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Update on Artillery Rework

Welcome back, commanders!

While the voting for Nemesis #6 is underway, we wanted to take today’s DevBlog to highlight some gameplay changes coming to WARNO in the near future: the artillery rework!

Why, you might ask? Well, we want to balance the impact artillery has on the WARNO battlefield and give players more tactical options. We already lifted a tip of the veil of our thinking in this previous announcement a couple of months ago.
https://steamcommunity.com/games/1611600/announcements/detail/497196316182447458

[h2]Upcoming Artillery Rework Status[/h2]
What’s the current status of the artillery rework? Simply put: we are progressing steadily. Our goal remains the same: make artillery less impervious, while enhancing the overall WARNO tactical experience. We’ve got several key improvements in the development pipeline, which we hope to be able to roll out in the not-too-distant future. So, what can you expect?

[h3]Set-Up and Take-Down Timer[/h3]
As already announced, we will introduce a timer on when you can use artillery. After the rework, artillery units will have a set-up delay before they are able to fire, as well as a take-down timer afterwards. Once an artillery unit stops moving, it must remain still for a short period before it can actually shoot. After letting loose its salvo, the artillery unit’s crew needs a moment to prepare before the unit can move again. This two-part delay will be identical across artillery types, whether towed or self-propelled.

This update will ensure that towed artillery, generally more fragile, isn’t further penalized, while self-propelled guns will not become even more dominant.

We’ll be clear: this timer pre-setup and post-firing will make artillery more vulnerable - not less useful. The delay is meant to create windows of opportunity for counterplay or counterstrikes, without removing artillery as the potent long-range unit it currently is.

[h3]Artillery Commander[/h3]
With the upcoming artillery rework, we’ll also introduce the new Artillery Commander, a unit concept we already previewed. It will be a new trait, very similar to the Artillery Leaders from Steel Division 2, but called Fire Directon in WARNO.


These special units will be available in the ART tab of your battlegroup. They are designed to boost subordinate artillery systems within their area of effect. We are creating some new models to represent them accurately, while the actual in-game modifiers are still being tweaked as we speak.

[h3]Mortars and Howitzers[/h3]
In their current form, mortars and light-caliber howitzers struggle to be effective options on the WARNO battlefield. Heavier gun pieces (155mm, 203mm, etc.) are accurate and very destructive when they hit, but ineffective when they miss.

Our goal is to update the binary choice commanders now make when it comes to artillery: “sniper or nothing.” We want all artillery, including mortars, to have a more tangible area of saturation effect, moving away from impact point-focused gameplay and more towards a noticeable area-of-effect experience.


To achieve this:
  • Mortars will receive a damage boost and larger splash radius. This will greatly improve their effectiveness as short-range artillery pieces. Their Suppression area of effect will also be upgraded significantly.
  • Not being satisfied with the current mortar shell trajectories - which, in our opinion, are excessively high and result in too much time between firing and impact - we will update them. However, several WARNO engine limitations require us to rework deeper, back-end core systems to gain more flexibility in tuning physics and projectile trajectories. This work is currently underway on the development side of things.
  • Howitzers will see a slight reduction in their direct damage, but a wider splash radius in turn. Their Supresssion will increase as well. This makes them more potent in suppressing enemy units, even without directly hitting them (you know, shockwaves and shrapnel flying around your ears).
  • Mortars will generate greater Suppression splash compared to howitzers of equivalent caliber. This reflects that mortar shells fall more vertically than howitzer shells, which in turn creates a larger area of effect. This adjustment will balance both gameplay intent and realism.


We see the above changes as fundamentally altering the artillery gameplay experience. Mortars and howitzers will affect a wider area with each salvo, making it easier to suppress multiple units, even with smaller calibers. Lighter howitzers (105mm and 122mm) become much more interesting, and mortars gain utility beyond just creating smoke screens.

