Dev Log Vol. 5
Greetings from the Warhaven dev team!
We hope that you found the Steam Next Fest (SNF) data we shared in the previous dev log interesting!
Since then, we've used your feedback as a guide for
our continued efforts to create the best game we can.
We still have a number of changes in the works, but we wanted to take this chance to share some major updates.
[h3]1. Ally collision is returning. [/h3]
◼ Warhaven players are unable to attack their allies in order to maximize team coordination and battlefield cooperation.
◼ However, when it came to the question of whether or not players should collide with their allies, there were pros and cons for each side.

◼ After further discussion, we excluded another possible change, which was reducing the size of the collision hitbox by half.
• Such an approach had a limited impact on the gameplay.
• The reduction also made optimization difficult. (The system must check the collision of walls and allies separately.)
◼ During last year's global beta test (GBT) we received a number of complaints regarding ally collision detection and how it impacted player movement and skill usage.
◼ To address this feedback, we removed ally collision for the SNF build.
• While this change successfully addressed the source of the complaints, the removal came with some clear drawbacks.
◼ After additional internal tests and consideration from the dev team, we decided to bring ally collision back after the conclusion of the SNF.
• We plan to include the GBT ally collision in the upcoming early access build.
[h3]2. Incarnations have been revamped.[/h3]
◼ Based on the previous two public tests, we received a lot of feedback regarding the frequent usage and balance of the Immortals.
◼ The Immortals are the ultimate expression of Warhaven's gameplay.
• Our goal was to create moments of high impact during combat and allow beginners a chance to make real contributions to their team.
• Using Martyr as a standard, we wanted Immortals to be able to take on 3 beginner soldiers at a time.
◼ However, after further review, the dev team determined that the power of the Immortals created repetitive gameplay for the most experienced players.
• As the Immortals can often make the difference between victory and defeat, we noticed a trend where as a player's experience with the game increased, so did the number of times they chose to incarnate in a match.
• This gave players the impression that even when they made great contributions as soldiers, the Immortals alone determined whether their team won or lost.
◼ As a result, we have decided to tone down the frequency of incarnations and to introduce an incarnation cap of once per game per player.
• However, we also wanted maintain the impact a player could have by incarnating as the right Immortal for their team's situation.
• To do that, we've made it so that players can choose to use their incarnation at will, allowing them to incarnate as an Immortal at the moment they think will be the most useful for their team.
• The dev team is still discussing creating a system of granting players additional incarnation opportunities during a match.
◼ We hope that the revamp will maintain the thrill of choosing the right Immortal for your situation, while still keeping the impact incarnation can have on the battlefield.
[h3]3. Finally, Onslaught and Arms Race are coming back.[/h3]
◼ During the GBT, we received a large amount of feedback saying that the rules of Onslaught and Arms Race were difficult to understand.
• The two game modes had their own unique gameplay features, but this made some aspects unfamiliar to many players.
• So for the SNF, we focused on creating simpler victory conditions to help beginners start playing the game.
◼ Players will be able to enjoy Warhaven's more unique battlefields in the upcoming early access build.
• The victory conditions are clearer for new players.
• The flow of battle has also been accelerated to allow players to get into the thick of things quickly, so please look forward to it.
This concludes our main changes so far!
We'll make sure to announce additional updates in future dev logs, and we look forward to using your feedback to continue our development of Warhaven.
May we meet on the battlefield during early access!
Thank you,
The Warhaven Dev Team
We hope that you found the Steam Next Fest (SNF) data we shared in the previous dev log interesting!
Since then, we've used your feedback as a guide for
our continued efforts to create the best game we can.
We still have a number of changes in the works, but we wanted to take this chance to share some major updates.
[h3]1. Ally collision is returning. [/h3]
◼ Warhaven players are unable to attack their allies in order to maximize team coordination and battlefield cooperation.
◼ However, when it came to the question of whether or not players should collide with their allies, there were pros and cons for each side.

◼ After further discussion, we excluded another possible change, which was reducing the size of the collision hitbox by half.
• Such an approach had a limited impact on the gameplay.
• The reduction also made optimization difficult. (The system must check the collision of walls and allies separately.)
◼ During last year's global beta test (GBT) we received a number of complaints regarding ally collision detection and how it impacted player movement and skill usage.
◼ To address this feedback, we removed ally collision for the SNF build.
• While this change successfully addressed the source of the complaints, the removal came with some clear drawbacks.
◼ After additional internal tests and consideration from the dev team, we decided to bring ally collision back after the conclusion of the SNF.
• We plan to include the GBT ally collision in the upcoming early access build.
[h3]2. Incarnations have been revamped.[/h3]
◼ Based on the previous two public tests, we received a lot of feedback regarding the frequent usage and balance of the Immortals.
◼ The Immortals are the ultimate expression of Warhaven's gameplay.
• Our goal was to create moments of high impact during combat and allow beginners a chance to make real contributions to their team.
• Using Martyr as a standard, we wanted Immortals to be able to take on 3 beginner soldiers at a time.
◼ However, after further review, the dev team determined that the power of the Immortals created repetitive gameplay for the most experienced players.
• As the Immortals can often make the difference between victory and defeat, we noticed a trend where as a player's experience with the game increased, so did the number of times they chose to incarnate in a match.
• This gave players the impression that even when they made great contributions as soldiers, the Immortals alone determined whether their team won or lost.
◼ As a result, we have decided to tone down the frequency of incarnations and to introduce an incarnation cap of once per game per player.
• However, we also wanted maintain the impact a player could have by incarnating as the right Immortal for their team's situation.
• To do that, we've made it so that players can choose to use their incarnation at will, allowing them to incarnate as an Immortal at the moment they think will be the most useful for their team.
• The dev team is still discussing creating a system of granting players additional incarnation opportunities during a match.
◼ We hope that the revamp will maintain the thrill of choosing the right Immortal for your situation, while still keeping the impact incarnation can have on the battlefield.
[h3]3. Finally, Onslaught and Arms Race are coming back.[/h3]
◼ During the GBT, we received a large amount of feedback saying that the rules of Onslaught and Arms Race were difficult to understand.
• The two game modes had their own unique gameplay features, but this made some aspects unfamiliar to many players.
• So for the SNF, we focused on creating simpler victory conditions to help beginners start playing the game.
◼ Players will be able to enjoy Warhaven's more unique battlefields in the upcoming early access build.
• The victory conditions are clearer for new players.
• The flow of battle has also been accelerated to allow players to get into the thick of things quickly, so please look forward to it.
This concludes our main changes so far!
We'll make sure to announce additional updates in future dev logs, and we look forward to using your feedback to continue our development of Warhaven.
May we meet on the battlefield during early access!
Thank you,
The Warhaven Dev Team