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Mea culpa and what's next?

Hello commander!

Our latest milestone, OUDINOT, is out in the wild, and we sure hope you are enjoying the fruits of our hard labor.

Being in slightly quieter waters, we want to take the opportunity with today’s DevBlog to give you, first, an apology, and, second, a first look at what is coming to WARNO in the very near future.

Keep on reading!

[h2]An mea culpa moving forward[/h2]
We hear you loud and clear. And we would like to apologize for the delays in development and releasing updates for WARNO. This is not something that we do on purpose. Keep in mind that the Eugen team is not that big, and delays, technical issues, roadblocks and whatnot typically beset game development.



Please, understand that WARNO, or our other titles, or even the studio, is not “a scam,” or that we are trying to piss off our community, or that we don’t want our games to succeed. That’s silly. We are as passionate as you about our games, the genre, and the industry, and we want to ensure we deliver the best possible experience to our players. And this might mean we need some extra time. We only ask for your understanding.

[h2]Our players are all[/h2]
We listen to you, and we take all feedback on board, reviewing each and every comment before we decide to act on it (or not). As game designers, the solution comes from unexpected places, and we always try to be thoughtful about our changes and updates.

We are fulfilling everything we promised at the beginning of WARNO’s Early Access, and more, including two free divisions (OUDINOT), urban maps, etc. We have already included many, many, many unplanned additions and updates, all improving and enhancing what WARNO can offer, in many cases directly addressing wishes or requests from our community. All these take extra resources and time, which can lead to unscheduled delays or issues.



Instead of seeing this as a negative, we are thoroughly happy about how Early Access allows us a direct communication channel with you, our players. Does that mean we will stop implementing new, cool, or updating existing mechanics? Of course not! But it means everyone needs to understand that game development can be a fickle beast, and some flexibility and understanding are appreciated.

[h2]A final thing[/h2]
Before we get to an update on all things WARNO, one last thing. We have mentioned this before, but we’ll do it again: we kindly ask all of you, our players and community, to remain civil. We treat each other with respect, even when voicing our opinions and putting forth constructive feedback.

Important: we do not tolerate hate speech, trolling, spamming, racism, misogyny, or other childish behavior. We will come hard on those that do. We want an inclusive, constructive, healthy WARNO community, from new players to grizzled veterans. We all play a part in making this vision a reality.

If there is any fighting, keep it to the WARNO battlefield. Calm, cool, and collected are the keywords, commander. Thanks!

[h2]So what’s next?[/h2]
So, with that out of the way. What can you expect for WARNO in the very near future?

  • The inclusion of Forward Operating Bases or FOBs. We are still tweaking the implementation of the FOB concept, but expect a hardened structure that allows for a certain amount of supply transfer. More details to come soon!
  • The new urban map Twin Cities. Check out some of the preliminary visuals in this DevBlog here. The map is done, and we were only waiting for OUDINOT's hotfix patch to ship before we test it with the Strike Team. It should be streamed in no time.
  • On top of this, we are also working on a smaller urban map. Initially designed only for Army General, to replace SD2’s urban autoresolve, it will finally be released for multiplayer. Expect some setting restrictions due to its small size.
  • The map Dark Stream, which we presented in this DevBlog will also be released very shortly. It was created, and intended to be released, with the new amphibious ability in WARNO.
  • Map builders are also collecting all the community feedback, using this to improve or enhance all existing maps.
  • A host of new infantry units - where historically possible - to take advantage of the new Unit Traits. See below for a sneak peek into some examples.


[h2]New units and their traits[/h2]
As mentioned previously, we are planning a series of new infantry units.

  • Missing Soviet & East-German Military Police.
  • Adding or reworking existing units to give USSR, East-Germany & France their missing GSR units.
  • Adding all nations Sniper teams.
  • A new MiG-29 load-out and associated skin. Look below for the nice new paint job. It’s gorgeous and because of that, we really wanted to add it in-game!
[h2]WARNO’s latest release[/h2]
So, in case you missed all the above, don’t forget to check out an overview of all the latest updates brought to you by the OUDINOT milestone and associated (but separate) major game patch.

