft to the suppression mechanic across the board, especially the latter types of weapons.



This means that after the overhaul, each weapon in-game will still deal suppression, even if the shot is a hit or miss. The level of suppression depends on the munition’s type and caliber, but will be more than in the original form. For instance, one consequence will be that near-misses of AP munitions will directly affect tightly grouped tanks, suppressing several of them if they are packed too close. Better not rely too much on these armored blobs, commander!

Of course, depending on the community's feedback, we will refine and tweak the amount of suppression.

Combat experience: a unit’s ability to endure
Resistance to suppression will be one pillar of a unit’s experience level. The new system will increase this importance. Veterancy level will influence a unit’s resilience to suppression in various ways:

  • Better resistance to suppression received (think of it as the “shield” variable).
  • Faster regeneration to normal state after suppression received.
  • Better resilience to casualties. For instance, the survivors receive extra suppression if a soldier gets killed in a squad. Veteran and elite soldiers, combat-hardened as they are, will be less affected.




The more experienced a unit, the slower it will suffer from suppression, the less affected it will be when receiving damage, and the quicker it will return to a neutral state.

[h2]New unit traits[/h2]
We haven’t finished yet. The new combat system will also include a new feature. We will add traits to units. Steel Division 2 fans might recognize how a similar variant of this system exists in the World War II cousin of WARNO.

When the next patch comes, it will introduce units traits, which should look something like this:

  • Special Forces - these are the most experienced of units and receive a bonus to combat situations up and above the Elite veterancy experience level. This means infantry units with this trait will enjoy even more resilience to suppression, increased movement, and faster rates of fire.
  • Shock - these troops will have the ability to inflict additional suppression on their targets in close-quarter combats (such as urban terrain or woods). This represents the greater emphasis on close combat, including hand-to-hand fighting. Paratroopers and assault engineers will be priority candidates to feature such a trait.
  • IFV Infantry - soldiers riding into battle with infantry fighting vehicles (IFV) will also get an extra suppression resilience bonus but only as long as they are fighting next to an IFV. These half-squads are pretty small (i.e., the American Bradley’s Fire Teams), and doctrine dictates they fight dismounted and in close coordination with the vehicle that brought them on the battlefield. They receive the bonus if they stick close to an IFV (it doesn’t have to be their own).
  • Other Traits - We have several other traits in the pipeline, which we hope to talk about in detail in the near future. These include Leader, Military Police, GSR, Indoctrinated, and more.




[h2]The list continues[/h2]
We are not done yet! You can expect a couple more changes.

Improving suppression display
We are adding a hit points gauge on the unit label to better display the difference between suppression and physical damage. This will help players see the state of their units at a glance without having to open up the unit’s information panel. The suppression gauge will come with a coloring system, letting you know when the time has come to really move your unit out of harm’s way.

Command unit change
We will also introduce a major change to how to command units work. After the patch, command units don’t have to remain in a capture zone once they have captured it. This change stems from our feeling that the old Wargame: Red Dragon mechanic led to too many cheesy tactics, including the infamous “CV sniping.” In our experience, this is detrimental to the game.

By not having a command unit remain in a command zone, we aim to improve the game by:

  • Simplifying the in-game rules.
  • Removing all micro-management related to watching over, or moving units from, command zones far behind the front line.
  • Allow more aggressive plays with command units, with players using them as true leader units, boosting the experience level of friendly units in battle.
  • Giving Command Helicopters, those often overlooked units, a second life. They can be used to quickly capture a zone and move away again.




[h2]Before we bid goodbye[/h2]
So, all the above changes are in the works, with most of them completed. They still require additional testing before we are ready to release them into the wild, though. The changes also directly affect the OUDINOT milestone. All need to be in the best state possible before we can share them with you. So, we don’t have a launch date yet - we ask you to remain patient for a bit longer.

Now, the above changes might result in some lively discussions, but keep it civil and play it calm, cool, and collected. We sincerely believe these will make for a better WARNO and a more fun experience for all players, whether new or veteran.

Talk in peace, and leave the actual fighting for the WARNO battlefields, commander!