[h3]Napalm Artillery[/h3]
A short note, but flame effects on the battlefield - as those left by napalm-type munitions - will also be rebalanced. The effectiveness of fire on a unit now scales with armor type: strong against light armor, reduced against medium armor, and minimal against heavy armor.

[h2]Anything Else?[/h2]
That’s not all. We are working on quite a few other changes, which we hope to roll out in stages. For instance, in the first announcement, we talked about adjusting artillery salvos based on tactical needs. This is not something that we have forgotten about, but we have pushed this back on the timeline for a bit.

Keep in mind that maybe not all updates will be included in the initial release. Note that everything we’ve presented in today’s DevBlog is still in development, will affect all divisions, and is subject to change.

The next big question is when? We are very busy getting this into your hands as soon as possible (but with a big Eugen trademark on when exactly). Our goal is to test everything thoroughly with our own QA, plus the excellent Strike Team.

[h2]WARNO’s Nemesis #6[/h2]
As you should know, the vote for Nemesis #6 is currently in full swing. Make sure to cast yours until Tuesday, December 9th at 12:00 (CEST) / 11:00 AM (BST) / 6 AM (EDT). We will publish the results on Thursday, the 11th of December.

Check out the potential offerings below!

  • Nemesis #6.1 - The Mountaineers presents the high-fighting mountainous forces of NATO’s French 27e Division Alpine against Warsaw Pact’s Polish 5 Podhalańska Brygada WOWew.
  • In Nemesis #6.2 - The Magdeburg Counterstrike goes number #1! with the two mobile armored battlegroups of NATO’s US
    1st Cavalry Division
    and the Soviet 1-ya Gvardeyskaya Proletarskaya Motostrelkovaya Diviziya.
  • The Nemesis #6.3 - School’s Out! sees the proposed introduction of a new class of units, Instructors, boosting the battle efficiency of the Nemesis’ two divisions' mass of recruits and reservists to new highs! The battlegroups are NATO’s West German Verfügungstruppenkommando 42 versus the Soviet 71-ya Zapasnaya Tankovaya Diviziya.


[h2]Until Next Time[/h2]
Let us know what you think of the artillery rework. And don’t forget to cast your vote for Nemesis #6. You get until Tuesday, December 9th to do it!
Don’t forget the vibrant 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, commanders.

v174602: Patch Notes

[h3]This patch includes some important fixes and a feature:

Feature:
[/h3]
  • [p] You can now see dedicated servers or lobbies that have a modded map without having the correct map mod activated.
    These will appear with an "(Unknown Map)" label. You can join them just like any other modded server or lobby. When you click join, a popup will ask if you want to download the mod. After confirming, the mod will be downloaded, the game will restart, and the mod will be activated and you automatically join the server or lobby.
    [/p]
[h3]Code Fixes:
[/h3]
  • [p] MODDING: Fixed a crash when entering a lobby if you have no deck and have installed a mod that removes all vanilla decks[/p]
  • [p] MODDING: Fixed deck names not being displayed in case of an error message on a deck[/p]
  • [p] MODDING: Clarified an error message[/p]
  • [p]MODDING: Fixed a typo in an error message (for modders) when checking deck modifications[/p]
  • [p]MODDING: Fixed support for different sizes of modded units when calling for reinforcements[/p]
  • [p]MODDING: Fixed crashes that occurred with the weapon orientation of certain modded units [/p]
  • [p]Fixed crashes that occurred when errors occurred while loading the game[/p]
  • [p]Fixed a crash related to the Cliff map when a player gave a smart order to helicopters above water.[/p]
[p][/p][p][/p][p]Important: we remind you that we always do our best to avoid impacting mods. However, this is not always possible when significant bugs need to be fixed. A “compat” branch followed by the previous version number is always available, allowing you to continue using your mods. These branches can be accessed by going to the Steam library, right-clicking on Warno>Properties>Betas, and then choosing the branch from the drop-down menu.[/p]

Nemesis #6 Vote Now Open!

The time has come to cast your vote, commanders!

The ballot for Nemesis #6 is now open. On Austerlitz Anniversary day nonetheless!

