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v.99982: VICTOR Patch notes

[h3]Features[/h3]
  • A new 10vs10 map, which is an updated variant of Darkstream
  • T-64 visual rework, including both T-64B and T-64BV
  • It is now possible to organize the order of the cards in your deck

[h3]Operations[/h3]
  • Operation The Kitzingen Ruse: after choosing "Fight to death", the mission will end on a victory when the player has no unit left on the battlefield
  • In game videos are now smaller in Black Horse's Last Stand and Red Juggernaut

    Götterdämmerung
    • Airplane platoons are now correctly named PAAR
    • Replaced main sections of Mot.-Schutzen (METIS) with Mot.-Schutzen (BTR), remaining Mot.-Schutzen (METIS) in HQ sections will now use SPW-70 instead of BMP
    • Fixed miscellaneous typos

[h3]Code Fixes[/h3]
  • Fixed helicopter and plane corpse textures when loading a game
  • Fixed the display of the number of smarts groups.
  • Fixed AI no longer hesitating between multiple targets
  • Fixed the display of some models in low graphics in the armory
  • Fixed a bug that allowed foot infantry to stress a nearby vehicle.
  • Units that have satchel charges will no longer melee a tank they cannot destroy
  • Disabling the weapons of an armed vehicle now stops the hunt order
  • Fixed a bug that no longer allowed to give a smart order to a unit during its production
  • Fixed a crash that occurred in multiplayer mode
  • Command zone are more transparent

[h3]Data fixes[/h3]
  • Improved Polish translation
  • Helicopter transported infantry now suffer damage as ground transported ones when vehicle is destroyed
  • At canon armor changed to infantry category. Health points reduced accordingly
  • Removed sorting impacts for HMG and MMG
  • Removed sorting on automatic grenade launcher
  • Fixed an issue with Abrams Reco threat level
  • Typo fixed in multiplayer menu
  • Fixed MAN KAT trucks not using fuel

[h3]Generic[/h3]
  • All ATGM missile speed +10%
  • All ATGM suppression +120%
  • All infantry AT launcher get +200% suppression & +10% suppress splash
  • All tank gun -10% suppression
  • All tank gun +10% dispersion
  • All tanks rotation speed +10%
  • All autocannons (except planes) -10% HE
  • Ground and Helicopter Autocannons accuracy divided by 3, accuracy now display salvo accuracy instead of shot accuracy
  • Max AP of Helis autocannons modified for: 20mm = AP6, 25mm = AP7, 30mm = AP8
  • Change effectiveness of several light munition and autocannons on helis
  • AGS17 and Mk.19 grenade launcher splash reduce to 2 & 3 m
  • All spaag at 5% accuracy up to 10%
  • All spaag suppression +5%
  • All spaag ground range +175m
  • Time between shots set to 4s for Buks, Kubs, Hawks & Rapier FSA
  • Time between shots set to 3s for all other missile AA
  • Inf weapons are not harmonized anymore, HE and supp based on caliber
  • Small weapons HE modified: 9mm = 0,0375 / 5.56mm = 0.04 / 7,62mm = 0.0475
  • MMG HE & suppression modified: 5.56mm = 0.375HE and 6 suppression / 7.62mm = 0.13HE and 8 suppression
  • Stress radius of all 5,56 and 7.62mm set to 6 and 8 m
  • Reduce splash damage of MG and MMG from 20 to 7 meters
  • All vehicle / tanks 7.62mm MMG +175m range ground and air
  • Overall pass on helicopter maneuverability
  • Shock trait aura reduced to 145m
  • Major pass on pricing (130+ prices slightly modified)
  • CMD infantry overall price decreased
  • Smoke grenade duration reduced to 20 seconds
  • Decreased inf AT range 850m to 750m
  • +5% accuracy for all infantry AT
  • Sniper bolt -175m range / HE decreased to 0.13HE / 100 suppression / 60 ammo
  • Sniper semi-auto -350m range / HE decreased to 0.13HE / 50 suppression / 100 ammo
  • Semi Auto sniper rifle Rof set to 20
  • All Engineers, sapeurs... avaliability reduced
  • All engineers costs +5 pts
  • Satchels AP & HE reduced to 1, supply cost x30
  • Flamethrower HE & suppression decreased to 0.5 HE & 125 suppression
  • FLamethrower range set to 350m
  • Flamethrower accuracy reduced to 45%
  • Infantry napalm launcher supply cost x2
  • Flash napalm launcher HE decreased to 0.5 HE and 100 suppression
  • RPO napalm launcher HE decreased to 0.6 HE and 125 suppression
  • Satchel Charge RoF decreased from 15 to 4
  • Sniper caracteristics changed: Sniper units gain a +500% damage bonus, +1 Stealth level and Accuracy bonus when not moving. The sniper must remain still for 10 seconds.