[h2]See you on the battlefield[/h2]
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!

General December News Update

Hello commander!

We hope you are well. Today’s pre-Christmas WARNO menu will consist of three delicious courses, all easily digestible. As we are leading up to the big-ticket milestone OUDINOT, we have the following items to share with you.

Keep reading and dig in!

[h2]Some OUDINOT news[/h2]
As you know, in the upcoming OUDINOT update, which you can read about here, we’ll feature two new battlegroups, all focused on a Battle for Berlin (1989) war scenario. As a surprise, and a big Eugen thank-you to our players, these divisions will be free to all owners of the Early Access version of WARNO!

Having unveiled both NATO’s Berlin Command and Warsaw Pact’s Unternehmen Zentrum, some community feedback was raised. We have taken the comments to heart and will make some changes to the unit composition of these formations.

[h2]Berlin Command Update[/h2]
NATO’s Berlin Command gets the first treatment. In the dedicated DevBlog, we mentioned that West German troops featured in the division would be presented as BGS (border guard police) recon squads and Heimatschützen (reservists) raised from the city’s population. To make clear, as it was pointed out to us, West Berlin’s citizens were exempt from West Germany’s conscription. This resulted from the post-World War II treaties, which prohibited both Germanies from having any military unit within the divided city. Therefore, the Heimatschützen will be removed from the division.

There is a catch, though (as there always is with treaties). The local police forces were not considered part of the military. As such, West Germany organized a force of Freiwilligen Reserve-Polizei (Volunteer Police Reserve) from ex-policemen. These were trained with light military weapons; the total force accounted for around 10.000 men. In times of war, these troops would be put under the command of the western Allied forces (American, British and French), with their primary task of guarding key buildings and infrastructure.



As police, they would have worn the same uniform as the BGS but with different headgear and shoulder patches. As West Germany couldn’t actually equip this force, a loophole was found (again!): the volunteer police would be armed with “French G3” battle rifles. These small arms were built under license at the Saint-Etienne arms factory in France, shipped to West Berlin by France to equip its garrison there, and then, eventually, distributed to the local West German force. Much in the same way, the British headquarters in West Berlin kept a handsome stock ready of over a thousand GMPG just for West German “police” use.



Leading us to the new unit in Berlin Command. In-game, the reserve police forces will be represented by the new 10-man FR. RESERVE-POLIZEI squads, locked at zero veterancy, equipped with 9x G3 battle rifles and 1x MAG GPMG.

[h2]Unternehmen Zentrum[/h2]
Let’s prepare for the second course, which is made up of three parts. Our Warsaw Pact’s Unternehmen Zentrum division will also feature some new units.

The first one is the SPW FUG, a Hungarian BRDM-1 variant able to accommodate a few passengers. Within WARNO, it will be an armored but unarmed recon/transport vehicle. They will carry the new MOT. GRENZER squads.

The second unit is the SPW PSH, which is the Hungarian PSzH IV, a wheeled APC used by the VPB police units but armed with a BRDM-2 turret. We will also make this vehicle available to the VPB squads already part of the K.d.A. Bezirk Erfurt battlegroup.



And for the third new unit. Much as the West German Heimatschützen, it was pointed out to us that the 1. MSD, which is the East German division at the core of Unternehmen Zentrum, featured a cadre of assault engineers specifically equipped for urban warfare. This makes sense if you are the designated attack force for eliminating NATO’s pesky presence in West Berlin.
As such, they were not supplied with old-style portable flamethrowers, as their counterparts in other divisions, but rather with Romanian-built AGI 3x40 incendiary rocket launchers. These weapons were a poor man’s M202 Flash, cobbling together three RPG-2 launchers with incendiary rockets and firing them in quick succession. These new units will replace the typical PIONIER (Flam.) and will be called PIONIER (AGI) squads.



[h2]New destruction textures[/h2]
Next is the rework of the textures used to show off destruction in our environments. Think artillery impacts, shell craters, scorch marks, etc. They have all been made more realistic.



