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v.80353 : Bessière milestone

PATCHLOG


[h2]NEW MAP[/h2]

  • 1 new 3v3 map: Rift

    Rift is the first map with night lighting.
    The map has two huge plateaus in the south and in the north. These two plateaus run along the center of the map which is completely flat and open.
    Like the Cyrus map, Rift offers extended lines of sight with a drastic reduction of choke points.



  • 1 new 10v10 map: Crown

    Crown is our new map designed for 10vs10 battles. The map has a large number of command zones. This configuration is intended to offer a gameplay access to micro-management.



  • Geisa has always been our biggest map, featuring both chokepoints, huge chunks of forest and a few open spaces. Some of you commanders have pointed out the lack of flanking roads, that sometimes made the map feel too divided in isolated sectors : it might have been difficult to maneuver to help your teammate in need, namely near the side corridor containing Quebec, Romeo and Sierra.

    As a consequence, we decided to open up the forest by creating a dirt way network crossing it, making flank and evasive maneuvers much more easy to perform and likely to happen. Thoses changes aim to make the map feel more open and encouraging more offensive moves, while keeping Geisa's core layout.



[h2]NEW FEATURES[/h2]
  • new divisions (and nations!): French 5e division blindée and UK 1st armoured division
  • new T-80U model !
  • new units (see §FLESHING OUT DIVISIONS)
  • adding an AUTO SUPPLY smart order: a supply unit will then automatically move to resupply any friendly unit with under 30% ammo or having suffered a critical hit
  • adding M1038 HUMVEE (troop carrier) as troop transport replacing the M35 in 82nd AB
  • new FX for bombs between 400 & 900kg
  • new FX for BM-21 GRAD & LARS
  • new infantry models for KDA infantry
  • AI rebalance : we added more reconnaissance and defensive missions so that AI will conquer land in a smarter way
  • New smart order "auto supply"
  • AI will use SEAD capable aircrafts more appropriately. This is work in progress, a better version is being worked on
  • AI on-foot command units will wait until they are close to their target command zone before getting out of their transport.
  • AI command units will follow the safest path when fleeing a lost command zone
  • adjusted camera settings in the armory
  • hotkey more visible in the tooltip of orders
  • when displaying the unit info panel of a transported unit, you can now choose to see the information of either the unit or its transport (it was previously always the transport)
  • improved ingame unit labels
  • improved the multiple selection panel (bottom middle of the screen when having multiple units selected)
  • in a lobby, your red/green button is now clickable to toggle between "Ready" and "Not Ready" states


CODE FIXES:
  • fixed transported reinforcing units not taking the existing orders from the group they join
  • fixed the M551 Sheridan's HE gun which was treated as artillery, not main gun HE
  • fixed a display bug in the deck editor (4 billion availability)
  • fixed unit labels not having the right color after loading a saved game
  • fixed helicopters sometimes getting stuck between two shifted orders
  • fixed infantry soldiers reviving at the position of their death instead of the current position of the unit when it is being resupplied
  • fixed some dead soldiers being unloaded from transports when unloading a damaged infantry unit
  • fixed the main menu not reappearing at the end of a replay if the UI was disabled while watching the replay
  • fixed a bug on how AI evaluates threats at the beginning of games. It will play more carefully in early game
  • fixes and general improvements on how AI manages aircrafts. This impacts the "Auto Strike" smart order
  • fixed a random freeze in the sound engine when a game ends
  • fixed two desyncs related to vision and destructed buildings
  • fixed ATGM hit rate being way too low against fast moving vehicles
  • fixed sometimes not being able to join 10v10 servers


