1. WARNO
  2. News

WARNO News

A Variety of Updates

Hello, hello!

We hope you are well. We have a bunch of smaller updates cooking in Eugen’s kitchen.

In today’s DevBlog, let’s look at several of these improvements coming WARNO’s way!

[h2]Veterancy Rework[/h2] Veterancy is what we call the experience level of units. We currently feature GREEN, TRAINED, VETERAN, and ELITE units. Higher experience levels decrease aiming time, for instance, improving a unit’s ability to withstand suppression. This is going to change a bit for some units (see Updated Experience System further below).

But first: our aim is to improve the Veterancy system in WARNO to better reflect the distribution of experience levels among divisions. Better said: we want to better emphasize the nuanced differences in the four existing Veterancy levels.



Our objective is to make ELITE units rarer, but give them a real edge in-game. To make this work, we will update how the Veterancy system works, including how many units you can find at each experience level.

Interestingly enough, GREEN units are relatively rare. They monopolize a specific Veterancy level just for them (“second-rate” units, reservists, etc.), which doesn’t really fit our vision. That’s why we will introduce a new Militia trait to characterize these in-experienced units better.



This means that all of WARNO’s units will have their experience distributed between GREEN and VETERAN. Only a select few specialized units will be deployable with the highest Veterancy level, ELITE.

A particular advantage of making this highest Veterancy level even rarer is to increase the value of Command units. They will be much more relevant as they will boost more VETERAN units to ELITE status.

[h2]Updated Experience System For Specific Units[/h2]
We are tinkering a bit more with how experience works. We are keeping the current Veterancy system in place but will update it for a specific set of units. Some unit categories will remain the same: infantry, tanks, recon, AA, and helicopters.



Airplanes, logistics, and artillery units will be updated on how experience influences their performance. The revised experience system underpinning these unit types will better reflect their specific capabilities. For instance, the new Veterancy levels for Command units lets them take control of Command Zones faster or, with logistical supply units, increase the rate at which they can repair or resupply. Their area of effect will also be improved.
In the case of artillery units, the updated Veterancy bonus will reduce a unit’s aim and reloading times.
For planes, they will gain improved flight abilities with the updated Veterancy system.

[h2]New Traits[/h2]
We have been developing two new Traits. They should come to WARNO soon.

JAMMER
This Trait will affect enemy radar recon, drastically reducing their efficiency within the area of effect. Any unit with Excellent optics being jammed will see its optics degraded.



This Trait will be sported by dedicated recon helicopters, such as the American EH-60A QUICK FIX II and Soviet Mi-8 PPA. These new units will be introduced into WARNO as soon as their in-game models are finished!



FALSE FLAG
This will be a rare Trait. It will cover units fighting without uniforms or (even worse) fighting using enemy uniforms (“illegally” according to laws of war) in covert operations. In case of capture, this means a direct ticket to the firing squad. Think of Skorzeny’s Operation Greif during the Battle of the Bulge.



In WARNO, this new Trait will lower a unit’s “menace level.” This means that enemy units will target a unit featuring the False Flag trait last if found within a group of units. This represents the confusion on the battlefield induced by friendly “ruse” or neutral uniforms.

The False Flag trait will be granted to both East German “false flag” paratroopers (Fs-EINSATZGRUPPE and Fs-SPRENGTAUCHER) dressed in American uniforms. The American PSSE-B special forces (from Berlin Command), which operated in civilian clothes, will also get this Trait. Plus, this unit will also gain brand-new civilian models! And we have made them as German 80's vibes as possible!



[h2]New Models[/h2]
Talking about new models, next to the new civilian models, our 3D modeling team has also delivered brand-new models for the Soviet T-80BK and T-80BVK command variants of the T-80B and T-80BV series.



[h2]Until next week[/h2]
Our first Army General campaign, BRUDERKRIEG, is being tested by the Strike Team with positive initial feedback. We’ll keep you updated!

That’s it for this week!

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.

As always, see you on the battlefield, commander!

TEUFELSMOOR Reveal!

Hello, commanders.

We hope you are well. Today’s DevBlog will look at a brand-new urban map coming to WARNO: TEUFELSMOOR.

Let’s dig in!

[h2]A new type of urban[/h2] TEUFELSMOOR is a new kind of urban map making its debut in our game. This particular map required a significant effort to make sure it was an immersive and high-quality experience. Let us pull back the curtains on its creation.





[h2]An Urban Saga[/h2] TEUFELSMOOR is the first in a series of urban maps that will see the light in WARNO’s Early Access. While we planned to launch this map in tandem with our Army General mode, we realized - after some rounds of testing - that letting players also do battle on this map in Skirmish or Destruction mode ahead of time, would be the best option.