The same visual overhaul will be applied to tank wrecks, featuring new terrain textures to show debris, burned detritus, and more. This will definitely increase the level of realism and display the savage mayhem you commanders can leave in your wake on WARNO’s World War III battlefields!



[h2]Friday Night WARNO Event[/h2]
Lastly, we’ll have another monthly Friday Night WARNO Event, which is a 2v2 tournament by the renowned Protosz. This event will happen this evening, on Friday the 9th of December, where Protosszocker and Eugen’s own DamNed will join the competition. Not only that, but while playing, they will discuss WARNO’s development in depth!



The Friday Night WARNO Event begins at 18:00 GMT / 19:00 CET and will be streamed on Twitch. If you want to know more about the event, be sure to check out the dedicated page here.

[h2]See you on the battlefield[/h2]
Before we leave you be, a small tease. As you see, Twin Cities is not the only urban map we are working on…



As always: 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!

New Army General Map Detailed

Hello!

Welcome back to another WARNO DevBlog. In today’s post, we’ll look at the second Army General map for our World War III battle simulator.

Read more about the original reveal of WARNO’s Army General preview here, which also featured some images of our first map.

The production of new Army General maps has significantly progressed since our initial reveal. We would like to present the (almost) final result of the second map.

Keep reading to find out more!

[h2]Army General revisited[/h2]
For you who don’t know what Army General entails: it is our popular strategic turn-based mode taking place on massive battlefields, intricately detailed and using real-life maps. Like the version found in Steel Division 2, WARNO’s Army General campaigns are all focused on NATO’s CENTAG area of operations, including the famous Fulda Gap.



Each campaign will feature its selection of formations and units, consistent with the order of battle for 1989, spread across both NATO and the Warsaw Pact. Each map focuses on a different sector of West Germany and the Inner German Border.

You will be able to play WARNO’s Army General campaigns either in single-player, versus, or cooperatively. WARNO will ship with four Army General campaigns.

Let’s look at the second Army General map: the Kassel-Paderborn area.

[h2]Historical context[/h2]
To reiterate: the first Army General map was sneak peeked in the preview and centered on the Fulda and Frankfurt region. This would be the southwest invasion route for the Warsaw Pact and would see Soviet and American armored forces clash, with some German support (on both sides).



This second map takes place in the Kassel-Paderborn area, which is a 2-hour drive north of Fulda, and close to the junction of the CENTAG and NORTHAG areas of the command, Kassel being within CENTAG area of command, Paderborn within NORTHAG's one. The orientation is northwest. Both East- and West German formations will be heavily featured, as well as lighter troops, with paratroopers playing an especially prominent role.

[h2]A little bit about map making[/h2]
One of Army General’s defining elements is the very large scale strategic maps. Each map has a surface of 22.500 km², which means a playable area of 150km by 150km. Building up this real-life territory in a realistic way is no easy task!

That’s why we had to produce several new assets specific to this mode - and improve our tech simultaneously. Rendering such a large area required the team to optimize the game and performance, ensuring we obtained an optimal gaming experience.

A second improvement was to increase the map’s readability. Players should be able to identify the various strategic areas at a glance, such as forests, plains, urban, etc. These are linked with the tactical maps that will launch when combat is initiated. Positioning your unit pawns on the strategic map, with the knowledge of the terrain, is essential in getting the best results in the subsequent tactical battles.



The design of fields and forests in the Army General map is intended to mark the gameplay terrain to be encountered.

The design of the urban areas also requires an accurate visual representation, but at the same time still provides a good dose of realism.

Each Army General strategic map uses special color and lightning effects to reinforce the atmosphere.



[h2]In other news[/h2]
Moving on, a couple of tidbits on several gameplay elements announced previously.

  • Amphibious capacity for some units still requires tweaking. We hope to provide more details about this new unit functionality soon.
  • We are iterating on the FOB concept. Having gone through several variations, starting with an enclosed building (WRD style!), we figured that these earlier versions of a Forward Operating Base don’t fit on an active battlefield. After various passes, we made it more realistic, closer to an ammunition dump, something that could be built in combat. We needed all the new, small 3D assets to build it…


[h2]See you on the battlefield[/h2]
That’s all! 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.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