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v.78984 : New map, artillery rework, one-click smoke and more...

A HEAVY UPDATE

Before the patch notes, a little disclaimer about this unusually heavy update :
Saves and replays made with previous versions of the game will no longer be playable on this version. However, you can still load them by switching to the compat_save_older_than_78984 beta branch.
Right-click on WARNO in your Steam library and choose "Properties". In the "Betas" tab, open the drop-down list, choose the compat_save_older_than_78984 branch and close the properties window. After a download of 13.5 GB, the old version of WARNO will be ready and you can load your replays and saves. Note that multiplayer will not be accessible until you return to the default branch. To do this, repeat the previous manipulation and choose the "None" option instead of compat_save_older_than_78984. After a download of 6 GB, you will be back on the most recent version of the game, ready to join mutiplayer again and enjoy the latest features and bug fixes.

Why did we do this?
We have changed the way we handle textures in our in-house engine. As a result, a big chunk of game data was changed on Steam and the game would have gone from 40GB to 54GB on your hard drive. We know that many of you already have pretty full disks and we took this opportunity to reduce the size of the game from 40GB to 23 GB. The only downside is that this update will need a 6 GB download.

TL;DR
Game got too big. We deported save/replay compatibility to compat_save_older_than_78984 branch in order to save 31 GB on your disk.

PATCH NOTES
FEATURES:
  • Ripple is a new 2vs2 map which covers an area of 72km² and is bordered by mountains to the east and west. These mountains all have roads that allow troops to move quickly. The design of the map is articulated around three main corridors: an elevated corridor, to the west, that features a plateau with a clear line of sight. A flat central corridor, where the main urban elements are positioned. A more chaotic corridor, to the east, with more winding roads in the mountains. We wanted to offer three different types of gameplay on this new map which will also be available in "ranked".
  • Artillery rework : complete howitzer rework that now has the corrected shot capacity! Recon units or other artillery units located within 2000 meters of the target can reduce the dispersion radius of howitzer fire by 30%. In addition, howitzer damage has been increased. To compensate for their newfound effectiveness, longer firing and reloading times have been applied. Mortars have shorter trajectories in order to give them a better reactivity more in line with their role in reality.
  • Equipped vehicles can now smoke in front of them in one click
  • AI will now react with the defensive RoE if its units can't retaliate : units will take cover and smoke
  • Improved general behaviour of AI
  • Deck editing buttons are back in the lobby
  • Improved player name lisibility on flares
  • In the armory, role filters are now reset when switching unit category
  • Line of sight animation (when clicking the "Line of sight" button or pressing C) sped up from 1.75s to 0.3s
  • Improved readability of information displayed on cursor


FIXES:
  • Fixed vehicles bumping into each other continuously instead of overtaking. Traffic jams are gone.
  • Fixed smokes sometimes not triggering while using Defensive RoE
  • Fixed a bug that would prevent ctrl+(zqsd/wasd) from controlling camera rotation and elevation
  • Fixed AI command units sometimes staying right outside of the command zone and not capturing it
  • Fixed AI using forward deploy only for recon units. It now uses it for any capable unit.
  • Fixed AI sometimes sending units to defend a zone it no longer controls, effectively sending them to a suicide mission
  • Fixed unit label sometimes not updating properly. For instance, a damaged unit would forever lose its "need repair" icon after being routed.
  • Fixed routed unit sometimes not fleeing when under fire
  • Fixed some static weapons that had a "on the move" accuracy
  • Fixed Damage and Penetration disappearing from the aiming cursor after having used the shoot on position order.
  • Fixed Aiming, Firing, Reloading, percentage not being displayed properly in the selected unit panel


GENERIC:
  • Howitzer rework in damage / shooting time and reload time
  • Adjustment of the trajectory of mortar shells to reduce their flight time
  • Howitzer corrected shot configuration
  • The impacts of mortar and howitzer rounds are no longer sorted!
  • The aircraft nose cannons can fire on armor
  • Refinement of ATGM missile aiming time and addition of a minimum range of 350m
  • Improved calculation of priority targets for tanks => decrease of infantry in favor of IFV
  • Infantry Ground To Ground Missiles Teams have their aiming time increased from 1 to 1.5 / 1.8 / 2
  • Increase stress of HE weapons (tanks and autocanons) by 10%, increase resistance of buildings +20%, reduction of shield provided by buildings against HE shells (tanks and autocanons)
  • Reduction of damage from infantry weapons using napalm (15%)
  • Distance letality bonus for assault rifles and small machine guns reduced
  • Assault rifles, Battle rifles ans SMG slightly rate of fire reduced
  • Buildings grant a 20% protection against rockets
  • Fire deals damages every second instead of every 0.5s


