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Urban Building Damage States - Returning!

WHAT DOES THIS MEAN?

For many years now the Urban Buildings have had their damaged states locked. CRS 2.0 inherited this setting and we begin to ask why? While there were some obvious fixes needed, they seemed relatively lightweight and with the delay on those new buildings for release, we didn't see a good reason to hold this back further. Special thanks to Mkw for her quick fixes on Urban Building 01, and to OLDZEKE leading the charge on damage thresholds/testing.

Please enjoy the following which will be on our next game release, version 1.36.7.0.



Click here to see a GIF animation

The below screenshot shows Antwerp Central Army base (center of the picture) standing vs bombed. You can clearly see how this will cut down infantry travel times to objectives as well as removing kill funnels that are currently in place (lack of bombed-out buildings/damage states).

Infantry engagements on rubble were one of the most memorable experiences many of us from the early 2000's had, this marks it coming back.

Click here to see a GIF animation in a large city

Here's the kind of possibilities that exist inside of these new urban buildings in terms of deploying forces and changing the way the game is played in these environments.

British Expeditionary Forces setup an ambush point waiting for Panzers to roll by.



A Pak36 (37mm Anti-Tank Gun) sneaks behind his Army Base vehicle spawn waiting for Allied tanks to roll by in a freshly blown-out hole in this urban building.



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S!

The Cornered Rats Team