  • OUDINOT’s two new divisions focused on the fictional Battle for Berlin (1989): NATO’s Berlin Command and Warsaw Pact’s Unternehmen Zentrum.
  • OUDINOT also contains a host of new units including F-117 stealth fighter-bomber, FV432 Rarden, SPW PZH, Wachtschützen, etc.
  • New tutorials.
  • A new map, Rock, a 83km² battlefield playable in 3vs3.
  • A new 2v2 version of Loop map.
  • The Black Forest map rework.
  • New Destruction mode variant of:
    • Mount River
    • Vertigo
    • Danger Hills
    • Triple Strike
    • Death Row
    • Cyrus
    • Volcano
    • Iron Waters
    • Chemical
    • Geisa
    • Crown
  • New Unit Traits system.
  • New Amphibious ability for certain land vehicles.
  • New destruction textures.
  • Major combat system rework, increasing the importance of Suppression.
  • New hit points/suppression UI display.
  • Command unit overhaul.
[h2]A new tournament[/h2]
Lastly, our excellent Protosszocker has organized a new WARNO tournament. With OUDINOT out of the workshop, it’s time to test the latest version of the game under “battle conditions.”

The Simulate Divisions League will host the WARNO League Super Tournament this weekend. Make sure to put in the calendar: January 28th and 29th will showcase who has best adapted to the new way of doing war!

Games will be streamed live on the SDL Twitch channel. The first match starts at 16:00 Central European Time.

Get together to find the best new, cool strategies for WARNO. Eager commanders can sign up at this dedicated page, on a first-come-first-serve basis. Get registered before the spots run out!

Games will be streamed live on the SDL Twitch channel.



[h2]See you on the battlefield[/h2]
That’s all for today. We won’t keep you any longer. Start up WARNO and get playing!

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.88939: Oudinot

PATCHLOG


FEATURES:
  • new PACT division: Unternehmen Zentrum (classified as DDR since its main component was NVA's 1. MSD)
  • new NATO division: Berlin Command (classified as British since West-Berlin was, at least administratively, attached to NORTHAG)
  • added amphibious capacity
  • QoL improvement regarding the way zones controled by a player are displayed
  • it is no longer required to a CV to stay on a zone to control it after it was secured
  • game mode is now displayed in the replays' list
  • the RETURN key now allows to validate some windows (nickname change, invite code's validation, ...)
  • adding a screen accessible from the lobby displaying detailed informations about the map scenario
  • adding a a health & moral gauge in units' label
  • improving the available supply remaining in supply units' label
  • better conquest points' distribution between players depending on the number of zones controled by each one
  • it is now possible to change the shortcut for helicopters' altitude change


MAPS:
  • MOUNT RIVER 6P DEST
  • VERTIGO 4P DEST
  • ROCKS 6P
  • ROCKS 6P DEST
  • DANGER HILLS 6P DEST
  • TRIPLE STRIKE 6P DEST
  • DEATH ROW 4P DEST
  • CYRUS 6P DEST
  • VOLCANO 6P DEST
  • IRONWATERS 6P DEST
  • RIFT 6P DEST
  • CHEMICAL 8P DEST
  • GEISA 20P DEST
  • CROWN 20P DEST
  • LOOP 4P CONQUEST
  • DEATH ROW 4P CONQUEST : Many improvements on Deathrow (Bugs fix, global optimization, Lighting improvements)
  • BLACK FOREST 4P CONQUEST : Many improvements on BLACK FOREST (Added many roads, removed many cover areas, bugs fix, global optimization, Lighting improvements)
  • TWO WAYS 4P CONQUEST : Many improvements on TWO WAYS (Added many roads, slight command zones adjustments, bugs fix, global optimization, Lighting improvements)
  • DANGER HILL 6P CONQUEST : Many improvements on DANSGER HILL (Reinforcements arrow deletion, bugs fix, global optimization, Lighting improvements)
  • LOOP 20P CONQUEST : Many improvements on LOOP (Central command zones rework, bugs fix, global optimization, Lighting improvements)