NATO:
  • Apache rocket turrets fixed. It could previously fire its rockets without aligning.
  • MK 20 Rh 202 and Zwillinge anti air guns aiming time raised to 2s
  • Bofors L/70 anti air gun aiming time raised to 2s
  • Increased rate of fire of the apache cannon


PACT:
  • ZU-23-2 aiming time raised to 1.5s
  • S-60 anti air gun aiming time raised to 1.5s
  • PULEMETCHIKI in 79GV.TD can use Gaz 66 truck
  • RBK 500 kg splash reduced
  • BMP 3 price raised to 55
  • RPK 74 Rof slightly reduced
  • l.MG-K rate of fire slightly reduced

British Army Preview

Hello commander!

Get ready for another preview day. As we showed off some upcoming new units for the French Army in our patriotic Bastille Day DevBlog, it is only fitting that today’s post will let our light shine on the British Army.

Hot on the heels of the MASSENA milestone (released this week), let’s find out what’s in store for this important NATO partner in WARNO. Tally ho, chaps!

[h2]Lots of Britishness[/h2]
During the Cold War, the United Kingdom’s ground contribution to NATO was focused on NORTHAG, the army group defending the North German Plain. Relatively flat terrain made it perfect tank country. That’s why British tank development, compared to other NATO allies, was chiefly concerned with heavily armored and armed, but slow main battle tanks.



In 1989, many variants of the older generation Chieftain were actively employed by the British Army, but also gradually replaced with the more modern Challenger tank. Most nations in WARNO feature arsenals of main battle tanks sporting 100 to 105mm tank guns, complemented with newer models featuring 120 to 125mm tank guns. However, the British Army is different as it only fields the heavier 120mm tank gun on its tanks.



The regular combat soldier of the British Army is equipped with the modern L85A1 assault rifle and the L86A1 SAW variant. They can also depend on the trusty but bulky MAG machine gun. Anti-tank weapons carried vary from the M72 LAW, recoilless Carl Gustav or the newer LAW-80.

The British Army Of the Rhine (BAOR) formation planned to stop any Warsaw Pact offensive with quick reinforcements from the United Kingdom, including quite a few Territorial Brigades from the Home Defence. These reservists would rapidly deploy, taking older, smaller arms with them, including the L1A1 SLR (the British version of the FN FAL) battle rifles and even some L2A1 (Sterling) SMGs.



British infantry ride into battle in the FV432 armored personnel carrier, which, much like other APCs, can be deployed on the battlefield in a great many variants (mortar, command, anti-tank, etc.). The brand-new Warrior infantry fighting vehicle, equipped with its RARDEN 30mm cannon, is also available. A terrifying killing machine, some might say it's NATO’s best IFV, if you exclude the Bradley, which was heavily armed but could only carry half a squad.

[h2]Death from above[/h2]
Of course, a preview wouldn’t be complete without British airpower. The mainstay of British heliborne comes in the form of the Lynx, used either as transport or HELARM (anti-tank) variants. Furthermore, the license-built Gazelle can be deployed in recon, light transport, and command roles.



The RAF also makes an appearance. Although Tornado fighter bombers and Harrier were already teased with the 2. Panzergrenadier, British air forces will also fly the F-4 Phantom, as well as the Jaguar GR.1A in bomber, rocket and SEAD variants.



[h2]See you on the battlefield[/h2]
That’s it for this week. Keep in mind that the Eugen offices will be closed this August!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

See you on the battlefield, commander!

Milestone MASSENA is live



At long last, MASSENA, l’”Enfant Chéri de la Victoire is here!
Territorial divisions being something quite new, they’ve required more testing and changes than the previous ones. Besides, this patch also include the long expected "tank price rehaul".
We apologize the delay, but we hope you will enjoy the results.