Before you surge ahead, we have to give you the lowdown on some house rules, then share the actual voting link.

Be sure to check out each of the Nemesis #6 options again for a refresher on their units, weapons, and battlegroups.

[h2]WARNO’s Nemesis #6 Detailed[/h2]
The current Nemesis #6 run:

  • Nemesis #6.1 - The Mountaineers presents the high-fighting mountainous forces of NATO’s French 27e Division Alpine against Warsaw Pact’s Polish 5 Podhalańska Brygada WOWew.
  • In Nemesis #6.2 - The Magdeburg Counterstrike goes number #1! with the two mobile armored battlegroups of NATO’s US
    1st Cavalry Division
    and the Soviet 1-ya Gvardeyskaya Proletarskaya Motostrelkovaya Diviziya.
  • The Nemesis #6.3 - School’s Out! sees the proposed introduction of a new class of units, Instructors, boosting the battle efficiency of the Nemesis’ two divisions' mass of recruits and reservists to new highs! The battlegroups are NATO’s West German Verfügungstruppenkommando 42 versus the Soviet 71-ya Zapasnaya Tankovaya Diviziya.


A reminder of what WARNO’s Nemesis DLCs entail. These are paid mini-expansions that contain two paired or themed divisions, each bringing new units, vehicles, and weapons. Each Nemesis run features three different offerings, which can then be voted on. After the vote concludes, one Nemesis is crowned the winner and enters Eugen’s development and production pipeline!

[h2]WARNO’s Nemesis #6 Vote Now Open![/h2]
You can vote multiple times, but only your LAST vote will be taken into account! Be respectful of the vote, the Eugen development team, and your fellow players. As always: no cheating, bullying, spamming, or insults will be tolerated!

Vote

Voting will close on Tuesday, December 9th at 12:00 (CEST) / 11:00 AM (BST) / 6 AM (EDT). We will publish the results on Thursday, the 11th of December.

As is tradition, WARNO’s community (you) has put a lot of effort into swaying the vote toward one of the three options above. Be sure to check them out - but do so at your own peril, as Nemesis #6 propaganda battles are far from over, and will continue until the very last day of the vote!
[h2]Until Next Time[/h2]
That’s all for this week’s DevBlog. We’ll be back this Thursday with some new insights into WARNO’s game mechanics.
Don’t forget the vibrant 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, commanders.

Nemesis #6.3 - School’s Out!

Welcome back, commanders!

We have returned with the third - and final - Nemesis #6 preview. In today’s DevBlog, school’s out with two opposing special training formations: the West German Verfügungstruppenkommando 42, or Reserve Troops Command 42, and the Soviet 71-ya Zapasnaya Tankovaya Diviziya or the 71st Reserve Tank Division.



Let’s go!

[h2]WARNO’s School’s Out![/h2]
This Nemesis option is a little special: it not only provides two new divisions, but also a new way to play with the proposed introduction of the new Instructor trait. Both divisions will be built around units with this specific trait: seasoned soldiers leading less-trained reservists into battle (removing some penalties and boosting nearby units’ combat performance).



The Instructor trait, as we are proposing it, will likely have the following effects:
  • Instructor-traited units will remove nearby Reservist trait penalties (same as the Military Police already does).
  • They will also boost nearby units’ performance (as Leader units currently do).
  • They will not be able to capture Command zones.
  • And, they will only affect units in their specific category (a tank Instructor will only affect other tank units, an infantry Instructor only infantry, etc.).

Replacing Leader units in the TANK and INF categories, these Instructors will turn a horde of raw conscripts into a regular fighting force, for much cheaper. However, the only units to keep on capturing Command zones will be the Leader units left in the LOG tab. Prepare to organize your battlegroup well.

[h2]The West German Verfügungstruppenkommando 42[/h2]
First up is NATO’s West German Verfügungstruppenkommando 42 (gesundheit!), which stands for Reserve Troops Command 42 and is abbreviated to VfgTrKdo 42 (you can’t really do anything with this mumble of letters). Instead, we’ll call it VTK 42 for easyness sake.