CODE FIXES:
  • fixed an AI behaviour when it takes over from a human players in replaces, which made it move away from zone the former was securing
  • fixed various hints in units' info panel
  • fixed a crash occuring when the C key was pressed when the selected unit died
  • fixed an exploit allowing to keep tracking an ennemy unit when mainting the C key pressed after in was selected
  • when a group of enemy units is selected, those becoming invisible are removed from the selection
  • fixed a window mentionning a deconnection which kept reappearing every time one returned to the intro menu
  • deactivating supply now also deactivated health points & fuel supplies
  • the destruction mode's feedback displaying the number of VP won by destroying an enemy unit is now displaying taking in account the game's resolution
  • fixed the Reinforcement option for Smart Group when they are in a city block
  • fixed a crash occuring when some invalid deck code were importeed
  • fixed some AA units' hint being displayed in the artillery units' production menu
  • stunned units now can't aim until they have recovered
  • while watching a replay, messages indicating that the game is about tot be lost/won aren't displayed anymore when observing as "neutral"
  • the "i" key press when an enemy transport is selected doesn't allow to see what it transports anymore
  • fixed a mortar bug stucking them in "alignement" stance when they were positioned on a slope
  • fixed an IA bug preventing it from spending all its money in some cases
  • fixed a bug which stop the resupply of units being targeted BUT MISSED by enemy fire
  • fixed one rare desync


DATA FIXES:
  • fixed the (E-German) MiG-23MF loadout's position
  • fixed HARRIER GR.3's air optics, on par with other fighters
  • fixed some mortar smoke trajectory errors
  • corrected a typo witht RAPIRA's calibe (100m --> 100mm)


MODEL FIXES:
  • fixed the x19 rocket pod model on British JAGUAR [RKT]


GENERIC:
  • changed Satchel charges as Static weapons
  • decreased the veteancy bonuses (stress shield, RoF & accuracy increase)
  • decreased SPAAG's accuracy, but increased their suppression AoE (they are now less lethal, but stres more)
  • HEAT & AP's damage AoE's size are now depending on their power
  • reworked combat system, as previously described here.


CV OVERHAUL:

  • decreased the availability of CVs (vehicles, infantry or helos) coming by 3 or 4 per card by -1
  • decreased American ENGINEERS LDR. (both AB and not)'s availability per card from 3 to 2, on par with other nations' engineer leaders.
  • (3AD) decreased M151 MUTT CP's number of cards from 2 to 1
  • (8ID) decreased M1 ABRAMS CP's number of cards from 2 to 1
  • (8ID) decreased M151 MUTT CP's number of cards from 2 to 1
  • (8ID) decreased JÄGER FÜH.'s number of cards from 2 to 1
  • (2PzG) decreased LEOPARD 2A3 FÜH.'s number of cards from 2 to 1
  • (5Pz) decreased PZ.GREN. FÜH.'s number of cards from 4 to 2
  • (5Pz) decreased JÄGER FÜH.'s number of cards from 2 to 1
  • (TerrKdo) decreased JÄGER FÜH.'s number of cards from 3 to 2
  • (TerrKdo) decreased M48A2GA2 FÜH.'s number of cards from 2 to 1
  • (4MSD) decreased KPZ. T-55AM2 FÜH.'s number of cards from 2 to 1
  • (7Pz) decreased MOT-SCHÜTZEN FÜH.'s number of cards from 4 to 2
  • (KdA) decreased KdA FÜH.'s number of cards from 2 to 1
  • (KdA) decreased KShM R-149's number of cards from 2 to 1
  • (KdA) decreased VOPOS' number of cards from 2 to 1
  • (39GvMSD) decreased T-80BVK' number of cards from 2 to 1
  • (79GvTD) decreased MOTOSTRELKI KOM.'s number of cards from 4 to 2
  • (35DShK) decreased DESANT. KShM R-149's number of cards from 2 to 1
  • (5eDB) decreased CMDT CHASSEURS' number of cards from 2 to 1
  • (5eDB) decreased CMDT GREN.-VOLTIGEURS' number of cards from 3 to 2
  • (11ePara) decreased PAC PC's number of cards from 2 to 1
  • (1AD) decreased RIFLES LDR.'s number of cards from 3 to 2
  • (2ID) decreased JÄGER FÜH.'s number of cards from 2 to 1
  • (2ID) decreased TERRIER LDR.'s number of cards from 2 to 1