[h3]Nato forces[/h3]
  • Gepard 1A1 & AMX-13 DCA get more ammunitions
  • Increased all Pivads price from 55 to 75 pts
  • UH1 transport set to 35 pts
  • Alouette III transport set to 30 pts
  • Gazelle transport set to 30 pts
  • Puma's transport set to 40 pts
  • Lynx transport set to 40 pts
  • UH60 transport set to 55 pts
  • CH-47C transport set to 45 pts
  • Decreased CHIEFTAIN Mk.9's availability per card from 9 to 8
  • Decreased AMX-30B's availability per card from 12 to 9
  • Decreased AMX-30B2's availability per card from 9 to 8
  • Changed M60A3 (TTS)'s base veterancy from XP2 to XP1
  • Decreased M1A1 ABRAMS's availability per card from 6 to 4, number of cards changed accordingly where required
  • Decreased M1A1(HA) ABRAMS's availability per card from 3 to 2, number of cards changed accordingly
  • Decreased LEOPARD 1A1's availability per card from 12 to 10
  • Decreased LEOPARD 2A3's availability per card from 6 to 3, number of cards changed accordingly
  • Decreased LEOPARD 2A4's availability per card from 3 to 2, number of cards changed accordingly
  • Decreased PANZERGRENADIER (CARL G.)'s availability per card from 9 to 8
  • Removed MIRAGE F1C-200's XP1 choice
  • Increased TORNADO F.3 [AA]'s base veterancy from XP1 to XP2
  • Decreased CHAPARRAL's s availability per card from 6 to 4, number of cards changed accordingly
  • Decreased PIVADS' availability per card from 9 to 8
  • Decreased AB M167 VULCAN' availability per card from 9 to 8
  • Moved AH-1F ATAS from AA to HELO tab
  • Increased AIRMOBILE SCOUT's availability per card from 6 to 8
  • All JAGUAR GR.1A renamed GR.1

    5Pz
    • Decreased PZ.GRENADIER (M113)'s number of cards from 3 to 2
    • Decreased PZ.GRENADIER (Marder)'s number of cards from 6 to 5
    all
    • Decreased AH-64A APACHE [ROCKET]'s number of cards from 4 to 2

[h3]Pact forces[/h3]
  • Decreased Tunguska price from 185 to 175 pts
  • D44 AT guns price increased to 50 pts
  • AT12 AT guns price increased to 70 pts
  • Zis2 AT guns price increased to 40 pts
  • Mi-2T transport set to 30 pts
  • Mi-8T transport set to 40 pts
  • D44, T12 Rapira, and Zis2 AT guns accuracy down to 45%
  • Decreased 2K12 KUB's availability per card from 4 to 3
  • Decreased OSA's availability per card from 6 to 4, number of cards changed accordingly
  • Decreased D-30 12mm's availability per card from 4 to 3
  • Moved KA-50 AKULA [AA] from AA to HELO tab
  • Decreased KPZ. T-55A's availability per card from 12 to 10
  • Increased KPZ. T-55AM2B's availability per card from 6 to 8
  • Decreased FUPZ. T-55M2K3's price from 120 to 125
  • Decreased KPZ. T-62M1's availability per card from 12 to 10
  • Increased KPZ. T-62MV's availability per card from 6 to 8
  • Decreased KPZ. T-72's base veterancy from XP2 to XP1
  • Decreased KPZ. T-72M's availability per card from 9 to 8
  • Decreased KPZ. T-72M1's availability per card from 9 to 6
  • Decreased T-80B's availability per card from 9 to 8
  • Decreased T-80BV's availability per card from 6 to 4, number of cards changed accordingly
  • Decreased T-80BV IZD. 39's availability per card from 6 to 4
  • Reduced ammo count on Su 22 UPK Pod