This particular formation would have been a divisional command nestled within Territorialkommando Nord, to be activated in case of World War III. Its role would have been to consolidate, organize, and provide leadership to the most combat-ready elements of the Bundeswehr’s territorial troops in NORTHAG, aiming to turn them into a light yet cohesive fighting force.

The cadre of this new division was the Kampftruppenschule 2 (Combat Troop School 2) at Munster. Hoarding some 130-plus Leopard 1s and 2s, 66x Marder, 20x Luchs and 28x Jaguar 1 and 2, it was to form the Panzerlehrbrigade 9 (administratively part of 3. Panzerdivision) and Panzeraufklärungslehrbataillon 11 (administratively part of 11. Panzergrenadierdivision).



While the latter formation would have quickly joined its parent division, the former would have been held back to form the VfgTrKdo 42 instead. The 3. Panzerdivision, now missing a substantial part of its forces, would temporarily have taken over a Dutch brigade until 1 (NL Corps) could complete its deployment.

VTK 42 would have stood up as a fire brigade, with the following components.

  • The Panzerlehrbrigade 9.
  • The Heimatschutzbrigade 62.
  • Heimatschutregimenten 72 and 82.
  • Combat engineer elements from (territorial) Pionierregiment 72.
  • Anti-air detachments from Flugabwehrkommando 1.
  • SAMs from FlaRakRgt. 4.
  • Elements from Heeresfliegerversuchsstaffel 910, the helicopter test squadron at Celles.

The division will be built around the new Instructor unit, much like its Soviet counterparts below. While the Warsaw Pact formation is a full-fledged division with low-quality conscripts, the VTK 42 is a regular armored brigade beefed-up with a decent-enough level of reservists. However, no divisional assets will be present, meaning one-third will be Panzerbrigade and the remaining two-thirds will be territorial troops, with only a limited amount of supporting arms (this will also result in a more uneven slot allocation across categories).

[h2]The Verfügungstruppenkommando 42 in WARNO[/h2]
How will the VTK 42 look like in WARNO? New units are marked in both italic and bold. As always, units and categories might be subject to change.

LOG
  • Pretty good, with supply units being an FOB, light UNIMOG S404, and new heavy MAN KAT 8X8 MUN. supply trucks.
  • Command units include ILTIS FÜH. & M577GA2.


INF
  • Once again, solid, with a large quantity of infantry stemming from territorial Heimatschutztruppen featuring the Reservist trait:
    • This includes HEIMAT-JÄGER and the new HEIMAT-JÄGER (PzF) with 2x Uzi, 6x G3A4, 1x MG-3 and PzF 44, with both squads deploying in UNIMOG trucks.
    • A few 10-man HEIMAT-JAGDKOMMANDO with G3A4, 1x MG-3, PzF 44, smoke grenades and the Security trait, tasked with hunting down enemy infiltrators.
    • RESERVE-PIONIER in UNIMOG trucks will also be present.
    • PALR MILAN 1 ATGM teams are not Reservist, but veterancy locked, and will deploy in ILTIS jeeps.
  • The Panzerlehrbrigade 9 will provide a small core of regulars.
    • To lead the weekend warriors into full-blown combat, the new FACHLEHRERGRUPPE can deploy. A 6-man squad with G3A4, 1x MG-3, 1x G3A3ZF, PzF 44 and the Instructor trait, being deployable in MARDER 1A3.
    • Further backed by a few PZ.GRENADIER in MARDER 1A3 and MARDER 1A3 MILAN.
    • Plus MG-3 7,62mm and PALR MILAN 2 weapon teams.