NATO:
  • all US M113s set as non-amphibious and 2/2/1/(1 or open-top) armor
  • increased GAZELLE CANON's price from 25 to 30
  • increased PUMA PIRATE's price from 25 to 30
  • added CHAPARRAL the option to be taken at vet3
  • decreased M67 RCL ammo per squad from 8 to 6
  • decreased TRACKED RAPIER's price from 110 to 95
  • increased F-16E [SEAD]'s ECM from 30% to 40% + price increased from 260 to 280
  • increased AIM-9L missiles' damage from 4 to 5
  • increased (all mechanized) FIRE TEAMS' number of SAW from 1 to 2
  • increased FIRE TEAMS (LAW)'s strength from 5 to 6
  • increased ENGINEER (FLASH)'s availability from 6 to 9, on par with other divisions
  • (8ID) changed EF-111 RAVEN with F-4G WILD WEASEL
  • (3AD) added 2 cards of FIRE TEAM (AT4)
  • (3AD) reduced FIRE TEAM (LAW)'s number of cards from 3 to 2
  • (3AD) added M2A2 BRADLEY LDR.
  • (3AD) replaced RIFLES LDR. with new Bradley-borne FIRE TEAM LDR.
  • (3AD) increased all (non leader) FIRE TEAM's number of cards to 3
  • (3AD) decreased MECH. RIFLES' number of cards from 3 to 1
  • (TerrKo) added one card of F-16C [AT]
  • (2PzGr) added one card of JAGUAR 1
  • (2PzGr) added one card of JAGUAR 2
  • (5Pz) added one card of FH M1A2 (A2) 105mm


PACT:
  • changed SPW-152K's MG from NSV to SGMB
  • increased UAZ SPG-9's price from 30 to 35 (and 40 accordingly for airborne units)
  • decreased UAZ SPG-9's availability from 12 to 9
  • (4MSD) added one card of FLA-RAK. IGLA & removed one of FLA-RAK. STRELA-2M
  • (4MSD) added one card of D-20 152mm howitzer
  • (7Pz) added one card of FLA-RAK. IGLA & removed one of FLA-RAK. STRELA-2M
  • (7Pz) added one card of ZU-23-2
  • (35GvDShB) added one card of 1V119 REOSTAT
  • (35GvDShB) added Mi-8MTV as transport option, with better protection (ECM & flares) against AA to distrupt Stingers
  • (39GvMSD) added one card of Mi-24K


DISCLAIMER:
  • we are aware that command helicopter, although they work properly in regards to caping zones, do not currently grant a veterancy bonus around as other CVs do. It will be fixed shortly.

OUDINOT Out Now!

Rejoice, commanders!

The latest milestone for WARNO, the major OUDINOT update, is now live! Don’t hesitate, strap in, muster your troops, and get playing. But while waiting for the download, read today’s Devblog, detailing all the new features, divisions, units, mechanics, and other content brought to you by OUDINOT and related patch.



We had planned to release OUDINOT two days ago, but the last version was plagued with a host of issues. We have a new version, tested and validated, but usually, we don’t release major updates on a Friday afternoon. The simple reason is that if something goes wrong over the weekend, we have a harder time to fix it.

In this case, we debated between rebranding the milestone GROUCHY and delaying it to next week, or naming it HAIL MARY. We opted for the latter.
Without further ado: let’s welcome to the stage a very shy OUDINOT!

Check out the OUDINOT’s update logs below. There is more: we also took some time to detail a rework of NATO’s 3rd Armored Division, as well as list the new Unit Traits, including what they do in-game, and why!