DATA FIXES:
  • fixed the M109A2's salvo back to 4 rounds (from 16!)
  • fixed the towed 2B9 VASILEK's minimum range to match that of its MT-LB VASILEK counterpart
  • fixed some missing weapon pictures
  • fixed SPz BMP-1 SP1's MG ammo loadout
  • fixed DESANT. KOM. (DSh)'s ammunition loadout
  • fixed SCHWIM.PZ. PT-76B's name (removing the recon googles)
  • fixed T813 (transport)'s autonomy
  • fixed an issue with DDR BTR-70 and Soviet BTR-60PB & BTR-80's influence reveal
  • fixed an issue with US AIRBORNE LDR. & GREEN BERETS LDR.'s influence reveal
  • fixed DDR's T-72's localization: removed the "G" in their name, which was a NATO designation ...
  • fixed an UI issue displaying the KINETIC trait on HE-only weapons
  • fixed loadout position on F-111F
  • (2PzG) fixing some doublon transport


FLESHING OUT DIVISIONS:
  • adding a host of new units to existing divisions: LEOPARD 2A4, T-80UD, RKHM, recon BMP-1, recon M113A1G , T-80BK, UAZ-469, RM-70 [CLU], D-20 152mm howitzers, UH-1D MUN., ILTIS MILAN, M981 FISTV, M1A1(HA) CMD, ... See below which division got what.
  • (79GvTD) added one card of Mi-2 recon helicopters
  • (79GvTD) added one card of RKHM (command MT-LB)
  • (79GvTD) added one card of TO-55
  • (79GvTD) replaced BMP-1P with RAZV. BMP-1P (recon/transport BMP-1) as transport option for RAZVEDKA (hvy)
  • (79GvTD) added UAZ-3151 KPV (recon/transport UAZ) as transport option for RAZVEDKA
  • (39GvMSD) added one card of Mi-2 recon helicopters
  • (39GvMSD) added one card of RKHM (command MT-LB)
  • (39GvMSD) added one card of T-80BK (command T-80B)
  • (39GvMSD) replaced BMP-1P with RAZV. BMP-1P (recon/transport BMP-1) as transport option for RAZVEDKA (hvy)
  • (39GvMSD) added UAZ-3151 KPV (recon/transport UAZ) as transport option for RAZVEDKA
  • (35DShB) added one card of Mi-2 recon helicopters
  • (35DShB) replaced BMP-1P with RAZV. BMP-1P (recon/transport BMP-1) as transport option for RAZVEDKA (hvy)
  • (35DShB) added UAZ-3151 KPV (recon/transport UAZ) as transport option for DESANT. RAZVEDKA
  • (4MSD) added one card of Fs-JÄGER (s.MG)
  • (4MSD) added UAZ-469 KPV (recon/transport UAZ) as transport option for AUFKLÄRER
  • (4MSD) replaced SPz BMP-1 SP2 with AUFKL. BMP-1 (recon/transport BMP-1) as transport option for AUFKLÄRER (Hvy)
  • (4MSD) replaced one card of FLA-RAK. STRELA-10M with one of SPW-40P2 STRELA-1
  • (7Pz) added UAZ-469 KPV (recon/transport UAZ) as transport option for AUFKLÄRER
  • (7Pz) added SPz BMP-1P as transport option for units already allowed other BMP-1 variants
  • (7Pz) replaced SPz BMP-1 SP2 with AUFKL. BMP-1 (recon/transport BMP-1) as transport option for AUFKLÄRER (Hvy)
  • (7Pz) replaced one card of FLA-RAK. STRELA-10M with one of SPW-40P2 STRELA-1
  • (KdA) added one more card of Mi-24P [AT2]
  • (KdA) added one card of RM-70 [HE]
  • (KdA) added one card of RM-70 [CLU]
  • (KdA) added one card of D-20 152mm howitzers
  • (KdA) added one card of PALR KONKURS
  • (KdA) added one card of SPW-40P2 KONKURS
  • (TerrKdo) replaced one card of CH-53G MUN. with one of UH-1D MUN.
  • (TerrKdo) added one card of ILTIS MILAN
  • (TerrKdo) added one card of ALPHA JET [CLU]
  • (2PzG) added one card of LEOPARD 1A1A1 FÜH.
  • (2PzG) added M113A1G AUFK. (recon/transport M113) as transport option for JÄGER AUFK.
  • (5Pz) adding M113A1G AUFK. (recon/transport M113) as transport option for JÄGER AUFK.
  • (5Pz) added two card of AH-64A APACHE [RKT]
  • (5Pz) added one card of LEOPARD 2A4
  • (8ID) added M113A1G AUFK. (recon/transport M113) as transport option for JÄGER AUFK.
  • (8ID) added one card of M981 FISTV as recon vehicle (note: it looks like a M901 ITW but is unarmed)
  • (8ID) replaced one card of OH-58C SCOUT with one of OH-58D KIOWA (same stats as KIOWA WR., but armed with rocket pods)
  • (8ID) added one card of F-111F [LGB]
  • (3AD) added one card of M1A1(HA) CMD
  • (3AD) added one card of M981 FISTV as recon vehicle (note: it looks like a M901 ITW but is unarmed)
  • (3AD) replaced one card of OH-58C SCOUT with one of OH-58D KIOWA (same stats as KIOWA WR., but armed with rocket pods)
  • (82AB) replaced one card of OH-58C SCOUT with one of OH-58D KIOWA (same stats as KIOWA WR., but armed with rocket pods)


