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Readme: Version 1.38.0.0

World War II Online 


Version 1.38.0.0 - September 2025

We've completely re-written how your client detects another player's position and overall movement for the better. This includes all vehicle types, air, land and sea. This is a major roadmap delivery and should cure a number of player reported issues.

This update heavily focuses on fixing bugs impacting game play today, addressing dramatic campaign shifts in lower population periods, and creating global awareness of when new battles are beginning.

[h2]FEATURES[/h2]
  • Completely re-written client prediction and smoothing code.
  • Re-wrote how AFK players are managed and calculated.
  • Time zone 3 settings to manage late night capturing.
  • New alert sound plays globally when an Attack/Defensive objective is placed.
  • New code created to manage how AFK is handled from Client to Server.
  • Several GUI vehicle images have been replaced with higher res versions.
  • New lakes placed around Roermond area.
  • New roads added between:
  • Florenville - Habay.
  • Clervaux - Prum.
  • Manningham - Lumbres.


[h2]BUG FIXES[/h2]
  • AFK Players are no longer considered in AO availability calculation(s).
  • Second pass on revised HE - energy multiplier for concussive effects.
  • Aircraft no longer produce black streak in sky after death.
  • Vehicles no longer have any input (like firing) once dead.
  • Destroyers no longer CTD when shooting PPOs, like the baileys bridge.
  • Mouse wheel can be keymapped again.
  • Mouse wheel allows for fine adjustments to bomb sight.
  • Playgate launcher cleaned up to consider additional install directories.
  • Mac patching notification URL corrected.
  • Alt-tabbing should now work seamlessly.
  • P-39 rudder cleaned up, more responsive.
  • HE Satchels no longer kill tanks but can impair crew via concussive effects.
  • Panzer IV D corrected road wheel textures.
  • Bf 110-FB wheel brakes correctly work when engine idling.
  • M18 Hellcat (2) MG mouse fixed, plus first person (crew) art fixes.
  • Panther (3) gunsight, (2) audio, (2) bino bouncing fixed + new hulk art.
  • Panther and M10 drivers now die to fuel fire.
  • Bunker stairs backwards crawl fixed / now visible.
  • Object cleared from Kalmthout bunker entry.
  • Knives can no longer easily destroy vehicle wheels.
  • Several berms removed from various forward bases that were clipping.
  • Geel-Grobbedonk office building no longer explodes on capture.
  • Bad "AI" FOV/angles corrected for better defense across many towns.
  • Fixed Allied Howitzer shifting when changing ammo.
  • Fixed spare capture building in Panningen.
  • Balanced audio levels from different crew position of same vehicle.
  • Fixed missing RRstation interior for Dinant and Charleville.


S! Cornered Rat Software

Copyright 1999-2025 Playnet, Inc.

Notice: Minimum Requirements enforced by November 1st 2025

[p]We wanted to let everyone know that in order for us to maintain our development boxes we need to enforce our minimum requirements a bit more rigorously as of November 1st 2025. If you are currently operating under those minimum requirements, you will not be able to play.
[/p][p]Minimum System Requirements[/p]
  • [p]Windows 10[/p]
  • [p]Mac OS 11 (Big Sur)[/p]
  • [p]Processor: Intel Core i3 or Ryzen 3[/p]
  • [p]Memory: 8 GB[/p]
  • [p]Hard Drive: 3 GB Free[/p]
  • [p]Sound: On-board or better[/p]
  • [p]Graphics Card: NVIDIA GeForce 10xx series or Radeon 400[/p]
  • [p]Broadband Internet Connection[/p][p][/p]
[p]For the most part, this shouldn't affect anyone as these are fairly older. But we wanted to do our due diligence inform you of these being enforced.[/p][p]We strongly recommend you aim for your upgrade(s) to be our recommended (or better) system requirements as outlined below:[/p][p][/p][p]Recommended System Requirements[/p]
  • [p]Windows 11[/p]
  • [p]Mac OS 14 (Sonoma)[/p]
  • [p]Processor: Intel Core i7, Ryzen 5 or Apple M1[/p]
  • [p]Memory: 16 GB [/p]
  • [p]Hard Drive: 3+ GB Free[/p]
  • [p]Sound: On-board or Better[/p]
  • [p]Graphics Card: GeForce GTX 30xx, Radeon RX 6000 Series, Apple M1 or Better[/p]
[p]If you have any questions, please contact us at [/p][p]https://support.wwiionline.com[/p][p][/p][p]S![/p]

Open Beta for Prediction & Smoothing verification is underway!