TerrKdo Süd & K.d.A. Bezirk Erfurt have changed a bit compared to what we described in previous DevBlog:
  • Both divisions get access to a few Special Forces acting as counter-infiltrator unit. Spetsnaz & Spetsnaz GRU for KdA, Green Berets & German B1 commandos for TerrKdo.
  • Both divisions get access to some high-end “HE damage” dealer: BM-30 Smersh for KdA, F-111F LGB for TerrKdo.
  • More cheap tanks for KdA in the form of Soviet T-62 & DDR “combat” PT-76.
  • New DDR VPB (= Volkspolizei-Bereitschaft units as security troops.
  • And more …

[h2]DISCLAIMER :[/h2]
We are aware that there are still some issues needing to be fixed (there always are!) but we felt they didn’t warrant delaying MASSENA’s release even more.
Some of those issues include, and thus doesn’t need to be reported:
DESANT. KOM. excessive price increase
BURATINO being available in the same number in both veterancy level
KA-50 AKULA [AA] missing picture
KA-50 AKULA [AT] inverted picture with AA variant
• Some missing new weapons’ picture
• Transport helo not being capturable as other transport
• …
Most of those are already fixed on our end, and will be included in a next patch ASAP.

-------------------------

[h2]FEATURES:[/h2]
  • added a new NATO division: TerrKdo Süd
  • added a new WP division: K.d.A. Bezirk Erfurt
  • deck creation is no longer possible from the lobby
  • reworked the behavior of filters in the armory to be more intuitive
  • "Unarmed Vehicles" rule of engagement set to "Hold fire" will now target unarmed vehicles if they are transporting a unit
  • it is no longer possible to precisely know which unit an enemy transport is transporting


[h2]MAPS:[/h2]
  • A new 3v3 map: Volcano
  • A new 3v3 map: Cyrus
  • A new 3v3 version of the Two Ways map
  • A new 2v2 version of the Chemical map
  • A new 1v1 version of the Geisa map
  • A new 2v2 version of the Mount River map
  • A new 1v1 version of the Mount River map
  • A new 1v1 version of the Vertigomap which is available in ranked.




[h2]FIXES:[/h2]
  • fixed a localization error about RBK-250's weight
  • fixed the SPz BMP-1 SP-1, SP2 & P model
  • fixed unloaded canons sometimes being pushed too fast and way too far
  • fixed a crash that could happen when firing some missiles
  • fixed the "auto deploy" button being visible in replays
  • fixed command helicopters automatically landing in starting zones even though they are not capturable anymore
  • fixed a bug where AT planes would fail to target enemies higher in altitude
  • fixed planes sometimes not being able to pitch down after pulling up too much
  • fixed LARS rockets' damage
  • fixed BMP-3's 100mm ammunition loadout
  • fixed the GUV's swapped names
  • fixed some helicopters' wrong UI category/icon
  • fixed the T-72 (all of them) which had an HE range inferior to their AP one
  • fixed LARS rockets' damage
  • fixed 2.PzGr's Leo1A1A1's veterancy (one leve down)
  • fixed 5.Pz's Leo1A5's veterancy (one leve up)
  • fixed overlapping texts in the info panel of some aircraft
  • fixed Milan 2 now doing damage on MT-12 Rapira's


[h2]GENERIC:[/h2]
  • decreased Battle Rifles' accuracy
  • rehauled tank prices over the board
  • unarmed transports can be captured
  • enemy units in transport are no longer identified
  • RoE : firing on unarmed units now distinguishes between units with and without embarked units
  • increased 12,7mm & 14,5mm HMG ammo
  • increased all mono/twin 20mm & 23mm AA gun's anti-helo range from 1765m to 1945m
  • Autogrenade launcher's cursor fixed
  • decreased all "MG squads" (with 3x HMG)'s availability per card from 9 to 6