To make this all a reality, we needed to enforce some adjustments; the urban map series was initially designed for Army General campaign mode in a 1vs1 format. The updated TEUFELSMOOR was expanded to be playable in a 2vs2 format. And we plan to provide the options when the map launches to increase the number of players.





[h2]The Complexity of Realistic Cities[/h2]
The main challenge when creating urban maps centers on providing a visually credible experience - the cityscape has to look realistic - while also ensuring smooth gameplay - it has to be fun to play. With TEUFELSMOOR, we aimed to design a map that offers optimal readability but, at the same time, immerses the players fully.


We can’t simply display a few buildings and neighborhoods in close-up view and call it a day. Many on-screen elements are needed to be able to show a good-looking result when viewed from afar (which is more like the standard view when playing WARNO). We did a bunch of tests to see what worked best, discarding what didn’t.





[h2]A neighborhood’s ideal size[/h2]
What’s the perfect size for a neighborhood? That’s something we figured out in the design process of TEUFELSMOOR. This included the optimal number of buildings, the best street width for combat between different units, and the open spaces within the city to offer extended sightlines between particular areas. All in all, many factors are in play. This led to multiple rounds of designing and revising our city layout.



The second major challenge was to optimize the assets we use for an urban environment. If we needed to display them in large numbers, even more modest hardware configurations needed to be able to display them. Fortunately, Eugen’s own tech, centered on WARNO’s engine, provides us with a range of tools to optimize the rendering of these assets. And we did it! So, that means we can get more visual stuff on screen while ensuring a smooth gaming experience.



[h2]A new prototype[/h2] TEUFELSMOOR will serve as a proof-in-concept for the other urban maps currently in the final stages of production. These will be followed after TEUFELSMOOR’s release. Of course, depending on your feedback, we are considering the whole gamut of 1vs1 battles, Destruction mode, etc.



[h2]Until next week[/h2]
In case you missed it: a new milestone, MONCEY, has just dropped, bringing the new Operation Sledgehammer, a host of balance changes, new Bradley IFVs, and more.


We look forward to your feedback on TEUFELSMOOR. Let us know what you think!


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!



v.108199: Hot fix

[h3]Code fixes[/h3]
  • Fixed CLU planes now being able to attack an ERA tank via right-click
  • Fixed tanks with the ERA trait not taking damage (except ATGM)
  • Fixed a crash that occurred when changing altitude with helicopters


Disclaimer: We know that units with the Tandem trait do slightly less damage than expected on ERA units. However, we are in the process of fixing this issue.

v.107942: MONCEY Patch notes

[h3]Feature[/h3]
  • Added configurable hotkey to switch to idle units
  • Addition of two new configurable hotkeyss to manage the sub-selection of units: units by units, or units by types
  • Adding a new trait TANDEM for some HEAT rounds: each time such a round hits a vehicle with the ERA trait, it deals +1 damage (representing Tandem charges being designed to negate ERA). Against a non-ERA vehicle, the round works as usual.
  • Panzerfaust 3
  • RPG-7VR
  • RPG-27
  • RPG-29
  • 9K121 Vikhr
  • 9M113 Konkurs-M
  • 9M128 Agona
  • TOW-2A


[h3]Operations[/h3]
  • Added a new operation : "Sledgehammer"


[h3]Maps[/h3]
  • Add a 10v10 version of Danger Hills


[h3]Code fixes[/h3]
  • Adjustment of HE / HMG weapon damage on helicopters
  • Fix some high buildings being indestructible


[h3]Data fixes[/h3]
  • Increased "vanilla" RPG-7's penetration from HEAT 13 to 14 + renamed RPG-7VM
  • Fixed optics of several command units BMD-1, BMD-2, BMP-2, FV432, Saxon, set to normal, on par with their counterparts


[h3]Nato forces[/h3]
  • Increased M1 ABRAMS CMD's base veterancy from vet 1 to vet2, on par with other similar command tanks
  • Standardized CHAPARRAL's vet ratio at 4/2/1
  • Changed P4 PC's stealth from Bad to Mediocre on par with other CV jeeps
  • Changed VBL PC's stealth from Bad to Mediocre on par with other CV jeeps
  • Changed ROVER CP's stealth from Bad to Mediocre on par with other CV jeeps
  • American MP units now have proper MP models
  • Introducing the M2A2 BRADLEY IFV & M3A2 BRADLEY CFV with improved stats (and price) + TOW-2A (tandem charge)
    11ACR
    • Swapping one card of M3A1 BRADLEY CFV with one of M3A2
    1stAD
    • Added a new CHALLENGER MK.3
    • Decreased CHALLENGER Mk.2's number of cards from 6 to 5
    3AD
    • Swapping one card of M2A1 BRADLEY LEADER with one of M2A2
    • Adding M2A2 BRADLEY IFV as transport option to FIRE TEAM (Dragon) & FIRE TEAM LDR.