HELICOPTERS' HP REWORK:
  • MI-26 at 15 HP
  • all CH-47 at 12 HP
  • all CH-53 CHINOOK at 12 HP
  • all AH-64A APACHE at 10 HP
  • all KA-50 at 10 HP
  • all MI-24 at 10 HP
  • all MI-8/9/17 at 8 HP
  • all AH-1 COBRA at 8 HP
  • all UH-60 BLACK HAWK at 8 HP
  • all SUPER PUMA at 8 HP
  • all UH-1 HUEY at 6 HP
  • all PUMA at 6 HP
  • all LYNX at 6 HP
  • all MI-2 at 6 HP
  • all OH-58 at 4 HP
  • all GAZELLE at 4 HP
  • all ALOUETTE at 4 HP
  • all BO-105 at 4 HP
  • AH-6 LITTLE BIRD at 4 HP


ARTILLERY REWORK:
  • improved howitzer power + Rof decrease and increased ammunition cost
  • MLRS rework : HE and suppress splah raised + Rof raised
  • increased 2S1 Gvodzika price to 150
  • increased 2S3 Akatsiya price to 180 + Ammo decreased to 25
  • increased 2S7 Malka price to 270
  • increased M109s price to 200
  • increased M110s price to 260
  • increased FH155 price to 135
  • increased D-20 price to 125 + Ammo decreased to 32
  • increased D-30 price to 130
  • increased M106 price to 90
  • increased M125 price to 80
  • increased AB M30 price to 60
  • increased Panzermorser price to 90 + Ammo decreased to 60
  • increased HS.30 morser price to 85
  • increased Mrs. 120mm Tampella price to 45
  • increased 2S9 Nona price to 85 + Ammo increased to 30


GENERIC:
  • improved the AI handling of SEAD missions
  • improved Exceptional vision
  • unarmed transport helicopters can now be captured
  • increased all trucks HP raised to 8 & road speed set at100km/h
  • all M151 jeep's HP set at 4
  • all UAZ jeep's HP set at 4
  • all Iltis jeep's HP set at 4
  • all P4 jeep's HP set at 4
  • all Humvee (heavy) jeep's HP set at 6
  • set the minimum price for APCs at 20 (only affects those still at 15)
  • normalized all BRDM variants' HP at 8 (some had 10)
  • normalized all FUCHS variants' HP at 8
  • normalized all BTR-60 & 70 variants' HP at 8
  • increased BTR-80's HP from 8 to 10
  • normalized all M113 variants' HP at 10
  • increased all armored jeeps max damage to 6
  • increased all unarmed trucks' price from 15 to 20
  • increased all unarmed jeeps' price from 10 to 20
  • decreased flamethrowers (hand-held & vehicles ones) s aim time from 6 to 4, but reload time increased from 6 to 8
  • swapped the anti-helo & anti-plane ranges of all mono and twin 20/23mm AA guns
  • decreased all AT teams (ATGM & RCL)'s stealth by one level
  • normalizing supply & transport truck variants' speed