First Look at New Airport Map

Hello, hello!

What’s on the menu for today? Well, a fresh WARNO map is ready to be unveiled in today’s DevBlog. Previously teased as the feature project of a novel landmark, let’s welcome the new Airport map to the stage.

[previewyoutube][/previewyoutube]

[h2]The Kassel Airport Battleground[/h2]
The map-building team has been hard at work on the upcoming Airport map, set to highlight a typical military objective during the Cold War. In the new map’s specific case, we are looking at the Kassel-Calden Airport, a prime target during our World War III scenario.



The Airport map is a battlefield designed for 3vs3 fights, taking up 80km², chiefly centered on the operations of a military airfield, including runway, taxiways, hangars, hardened shelters, and surrounding terrain.



[h2]What makes Airport special?[/h2]
As you know, we keep a close watch on your feedback on existing maps (and wishes for new battlefields). We always analyze what works, what does not, and what could be changed to fit our vision of WARNO. As we mentioned in last week’s DevBlog, urban combat, in particular, is one special area we are busy developing and improving.



The Airport map brings not only a military airfield but also new built-up areas featuring the upcoming novel approach of close-quarter combat. Players wishing to occupy cities or towns must be able to quickly identify strategic points and determine which sections to deploy to. We want to impart to the players the feeling that their decision-making will directly impact the gameplay.
As such, Airport features the new urban “blocks”; they will have certain advantages when it comes to vision and endurance of the buildings themselves. The new map will be the first to contain this type of revised urban combat.

When we published our previous DevBlog, we clearly noted that the size of the districts and the empty areas in between were still a work in progress, and subject to change. We have reworked these particular elements to bring them more in line with player expectations.



Districts will be smaller than initially planned, which will result in denser cities. This process doesn’t stop; we are still working around the clock to improve the gameplay experience within built-up areas.

Please note that the new urban combat mechanics in Airport is just a slice. As we mentioned before, following Airport’s release, other (new) maps will feature even more extended built-up terrain.

Other gameplay changes
We have done many internal tests on Airport, all to fine-tune the placement of sectors, assets, and the like. The different Command Zones have been positioned in such a way that it provides an exciting experience to all sides without becoming too symmetrical.

Enhanced Atmosphere
We took extra steps to enhance Airport’s atmosphere by introducing a host of “war” events on the map. These include plane crashes, to give the impression of an ongoing conflict unfolding in the background. Our idea really was to say: “Okay, this airport has just been attacked - now it is our turn, guys!”



New Assets
Specifically for Airport, we developed a series of new assets (twenty new 3D models, to be exact). The city on the map also features new buildings, structures, and assets. Our 3D artist and level-building teams have redoubled their efforts to create immersive and realistic environments.



[h2]A new 10vs10 map[/h2]
The Airport map is not the only new battlefield coming to WARNO. Also in the works has been a new version of Darkstream, to be playable in our 10vs10 mode. This comes on the back of a popular request to supersize the 8vs8 map. To make this a reality, we had to rewrite the AI to consider this number of players. Now, if any player leaves the match mid-game, in order not to unbalance the session, the AI will try its best to continue playing in the most optimal way.



[h2]WARNO League Super Tournament[/h2]
Before we bid you adieu, a message from our esteemed community member Protosz about the second edition of the upcoming WARNO League Super Tournament.