[h2]NATO:[/h2]
  • increased M47 Dragon II's AP from 16 to 19
  • changed M113 DRAGON's Dragon II with Dragon I (14 AP)
  • changed ENGINEERS (DRAGON)'s Dragon II with Dragon I (14 AP)
  • changed all M47 Dragon I & II-armed units' price accordingly
  • increased Stinger's range (anti-helo & planes) from 2297m to 2473m + renamed Stinger POST
  • Satchel charge damages reduced
  • changed M998 AVENGER's missile to Stinger RMP, with range increased as above + accuracy increased from 50 to 60%
  • all Stinger's price changed accordingly
  • decreased UH-60 SUPPLY's price from 85 to 60
  • decreased CH-47's price from 125 to 100
  • increased OH-58C CMD's price from 100 to 110
  • decreased OH-58C CMD's availability per card from 6 to 4
  • decreased AIRBORNE MP's price from 25 to 20
  • decreased MP's price from 20 to 15
  • decreased AIRBORNE MP (M67)'s availability per card from 9 to 6
  • decreased MP (M67)'s availability per card from 9 to 6
  • decreased AIRBORNE's availability per card from 9 to 6
  • decreased AB GUNNER's availability per card from 9 to 6
  • decreased AIRBORNE (Flash)'s availability per card from 9 to 6
  • increased AIRBORNE (Dragon)'s price from 55 to 60
  • decreased TOW-2 (airborne or not)'s availability per card from 6 to 3, number of cards changed accordingly
  • increased AB TOW-2's price from 85 to 90
  • increased TOW-2's price from 80 to 85
  • decreased all FIRE TEAM (airborne or not)'s price by -10, but Dragon II by -5 only
  • increased SHERIDAN CMD's availability per card from 2 to 3
  • decreased M1025 HUMVEE HMG's price from 30 to 25
  • decreased M1025 HUMVEE AGL's price from 40 to 45
  • decreased STINGER (airborne or not)'s availability per card from 12 to 9
  • decreased M167 VULCAN's price from 60 to 55
  • increased OH-58 C/S' availability per card from 2 to 3
  • decreased OH-58 C/S' price from 100 to 80
  • increased MECH. RIFLES from 70 to 75
  • decreased CH-53G MUN.'s price from 105 to 75
  • increased FELDJÄGER's availability per card from 6 to 12
  • decreased HEIMATSCHÜTZEN's price from 60 to 50
  • dzcreased JAGER's price from 60 to 50
  • increased all MILAN 2 teams (all nations, airborne or not)'s price by +5
  • increased PIONIER (Flam.)'s price from 35 to 55
  • decreased PIONIER (Armbrust)'s price from 55 to 50
  • decreased PZ.GRENADIER (CarlG)'s price from 45 to 35
  • decreased PZ.GRENADIER (Marder)'s price from 40 to 30
  • increased SCIMITAR's price from 30 to 35
  • decreased FUCHS RASIT's price from 50 to 30
  • decreased BO-105 PAH-1's price from 65 to 60
  • increased G.91R/3 GINA [HE]'s price from 60 to 85
  • decreased G.91R/3 GINA [RKT]'s price from 135 to 120
  • decreased G.91R/3 GINA [NPLM]'s price from 150 to 140
  • increased G.91R/3 GINA [NPLM]'s availability per card from 2 to 3
  • decreased F-104G [AT]'s price from 150 to 140
  • increased M48 (all variants) fuel range
  • fixed some Gazelle's fuel & range
  • (2PzG) decreased F-4F [HE]'s availability per card from 3 to 2, but with +1 vet level
  • (2PzGr) increased LEOPARD 1A1's number of card from 2 to 3
  • (2PzG) decreased LEOPARD 2A3's number of cards from 2 to 1
  • (2PzG) added one card of Bo-105 PAH-1
  • (82AB) decreased M1IP ABRAMS's number of cards from 2 to 1
  • (82AB) decreased M3A1 BRADDEY's number of cards from 2 to 1
  • (82AB) decreased M35 SUPPLY's availability per card from 9 to 6 (on par with others) + decreased number of cards from 2 to 1