NATO:
  • decreased all MILAN 1 ATGM teams' price by -5
  • decreased TOW 2 accuracy from 70 to 65%
  • decreased Dragon 2's penetration from 19 to 18
  • decreased FIRE TEAM (LAW)'s price from 30 to 25
  • increased FIRE TEAM (AT-4)'s price from 25 to 30
  • increased FIRE TEAM (DRAGON)'s price from 40 to 50
  • increased AB FIRE TEAM (DRAGON)'s price from 45 to 55
  • increased AB FIRE TEAM (AT-4)'s price from 30 to 35
  • decreased AB ENGINEERS' availaibility per card from 9 to 6, number of cards changed accordingly
  • decreased all STINGER teams' availability per card from 9 to 6
  • increased MP (without RCL)'s availaibility per card from 8 to 12
  • converted SPARTAN into a recon/transport
  • increased M106A2's salvo from 4 to 5
  • added AMX-10RC their smoke launchers
  • increased FUCHS' price from 15 to 20
  • increased M1A1 ABRAMS CMD's availability per card from 1 to 2, number of cards changed accordingly
  • decreased MARDER 1A2's price from 40 to 35
  • decreased MARDER 1A2 MILAN's price from 50 to 45
  • decreased M60A3 TTS' price from 100 to 95, and CV variant accordingly
  • increased M3A1 BRADLEY's price from 100 to 120
  • decreased AH-1F TOWCOBRA's availability per card from 4 to 2, number of card changed accordingly
  • decreased AH-1F TOWCOBRA's price from 125 to 120
  • increased AH-1F ATAS' from 125 to 135
  • increased AH-1F HEAVY HOG's price from 70 to 100
  • decreased AH-64A [ATGM]'s price from 330 to 295
  • decreased AH-64A's price from 265 to 260
  • increased AH-64A [RKT]'s price from 120 to 125
  • increased F-4F [AA]'s price from 145 to 155
  • decreased F-15C EAGLE [AA]'s price from 280 to 275
  • decreased F-4E [AA]'s price from 205 to 195
  • decreased A-10A [RKT]'s price from 200 to 175
  • decreased A-10A [AT]'s price from 220 to 195
  • decreased ALPHA JET [RKT]'s price from 150 to 120
  • increased EF-111A RAVEN [SEAD]'s price from 260 to 265
  • increased F-104G STARFIGHTER [AA]'s price from 115 to 125
  • increased F-111E [NPL]'s price from 185 to 215
  • increased F-111F [NPL]'s price from 185 to 215
  • decreased F-16C [AT]'s price from 270 to 245
  • decreased G.91R/3 GINA [HE]'s price from 85 to 80
  • decreased G.91R/3 GINA [NPL]'s price from 140 to 115
  • decreased G.91R/3 GINA [RKT]'s price from 120 to 110
  • decreased LEOPARD 2A3's accuracy from 65% to 60% (the 70% displayed were an UI issue)
  • decreased TORNADO GR.1 [SEAD]'s price from 305 to 295
  • decreased TORNADO IDS [MW-1]'s price from 300 to 295
  • increased TORNADO IDS [AT]'s experience from vet1 to vet2
  • decreased all UH-1's price variants by -10
  • increased TORNADO GR.1 [SEAD]'s optics to Exceptionnal on par with other TORNADO
  • increased M109A3GA1's price from 200 to 210
  • normalized UK & BEL's SCIMITAR's autocanon ammo to 160
  • normalized UK & BEL's SCORPION's main gun ammo to 40
  • increased both (Belgian & British) SULTAN's price from 100 to 110
  • British SULTAN's price was brought from 100 to 100, but its Belgian counterparts was forgotten. It will be fixed in a next patch
  • (TerrKdo) removed one card of CH-53G
  • (5Pz) changed HELO slots from 2/3/3/3 to 1/2/3/4
  • (5Pz) changed one 1-pt TANK slot into a 2-pt one
  • (2PzG) increased LEOPARD 2A3 FÜH.'s number of cards from 1 to 2
  • (3AD) decreased ENGINEERS (DRAGON)'s number of cards from 3 to 1
  • (3AD) added M1038 Humvee as transport option for Fire Teams
  • (8ID) added M1038 Humvee as transport option for Fire Teams
  • (8ID) decreased ENGINEERS (DRAGON)'s number of cards from 3 to 1