The WARNO League Super Tournament will take place on the 8th and 9th of July. To sign up, or check for more details, be sure to visit the dedicated page for the competition here. Limited spots are still open!

Once again, the two-day event will see the best of the WARNO’s best duel it out across a series of competitive online matches. The competition is a 32-player single-elimination format. There is even a small pot of prize money for the bestest of WARNO commanders. Who will take the crown?

Prefer to watch the battle unfold from the sidelines? Be sure to check out the SDL Twitch stream at https://www.twitch.tv/sd_league to follow all the WARNO League Super Tournament action!



[h2]See you on the battlefield[/h2]
The map team is, as always, happy to share their latest works. We hope you’ll enjoy the new Airport map - “when it comes out”, Eugen trademark - as much as the team enjoyed creating it. Stay tuned!

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!


Urban Combat Detailed plus WarYes Shout-Out!

Hello commanders,

We hope you are well! We guess most of you are enjoying the fruits of our recent labors: the new milestone LEFEVBRE. Two new divisions, one new Operation, new T-80 tank models, and a host of updates have made their way to WARNO.

Let’s look at some upcoming changes today, specifically related to urban combat, as well as give a big shout-out to a great community-made resource: the WarYes website.

[h2]Feedback, comments and upcoming changes[/h2]
Before we dip in for real: yes, people, we hear you loud and clear. All the feedback, comments, proposed changes, and other suggested improvements are being taken into account by the Eugen team. If we don’t react immediately, it doesn’t mean things aren’t cooking in Eugen’s kitchen. Mind you to keep the discourse to the developers and other players cool, calm, and collected.

Design choices, be it those affecting weapon stats, units, divisions, mechanics, etc., all come from a rationale powered by realism, historical accuracy, and, most of all, fun. We have been doing this for quite a few years, and we have a clear vision for WARNO. This means an authentic, immersive World War III battle simulator set during a conventional-fought invasion of West Germany in 1989. Our primary focus is making this base scenario exciting and realistic, including tailor-made decks, unit load-outs, strategic campaigns, and single-player scripted Operations.

To address some concerns out there, the Eugen team is hard at work on improving and tweaking the current “tank” meta, as well as revising urban combat (more on that below), introducing a new map (more details next week), and other changes. Have a bit of patience; with the game in Early Access, things are still bound to change regularly until the full launch (and likely after).

With that out of the way, a sneak peek at Urban combat.

[h2]A new way of fighting[/h2]
Throughout WARNO’s Early Access period, many of you have voiced the opinion that combat within urban terrain could be improved. So we went to the drawing board and conducted many internal tests to see what we could do. One of the major elements we decided might work would be to revise the urban density of towns and cities, making them more fun to play.



What does that mean?

Urban warfare
In the current way of doing things, combat in built-up areas aims to create defensive positions on the map, encouraging a very high troop concentration. In cities, infantry leads the way.



The upcoming revised approach sees urban districts built around a main street axis instead. Empty spaces between districts will provide clear Lines of Sight. Districts might be linked by uncovered roads. Moving between urban districts will turn into a high-risk-high-reward maneuver.



From density to stealth
Buildings that provide garrison opportunities (houses, any kind of structure) will become more or less dense. Consequently, they fulfill a function as Line of Sight breakers, potentially being able to mask your units.



This encourages more dynamic tactical play, using cover and Line of Sight to fight at your own choosing. This also means tanks play a bigger role, shooting down streets but still being dangerously close to satchels, AT rockets, and ATGMs.



Spacing
We have created a new development tool that provides the optimal distance to separate garrison spaces. It takes into consideration standard ranges, depending on the weapon type. As such, cities and urban terrain are now built up using the following metrics:



  • Hand-to-hand range: Satchel and explosive charges.
  • Close-quarters range: SMG range, supply and Command traits.
  • Remote range: Assault rifles, medium machine guns, rocket launchers. Beyond this range threshold, structures might be considered out of range of light weapons, but they still might be in the range of sniper rifles and heavy machine guns.
  • Tank range: tank guns and ATGMs.
  • Mortar range: this range bracket helps us determine which out-of-town forests and terrain features will be used a lot by mortars, AA, ATGM, and supplies.