[h2]OUDINOT milestone overview[/h2]
Now, to be exact: OUDINOT will only bring the two new divisions and units (see below). Furthermore, next to this milestone, a major patch including all the other relevant new features and mechanics, from Unit Traits to maps, is now available.

  • OUDINOT’s two new divisions focused on the fictional Battle for Berlin (1989): NATO’s Berlin Command and Warsaw Pact’s Unternehmen Zentrum.
    • Read more about the multinational Berlin Command, with its mix of equipment and fighting against overwhelming odds, in this dedicated DevBlog here.
    • Check out the urban warfare experts of the combined East German and Soviet Unternehmen Zentrum in this DevBlog here.
    • OUDINOT also contains a host of new units including (but not limited to) F-117 stealth fighter-bomber, FV432 Rarden, SPW PZH, Wachtschützen, etc.




  • New tutorials, from basic infantry tactics to how best to use SEAD planes.
  • A new map, Rock, a 83km² battlefield playable in 3vs3, with lots of verticality in its environments.
  • A new 2v2 version of Loop map.
  • The Black Forest map rework. Read more about it in this DevBlog.
  • New Destruction mode variant of:
    • Mount River
    • Vertigo
    • Danger Hills
    • Triple Strike
    • Death Row
    • Cyrus
    • Volcano
    • Iron Waters (newly announced)
    • Chemical (newly announced)
    • Geisa (newly announced)
    • Crown (newly announced)
  • New Unit Traits system. See below for a full overview of each trait, what it does in-game, and our reasons for creating them.
  • New Amphibious ability for certain land vehicles.
  • New destruction textures.
  • Major combat system rework, increasing the importance of Suppression.
  • New hit points/suppression UI display (newly announced).
  • Command unit overhaul. After capturing a command zone, command units are no longer required to stay inside one to control it.




However, some things didn’t make it into this patch on time. These should come shortly, namely FOB (Forward Operating Bases) and the new urban map Twin Cities. Expect these to be delivered as soon as possible!

[h2]The 3rd Armored Division rework[/h2]
With the introduction of the new Unit Traits system, we decided that the American 3rd Armored Division should focus more on the new IFV Infantry trait. This trait gives mechanized infantry fire teams, transportable by Infantry Fighting Vehicles, a so-called “shield against suppression” when dismounted and fighting near an IFV.

First off, a new command unit will be featured by the “Spearhead” division in-game: the M2A2 Bradley CP, found in the Logistics tab. Though not a transport, the vehicle still grants the IFV Infantry bonus to nearby fire teams.



Furthermore, we are adding Fire Team (AT-4) units to 3rd Armored Division’s arsenal. On top of this, all Fire Team units (AT-4, LAW, and Dragon) will be available with three cards each. On the other hand, the Mech. Rifles units are reduced to one card only.

Lastly, Mech. Rifles LDR. units are replaced by the smaller Fire Team LDR. units, riding into battle in a Bradley and featuring the IFV Infantry trait.

[h2]The new Unit Traits detailed[/h2]
We have already talked about the new Unit Traits to a certain extent, but we can now share the full list with you. This includes in-game descriptions, effects, and brief explanations of our intention with each trait.

Reservist
  • This unit is made of part-time soldiers, such as hastily called-up reservists, former police, or militia. While not cowards, with less training and older equipment, they should be considered second-rate troops.
  • Reservist units take more suppression in combat.


This trait will be given to non-military police forces, such as the BGS, FR. Reserve Polizei, Vopos, as well as reservist or militia units (Heimatschützen, KdA, Reservistes, etc.). British Territorials are not included, as historically, they lean closer to being active reserves. They will remain veterancy locked, however.

Leader
  • This headquarters unit features commanders and critical command-and-control equipment, including radio and other communication devices. This allows for more effective tactical leadership on the battlefield.
  • Leader units grant +1 Veterancy level to all nearby units.


By default granted to all command units and vehicles, this trait can be found with infantry and other units such as tanks, APCs, IFVs, or helicopters.