PACT:
  • decreased Metis' penetration from 18 to 17
  • decreased Malyutka-P's penetration from 17 to 16, and accuracy from 45% to 40%
  • decreased MOTOSTRELKI (BMP)'s price from 45 to 40
  • increased MOTOSTRELKI's price from 40 to 45
  • increased SPETSNAZ's price from 50 to 55
  • increased PANZERJÄGER's strength from 6 to 7 men
  • decreased RESERVE PIONIER's price from 25 to 20
  • decreased all FAGOT ATGM teams' price by -5
  • decreased VPB's price from 20 to 15
  • decreased (DDR) PIONIER (FLAM.)'s price from 60 to 55
  • increased SAPERI's price from 40 to 50
  • decreased MOT.-SCHÜTZEN's price from 50 to 45
  • decreased MOT.-SCHÜTZEN (BTR)'s price from 55 to 50
  • increased all IGLA teams' price by +5
  • increased SPZ BMP-1 SP2's price from 30 to 35
  • decreased KPz T-72G1's price from 160 to 150
  • increased KPz. T-72GM FÜH.'s availability per card from 1 to 2
  • changed the T-62 family's DShK for KPV (as fitting the model)
  • decreased BMD-1's price from 30 to 25
  • decreased BMD-2's price from 35 to 30
  • decreased BTR-RD Robot's price from 50 to 45
  • decreased BTR-D's price from 35 to 30
  • decreased BTR-ZD Shrekzet's price from 55 to 50
  • increased SPW BMP-1 Sp1's price from 20 to 25
  • decreased BMP-1PG's s price from 40 to 35
  • decreased all T-55A & TO-55' price from 50 to 45, and CV variant accordingly
  • decreased T-34/85's price from 30 to 25
  • removed ATGM from T-80BK (as IRL), PKT coaxial MG added instead, price decreased from 300 to 285
  • removed ATGM from T-80BVK (as IRL), PKT coaxial MG added instead, price decreased from 325 to 310
  • increased T-80BVK's availability per card from 1 to 2, number of cards changed accordingly
  • increased FLA-SFL 23-4 SHILKA's availability per card from 4 to 6, number of cards changed accordingly
  • decreased all BRDM STRELA-1's price from 65 to 60
  • increased Mi-24D [AA]'s veterancy from vet2 to vet3
  • decreased (Soviet) Mi-24P's price from 190 to 170, on par with its DDR counterpart
  • decreased (DDR) Mi-24P [AT2]'s price from 225 to 190
  • decreased (Soviet) Mi-24V [AT]'s price from 220 to 180
  • decreased (Soviet) Mi-8TB's price from 140 to 130
  • decreased (Soviet) Mi-8MT [GUV]'s price from 130 to 110
  • decreased (Soviet) Mi-8MT [RKT2]'s price from 145 to 125
  • decreased Mi-26's price from 200 to 185
  • increased Mi-26's availability per card from 1 to 2
  • decreased (Soviet) MiG-23MLD [AA]'s price from 210 to 195
  • decreased (DDR) MiG-23MF [AT]'s price from 150 to 140
  • increased (DDR) MiG-23MF [AT]'s availability per card from 3 to 4
  • increased (DDR) MiG-23ML [AA]'s availability per card from 2 to 3
  • decreased (DDR) MiG-21bis [AA2]'s price from 175 to 155
  • decreased (DDR) MiG-21bis [RKT1]'s price from 145 to 140
  • decreased (DDR) MiG-21bis [RKT2]'s price from 175 to 160
  • increased (DDR) MiG-23MF [HE]'s availability from 2 to 3
  • decreased MIG-25BM [SEAD]'s price from 285 to 265
  • decreased MiG-25RBF's price from 285 to 260
  • decreased MiG-27M [NPLM]'s price from 240 to 215
  • increased MiG-27M [AT]'s availability per card from 2 to 3
  • decreased Su-17M4 [RKT]'s price from 210 to 195
  • increased Su-17M4 [RKT]'s availability per card from 2 to 3
  • decreased Su-22M4K [AT]'s availability per card from 4 to 3
  • decreased Su-24M [NPLM]'s price from 325 to 270
  • decreased Su-24MP [SEAD]'s price from 230 to 215
  • decreased Su-25 [HE]'s price from 255 to 225
  • decreased Su-25 [NPLM]'s price from 250 to 225
  • increased Su-25 [RKT]'s price from 150 to 160
  • decreased Su-25 [RKT]'s experience from vet2 to vet1
  • decreased Su-25 [AT]'s price from 230 to 210
  • decreased all Mi-2's price variants by -5
  • decreased Mi-24K's optics from EXCEPTIONNAL to VERY GOOD + price decreased from 270 to 250
  • (39GvMSD) decreased (DDR) MiG-23MF [HE]'s availability per card from 3 to 2, on par with this plane's availability in other divisions
  • (79GvTD) replaced T-80UK (which didn't existed in that form at that time) with a card of more numerous T-80BK
  • (79GvTD) decreased T-80U's number of cards from 4 to 1
  • (79GvTD) added three cards of T-80UD
  • (KdA) removed one card of BRDM-2 KONKURS


