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Small Dev Update

Hello commander!

We hope you are well. We are busy prepping the way for the next milestone, LANNES, and as such, today’s blog post focuses on some general quality of life improvements coming to WARNO.

One important housekeeping note: the Eugen team will have some much-needed holidays next week, with the offices closed on Thursday the 19th and Friday the 20th of May. There will be no blog posts these days.

Once we return, we’ll reveal all the good stuff to be brought with LANNES.

[h2]Some new models[/h2]
Models, models, models. We can’t get enough of them! We continuously update and implement new or revised unit models into WARNO. Our excellent 3D artists are hard at work, for instance, on the MiG-25.



There is more, though. The designers are likewise perfecting the towed weapon’s animations. Howitzers are one unit type, but they are not alone in WARNO. We will also feature mortars, towed SAM (such as the Hawk), and even old-school anti-tank guns firing both rounds and ATGMs (guess…). Each of these requires its own special animation set.

[h2]Unit pricing[/h2]
The cost of things - it’s a non-stop discussion. Fear not: we keep active track of all community feedback on units being too cheap or too pricey when considering their performance. With every batch of units we add to WARNO, though, some new additions might interfere with the parameters of the original pricing system, meaning that it will require some back and forth before we find the best place.

As such, we compare your feedback with our intricate calculation system, which we constantly refine to reflect better the balance we intend with our game.



To give you an idea of what we are working with:

  • We simulate each type of weapon. When we do that, we consider the characteristics the team thinks are most relevant to the scale of the game. For example, with a grunt’s assault rifle, we simulate the firing of a salvo, not each bullet.
  • On the other hand, for a weapon such as an autocannon, we simulate each individual shell. Depending on what we simulate, we add variables and parameters that define the weapon's power.
  • For ATGMs, for instance, the weapon’s characteristics are its power, penetration value, range, accuracy, speed, stabilization quality, and type of guidance.
  • We have developed variables for each type of weapon. This lets us check if a weapon is properly configured or not and gives us an objective indicator of the combat power and value of the weapon. This significantly helps when adjusting prices.


However, keep in mind that we are planning a MAJOR price overhaul in the near future. This will happen from category to category, starting very soon with self-propelled anti-aircraft guns (SPAAGS) and planes before moving to main battle tanks, and so on. Expect some massive price changes!

[h2]Forward Deployment[/h2]
Getting the jump on your opponent is fun, but we are taking into account the latest community feedback on the Forward Deployment mechanic. Comments mention that this deployment option has more and more (or too much) influence on the course of the game. Players seem particularly eager to use the new 2. PzGren. and 4. MSD, thanks to the addition of airborne troops.

We have been discussing this internally and we agree that Forward Deployment poses some issues. In our opinion, the problem is not so much the new airborne units but rather the current roster of recon units. These are present in every deck, usually mobile and armed, and are perfect for rushing forward from the Forward Deployment line. Our airborne units, be it paratroopers or air assault chopper-born squads, we foresee as less of an issue. After being back on the ground, they are generally more static or only possess very light transports.



As such, we are planning to rebalance recon units, either through a more limited Forward Deployment of their own (different from airborne troop), price or card availability, or a combination of all the above measures.

[h2]See you on the battlefield[/h2]
All right, at ease, soldier. That’s all for this week. As mentioned before, we won’t be in next week. Afterward, we’ll be back with all the juicy details on the next WARNO milestone, LANNES!

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!

New patch released!


Hi commanders!

Here is an update to WARNO with a whole bunch of important additions, fixes and adjustments.
Be sure to check out the list below.


FEATURES:
  • introducing the new T-62 tank line
  • introducing the new Su-27S
  • introducing the proper GAZ-66 model
  • updated the style of the "Outdated mod" window
  • improved readability in the air wing panel
  • improved navigation with arrow keys in the armory and in the battlegroup builder
  • improved the movement behavior of the helicopters when using a move&attack order


BUG FIXES:
  • fixed AR and the MMG weapons that were ineffective against light vehicles
  • fixed aircraft's aggro
  • fixed some discrepancies with veterancy choices, allowing to chose a single same plane at two different levels
  • AI artillery (and smart orders) won't shoot on flying helicopters anymore
  • AI will focus less on the forest in Mount River
  • AI will no longer send units to their death when it realizes it lost control of a sector
  • fixed AI (on Chemical) that would ignore some bridges for its vehicles


GENERIC:
  • overhauled aicrafts' prices
  • overhauled SPAAGs' prices and RoF
  • MMG no longer have an accuracy bonus based on distance + accuracy on the move removed from the info panel
  • minimum range increased on MMGs
  • reduced bomb damage against armor
  • reduced the distance between the planes' bomb release point and their target
  • reduced the rockets' supply costs
  • increased HE damage on infantry from tank guns & IFV's autocannons


NATO:
  • decreased G3A4 RoF
PACT:
  • decreased Mi-24V [AA]'s price from 170 to 135
  • removed all T-64 from both Soviet divisions
  • (39GvMSD) added one card each of T-62MK (= command), T-62M, T-62M1 & T-62MV
  • (39GvMSD) added one card of Su-27S fighter
  • (79GvTD) added one card of T-62M1

Post-Murat Update

Hello!