ART
  • Pretty mediocre. Instead of the regular allocation of 4x Panzerartillerie and 1x MLRS battalions, the VTK 42 can only count on one 1x Panzerartillerie and 1x Heimatartillerie battalion, plus two companies of heavy mortars.
  • This means a handful of PANZERMÖRSER, M109A3GA1, and LARS-2 from Panzerlehrbrigade 9.
  • While Heimatschutzbrigade 62 provides a number of M1A2(A2) 105mm howitzers.
  • The two Heimatschutregimenten can bring some towed MRS. TAMPELLA 120mm mortars.


TANK
  • Pretty good with the Panzerlehrbrigade 9 providing a sizable amount of LEOPARD 2A4(B) (as used by the Dutch in WARNO), as well as a card each of both JAGUAR 1 and JAGUAR 2.
  • The Kampftruppeschule 2 brings a number of LEHRLEOPARD 1A3A1, which for all intents and purposes, are only slightly different visually from the standard LEOPARD 1A1A1 model, featuring the same stats but coming with the Instructor trait.
  • The same training formation also held the two models - at the time, and perhaps to this day - of the Leopard 1A6, a planned 120mm upgrade. In real life, the project was canceled at the end of the Cold War. In WARNO, however, they will be put to use as a single card of LEHRLEOPARD 1A6, once again with the Instructor trait.
  • Lastly, a few experimental LEOPARD 2A4(D) will be available. These specimens were actually used at the time to test C-type armor and a new muzzle reference sensor, which in real life were to be featured on the 8th batch of Leopard 2A4s in 1991.
  • The Heimatschutzbrigade 62 deploys several HEIMAT M48A2GA2 and HEIMAT. KANJPZ (the former already used in TKS), all with the Reservist trait.


REC
  • Pretty mediocre. No dedicated recon battalion, since that part of the Kampftruppeschule 2 would have left to join the 11. Panzergrenadier-Division.
  • This means a basic complement of AUFKLÄRER in ILTIS and JÄGER-AUFKLÄRER in UNIMOG and UH-1H helicopters.
  • Plus some recon ALOUETTE III.
  • A few vehicles left behind at the training grounds by AufkPzAbt. 11 could provide one card each of LUCHS and AUFK.MARDER 1A3, the latter with MILAN, but no dismounted scouts.


AA
  • Once again, a pretty average category, with Heimatschutztruppen bringing large quantities of single-barreled 20mm AA guns of all sorts.
  • While the nearby FlaRakRgt. 4 delivers some heavier cover with I-HAWK and double-barelled 20mm guns.
  • The PzLehrBrig. 9 brings a single card of GEPARD 1A1 and some FLIEGERFAUST MANPAD teams.
  • While the Heeresfliegerversuchsstaffel 910 deploys a card of the new BO-105 BSH-1 with ATAS Stinger (under test in our timeframe).


HEL
  • Average, with only a handful of BO-105 PAH-1 helicopters flying in support from the nearby Celles air base.
  • Although piloted by Bundeswehr pilots, the new UH-1D HES actually belonged to the BND, the Bundesnachrichtendienst, West Germany's foreign intelligence service. Only two such SIGINT UH-1 had been modified, and were stationed in Ahlhorn, near Bremen, and will be pressed into combat duty with this battlegroup.


AIR

v173446: Patch Notes

[p]This patch includes some important fixes:[/p][p][/p][p]Code Fixes:[/p]
  • [p]Fixed a crash that occurred with some aircraft.[/p]
  • [p]Fixed a crash when inserting flags in the chat during a game, or in a player's nickname.[/p]
  • [p]Fixed pieces in the Fulda Gap AG that were available too early in relation to the number of turns displayed[/p]
  • [p]Fixed an armed helicopter that could be resold[/p]
  • [p]Fixed typos in certain phrases on the home screen and in the number of players connected[/p]
[p]Important: we remind you that we always do our best to avoid impacting mods. However, this is not always possible when significant bugs need to be fixed. A “compat” branch followed by the previous version number is always available, allowing you to continue using your mods. These branches can be accessed by going to the Steam library, right-clicking on Warno>Properties>Betas, and then choosing the branch from the drop-down menu.[/p][p][/p][p]
[/p]