[h3]Pact forces[/h3]
  • Locked 2S3M1 at vet1
  • Locked Mi-24V [AA] at vet2
  • Added DSHV (rifles & command) the Shock trait
  • Increased BMP-2D's rear armor by +1
  • New BMD-2 model including the Konkurs launcher, added and price changed accordingly
  • Restricted MOTOSTRELKI (METIS) to wheeled GAZ-66 or BTR-60/80
  • Restricted (Soviet) KONKURS team to wheeled UAZ & BMP-1P
  • Restricted (E-German) KONKURS team to wheeled UAZ, SPW-70 & SPW-152
  • Restricted (Soviet) FAGOT team to wheeled UAZ & BTR-60/80
  • Restricted (E-German) FAGOT team to wheeled UAZ, SPW-50 & SPW-1
  • Su-24MP speed set to 1023 kph, like other variants
    27GMSD
    • Increased 2S3M1's base vet from 1 to 2
    • Renamed KRAZ-255B
    35GvDShB
    • Added BMD-1P (with ATGM) as transport option
    35VDV
    • Added one card of MiG-29 [AA2]
    39GMSD
    • Removed new SPG-9's Forward Deployment trait
    39GvMSD
    • Replaced two cards of (BMP) MOTOSTRELKI with a same number of new MOTOSTRELKI (RPG-22)
    • Restricted access to BMP-3 as transport option to MOTOSTRELKI KOM. & MOTOSTRELKI (RPG-22) only
    79GvTD
    • Changed T-80BV IZD. 29's base availabity from 4 to 3, but with +1 vet level
    allDDR
    • Decreased MOT.-SCHÜTZEN (s.MG)'s number of cards from 4 to 1, on par with Soviet divisions

Milestone MONCEY Out Now!

BAM!

A new milestone has dropped on WARNO. Surprise!

Strap in, commander. In the time you might wait for the major update to install, take a look at today’s DevBlog to see what the new MONCEY milestone has to offer.

[h2]Milestone MONCEY’s Historical Namesake[/h2]
As is Eugen tradition, each WARNO milestone is named after a notable Napoleonic War commander, specifically a French marshal. For you eager beavers not interested in some fine military history, skip this part and go straight to all the good things milestone MONCEY brings to the table.



Let’s start with Bon-Adrien Jeannot de Moncey, one of the oldest marshals in Napoleon’s retinue. Most of Moncey’s field career was before or during the early Revolutionary Wars, where he distinguished himself well with his expert command, especially when fighting against Spain. After supporting Napoleon’s coup in 1799, he continued to briefly serve as a field commander in Italy.

Afterward, Moncey was associated with the French military police, the Gendarmerie, which he commanded pretty much to the end. A tricky command used as a counterweight to the ever-scheming minister of police, Moncey reported only to Napoleon himself. He would accompany the Emperor on most of his campaigns, keeping order within and in the rear of the Grande Armée. As such, he would be the only gendarme to be elevated to Marshal status.

”Let’s go home to die”
An experienced commander, Moncey briefly returned to the battlefield to command troops, especially during the early stages of the Peninsula War. He was also one of the few marshals to oppose the Russian invasion. When France was invaded in 1814, Moncey rose to the occasion, fighting one of the last battles just outside of Paris.



After Napoléon’s abdication, Moncey pledged himself to Louis XVIII. Although loyal to his new sovereign, our marshal did not take up arms when Napoleon campaigned in the Hundred Days war. Still punished with house arrest, Moncey escaped the harshest of sentences. As one of the remaining surviving marshals, Moncey was present when Napoléon’s ashes were brought back to France in 1840 to be interned. Gravely ill, in a wheelchair, pumped full of medicine to attend the ceremony, the 86-year-old commander kissed the hilt of Napoleon’s sword. He was recorded saying when leaving, “Now let’s go home to die.”

[h2]Milestone MONCEY[/h2]
So, what can you expect from milestone MONCEY?

  • A new Operation, Sledgehammer.
  • A new 10vs10 variant of Danger Hills.
  • New units.
  • Bradley IFV rework.
  • Balance changes.
[h2]Operation Sledgehammer[/h2]
A brand-new Operation can be found in milestone MONCEY: the Warsaw Pact-focused Sledgehammer. In this Operation, the Soviet 8th Guards Army has reached Hanau on the outskirts of Frankfurt-am-Main on the third day of the invasion. With NATO’s resolve stiffening along the central axis of advance, the Soviets are eager not to let up on their attack. It is on the 57th Guards Motor Rifle Division to clear the NATO outposts in front of Hanau. They need to breach the defensive lines and allow for exploitation forces of the 79th Guards Tank Division to take this small city.