DISCLAIMER:
The following issues are known to us, but were reported to late to be fixed in this patch. They are fixed already and will be delivered with the next one.
  • British L85A1 assault rifle's model is missing its scope

The French are back!

Salut commander!

It’s good to be back. We got plenty of exciting things to show in today’s DevBlog. Let’s go into detail of the next WARNO update - BESSIERES.

We brought friends! We proudly present the upcoming and first French division 5e Division Blindée, or for you who don’t speak this magnificent language of ours, in plain English, the 5th Armored Division.

There is more: we can even lift the tip of the veil of the very first “twilight” fighting map coming to WARNO. Keep reading to find out more!

[h2]Who is Bessieres?[/h2]
Before we kick off, let’s look at the name’s origin of the next update, BESSIERES. As always, our major milestones are named after known Napoleonic generals. Jean-Baptiste Bessières had a long and distinguished career as a military commander, getting his first taste of combat during the French Revolution in 1792 before fighting against the Spanish during the War of the Pyrenees.



Coming under Napoleon's command, he rose in the ranks, receiving more important postings along the way. During the Napoleonic Wars, Bessières was promoted to Marshal of the Empire. According to some of his rivals, this could solely be contributed to his friendship with Napoleon. As a cavalry leader, he commanded the prestigious Imperial Guard Cavalry, proving decisive during numerous battles. On the other hand, Bessières had his fair share of controversy on the battlefield and off, and he almost dueled with the rival commander Lannes (and fellow WARNO milestone namesake) during the battle of Aspern-Essling.

Like a true cavalryman, Bessières died in combat, struck by a cannonball while conducting reconnaissance during the Battle of Lützen in 1813.

[h2]5e Division Blindée[/h2]
There is even more good (French) stuff to unpack, this time coming in the form of an array of tank guns of the 5e Division Blindée (the 5th Armored Division). First, a brief history.

Formed in World War II in then-French North Africa, the 5e Division Blindée came to liberate its homeland, having landed in southern France during Operation Dragoon in the summer of 1944. Later, it played an essential role in the capture of Stuttgart in 1945. The 5e Division Blindée would continue to have a German link, being stationed in West Germany, Landau, for the duration of the Cold War, where it became part of the French Forces in Germany (FFG).