Resolute
  • This unit is composed of soldiers who are highly motivated, well-drilled, or politically indoctrinated. Going into battle with plenty of enthusiasm, these eager troops will endure even the hardest battlefield conditions in stride.
  • Resolute units take less suppression in combat.


Foremost, this trait was introduced to represent East German troops, considered by friends and foes as the most ideologically indoctrinated and determined of all Warsaw Pact forces. The Resolute trait will be featured with all their front-line troops, except for units such as artillery, AA, logistics, and reservists. A few non-DDR units, such as the French Legionnaires Paras, will also gain this trait.

Military Police
  • This unit features the oft-detested military police. As law enforcement, they ensure order behind the lines and instill harsh discipline within the army’s ranks.
  • Military Police units grant a suppression regeneration bonus and remove any Reservist trait of nearby units.


All current military police units, including MP, Prévôté, RMP, and Feldjäger, will receive this trait. The Warsaw Pact counterparts to these units will soon be added.



IFV Infantry
  • This unit is composed of soldiers trained for combat with Infantry Fighting Vehicles and fight side by side once dismounted. This follows common mechanized infantry doctrine.
  • IFV Infantry units take less suppression in combat when near an Infantry Fighting Vehicle (doesn’t have to be their own).


This trait is granted to both Infantry Fighting Vehicles and the troops they carry: Fire Teams, Motostrelki (BMP), Mot. Schützen, Arm. Rifles, Chasseurs, etc.
Special Forces
  • This unit represents an army's crème de la crème: highly trained professionals, well-equipped, and with more combat experience than regular troops.
  • Special Forces units take less suppression in combat, move faster, and deal more damage - on top of the Elite veterancy level.


Featured by all special forces, both “rifles” and “recons.” This includes: Green Berets, Spetsnaz, SAS, LRS, Commando, Fernspäher, East German Fallschirmjäger, etc.

GSR
  • This recon unit is equipped with a portable Ground Surveillance Radar, detecting targets beyond visual range. Once deployed, it needs to remain stationary to function.
  • GSR units receive a +1 Optics level when not moving.


This trait is featured in small (4-6 strong) special forces recon squads: LRS, Fernspäher, SAS Patrol. More units of this kind will be added later to some nations lacking them.

Shock
  • This unit features hardened soldiers specifically trained and equipped for close-quarter battles, assault operations, and hand-to-hand combat.
  • Shock units inflict more suppression when fighting at close combat ranges, including woods and urban terrain.


The Shock trait will apply to all airborne forces and all combat engineers.

Airborne
  • This unit is trained to be inserted onto the battlefield through the air. Highly mobile but lightly equipped, airborne troops can rapidly deploy ahead of the regular army.
  • Airborne units can deploy further ahead, using Forward Deployment, but only during the initial deployment phase.


This trait can be found in all current airborne forces, as already identified by the current parachute icon and Forward Deployment mechanic.

Recon
  • This unit excels in reconnaissance, gathering intelligence, and spotting targets. Recon troops are light units, masters in moving quickly on the battlefield and observing enemy units undetected.
  • Recon units can deploy further ahead, but only during the initial deployment phase.


This trait is granted to all current recon forces as already identified by the current goggle icon and Forward Deployment mechanic.

Security
  • This second-line infantry unit is only lightly equipped for combat, tasked instead with patrolling and securing the rear. These soldiers guard against enemy saboteurs and infiltration attempts.
  • Security units increase their Optics and identification levels to Good when not moving, similar to Recon units, although they remain classified as Infantry.


This trait will apply to several dedicated rear-echelon troops - which can (or not) also carry the Reservist trait. This includes Sicherungs, Vopos, Wachtschützen, FR. Polizei-Reserve, RAF Rifles, etc.

Amphibious
  • This vehicle is designed to operate on land and water. Thanks to their waterproof hull, they can slowly ford streams and cross rivers.
  • Amphibious vehicles can enter and cross waters at 1/3 of their normal (offroad) speed.


This trait identifies all vehicles able to cross water.