[h2]PACT:[/h2]
  • changed DESANTNIKI (BMD)'s RPG-7VR into RPG-7VL + price changed from 50 to 45
  • decreased DESANTNIKI (DShB)'s RPG loadout from x15(!) to 6x RPG-7VR
  • changed MOTOSTRELKI (BMP)'s RPG-7VR into 7VL
  • decreased OTDELENIE's RPG loadout from x20(!) to 12x
  • changed Ka-50 AKULA's loadout to Vikhr & 80mm rocket pods, repainted & repriced accordingly
  • increased GUV (MG)'s efficiency by about 30%
  • replaced BTR-RD ROBOT's Kokon with Konkurs
  • decreased SPz BMP-1 SP1's price from 30 to 25
  • decreased SPz BMP-1 SP2's price from 35 to 30
  • decreased BTR-60 & BTR-70's price from 30 to 25
  • decreased MI-8T MUN.'s price from 80 to 60
  • decreased Fs-JÄGER (Metis)'s price from 60 to 55
  • increased MOT.-SCHÜTZEN's price (back) from 60 to 50
  • increased MOTOSTRELKI's price (back) from 50 to 40
  • decreased IGLA (airborne or not)'s availability per card from 12 to 9
  • decreased E-German Mi-24D [AA]'s price from 125 to 120
  • decreased E-German Mi-8MT [GUV]'s price from 150 to 135
  • decreased E-German Mi-8TV [RKT2]'s price from 210 to 160
  • decreased E-German Mi-8TB's price from 200 to 175
  • decreased E-German MiG-23MF [AA]'s price from 185 to 155
  • decreased E-German MiG-23MF [AT]'s price from 185 to 150
  • decreased E-German Su-22M4 [NPL]'s price from 310 to 265
  • set all Mi-9 at avail 2 per card, vet 2.
  • added GAZ-66 as MOTOSTRELKI transport options
  • decreased TUNGUSKA's price from 240 to 185
  • decreased Su-25 [RKT]'s price from 155 to 150
  • decreased Su-25 [AT]'s price from 190 to 180
  • decreased Su-25 [CLU]'s price from 230 to 190
  • decreased Su-24M [HE]'s price from 265 to 260
  • renamed DDR's ZU/ZSU units
  • decreased SCHWIM.PZ. PT-76B's price from 40 to 30
  • decreased PT-76B FÜH.'s price from 140 to 130
  • replaced DESANTNIKI (DShB)'s RPG-7 by RPG-7VL, and ammo reduced (well, fixed) from 15 to 6
  • (4MSD) decreased Fs-JÄGER (Metis)'s price from 60 to 55
  • (4MSD) increased KUB's veterancy by one level
  • (4MSD) increased Mi-24D [AA]'s number of cards from 1 to 2
  • (7Pz) added one card of T-55AM2
  • (7Pz) added one card of T-72GM
  • (39GvMSD) increased MOTOSTRELKI (Metis)'s availability per card from 6 to 9, but number of card decreased from 2 to 1
  • (39GvMSD) increased SAPERI (RPO)'s availability per card from 6 to 9
  • (79GvTD) increased MOTOSTRELKI (Metis)'s availability per card from 6 to 9, but number of card decreased from 2 to 1
  • (79GvTD) increased SAPERI (RPO)'s availability per card from 6 to 9
  • (79GvTD) increased MiG-23ML [AA]'s availability per card from 2 to 3
  • (79GvTD) replacing MOTOSTRELKI's BTR-60 with BTR-80
  • (79GvTk) added TOS-1 BURATINO
  • (35GvDShB) created a new Ka-50 AKULA variant, with Igla-V & GUV pod, repriced accordingly & moved to AA tab






French Army Preview

Le 14 juillet has arrived!

Or, as our Anglo-Saxon brothers like to call it, Bastille Day, the national holiday of France. The coolest thing? We have parade after military parade, including the oldest and longest in Europe!

Such a glorious day needs a glorious WARNO DevBlog, and what better fit than lifting the veil on some of the new French units coming to our game!

[h2]A small tease[/h2] Bastille Day celebrates the anniversary of the Storming of the Bastille on the 14th of July, 1789, a key event in the French Revolution. Fast forward several hundred years later, and we get kick-ass military parades and flyovers in Paris, going down the Avenue des Champs-Élysées.



Today, we’ll join in at showing off all things related to French military hardware. The focus will be on several French mainstay units, but not all; we left some of the most exciting ones for later. Not to worry!

We are currently still hard at work on MASSENA, featuring our West and East German territorial commands. The Strike Team is testing MASSENA milestone as we speak. In the meantime, as you can see, we are already working on detailing and fleshing out the French and British divisions!

[h2]The fruits of our labor[/h2]
When the French Army in the late Cold War-era is mentioned, the first vehicle that comes to mind is the iconic VAB (Véhicule de l’Avant Blindé) wheeled APC. This unit entered service in 1976 and, by 1989, could be found in every role and variant: from APC (with a 12,7mm machine gun), IFV (with a 20mm autocannon), command, recon (with a battlefield radar), anti-tank, etc. In WARNO, the VAB will transport France’s regular infantrymen, the Grenadier-Voltigeurs.





Next up: French mechanized infantry ride into battle in an AMX-10P IFV. Less spacious, this infantry fighting vehicle accommodates a smaller combat squad called Chasseurs. Just like the VAB, the AMX-10P comes in a great amount of variety: IFV, command, recon, and anti-tank.



By 1989, the French combat soldier has finally switched its early Cold War small arms for the iconic FAMAS assault rifle. A few unlucky units (some Sapeurs variants) or second-line units (Réservistes and Prévôté, the latter being Gendarmes within the French Army) had to make do with older MAT-49 SMGs and MAS-46 rifles. The squad automatic weapon is the ubiquitous AANF1 machine gun, while anti-tank capacity is provided by either the LRAC F1 or the excellent APILAS recoilless anti-tank weapon.

[h2]Some more eye candy[/h2]
Let’s take to the sky with our next unit. You can call this another icon: the Gazelle light helicopter, coming in version Lisse (unarmed), Canon (20mm), HOT (anti-tank missiles) and Celtic (anti-aircraft), in both recon and direct combat roles.