Considering all the above lets us design new, more exciting towns and cities. These changes will create dynamic urban gameplay based on movement, quick decision-making, taking risks when needed, or even bluffing.

Urban is still the prime fighting space for infantry, but tanks become more appealing, while equipment and weapon load-out will be a decisive factor before a commander takes the plunge and enters urban combat.



[h2]WarYes Website[/h2]
Now for something a little bit different. We want to shine the spotlight on a most excellent community-made website, the WarYes page. Created by StrikeTeam member Captain Toucan and community member izohek, WarYes provides an easy-to-use comparative tool of everything related to WARNO, from units to weapons, division breakdown and an automated patch note generator.

If you want to take your WARNO experience to the next level, be sure to check out WarYes. Browse the page, and compare one unit to the next. It’s got things like:

  • Unit browser, including stats (even thoughts not visible because of UI limitations).



  • Weapon browser, listing all the statistics from turn speeds to how fast specific rounds, missiles, or rockets move once fired.
  • Comparison features, from infantry to units to weapons and more.
  • Online deck builder.
  • Deck library.
  • Automated patch notes generator.
  • Division analysis.


Browse the page, search for units, and compare them to others.

Check weapons featured in WARNO and see which units are associated.



Discover the deck library with loads and loads of decks from the WARNO community. High-ranking players are marked, so you can identify those decks that might make a difference. Of course, it's the skills that pay the bills. Filter decks for the divisions you like to play.



It's even possible to import and export decks from the game to WarYes and back again.



Really wanna win that internet fight of who/what/which is the best? WarYes even got a division analysis feature, giving you insight into which divisions are considered being the strongest (and weakest) in specific categories. Inspired by the community, of course.



Worried about another Eugen sneak deployment of a milestone or patch? Look no further and check out the auto-generated patch notes. WarYes analyses the game files between versions to display all changes (even those unseen).



[h2]See you on the battlefield[/h2]
That’s it for this DevBlog. We’ll be back 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 on the battlefield, commander!

Milestone LEFEBVRE Available Now!

Rejoice, commander!

The latest WARNO milestone has dropped, with the new LEFEBVRE update available now!

What can you expect from today’s surprise deployment? Next to two new battlegroups, detailed in last week’s DevBlog, you’ll also get to play with a brand-spanking new Operation, plus updated T-80B/BV tank models.

Before we dive deep, a bit of history to shine a light on the update's namesake (and his rather colorful wife).

[h2]Historical background LEFEBVRE[/h2]
Our latest marshal wasn’t initially a regular one. When Napoleon restored the dignity of being a marshal, he granted it to eighteen active généraux de division. The same honorary rank he also bestowed on four older, inactive generals who were commanders in chief during the Revolutionary Wars. François Joseph Lefebvre was one of the latter. With Napoleon’s new rank, he was also made “senator for life,” with these old warrior commanders now benefiting from a precious golden retirement napping on the (mostly useless) French Senate’s benches.



Born in the mid-18th century, Lefebvre enlisted in 1773 and had risen to the rank of sergeant, the best a low-born commoner could achieve, by the time of the French Revolution in 1789. Popular among his men in the period of the haphazardly organized revolutionary armies, he then quickly made general. Wounded in 1799, Lefebvre resigned from active service, holding only territorial commands, including being the military governor of Paris.

In this capacity, he played a vital role during the bloodless coup d'état that brought Napoleon to power and ended the French Revolution, which almost didn’t succeed. During the so-called Coup of 18 Brumaire in 1799, Lefebvre saved Napoleon and his brothers when they were about to be outlawed as the coup started to go awry, restoring order in the process, and ensuring Napoleon ousted the Revolutionary politicians.



