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WWII Online News

IVC - A Game Changer

From our President XOOM:
"IVC or Integrated Voice Communications is a game changer for WWII Online. We've talked about implementing this into the game for years, and for many, it's been a "that would be cool but probably won't happen" sort of thing, but I am here to tell you that it is and that we are in a more advanced testing phase where we are experiencing what kind of impact this is going to have for WWII Online. Continue reading to learn more about what IVC means and how it will radically improve the in-game experience for new and veteran players alike."

WHAT IS IVC?

IVC stands for Integrated Voice Communications. Players will be able to simply load WWII Online with no external programs running in order to access voice chat and work with players in-game in real-time. Until now, this has just been a pipe dream of "what if."

HOW WILL IT WORK?

Players will have access to a Mission Radio channel where they can communicate with anyone who is currently on their mission regardless if they are spawned in or at the mission briefing screen. This will not be distance-limited, so pilots for example can communicate with each other on the same mission all across the game world.

In addition to mission radio, every player will be able to speak to other players on their side when they are close to each other (within 25-40 meters) by using the local 3D positional proximity chat system. This means you don't have to be on the same mission to talk to someone next to you.

Each channel will have a certain key for you to use which will be something you can modify in your keymapper should you choose.

Of course, we will also have a way for you to disable IVC (though we don't advise it), and we will also allow you to mute other players you don't want to hear - and the Game Moderators will have a way to silence others who are causing disruptions. So no worries guys, we're aiming to keep things game-focused.

WHAT DOES THIS MEAN?

When you're in a city fighting you can call for support, call out enemy positions or just track where friendlies are. It massively enhances your situational awareness and immersion. And this is all done without the reliance on a third-party program, so we anticipate a larger number of players (new and veteran) to engage in voice comms.

What we know is that ever since the Roger Wilco days, and now throughout the TeamSpeak / Discord days, WWII Online is a dramatically better and more immersive experience once you get on voice. For some it has even meant the difference in whether or not they continue to play due to the game's large learning curve, it cuts through all of that and puts players into a more clear understanding of what they need to do and how those contributions matter to the overall war effort.

OBSERVATIONS SO FAR

It takes only a little getting used to using the controls, but logging in and joining a mission, and starting to hear people talk is a huge improvement in the user interface from what has been a mostly lonely and uncertain experience for many (those not currently using Discord). We've asked questions like, "Hey I'm about to spawn in, what do you guys need?" Which is followed by the appropriate response. You can also just listen in briefly to see what's going on and figure out what the urgent priority(ies) might be and make your own choice.

Upon spawning in, you've got your typical gunfire and explosion SFX going on but now you can hear people talking around you - wait what!? That moment is surreal and mighty impressive, perhaps more impressive than the mission radio itself because again, with 3D Positional audio you can tell where it's coming from and gravitate towards that direction if you choose.

For Pilots, it's an incredible opportunity to talk to anyone who joins your mission and to have direct comms with them. This works to keep your six clear of bogeys and get more people on target while cutting out all of the other dependencies of relying on which Discord radio channel am I connected to. But the added benefit is, you can still use Discord for squad comms if you want (pilots or anyone)! Best of both worlds wrapped up into one.

SUMMARY

Our quality assurance team is working aggressively to help the development team fine-tune the experience before it goes live, but the fact that we are in there testing and now with multiple clients simultaneously is very encouraging and we now have full validation that integrated voice communications will be a game changer in all of the positive ways we were hoping for upon drafting the concept. We are very much looking forward to a strong reception and believe it will be the next major evolution of WWII Online that works to retain new players better and foster better gameplay for all.

We will provide a work-in-progress demonstration video "Soon" (September) for how this all works.

We'd like to thank all of our subscribers for supporting WWII Online's continued development and helping to make things like this possible. We are 100% community supported and without you, we wouldn't be able to do this.


The Rats are hard at work
Salute!