Transport
  • This vehicle is designed to move infantry units on the battlefield. Transports can range from fast jeeps and trucks to even helicopters.
  • Transport units can carry infantry squads, groups, or teams.


To better identify them, this trait is featured by all current transport units.

Sniper
  • This unit contains highly trained sharpshooters who excel in infiltration tactics, camouflage, and reconnaissance. Equipped with powerful scoped sniper rifles, these specialist soldiers can engage targets at long ranges without being seen.
  • Sniper units gain a +1 Stealth level when not moving.


The latest trait is currently granted to… no one. But we will include dedicated sniper units in all divisions in a single batch in the near future!



[h2]See you on the battlefield[/h2]
That’s all for today. We won’t keep you any longer. Start up WARNO and get playing!

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!

Map Rework & New Units

Hello!

We hope you are well. In today’s DevBlog, we have a bunch of exciting things to share, so better strap in. This includes taking a closer look at a major overhaul of one of our 2v2 maps - Black Forest as well as some new units to show off.

Keep reading to find out more!

[h2]Black Forest: a map reworked[/h2]
Last spring, we released Black Forest, a 2v2 map with a total surface of 54 km² and a strong focus on wooded areas. So much so that a sizable chunk of the maps consisted of trees, which created a suboptimal experience. If you recall, Black Forest has multiple attack lanes, including one on the extreme flank of the battlefield. With command zones grouped in the central region, the large mountainous forest dominated the map but without offering a lot in terms of gameplay.



Black Forest was criticized for being too… forested. Our military engineers - read talented map designers - have worked hard to fine tune this battlefield and make it more accessible. This means cutting down some trees. Instead of just deleting the woods and thickets, we created a new sawmill building. Now, there is an actual real-life reason the forest has been cut down!



[h2]Felling the woods[/h2]
So, having heard your calls for some heavy-duty leveling, Black Forest received some much-needed attention (and trimming).



We have cut through the Black Forest mountain. Fresh paths, usable by all types of ground units, have been created. This opens up a host of new flanking opportunities.



Those trees weren’t felled without reason! Sliced and diced, the wood is kept in temporary storage at a new sawmill on the map's highest point. This area features a lot of cover, making it an ideal place for infantry ambushes.

[h2]New objectives[/h2]
We have also widened the front line by opening up the forest, with several new potential hot spots and combat areas. In addition, we moved two main command zones creating high-density defensible sections of Black Forest.



The other command zones encourage flanking operations and long-range combat.

[h2]A more dynamic Black Forest[/h2] Black Forest felt slower than other WARNO maps. With the removal of the woods and some of the forested areas in the center, we hope to have made the battlefield more dynamic.



Some slight lightning changes amped the atmosphere with many more shades of green. What do you guys think?



The rework on Black Forest couldn’t have been possible without your feedback, as commented about by you, the player, in our official Map Feedback channel on our Discord server. Drop by if you want to share your constructive thoughts. We take all into consideration!

Thank you for improving the design of Black Forest. Let us know what you think!



[h2]New Units[/h2]
As OUDINOT is dropping a bit later - as you know, because of some serious back-end issues - it doesn’t mean the rest of Eugen team remained idle. Although OUDINOT patch is being beta tested as we speak, we are putting the delay to good use by adding new units to the upcoming major milestone.

We have already added the new SPW FUG and SPW PSH as vehicles for the East German internal security units. We are also fleshing out the West German Bundesgrenzschutz, or BGS in-game, the federal border police. These units will be large reservist recon squads equipped entirely with MP-5 submachine guns. A quick note, the BGS units include the first (and so far only) female model in WARNO.



Much like the East German security forces (Grenzer, Vopos, Wachregiment), the BGS can count on their own patrol vehicles to police the frontier. These will come, in-game, in two variants: a recon transport APC, the SONDERWAGEN 4 with Good Optics, featuring an HK-21 MG, and an unarmed SONDERWAGEN 4 AUFK. with Very Good Optics. Both will be added to NATO’s new Berlin Command division.