[p]A massive code re-write, the biggest in my 15 years here at Playnet/CRS has just occurred on Prediction & Smoothing - our top deliverable item for the 2025 Roadmap. Our team has been hard at work completely re-creating how your game client views another, tracking their velocity and trajectory more accurately across all players and unit types in the game.[/p][p]This Open Beta is crucial to participate in and is now live. We will be locking the Campaign server on these dates to receive maximum participation and validate that this important update is as ready for primetime as possible.[/p]
  • [p]Confirmed: August 29th-30th 2025.[/p]
    • [p]Normal Campaign operations will resume by 8/31/2025.[/p]
  • [p]Tentative: September 11th-12th 2025.[/p]
    • [p]Only if more fixing required from our initial testing.
      [/p]
[p]Review the below Readme notes carefully and we'll work on scaled normal game play. Bug reports should go to https://www.wwiionline.com/bugs, with a title of "Open Beta:" and include bug information there.[/p][p][/p][h3]Open Beta Downloads[/h3][p]Open Beta is only available by having an account through our main website at https://www.wwiionline.com. This is temporary and we will be back online shortly. It's a great opportunity to test your local client to fly, practice and get ready for the continuation of the longest Campaign in the last decade![/p][h3]Release Notes[/h3][p]Patch release notes can be found here: https://www.wwiionline.com/post/open-beta-1-38-0-0[/p][h3]Thanks for supporting our team![/h3][p]We thank you all for your patience during this crucial test. We're going a little further in this test phase to ensure what we deliver is as prepared as possible we limit any potential issues when we release live. This just so happens to act as a great breather opportunity for folks who have been playing a very long (110+ day) campaign.[/p][p]Campaign will resume at 0900 PDT (GMT -8) this Sunday![/p]

Coming Soon: Increased lethality of H.E. munitions globally!

[p]On our first major pass of fixing High Explosives (H.E.) we made it so that externally detonated concussion and shrapnel could be restored, and shrapnel penetration was enhanced to penetrate if physics dictate rather than always stopping in the first surface it hit. This was a big deal because it was actually not functioning correctly for along time.[/p][p]Now coming as part of our second major pass, is the introduction of a "confined space" energy multiplier for concussive effects of HE munitions that detonate inside an object (such as a wing or fuselage) rather than using the same energy expended on a surface detonation, and the results have been significant. We've all probably heard the stories about a few of "Darwin's favorite's" showing off by setting firecrackers off on the palm of their hands, that then made the mistake of closing their fingers around said firecrackers and ended up losing digits? Same concept. Detonation inside inclosed spaces, bigger boom. We captured and compiled some internal test footage for you, which will do most of the explanation.[/p][previewyoutube][/previewyoutube][p]This also means that bombers will be able to have greater effects against all unit types, particular against armored vehicles. The concussion generated via the blast will have the ability to seriously rock (wound or kill) even heavy armor. The greater the size of the bomb, the greater the impact will be.[/p][p]Anti-Aircraft gunners (as seen in the video) will also be able to do significant damage to aircraft components and even detonating the aircraft with a well-placed shot.[/p][p]Fighter pilots (also as seen later in the video) with H.E. cannons (both sides) will equally see greater effects, particularly in dogfights. The video does not do enough justice to show what the receiving end feels like. Although the aircraft integrity may appear to be intact, the pilot on the receiving end could be seriously wounded.[/p][p]Naval captains should also have greater defensive capabilities with its AA guns being boosted. We strongly recommend multi-crewing destroyers, even the slightest hit or two could be devastating to enemy aircraft.[/p]
SUPPORT THE TROOPS
[p]The RATS are working very hard to address longstanding community concerns and interests. All of this is made possible by our paid subscriber base. To those of you subscribing, thank you![/p][p]Please consider re-subscribing or upgrading to further support WWII Online development. We are a 100% community funded indie studio, and your contributions directly go to the game's continued operation and development.[/p][p]To unlock everything, become a premium subscriber.[/p][p][dynamiclink][/dynamiclink]To unlock a good portion, join the Starter subscription.[/p][p][dynamiclink][/dynamiclink][/p]