PS: An unofficial video from "RedCoat" sharing his observations about the news. Timeline to implementation not yet announced but we will keep you posted.

https://www.youtube.com/watch?v=lliLDhGbPEk

Premium Rate Revert Notice - Effective August 2022

From our president XOOM:

As you know, Playnet/CRS is actively working to modernize WWII Online and bring it to modern-day standards. In addition, we are continuously developing WWII Online 1.0 and providing new features and fixes routinely - with 11 releases shipped and an all-new game server giving the best ever European ping times over this last year. Then we have our WWII Online: Chokepoint project which is creating the basis of WWII Online 2.0 infantry and new content.

On our 20th anniversary, we made a commitment to reduce our price point in an effort to acquire more players for the game. We warned that this was a risk for us to do, but it was worth a shot. Unfortunately what we have seen is players jumping off of their higher-paying plans to the lower price point. We understand how this makes total sense from a consumer point of view, but it has now put us in the position to restore the prices as they were - which we said would be the case if required.

But this isn't all bad news. It is a special time for WWII Online and its history, where in real time a gaming community and dedicated development group is working to do something on a monumental scale - the porting of a 21-year-old MMO project onto a modern game engine. This is our primary mission, and Playnet/CRS requires funding to invest in talent, software, and resources and ensure that momentum carries forward.

At the outset of this migration to UE4 - which we've now decided to use Unreal Engine 5 because that makes sense and offers us the most bang for the buck - we said there were two major components that needed to be completed in order for us to ensure that this would be possible.

The first was to make sure we had an effective method of converting FLT (OpenFlight) assets which encompass all 3D assets in WWII Online - other than infantry. This has been completed.

The second was to create a pipeline whereby we could convert the game world to Unreal Engine 5. We have confirmed that this is possible and it is happening. We've successfully created an API to pull data points from our existing game and have created successful conversions to Unreal. Now we are working to do that on a mass scale, which is being done as we speak.

All of this combined represents what everyone in our community wants, forward progression, real innovation, and moving the game into the modern age graphically speaking. The game's design at its core has held up and we are blessed to have a community that has kept us going.

The increase in price comes out of necessity as mentioned before to ensure we keep this momentum rolling forward. We know that everyone's financial situation is different and a lot of thought has gone into this, we were hoping to see an increase in volume to make up the difference. I hope our goals of being transparent about this are well received and not our preferred choice - but it is the best for the game and the community's goals.

We know that when WWII Online is modernized it will be a massive game-changer (pun intended). At which time we will seriously reconsider this knowing that the number of people who will be there will hopefully be tens of thousands.

Effective now, WWII Online's premium rate has been reseted to $17.99/mo USD across all channels. All existing subscribers' billing information will be updated to that rate by 8/1/22 (Steam subscribers need to confirm this acceptance, follow the instructions received by email).
Every paying subscriber will however receive a WWII Online: Chokepoint key - as of September 7th, 2022. This means you will be eligible for playtesting and checking out everything going on. This will be mutually beneficial to ensure we have the maximum number of playtesters and that your premium status is recognized not only with full in-game features in WWII Online, but access to our new WIP project and eventually full premium access on Chokepoint as well. Existing folks who kept their subscription rate at $17.99 will continue to receive builder benefits until November 1st, 2022 in recognition of their effort.

That means the following plans will be available at that time:
  • 2 Week Free Trial followed by perpetual (limited) Free to Play
  • Premium: $17.99/mo
  • Hero: $29.99/mo, $49.99/mo or $359.99/yr (Not available on Steam)


In closing I'd like to repeat something from our 20th anniversary: The future of WWII Online is in our hands. We're it. There's nothing else like this on the market, and we are the best equipped to make it happen because we have the proven infrastructure, willpower, and community support to do it. This is not our preferred option but it is the right call to make so we can continue forward. We remain committed to the WWII Online franchise and its development and we will continue at full speed to share with you the progress we are making on all fronts. Consider this as a Patreon funding initiative, because these subscriptions are the primary lifeline in achieving these goals.