More precisely, the division served in the II. Corps d’Armée (CA), considered the FFG's frontline formation. Two out of the II. CA were based in Germany permanently, and the other divisions, part of I. and III. resided in France.

The strategic position of France during the Cold War was a significant influencing factor in the Soviet war plans. With the withdrawal of France from NATO’s integrated military command structure in the 1960s, a substantial part of the friendly forces allocated to the southern flank of CENTAG was also removed. However, French troops were very closely aligned with their NATO counterparts. It was determined that during a crisis, French reinforcements would be rapidly deployed to help the American and West German forces defend against a Warsaw Pact offensive. The French II. CA, and the 5e Division Blindée, would have played an important role in whichever World War III scenario.

[h2]Size does matter[/h2]
A disclaimer on the size of the French “divisions” (size doesn’t matter, we all know, but in this case… it does a little). They were much smaller than other NATO divisions, barely a brigade or regiment in reality. Representing the French in WARNO would prove to be a challenge: either we keep it a division, and it would be very limited, or we supersize it to a corps-level, but then it would be too lavishly stuffed with strategic assets.

Instead, we decided to stick to a single “division” format but with a few additional corps forces attached to beef it up. As such, the 5e Division Blindée, as an armored division, will have more expensive tank slots, offset by a more balanced unit availability in other categories, such as AA.



You can say that the 5e Division Blindée might not be the hardest-hitting armored division, but as a whole is more balanced thanks to the versatility of its units.

[h2]What to expect in-game[/h2]
So, what can you expect of the 5e Division Blindée in-game? Let’s look at the new division, category by category.

  • LOG - Standard for an armored division. The 5e Division Blindée, for ground Command Vehicles, has a choice between P4 PC jeep, VAB PC wheeled and AMX-10 PC tracked armored vehicles. Supply units come as the TRM-2000 truck and Puma Kangourou helicopter.
  • INF - The core of the division’s infantry comes in two flavours: 8-man Chasseurs squads in AMX-10P Infantry Fighting Vehicles and 10-man Grenadier-Voltigeurs in VAB APCs. All squads carry a mix of FAMAS assault rifles, ANF-1 medium machine guns and LRAC F1 AT weapons. Each infantry type brings its command variant, with the Grenadier-Voltigeurs also coming in the heavy APILAS format. Both VAB and AMX-10P can be deployed in vanilla and MILAN versions, with the former also sporting a T-20/13 autocannon variant.
  • Continuing with INF category - the division further contains MILAN 1 and 2 ATGM teams, Prévôté gendarmes, Sapeurs engineers squads (with older MAT-49 SMGs and MAS-49/56 rifles), Réservistes (also with older small arms), Groupe Antichar with two APILAS and Commandos fielding SIG-543 and FN Minimi squad automatic weapons.
  • ART - The artillery forces feature towed 120mm mortars, self-propelled VAB PM-81 mortars (brought to you in a VAB, of course), and the more powerful AMX-AUF1 155mm self-propelled gun. Slot costs are more generous compared to other armored divisions.
  • TANK - The French main battle tank is the AMX-30B2. Very lightly armored, it also lacks a stabilizer. In turn, it is very fast and can count on a very accurate round. Think of this tank as a “glass sniper cannon.” One card of an older variant, as well as one card of a more modern variant, are available. The older is the AMX-30B, with only HEAT rounds, but very cheap, and the newer version is the AMX-30B2 Brennus with ERA reactive armor bricks. To stay in the appropriate timeframe, this latter variant should have been called in-game the GOLFE (the first ERA experiment). The Brennus name was only made official post-1990, but since the Gulf War hasn’t taken place in our timeframe, for ease of understanding, we went with the later designation instead.
  • Continuing with TANK - Commanders can also deploy various ATGM carriers, such as the P4 Milan 2 or the VAB Mephisto and AMX-10 HOT, the latter two both featuring HOT 2 missiles. Slot costs in the TNK category are more expensive than other armored divisions. It also includes the rare engineering AMX-30 EBG with its demolition gun.
  • RECO - This category includes one card of Eclaireurs, deployable in either a Alouette III helicopter, P4 jeep or a VLRA .50 light truck, with the latter also being a recon/transport. Dedicated recon vehicles include the AMX-10 VOA, VAB RASIT (with radar, similar to the West German Fuchs RASIT) and AMX-10 RC and AMX-10 RC Surblindé heavy recon. This latter variant receives more armor but loses its amphibious capability.
  • AA - Anti-Air defenses are more generous compared to other armored divisions. A good array of options exist, from TRM-2000 Tarasque gun trucks with 20mm AA gun, to AMX-13 DCA with twin 30mm and radar, MISTRAL MANPADs, and Roland 2 and Roland 3 SAM. The former has less range and accuracy - being without radar - while the latter has more AP and accuracy, but turns into a juicy SEAD target thanks to its active radar guidance!
  • HELO - This category is rather light, with only a few slots and a handful of Gazelle HOT and Gazelle Canon helos available.
  • AIR - The last category of the division is decent, with a few Mirage 5 F and Jaguar ground attack planes (napalm and cluster for the former; SEAD, ATGM and HE for the latter). Several Mirage III E are available, as well as the much more capable Mirage F1C-200 flying top cover.