The Sledgehammer Operation is a combined arms mission in which you are given additional tactical choice on which forces you want to commit. The battlefield takes place in front of the Main River, with various positions that your combat engineers and motorized riflemen must breach. You start the mission as ZENIT before being given the choice to finish off the pesky NATO defenders as either the infantry-based OKTOBR or with tanks as VOLNA.



In Operation Sledgehammer, expect ambushes, staunch West German and American defenders, and a grueling multi-pronged battle to open the way to Hanau.

[h2]New Danger Hills 10vs10 map[/h2]
We continue the quest to give you more 10vs10 maps to play with. One of our efforts is to adapt existing 3vs3 maps to be played on a 10vs10 scale. This is not as easy as reformatting command zones, but involves redesigning the AI systems to best “learn” the new maps. Danger Hills will have redesigned deployment zones, as well as the aforementioned updated AI logic.



[h2]New Units[/h2]
New units, you say? Yes! In milestone MONCEY’s case, the Soviet BMD series of vehicles will see both fixes to existing models and the addition of several new variants.

BMD vehicles as they were depicted in WARNO lacked missile launchers. Although the BMD-1 could have one (or not, depending on the variant), by default the BMD-2 was built featuring one. We have fixed this omission.

  • We added a new BMD-1P variant with Faktoriya missile launcher.
  • We updated the existing BMD-2 to feature a Konkurs missile launcher.
  • We took the opportunity to add command versions of both vehicles, the BMD-1K and BMD-2K.




The updated BMD-2 replaces the older model (with a price adjustment); the BMD-1P has been added as a new transport option to the Soviet 35-ya OG Desantno-Shturmovaya Brigada (the 35th Guards Air Assault Brigade).

The other major unit addition will surely please our British fans. You guys let us know that the 1st Armoured Division was the first one to receive the state-of-the-art CHALLENGER Mk.3 with added ERA armor. Note that this is the Challenger I Mk.3, not its successor introduced in the late ‘90s.



This new British unit (a brand-new model) has slightly more side armor than the Mk.2 and receives the ERA trait, granting it a +2 HP. Consider the CHALLENGER Mk.3 a worthier target for the plentiful Soviet tandem-charge ATGMs that before could only explode to their fullest potential on the AMX-30 B2 BRENUS!

[h2]Balance Changes[/h2]
Milestone MONCEY also introduces some unit balancing. To represent Warsaw Pact doctrine more closely, the vehicles transporting ATGMs have been reworked. This also means that your decks might need to be updated, so keep this in mind after today’s update roll-out. This change affects both Soviet and East German decks.

Fagot and Metis ATGM were only to be found in BTR regiments. BMP regiments had enough firepower with their IFVs and organic armament of ATGMs. Therefore, FAGOT ATGM teams and MOTOSTRELKI (METIS) (or Metistrelki as some in the WARNO community have come to call them) will be restricted to soft-skin vehicles or wheeled APCs. These are either jeeps, trucks, or the BTR-60 and BTR-80. On the other hand, KONKURS ATGM teams will be locked to either the UAZ jeep or tracked APCs and IFVs.



Another major change concerns the Soviet 39-ya Gv. Motostrelk. Div. (the 39th Guards Motorized Rifle Division). This division is over-performing, thanks to its rather healthy complement of BMP-3. These state-of-the-art IFVs were, as a matter of fact, still very rare, with historically only a battalion-worth having been delivered to the Soviet 8th Guards Army in East Germany.

To balance this, we have restricted the BMP-3 to the MOTOSTRELKI KOM. commander squad and the new MOTOSTRELKI (RPG-22) squad. The latter unit will replace two cards of existing MOTOSTRELKI (BMP) in this division. In this way, the BMP-3 will be limited in numbers but still a force to be reckoned with, comparable to the equally modern (but more numerous in real life) M2A2 BRADLEY.

[h2]BRADLEY IFV Changes[/h2]
As we are on the topic of the BRADLEY IFV, a reminder that this milestone also includes the changes coming to this series of vehicles as talked about in previous DevBlogs.



  • Some of US 3rd Armored FIRE TEAM squads will get access to the up-armored and TOW-2A armed M2A2 BRADLEY.
  • Half of 3rd Armored’s M2A1 BRADLEY CP cards will be replaced with new M2A2 BRADLEY CP.
  • Half of 11th Armored Cavalry Regiment’s recon M3A1 BRADLEY CFV will be replaced with new M3A2 BRADLEY CFV.
[h2]Until next week[/h2]
That’s all for this week. Let us know what you think of the latest WARNO milestone.

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.