[h2]See you on the battlefield[/h2]
That’s it. Quite a read, but we hope you liked it. Just a bit longer, commander. OUDINOT’s release is around the corner!

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!

Happy New Year and OUDINOT Update!

Hello commanders!

Happy New Year from the whole Eugen team. May 2023 bring you glory and happiness on the WARNO battlefields and beyond!

While we would have loved to present to you OUDINOT update at the start of the year, to get you playing a new and improved WARNO, we need you to wait just a bit longer. As we are working on a major overhaul - as described in this DevBlog here - we want to make sure everything on the backend is peachy perfect. And that takes time.

If you are curious about all the cool new things coming to WARNO keep on reading!

[h2]What we are working on[/h2]
Yes, we heard you loud and clear. You are itching for the next update to drop for WARNO, but patience is the name of the game. Next to limited manpower and some much-needed Christmas holidays - we also want to make sure we deliver the best possible version of WARNO to you. And good things take time. Patience, we promise you won’t have to wait much longer.

Now, we are both going to deliver you the official OUDINOT milestone, bringing you two new divisions. At the same time, we are working on a host of other improvements and content. These might drop sooner rather than later.

What will OUDINOT bring?



Two new divisions, including new units, focused on the Battle of Berlin (1989). These divisions come on top of the base game’s divisions, as originally advertised, and are a big Eugen thank-you to the community. These divisions will be free for all Early Access owners of WARNO and will be part of the OUDINOT milestone.

  • NATO’s Berlin Command, made up of detachments of four different Allied nations, is well-suited for urban combat. New units include FV-432 RARDEN fire-support vehicle, RAF RIFLES security squads, DETACHMENT “A” Green Berets saboteurs, CHIEFTAIN Mk.10 (in their unique Berlin camouflage paint job), M198 155m towed howitzers, and French AMX-13/90 light tanks. Read more about this battlegroup in the preview here.
  • Warsaw Pact’s Unternehmen Zentrum, tasked with “liberating” West Berlin with hard-hitting Soviet and East German troops. Command new units such as the elite WACHSCHÜTZEN assault squads, BM-21 (Napalm) MRLS, ZiS-3 76mm dual-purpose and ZiS-2 57mm AT gun, as well as new rocket loadouts for the Su-17 and Su-22M4, including 240mm rockets and UPK pods/80mm rockets. Read more about this mixed division in this preview here.

The above is officially part of OUDINOT milestone. There is more, though. The following improvements and additions will be made available as soon as possible.

What else can you expect?
A host of new maps. This includes:

  • The new map Rock. Read more about this new battlefield in this preview here.



  • New 2vs2 version of Loop.
  • New Destruction mode versions of:
    • Mount River
    • Vertigo
    • Danger Hills
    • Triple Strike
    • Death Row
    • Cyrus
    • Volcano


There is even more
Next to maps, even more changes and updates are coming to WARNO. Such as?

  • The new Unit Trait system, which allows us to differentiate each unit better, giving them character and different playstyles:
    • For instance, Special Forces are clearly superior to regular infantry, while Military Police keep the weaker-willed soldiers in line.
    • Using this new traits system, we will soon be featuring the long-requested Snipers. They will gain extra stealth when not moving.
    • The new Amphibious capacity is also treated as a unit trait.


  • New destruction textures, pimping up that World War III vibe.
  • A new, updated combat system, which is detailed in this DevBlog, giving more realism and increasing the importance Suppression has.
  • The new Forward Operation Base (FOB), of which can be seen more in this DevBlog here (at the bottom).
  • Command Vehicle updates, meaning that these special leader units won’t be required to remain in a Command Zone after capturing it.


That’s quite the list, but there is more. The following is almost finished, so we're hoping to be able to add them in the next update too ... or the one after:

  • Twin Cities map
  • More Destruction Mode's maps
  • New tutorials
  • New Operations (solo missions).


[h2]See you on the battlefield[/h2]
Just a little bit longer, commander. OUDINOT will be released when it is ready, which should be around the corner.

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!