Notable items in development now for WWII Online 1.0 includes:
  • Mortar Carriers (81mm's on Half-tracks)
  • Artillery/Howitzers (105mm)
  • Integrated Voice Communications (approaching server test phase)
  • Gliders


This is a special time with serious work underway. Your support remains ever critical and pertinent to not only keeping operations going but enabling real innovation that brings us into the future.

Thank you from all of us at Playnet / Cornered Rat Software.

Campaign 189 has started!

Campaign 189 has started !

Here are some useful links to information on server settings and supply. We are always looking to keep our players updated on changes and make it easy to find the information to prevent any confusion.

These are the current server settings: SERVER SETTINGS FOR CAMPAIGN 189;
These are the current supply numbers: Current Supply Google Spreadsheet for viewing UPDATED 5/16/2022

If you have suggestions on any of these game subjects feel free to post in the forums. We are open to all ideas.

Good luck to both sides

S!

Major Update: Version 1.36.18.0

World War II Online
Version 1.36.18.0 - July 2022


Features


  • Added the Rat Pack player decal for their 2022 squad contribution (Thank You)
  • New 2022 Fundraiser Platinum Wreaths have been added to the game (Thanks to Csm308, Robswede, and Bangsi)
  • Doom66 has been added to the Fallen Soldier memorial
  • Bombsights in Bombers with moveable bombsights will now be able to be locked and unlocked (default: locked) left-ctrl+z
  • Instant Despawn now happens when players press the Escape key without the need to click ok, press Escape again to cancel
  • New Motorized Mortars have been added:
  • British - 3in Universal Carrier Mk I
  • American/French - 81mm (M21) Halftrack
  • German - 81mm Halftrack
  • The game's credits have been updated
  • The Barrage Balloon PPO has been added to Supply Trucks
  • The Barrage Balloon PPO max damage and height has been updated
  • Windmills are now destroyable
  • A new capturable City Hall has been added to Brussels and Limburg
  • A new river island added near Grobendonk
  • A few new road tiles have been added
  • Improvements have been made to Versaille
  • Surf has been added to coast lines
  • A new Bush PPO is now available
  • Camo Netting PPOs have been added
  • Tree visual distance has been extended out to 4.5km
  • Updated Spa track to closer match the historic layout
  • 25 New towns added to the map: De-Cochsdorp, Scheveningen, Ijmuiden, Herdecke, Castrop-Rauxel, Herne, Zwolle, Hoogeveen, Meppel, Eursinge, Arnhem, Renkum, Franeker, Harlingen, Woerden, Amsterdam East, Amsterdam West, Mijdrecht, Leiden, Alphen Aan Den Rijn, Haarlem, Aalsmeer, Hillegom, Dortmund, and Limburg


Fixes


  • The 109 F2P aircraft's "type" (ctrl+i) icon mode has been fixed
  • Fixed disappearing ABs in Kalmthout, Marche, and Wetteren
  • The US Carbine Paratrooper's weapon has been repaired
  • The Supply Truck's PPO info on the spawn list has been fixed
  • Fixed broken flags on some bunkers
  • Some fixes added to Hellevoetsluis (this area remains a work in progress)
  • Repaired a hangar in Charlois
  • Corrected a terrain tile near St. Menehould
  • Trees have been removed from the Veurne AB
  • AI repaired near Liege
  • Fixed terrain clipping near Krabbendijke
  • The "Play Offline" and "Settings" buttons on the Mac launcher have been updated
  • The PPO Name Selection issue on certain units has been fixed
  • EZ Mode (RA) controls have been removed from the keymapper
  • Note: A future variant of the 81mm Universal Carrier Mk I variant will be made available to French forces so that they can be introduced one tier earlier. All Mortar Carriers at this time will join when the US Forces do, or Tier 3 as of this writing.


S! Cornered Rat Software

Don't forget to subscribe and support the war effort!