We’ll keep it brief in today’s post as we know you are surely playing WARNO to your heart’s content thanks to this week’s MURAT release.

Game development is always a see-saw in balancing, tweaking, and fixing bugs. MURAT is no difference! That’s not the only thing, though: we are also very busy getting you new content. Let us tell you what we are working on.

[h2]A new tank family, and more[/h2]
As we are wrapping up on MURAT and getting busy behind the scenes on the next milestone, LANNES, we have a couple of features and units which will launch sooner.

You can expect the following units, itching to deploy and reinforce the Soviet divisions:

The T-62 family tree
  • T-62M: the basic variant with the gun-fired 9M117 ATGM
  • T-62MK: command variant of the above tank
  • T-62M1: same as the T-62M but without ATGM
  • T-62MV: same as T-62M, but with additional armor


The T-62 will replace in its entirety the stock of T-64 in both Soviet divisions. This leaves with a more realistic line-up of armored forces, as there weren’t any T-64 in the 8th Guards Army arrayed in Eastern Germany. This also means that the Warsaw Pact player will get access to cheaper armor to augment the already existing heavier, more expensive tanks.

The 79th Guards Tank Division will only get one card of T-62M1. In real life, this formation didn’t have any officially in 1989 but kept some “off the records” for training.



The 39th Guards Motorized Rifle Division gets the full arsenal, with one card of each variant. Historically, in 1985, this formation had more T-62s than T-80s, but by 1989 had replaced the older variant with the more modern advanced tank. It is unclear if all were replaced, hence our line-up.

That’s not all. We are also working on implementing the gorgeous Su-27S fighter into WARNO. It will be added to the 39th Guards Motorized Rifle Division, totting quite the load-out with no less than 10(!) anti-aircraft missiles. This includes 6x R-73 short-range and 4x R-27R long-range missiles.



Lastly, the GAZ-66 transport will finally receive its proper model.



[h2]We don’t stop[/h2]
Of course, on top of the new content coming in, we also are actively reviewing the community feedback and comments, specifically, if a unit is too cheap or too expensive. We are working on a more refined way of calculating a unit’s price tied to combat power. For instance, the Leopard 2A3, although inferior to the U.S. and Soviet direct counterparts (the M1A1(HA) and T-80U), should not have such a significant price disparity. Expect a massive overhaul on unit prices soon, starting with planes & SPAAG first, then MBT, and so on …



Furthermore, we are still working on completing all of MURAT’s towed weapons animations. Once these are done, they are done and though it might take some more time and work now, it will speed up implementing new units in the future!



[h2]See you on the battlefield[/h2]
That’s it all for now. Have fun and see you on the battlefield!

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.

Over and out.

Cold War RTS game Warno gets mod support ahead of schedule

There's a new patch out today for Cold War RTS game Warno, and it does some of the usual things we've come to expect as it's made its way through Early Access on Steam - there are a couple new divisions to field, some adjustments to unit behaviours and abilities, and a smattering of welcome bug fixes. However, Milestone Murat also adds in mod support for Warno via the Steam Workshop, well ahead of schedule.


The surprise launch of mod support for Warno means modders can get straight to work creating custom battlegroups, units, equipment, and game settings - the tools are powerful enough to allow you to change AI behaviour or even the way damage is calculated.


Fortunately, developer Eugen Systems has also provided a handy modding manual, which can be found in the 'mods' subfolder in your Warno install directory. The manual includes a step-by-step guide that will take you all the way through the process of creating a mod, and there's even a tool that will help find and address conflicts that arise when Warno is updated to a new version.


Read the rest of the story...


RELATED LINKS:

Cold War RTS game Warno gets two new maps in today's update

Warno's latest update adds divisions, subtracts bugs

Warno early access will feature new content every two weeks

Milestone MURAT ... and more!


Rejoice, commander!

Here comes MURAT, arriving (much) later to WARNO, bringing you two new divisions among others!

[h2]Modding![/h2]
We've added a little surprise with the (early) arrival of Modding (or Steam Workshop)!
For the most DIY enthusiasts among you, you can now freely modify or add units, weapons, ammunitions, divisions and more. You can also change all the gameplay settings, such as the damage system, the rate at which you earn money or even the behavior of the AI. Those with an artistic flair can also modify the style of the interface, its colors or its positioning.