We already revealed the Puma and Super Puma helicopters in our previous MASSENA previews. These heavy-duty choppers will be the main workhorse of the French heliborne assets, either as transports for Aéromobiles infantry, command, or as supply variant (the Puma Kangourou).



This tease wouldn’t be complete without France’s Cold War main battle tank: the AMX-30. Although by 1989, the AMX-30B2 was the most common version deployed, as with other nations, the French Army retained some of the older AMX-30B versions, equipped with the Obus G “sniper HEAT” rounds. This special ammunition was perfect for long-distance shots at light armor, soft skins, or older generation main battle tanks: they fared less well engaging more up-to-date armor such as T-72s or T-80s. That’s why from the AMX-30B2, the French switched back to kinetic rounds.



That’s all for this French-themed sneak peek! We will present more details (and still unrevealed French and British units) when we do our deep dive into the upcoming new WARNO divisions.

[h2]See you on the battlefield[/h2]
As always, the Eugen offices close for some much-needed holidays in August. This means that no significant updates or milestones will be released at this time. However, our DevBlogs will run until the end of July before our break.

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

See you on the battlefield, commander!

Milestone MASSENA Preview: Maps

Welcome back!

As you know, the next upcoming milestone for WARNO will be MASSENA. In this update, we feature two new territorial command divisions: the West German Territorialkommando Süd and the East German K.d.A. Bezirk Erfurt.

That’s not all. As we previously explained, we are also hard at work producing new maps for WARNO. Expect to play two new battlefields when MASSENA drops: Cyrus and Volcano!

[h2]Your feedback counts[/h2]
As we mentioned in our previous DevBlogs, we find it very important to keep you informed on the progress of WARNO’s map production. The Early Access launch of WARNO has been an opportunity for us to change our maps and environments depending on your feedback. Once more, thank you very much for your many (and at times very passionate) comments! We salute you.

One of our most recent maps was Vertigo, which integrates a host of player-based changes and remarks. It was great to see the positive feedbacks this new map received! A few weeks ago, we teased two additional maps, currently in the production pipeline: Cyrus and Volcano. Both new battlefields feature our updated level build strategy; it’s high time we present them to you.

But before we do this, some notes on the improvements requested by our players.

[h2]An updated battlefield[/h2]
Several of you have pointed out two major aspects you would like to see changed in our environments. First: too many “choke points.” And second, forest areas being too big and challenging to cross.

With our new Cyrus and Volcano battlefields, we aim to improve these aspects. This means that both environments will have a significant decrease in choke points:



As well as featuring roads in big zones of forests and mountains:



Besides this change in strategy, we have also reduced the extent woodlands and forests dominate the gameplay parts of the topology. Keep in mind that it is important for us not to degrade the visual aspect of the map; trees add variety, and forests can break up the monotony of an environment.

A secondary point raised by some was that several players asked for maps with fewer corridors. We have also tried to implement this change in our new maps.

With that out of the way, let’s look at our two new battlefields!

[h2]Welcome to Cyrus[/h2] Cyrus is a new map dedicated to 3vs3 player battles. We produced this battlefield in partnership with some of WARNO’s most active players. In particular, we’d like to thank Cyrus Jackson for his involvement in the production.



With a surface area of 82km², Cyrus offers a larger playing range than our other maps. With fewer forests, the strategic points on the battlefield are particularly identifiable. We made the road network in such a way as to have it look natural. Similarly, Cyrus has no prominent game corridors. This means there should be less one-on-one action on this 3vs3 map and more of a team fight.



We would love to hear what you think of Cyrus. Your continued feedback will be important in the production of our new maps. Don’t hesitate to drop us a line!

[h2]A mighty Volcano[/h2]
The new Volcano also clocks in at 82km², and benefits from the same new design ethos as Cyrus. This 3vs3 battlefield revolves around a central plateau with evidence of ancient volcanic activities.



While less open than the previous map, many sections of Volcano feature good sight lines. Once again, we designed the roads in such a way to avoid corridors that would encourage players to get stuck in slogging 1v1 battles. We placed the command zones to form a more circular game zone.



Volcano is a good example of a compromise between a flat map with clear lines and something more uneven and organic.

[h2]See you on the battlefield[/h2] Cyrus or Volcano? What do you think? We look forward to your comments on the new maps coming soon to WARNO. We hope you'll have as much fun playing these battlefields as we had making them!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

See you on the battlefield, commander.