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Update 1.1 Now Live – Skirmish Mode, New Maps, and Commander Dossier!

Commanders,

We’re thrilled to launch Update 1.1, packed with new content and features you've been asking for.

Skirmish Mode

Our brand-new Skirmish Mode lets you take on AI opponents across a selection of new missions and existing PvP maps. It’s perfect for honing your tactics and exploring different commanders.



We've made an additional set of missions just for this mode, and we'll be adding more with each patch. Included in this patch are some naval-only maps, some new 4-way FFA battles (with and without fog), and a new split air & naval 2v2 concept.



Skirmish mode also shows any missions you have created in the Editor, so you can now configure and battle on your own maps without going through the Editor.

This is just the first stage! As we continue moving through our roadmap, we'll be adding a new interface to discover maps made by our community, giving you an unlimited stream of content.

Commander Dossier

Players often gave feedback that we did not provide enough information about our commanders and their abilities. We initially attempted to do this via dialogue during the campaign, but we didn't have it for everyone, and it was clear the dialogue wasn't enough anyway. Players wanted the ability to look up in detail what each commander could do.

With 1.1 we have introduced new commander dossiers. These are accessible during any mission via a new "Intelligence" option in the mission menu.



These show a short bio about each commander and a description of their power. You can switch between the commanders playing in the current mission to inspect them.

Multiplayer QoL

Queue times for multiplayer games can sometimes be high, especially at off-peak times. It was easy for players to lose focus, or tab out of the game whilst waiting, only to miss a game which was found.

With 1.1 we have added a new audio cue when a matchmaking game is found. This will play even if you minimise the game and do something else. We also now flash the taskbar (Windows only) if you are not in the game and a match is found.

This is just the beginning. Catch you soon for our 1.2 update.

See you on the battlefield, Commander.

ROADMAP TO v2.0

Hi everyone, this is Andy, the developer of Warside.

It’s no secret we had a bumpy release week. Since then, we’ve been making (almost) daily updates to fix these issues. We’ve already squashed a large number of bugs and will continue to improve Warside based on feedback from the community.

I’d like to personally thank everyone who has given us their honest feedback. I started building this game because I’m a massive fan of the genre, and I’m here for the long haul to make it the best it can be.

The game is now stable, with the major launch issues resolved. From here, we will group our content updates into major releases. We intend to launch the first three updates fortnightly, starting with version 1.1 at the end of this week.

The upcoming 1.1 update will include two of the most sought-after features:

  • A CO dossier to browse the Commanders you’ve met during the campaign.
  • A new Skirmish mode, allowing you to have one-off battles against AI outside of the campaign mode. We will be releasing additional maps that we’ve built just for Skirmish, and you can also play any custom map you’ve built in the editor (you can do this already, but we want to put it all in one place with a better UI).




The roadmap culminates in version 2.0, delivering our new Co-op Campaign, as well as some bonus material. These are all free updates and will be delivered to everyone.

For those of you who might have missed our content updates these last couple of weeks, I’ve compiled these in a list below.

We hope you’re looking forward to these content releases as much as we are. Again, sorry for the rough launch. If you were one of the players who tried us early on, we’d love to have you back for another look. If you’re happy with the game and the progress we’ve made in the last two weeks, then we’d love for you to leave a review – that would go the furthest in supporting Warside and making it a success.

Best,

Andy


These issues have now been resolved:

  • Fixed matchmaking using only a single map from the pool.
  • Fixed custom & friends only lobbies being unavailable due to high load.
  • Fixed a soft lock if one player accepts a multiplayer game, but another doesn't.
  • Fixed labels on Main Menu reverting to all say Campaign.
  • Fixed players receiving no income on certain difficulties or MP games.
  • Partial fix for Commanders not consistently using powers in campaign mode.
  • Fixed units not playing their sounds when moving on the map screen (audio during combat animations was already working as intended).
  • Fixed explosions not playing the attached explosion sound effect on the map screen.
  • Fixed most combat animations not showing for ice biome.
  • Fixed crash with LCAC being unloaded against screen edge.
  • Fixed AI Battle Power evaluation so they are more likely to use powers instead of waiting for a better target (this will also increase campaign difficulty).
  • AI can no longer directly attack from fog.
  • AI can no longer see units through fog when evaluating battle power targets.
  • Fixed crash on fog-of-war mission when a player-owned unit died in an area with reduced vision.
  • Swapped "Battle Power" and "End Turn" buttons on mini-menu to make it harder to miss-click and accidentally end your turn.
  • Deprioritised mission objectives for AI when using Battle Powers to stop the AI cheesing an instant victory (even though it was the correct move for them).
  • Reduced power charge rate for Mordred on The Last Stand mission to lower power spam relative to the size of his starting force.
  • Fixed controller support on multiplayer lobby & matchmaking menu.
  • Selecting the factory in the first mission now correctly clears the highlight.
  • Fixed controller issue where unit inspector could not be closed if mouse was over the health bar.
  • Updated UI translations for Simplified Chinese (with generous help from community member Karnie).
  • Fixed issue with Scourge's Battle Power having incorrect poison damage values.
  • Fixed music continuing to play during Mission Editor after playing a mission through the editor.
  • Fixed edge case with movement calculator where some units were not showing the final tile as available.
  • Fixed rare crash with some fog-of-war interactions.
  • Increased volume of unit movement effects on map by 5-7db so they are easier to hear against the music.
  • Fixed issue with status effects not expiring if the player that triggered the effect was eliminated (e.g. in 2v1 or FFA battles).
  • Fixed Blaze sometimes using her repair ability even though her army was at full health.
  • Units being carried inside other units (such as a Truck, or Transport Helicopter) are now included in the used-units count when ending turn via the mini-menu.
  • Minor localisation fixes.
  • Fixed trigger during The Last Stand not correctly activating the unlock sequence for next missions.
  • Added patch so that players who have already completed the mission will retroactively unlock the last chapter without needed to replay The Last Stand.
  • Added Decker into commander pool for PvP games.
  • Added Boreas into commander pool for PvP games.
  • Rebalanced Special Forces mission.
  • Rebalanced The Blight mission.
  • Switched Phoenix’s power from a poison effect to a burn effect.
  • Fixed controller navigation when choosing a commander in pre-game before a multiplayer game starts.
  • Fixed a crash when a unit with pass-through (such as a Bike) could get "double ambushed" when multiple units were hidden in fog along the chosen path with no gap to stop.
  • Fixed a crash when navigating between The Blight and The Last Stand missions.
  • Fixed Boreas playing Scourge's music instead of his own.
  • Added revised translations for units, commanders, and battle powers. Our translation partner has revised these, so hopefully they read better now.
  • Updated UI localisations for French (thanks to community member roiwirven).
  • The Icefang unit now uses the correct sprites, both on the map and during combat cutscenes.
  • Phoenix has reduced priority when using her Battle Power to target her own troops. She still can still do it (as its part of her story) but she will now only do it if the trade with the player is positive. This slightly increases the difficulty when facing her in missions.
  • Fixed decorations missing from the campaign map when switching between states.
  • The Flame Tank unit now uses the correct sprites, both on the map and during combat cutscenes.
  • Changed combat rounding so a unit under 1% after taking damage will now be destroyed, rather than remaining at a fraction of a percentage point.
  • Fixed issue where replaying and completing a mission on a lower difficulty would overwrite the higher rank.
  • Fixed incorrect wave colours on Forest and Desert backgrounds for naval units.
  • Fixed an issue where save game data could save units with 0 hp.
  • Fixed issue with path finding sometimes not including tiles at the edge of a unit's movement.
  • Fixed the default full-screen resolution setting when playing on a Steam Deck.
  • Removed resolution options where the suggested options were larger than the device's physical screen.
  • Fixed issue when controller support would be lost after leaving a multiplayer game.
  • Rebalanced the mission "Endgame" to make it (slightly) more of a challenge.
  • Added shader caching for unit shaders. The Lavabird splash-screen will now need to be displayed for a few extra seconds to give enough time to compile the shaders. Loading or starting new missions should be quicker, especially on older hardware.

Post Release Day 16 Update

  • Fixed issue with path finding sometimes not including tiles at the edge of a unit's movement.
  • Fixed the default full-screen resolution setting when playing on a Steam Deck.
  • Removed resolution options where the suggested options were larger than the device's physical screen.
  • Fixed issue when controller support would be lost after leaving a multiplayer game.
  • Rebalanced the mission "Endgame" to make it (slightly) more of a challenge.
  • Added shader caching for unit shaders. The Lavabird splash-screen will now need to be displayed for a few extra seconds to give enough time to compile the shaders. Loading or starting new missions should be quicker, especially on older hardware.

Post Release Day 14 Update

We're back after the weekend, and the updates continue...

  • The Flame Tank unit now uses the correct sprites, both on the map and during combat cutscenes.
  • Changed combat rounding so a unit under 1% after taking damage will now be destroyed, rather than remaining at a fraction of a percentage point.
  • Fixed issue where replaying and completing a mission on a lower difficulty would overwrite the higher rank.
  • Fixed incorrect wave colours on Forest and Desert backgrounds for naval units.
  • Fixed an issue where save game data could save units with 0 hp.

Post Release Day 10 Update

  • The Icefang unit now uses the correct sprites, both on the map and during combat cutscenes.
  • Phoenix has reduced priority when using her Battle Power to target her own troops. She still can still do it (as its part of her story) but she will now only do it if the trade with the player is positive. This slightly increases the difficulty when facing her in missions.
  • Fixed decorations missing from the campaign map when switching between states.