Connect to our Social Media to get more updates and help us gain visibility to grow the community and reach new players to play with:

Discord: https://discord.com/invite/wwiionline
Youtube: https://www.youtube.com/channel/UCOQ90QTMviaKRqIMlUthW2A TikTok: https://www.tiktok.com/@wwiionline Twitch: https://www.twitch.tv/corneredrats Facebook: https://www.facebook.com/WWIIOnline Twitter: https://twitter.com/corneredrats

Have a look at our current Roadmap, and see its progress on our TRELLO.


Wishlist our next game Chokepoint, a prelude to WWIIOnline 2.0!

https://store.steampowered.com/app/1576780/WWII_Online_Chokepoint/

All accounts activated & New Patch tonight!

As we have now launched Welcome Back Soldier (WBS) (which runs from 6/1 - 6/15) we're also releasing Version 1.36.17.0 A New Dawn for Paratroopers themed patch tonight at 6PM Pacific Time, which includes the three new airborne classes, resupply canister, and three great 2022 Roadmap deliveries! Of those deliveries is the introduction of "Mobile Airfields" in WWII Online where players can deploy side-based airfield PPOs and friendly planes can land at and resupply their ammo, bombs, etc. Spread the word and let's get players in WWII Online for this WBS! Don't forget to get on voice comms and join us on https://discord.gg/wwiionline.

Happy 21st anniversary to WWII Online (June 6th, 2022) and welcome back to our veteran players! Free Full access for all vets and free players, including Steam players - on our brand new east coast server (where 62% of players are reporting improved stability and ping times) - starts now!

***STEAM PLAYERS: Create an account today or access your old account and you will receive FULL premium access immediately in-game!***



World War II Online


Version 1.36.17.0 - June 2022

Introducing three 2022 Roadmap deliveries (denoted in-line by * icon) and "A New Dawn for Paratroopers" items including three new classes and long-range resupply canister. Includes several other important fixes and features, made possible by our paid subscribers - thank you for supporting WWII Online. S!

[previewyoutube][/previewyoutube]

Features
  • The Fallen Soldier Memorial has been updated with KMS and Deadly2u
  • *Free to Play aircraft have been added, BF-109E/1, Hawk 75, Hurricane Mk 1 and all-new P-40B
  • *The Sd.Kfz 251/1 Half-track with two MG42s has been added to the German forces
  • *New Mobile Airfield PPO has been added, deployed by the new Supply Trucks
  • Parachute turn rate/speed increased for greater maneuverability
  • New Paratrooper canisters: Long range ammo canisters to resupply ground forces for Para NCOs
  • New Para NCO: SMG w/deployable ammo canister (Hero Builders Only)
  • New Para Combat Engineer: HE (x4) + Repair Kits (x2), able to be re-armed 50% by ammo cans in field
  • New Para RPATs: Bazooka, PIAT and Panzerschrek 
  • New Supply Trucks have been added to each country's spawn list
  • New crew member artwork introduced for the Trawler, Freighter, Fairmile, DD and Daimler
  • The first Open Area Capture models have been added to Etten-Leur, Leuven and Damvillers sheep farms
  • PPOs are now able to be Side or Country specific
  • Trench Mobile Spawns now have country flags inside of them
  • RPAT Ammo has been reduced from 4 rounds to 2
  • An update to infantry being hurt when jumping from higher than two stories has been re-added


Fixes
  • The Ju87's tail damage state has been fixed
  • The Dinant Fortress damage state has been fixed
  • The Empel Rail Station has been repaired
  • The issue causing Mac clients to show the menu bar has been fixed
  • A few upside-down flags have been repaired
  • Re-introduced missing buildings in Frankfurt
  • The Lille Quarry is now fixed


Note: Wetteren "Bunker" is still broken but we're working on it - this town will continue to be neutral during the campaign until a solution is released.


S! Cornered Rat Software

Here's what players are saying about our new and improved game server!
[previewyoutube][/previewyoutube]

Subscribe to support the project and keep full access here: https://store.steampowered.com/app/667291/WWII_Online__Premium_Pass/


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