A born leader
Lefebvre was rewarded for his support by Napoleon, but instead of retiring, he returned to active service. The old commander was kept in the rear, training and organizing new levies, but Napoleon entrusted him with a campaign posting in 1806, giving him command of the Old Guard infantry. A prestigious position, but with no real initiative, as the Guard was only sent into combat by Napoleon himself. Like many Napoleonic Marshals, a true corps’ command exceeded Lefebvre’s capacities. Despite his military shortcomings, he and his wife were adored by Napoleon, thanks to the commander’s good nature and his wife's rather colorful character.

An interesting companion
Bringing us to an ever-interesting footnote: for Catherine Huebscher, Lefebvre’s wife, went on to achieve a greater posterity than her military husband. While few remember the origin of the turn of the phrase, in France to this day, she is known as “Madame Sans-Gêne” (meaning “Lady Shameless” or “Lady Brazenness”) for her outspokenness, combining her modest upbringing with a very sharp wit.



An illiterate laundrywoman when she married Lefebvre, she was a sharp contrast with the imperial court, who likewise came from a humble upbringing. Thanks to the Revolution and Napoleon’s connection, she became part of the nobility, but she never forgot her origins. Her plain language, Germanic accent and directness resulted in no fans with the old nobility who despised her. An unexpected ally was Napoleon himself, who grew fond of her frankness, even when it was directed at him. He created a new Imperial nobility, with the Lefebvre couple being the first one elevated to ducal status, an obvious message to the rest of the court.

Lefebvre remained with Napoleon until the end of 1814, even when all was lost, and he was one of the first to rally to him when he briefly returned in 1815. Too old (and too popular) to be punished after the ultimate downfall, he was left in retirement until his death in 1820. His wife survived him by 12 years.

[h2]LEFEBVRE Milestone brining units[/h2]
With our brief history lesson done, let’s get back to the matters at hand: WARNO’s LEFEBVRE milestone. What can you play with in today’s update?

Two new WARNO battlegroups.



  • For NATO, the 11th Armored Cavalry Regiment sees the light of day. As the premier screening force at the Inner German Border, this formation took the brunt of the Warsaw Pact offensive at Fulda in the opening stages of our World War III. Augmented with additional American and West German units and firepower, this new division excels in RECON, TANK, and HELO assets.
  • For the Warsaw Pact, the armored and heavy-hitting Soviet 119-y Otdelniy Tankoviy Polk, also known as the 119th Independent Tank Regiment, will be introduced. We have reorganized the disposition of tank forces between this new battlegroup and the existing 79th Guards Tank Division. The former is now an “exploitation” second echelon division, heavily reinforced with the latest Soviet tanks, while the latter becomes a front-line first echelon division, set for a grueling fight at Fulda to achieve that much-needed breakthrough. The new 119th Independent Tank Regiment focuses on TANK, HELO, and AIR categories.




You can read more about these two new divisions in last week’s dedicated DevBlog.

[h2]The new GÖTTERDÄMMERUNG Operation[/h2]
Next to the new battlegroups, the milestone will also see the release of a new Operation, the East German-focused Götterdämmerung. The Nationale Volksarmee found itself in a bit of a pickle after a failed advance along the Bundesstraße 22 in a southern flank of the Warsaw Pact invasion. Having recently captured Bavarian Bamberg in the U.S. VII Corps’ sector, the East German 11. Mot.-Schützendivision has been turned back near Erbach and now has a serious chance of being overrun by American and West German forces. The Mot.-Schützenregiment 17 is detailed to secure the valley of Stegaurach on the approaches to Bamberg. They must protect it at all costs while the parent division prepares to protect the city. It's death or glory for you, genosse kommandant.



The Operation itself is a defense-in-depth scenario, with the East Germans being able to deploy and hold several outlying sectors at the start. This part of the battlefield is plain and open, with small hamlets and forests. However, if you lose control of these sectors, they are permanently lost.