To create your first mod which will increase the activation points of a Battlegroup from 50 to 100, follow the "Creating your first mod, step-by-step" paragraph in the modding documentation which is available in the "Mods" subfolder of your WARNO's installation (or here).
All published mods will then be available for download in WARNO's Steam Workshop

You can find help and share your knowledge with other modders on the dedicated Discord channel or on the dedicated Steam forum.
We are sure you will create some very interesting and unique mods and we can't wait to see the result.

We know you've been looking forward to this update, as it brings a great batch of fixes. So while you're waiting for the downloads and updates feel free to check out the recap of all the good things that are coming with MURAT!

[h2]MURAT patchnotes[/h2]
Check out MURAT’s patchnotes here!

FEATURES:
  • added two new divisions: West-German 2. Panzergrenadier & East-German 4. Mot.Schützen-Division
  • all para units (currently Germans and identified by the prefix "Fs-" in their name) have access to Forward Deployment
  • replaced the BTR-60 placeholders with their proper models.
  • adding new visual & sound feedbacks when a sector is captured or lost
  • improving the ruins mechanics: fixing a bug which made units inside invisible + adding a new LoS system allowing units to hide in ruins although not completely blocking the LoS of units outside the ruins
  • players will no longer be able to act after surrendering.
  • added some sounds while creating a deck
  • AI now correctly land supply helicopters to supply other units
  • AI will focus less on forests on Death Row
  • when using right click, units will now use their own RoE to interpret the order instead of previously using the RoE of the first selected unit
BUG FIXES:
  • fixed some hints which weren't explicit enough
  • fixed the TO-55's main gun which wouldn't fire on infantry units
  • fixed LARS 2 rocket's damages which were too high
  • fixed a visual bug in the command zone influence feedback when you started to capture from within an enemy controlled zone. (e.g. landing a command helicopter in the middle of an enemy zone)
  • fixed flares not disappearing after the aircraft evacuated
  • fixed the line of sight tool not matching the "shoot on position" cursor information for ground units. We still need to fix some issues for helicopters.
  • fixed vehicles not always stopping/landing when they are out of fuel
GENERIC:
  • added anti-tank teams (ATGM and/or RCL) to all divisions (according to TO&E)
  • overall pass on infantry weapons (see DevBlog)
  • overall pass on SPAAG to make efficiency more in line with IRL caliber & firepower (see DevBlog)
  • increased Tank Destroyer vehicles' stealth
  • decreased all CAS (HE, napalm, cluster, rocket) planes coming x4 per card to x3
  • restricted all CAS (HE, napalm, cluster, rocket) planes to 1 card only per deck
  • decreased the fastest plane's speed by ~20%
  • increased SPAAG rounds' travel speed by ~15% to reduce the cases of them hitting a target PAST their max range
  • added critical hits on helicopters
  • added SMG's 1s aiming time
  • bombers drop bombs closer to target
NATO:
  • reduced UNIMOG's optics on par with other unarmed transport (forgotten from previous patch)
  • reduced M163 PIVADS's anti-plane range from 2825m to 2650m
  • increased Gepard's anti-helicopter range from 2475m to 2825m & ant-plane one from 2825m to 3005m
  • increased Fuchs' price from 20 to 25
  • increased Fuchs MILAN's price from 25 to 30
  • decreased M113A1G's price from 25 to 20
  • added smoke launchers on Marder IFVs
  • decreased M113A3 DRAGON's price from 35 to 30
  • (8ID) added GUNNERS squad
PACT:
  • integrated proper BTR-60 (all variants)'s models
  • removed SAPERI (RPO)'s access to UAZ as transport option, replaced with GAZ-66
  • reduced ZSU-23-4's anti-helicopter range from 2825m to 2475m
  • decreased TUNGUSKA's anti-helicopter range from 2825m to 2650m & ant-plane one from 3005m to 2825m
  • increased TUNGUSKA's (gun) stabilizers from 5% to 35%
  • decreased BM-27 Uragan's price from 270 to 250
  • decreased BRDM-2's optics from Very Good to Good
  • decreased SPEZIALAUFKLÄRER's price from 90 to 75
  • increased Fs-EINSATZGRUPPE's price from 65 to 70
  • increased FLA-RAK. STRELA-2M's price from 20 to 25
  • decreased Fs-JÄGER (Metis)'s price from 65 to 60
  • decreased PIONIER (Flam)'s price from 70 to 65
  • increased MOT.-SCHÜTZEN's price from 45 to 55
  • increased PANZERJÄGER's price from 40 to 55
  • increased MOT.-SCHÜTZEN (BTR)'s price from 50 to 55
  • (39GvMSD) added PULEMETCHIKI squad
  • (79GvTD) added PULEMETCHIKI squad
  • (7Pz) increased 2S1's number of cards from 1 to 3


[h2]See you on the battlefield[/h2]
Enough reading, time for some much-wanted action! Get ready to deploy, commander. Let us know what you think of MURAT. We can’t wait to hear your feedback and comments.

Join the awesome (and passionate) growing 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. Over and out!