[h2]A fight in the twilight with Rift[/h2]
The next map for WARNO is the 3vs3 Rift battlefield, currently being tested by the Strike Team. It will be the first map with twilight lighting, a popular request from our player base!



The battlefield measures 83km² and features two huge plateaus in the south and the north. This elevated terrain runs along the center of the map, which is otherwise wholly flat and open with only a few defensive elements. Much like Cyrus, Rift offers extended sight lines with a drastic reduction in potential choke points.



[h2]See you on the battlefield[/h2]
Now, BESSIERES has more in store for you. Next to the French, the Brits will make their long-awaited debut in the form of the British 1st Armoured Division! Be sure to check in next week.

The new milestone will also introduce two new top-of-the-line tanks, the West German Leopard 2A4 and Soviet T-80UD, to bring 5. Panzer & 79th Guards Division some unique toys.



As always, 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, commander!

v.79428 : crash fixes, performance optimization, artillery and mortars balance

PATCH NOTES


FIXES:
  • fixed a crash when using the "Smoke" order on a selection of units if one of them didn't have a smoke
  • fixed a crash when ordering "Unload at position" on the ghost of a unit being produced
  • added the missing "Move" button to helicopters and aircraft order panels


GENERIC:
  • Optimization of the AI performance
  • AI will play more carefully
  • fixed reco helicopters having no category displayed on their unit stats panel


NATO:
  • fixed M106A2 having a salvo length of 4 instead of the intended 5
  • fixed M109A2 ammo from 144 to 36
  • M109s price increased from 150 to 200
  • M110s price increased from 175 to 260
  • FH155 price increased from 120 to 135
  • M106 price increased from 65 to 90
  • M125 price increased from 45 to 80
  • AB M30 price increased from 50 to 60
  • Panzermorser price increased from 45 to 90 and ammo decreased from 90 to 60
  • HS.30 morser price increased from 45 to 85
  • Mrs. 120mm Tampella price increased from 30 to 45


PACT:
  • SPZ BMP-1 SP1 MMG ammo from 280 to 1960
  • fixed an issue with Vasilek's minimum range
  • fixed DESANT. KOM. (DSh) having no ammunition for its RPG-22
  • 2S1 Gvodzika price increased from 110 to 150
  • 2S3M Akatsiya price increased from 120 to 180 and ammo decreased from 36 to 24
  • 2S7M Malka price increased from 190 to 270
  • D-20 price increased from 90 to 125 and ammo decreased from 40 to 32
  • D-30 price increased from 90 to 130
  • 2S9 Nona price increased from 60 to 85 and ammo increased from 18 to 30

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!