The Numbers are in: WWII Online is more balanced, and healthier.

[p]At the beginning of 2025 via our Roadmap we identified a clear mission to address longstanding community concerns of getting a better handle of population balance. For way too long, one side was rolling the other one mercilessly during campaign offensives, which was often exciting for the people with the momentum and completely crushing for the other side on the receiving end.[/p][previewyoutube][/previewyoutube][p]Full Video briefing discussing below (audio commentary from Xoom directly)[/p][p]Now today WWII Online players are experiencing a much healthier experience, and better battles because of it. For example, today is Day 99 of Campaign 212. The number one tool supporting this? Side Lock (for free play only). Hands down the most important and effective tool the game has ever introduced to manage balancing.[/p][p][/p][h2]DATA ANALYSIS[/h2][p]Here's some important data to consider as we compare May 2025 to July 2025 numbers:[/p]
  1. [p]May 2025 (No Side Lock)[/p]
    1. [p]Number of bad imbalances (+/- 10): 1,170[/p]
    2. [p]Worst imbalance registered: Overpop had +57 more players on one side.[/p]
  2. [p]July 2025 (Side Lock Enabled)[/p]
    1. [p]Number of bad imbalances (+/- 10): 903[/p]
      1. [p]Reduction of 23% compared to prior.[/p]
    2. [p]Worst imbalance registered: Overpop had +36 more players on one side.[/p]
      1. [p]Reduction of 37% compared to prior.[/p]
  3. [p]Total number of player logins actually grew by 1% in July compared to May.[/p]
  4. [p]In 2024, WWII Online held 4 campaigns between May-July. So far in 2025 in the same period, we are still fighting the same one. https://stats.wwiionline.com/winhistory.php[/p]
  5. [p]Data points for 1&2 were derived by a 10 minute pull of our database the entirety of each hour/day for the corresponding month.[/p]
[p][/p][p]We will continue to monitor these numbers as well as how other factors influence the direction and flow of the campaign. This ultimately remains an active work in progress and is subject to further modifications at any time based on global data, trends and needs of the game to address a healthier game play environment.[/p][p][/p][h2]SIDE COMMANDER FEEDBACK[/h2][p]Here's what your Side Commanders think of things as of recent.[/p][p][/p][p]Itafolgore - Axis Commander in Chief[/p][p]"Since the introduction of the sidelock, we’ve seen better campaign balance and fewer cities lost without resistance from the enemy. This is leading to an exceptionally long campaign with several turnarounds and, in most cases, well-balanced and enjoyable battles. I’m convinced we’re on the right track. It’s true that in this case free-to-play players may not appreciate being shifted from one faction to another, but with a more engaging and dynamic game, they’ll likely be more motivated to subscribe to a premium membership in order to play in their preferred faction. That said, we’ll need to assess the effectiveness of the sidelock over the long term, but for now, the impression is positive."[/p][p][/p][p]Wegue - Allied Commander in Chief[/p][p]"The question we must ask is whether, in the long run, the side lock will help the game's population grow or will it penalize it, because many F2P players won't like feeling forced to play one side.[/p][p]One of people's biggest problems is campaigns lost in two days. Right now, we're experiencing the longest campaigns in a long time. Therefore, I'm against any change based on "short-term balance." Balance is already here, and looking for more is folly. I'm in favor of removing it, on the other hand, if it's considered better from a strategic standpoint.[/p][p]There's no point in making decisions based on emotions and people who have no idea what management is. Messures have been implemented, and they have improved the game's balance. Therefore, they should undergo a longer testing period to see how they perform under other conditions, especially in the fall and winter."