Furthermore, these zones give you valuable income points. The last sector is an entrance to the valley itself, which can be reinforced more easily, thanks to the constricted terrain and wooden hills. However, if NATO manages to take hold of this sector, the Operation is over. Making good use of your forces, your income, and your defensive positions is key in holding out long enough as the Nationale Volksarmee in Götterdämmerung.



[h2]T-80 Rework[/h2]
A final new feature of the LEFEBVRE milestone is the rework of the T-80B and T-80BV tank model. As we did with the T-55, T-72, and T-80U series, the new models (and their Command variants) will see a visual upgrade.



We have also taken the opportunity to add another model to the Warsaw Pact’s arsenal: the new T-80BV Izd. 29, a late production variant. With a new, more powerful engine, this tank is faster than its direct predecessors, sporting different rubber side skirts and featuring a turret counterweight. The T-80BV Izd. 29 will be added to the 79th Guards Tank Division to compensate for transferring the T-80U and T-80UD to the new 119th Independent Tank Regiment.



[h2]See you on the battlefield[/h2]
We hope you enjoy WARNO’s latest milestone! Plenty more good stuff is coming. Keep your eye on the prize and check in weekly for a new DevBlog!

And, don’t forget to join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander

v.98444: LEFEBVRE Patch notes

[h3]Operations[/h3]
  • Operations end menu now displays a custom conclusion text
  • Added the new operation: Götterdämmerung
  • Fix the AI behavior at the end game of the operation "the kitzingen ruse"
  • Minor IA ressources tweaks.

[h3]Tutorials[/h3]
  • Corrected a display error in "Deployment" tutorial

[h3]Code Fixes[/h3]
  • Fixed display of transparent infantry in vehicles
  • Fixed the display of unit carcasses, when they were destroyed during their selection
  • Fixed some weapons getting stuck on Reloading
  • Fixed aircraft progress bar display
  • Fixed a crash that could occur when pressing the resell button on a unit, while its self reselling was taking place
  • Fixed a rare case in multiplayer where planes would get stuck in transit
  • Fixed traits that could activate when deploying a unit that was not actually on the map yet
  • Increased threshold to pass stun
  • Helicopter crash survivors receive a lot of stress
  • Fixed a bug that sometimes displayed a black square on the map or with FX
  • Vehicule smoke is fired on the front arc only
  • Fixed a bug of enemy planes that triggered the shock line from the ground units
  • Correction of a bug which made it possible to activate a line with a unit ghost, not yet on the map

[h3]Features[/h3]
  • Addition of 2 new divisions: 11acr (NATO) and 119opt (PACT)

[h3]Generic[/h3]
  • Shock capacity has now an icon and inflict 50% more damage on enemy
  • Shock and IFV capacities radius have been updated to around 300m ingame.
  • GBU 27 and KAB 1500kr weapon icons added
  • Adding a timer in the score bar, which indicates the remaining time before a player saves or lost

[h3]NATO[/h3]
  • Fix roland 3 price error, now at 135 pts on par with french version
  • Increased MARDER 1A2 MILAN's speed from 59 to 63km/h, on par with the "vanilla" MARDER 1A2
PACT
  • Increased SU-24M [CLU2]'s price from 230 to 260
  • ZiS-2 canon icon added
  • Added IFV trait to RAZV. BMP-1P & AUFKL. BMP-1
  • Increased SU-25 [CLU] from 170 to 190
  • Decreased AMX-13/90 from 65 to 60
  • Decreased SPW-40P2 KONKURS' price from 85 to 75, on par with its Soviet counterpart
  • Correcting 2S3's gun name from 2A36 to 2A33
  • Increasing 2S3 AKATSIYA's number of ammo from 29 to 45
79GTD
  • Removed SU-24M [CLU] from the division
  • Added Su-24M [CLU2]
  • Removed T-62M1 from the division
  • Removed all T-80U & T-80UD from the division
  • Added the new T-80BV Izd. 29 (faster T-80BV with better ATGM)
  • Increased T-80BV "Beast"'s base availability from 4 to 6, on par with T-80BV
3AD
  • Removed LRS from the division