[/p][p][/p][h2]TARGETING TIME ZONE 3[/h2][p]One of our longstanding issues has been time zone 3 (TZ3), which could be defined as around 11PM-6AM PST (when most people are sleeping, as in 95% of the playerbase). To date this has allowed a small portion of our players from across the world (which is now growing due to translations coming back online) or about 5%-ish to potentially change crucial battle areas and the time invested of players.[/p][p]One solution has already been implemented to combat this: Require a minimum number of players to be online and present on the underpopulated side to receive an Attack Objective. This has slowed things down a little bit and coupled with Side Lock being on, has balanced things out to be more effective. [/p][p]A secondary solution is now being assembled by CRS with majority community support to help combat this further, which is to slow-down capture speeds based on specific hours of the game.[/p][p]How it would work: If we determine between 11PM-6AM PST (GMT-8) is TZ3, we create an hourly modifier to slow down capturing to what we find fits. So for example, at 11PM the server capture rates would be reduced by 50% (requiring double the time). So if 1 person could normally capture a facility in 120 seconds, now it would take 240 seconds. Then when 7AM arrives, capture rates return to normal. The cool part is we can modify each hour accordingly to what we need, and can make those changes easily only requiring a server restart - not a complete patch deployment. This gives our Game Management team an opportunity to respond in a reasonable time frame.[/p][p][/p][h2]REMOVING CAMPAIGN STAGNATION[/h2][p]The game hasn't been this closely balanced in my 15 years of being here at CRS, and with that comes the need to make adjustments in other areas. In this case, we don't want to see a side get its rear mercilessly kicked - but we also don't want the feeling of a stalemate.[/p][p][/p][p]Here are some active priorities we are working to reduce that feeling of stagnation:[/p]
  1. [p]Capture timers have recently been reduced, making caps faster. (Live)[/p]
    1. [p]See chart below.[/p]
  2. [p]We have made the 2nd Attack Objective (AO) more accessible for HC. (Live)[/p]
    1. [p]This allows for maneuvering and transitioning AOs better.[/p]
  3. [p]Supply audit, with a focus to reduce Garrison supply including less automatic infantry weapons, tanks (and equivalent anti-tank capabilities) and air supply. (In Progress, quite involved).[/p]
[p][/p][p]Old Capture Speeds (per infantryman in a CP)[/p]
  • [p]180     -- 1 guy[/p]
  • [p]90      -- 2[/p]
  • [p]60      -- 3[/p]
  • [p]50      -- 4[/p]
  • [p]40      -- 5[/p]
  • [p]30      -- 6+[/p]
[p][/p][p]Revised (EFFECTIVE NOW)[/p]
  • [p]120     -- 1 guy[/p]
  • [p]60      -- 2[/p]
  • [p]30      -- 3+[/p]
[p][/p][p]All of this is a work in progress. Our 2025 roadmap is mostly complete and we are accomplishing big things behind the scenes. We hope this acts as a demonstration of being proactive in working to address your day-day campaign experience. CRS is in the trenches and engaging our players on multiple platforms to get the best input available and are actively working and iterating new solutions to better the game driven by data analysis and maintaining the integrity of product design.[/p][p]We look forward to seeing the return of many of our players from their summer vacation to see the improvements being made outlined above, it should be a notably better experience.[/p][p]Development news: Coming soon we will be talking about Open Beta for Prediction/Smoothing testing for 1.37.15.0, which represents the largest code re-write in the last 15 years and is actively underway internally. This is all about how your game client sees another player and directly optimizes this entire process.[/p][p]Subscribe and support WWII Online development. Remember to keep recruiting and bring more players into the game, this helps us grow.[/p]