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WWII Online News

Building & Forward Base Development

Our environment artists and terrain development team are always looking for new innovative ways to create upgrades to your gameplay experience. Today we're going to show you the return of the fire escape for urban buildings (for rooftop access), how we're planning to open up big urban buildings to have interior access, and how forward bases are receiving some new treatments. These are among the many developments taking place. Remember, your subscriptions are the lifeblood of what we do here, be sure to subscribe for the launch of Campaign 177 (today at 5PM PST) as well as backing up developments like these.

NEW STANDING STATE FOR URBAN BUILDING 01

For years players have wondered what happened to the fire escapes, and we're pleased to let you know that we're adding them back in, starting with this building!

Also, we're adding an all-new interior for the standing (non-damaged) state, so infantryman can run through them. This is consistent with our firm belief that we should offer as many opportunities for players to maneuver and take advantage of the open game world that is WWII Online.

Shout out to "Mkw" for her excellent work here upgrading this building and adding features requested by many.






FORWARD BASE UPGRADES

Giving new life to our existing play spaces is something that TR6AL is very much focused on as our Terrain Development Guru. Whether it is adding new towns, changing up existing layouts, AL's ability to find nimble but important upgrades is critical to a lot of terrain development.



As seen in this picture, here are a few differences being explored:
  • Exploration of roads coming to FB's
  • Better defensive positions
  • Observation Post (Tower) for infantry

We'd also like to say he is on the ball when it comes to players reporting bugs on terrain. Be sure to use your .bug tool in-game when you see something out of place, and TR6AL will be there to save the day.

SUBSCRIBE TO SUPPORT GAME DEVELOPMENT

WWII Online is 100% fueled by player support. Please consider subscribing to help us accelerate game development and continue to produce great features and content like this.

https://store.steampowered.com/app/667291/World_War_II_Online__PREMIUM/

v1.36.7.1 Hot Fix release

1.36.7.1 hot fix will be released today around 6pm server time. A new download will be required for this. Read more below...

This Hotfix release aims to correct a few issues and bugs that came up with the recent release.

  • Fixed an issue with one of the Koln factories
  • Removed Truck SPAAs from the Fortified Mobile Spawn
  • Corrected the issue causing double damage from multi-crewed bombers


Bug Fixes
  • Fixed a bug that caused CTDs in the offline mode
  • Repaired the stair texture in the spawn depot
  • The head shake when dropping bombs too low now works again

Artist update & New Discord server

Building updates

From MKW, 3D artist.


Hello WWII Online players!
One of the tasks we have on the Production team is to reimage some of the urban buildings now that we have been able to reactivate their damage states for the first time in many years. This means we'll be updating the "standing" (or non-damaged building state) as well as the "destroyed" (or secondary damaged building state). We want to expand the possibility for players, specifically, infantry to maneuver through buildings and flank enemy forces in larger cities.

Today I'd like to share with you some work I've been doing on the urban building (01). Thanks to your subscription support, efforts like these are made possible.

[h2]ADDING A HALLWAY TO URBLDG01[/h2]

Right now the Urban Building (01) has a solid exterior, you cannot go inside, only around the building. This will be the first urban building being updated to allow for entry, and I'd like to show you the current work in progress "floor plan" to illustrate the idea.



[h2]UPDATING EXTERIOR TEXTURES[/h2]
Please note that the textures are a bit more enhanced in the game world than our art program will offer in this photo, but you should be able to get a feel for greater definition which is being added.



[h2]SOME OF MY GOALS IN THIS PROCESS[/h2]
One of my top goals is to continue to improve the textures, so they look higher resolution and are cleaner, but I want to keep the same style the old textures had as they fit the period well. I had a pretty good idea going into this project what I'd like to achieve, and so far there haven't been any major challenges to see that through. I'm looking forward to what the WWII Online players think of this project.
Thanks!



Official WWIIOL Discord Server

We have consolidated ourselves into a single Discord server. All players should be sure to immediately join the following Official WWII Online Discord: https://discord.gg/wwiionline.

[h2]WHY WAS THIS DECISION MADE?[/h2]
  • A single flow of entry for new incoming users.
  • Greater population, more comms, more help, looks better.
  • Reduced double management for Discord administration.
  • Reduced clutter, more clear and concise approach.
  • Turn key squad recruitment solution.
  • The server is now boosted to level 3 with maximum features available.
  • The server is now a "Community" server which opens up even more features.
  • As the server grows a bit more, we'll unlock even more capabilities.


[h2]SECURITY FOR SQUADS AND SIDES[/h2]
With effective utilization of the "roles" and "permissions" that follow them, CRS is working to separate the Allied and Axis community channels accordingly. Bare with us as we go through the process upfront but we'll get it done right when the dust has settled. The truth is, many players were already on both community Discord's and not much has changed, in fact, it could be argued that this might make the channels even more secure as compared to what has been a false sense of security with the separation of servers we had.

Squads will continue to have their own roles so that they can maintain their channels just as we've done this whole time.

[h2]PURGE OF INACTIVE SQUADS[/h2]
We have had a pretty significant purge of inactive Squads on both servers. There's a "Discord Request" section if your Squad was removed, we'd be happy to reconfigure it for you, with the understanding that active play on your channel is required in order to maintain it. We're going to be a little more proactive and cleaning up dormant channels to reduce clutter and promote activity. This is vital to appearance and user experience.

[h2]USING THE OFFICIAL DISCORD SERVER[/h2]
I think it goes without saying this is really valuable, and a big step for the community to come closer together. By your participation on this server, we can see more people working together to help develop the community and breathe new life into it. We have many new players coming in who are scouting our game, to see what it's all about and if there are people out there they can connect with.

I'm going to ask you directly to make a point to login to Discord, pop into your channel, and take a more proactive (fresh) approach in communications. We have a real opportunity here and now to grow the community and change our pre-existing habits on Discord. One of the most valuable elements of our old Teamspeak days was having several players accessible and working together. While we see some of that, I think we can do better and I'm sure you agree.

So let's hit the reset button and remember just how valuable this is. Not only do we have a voice communication platform, but we have now text integrated as part of the experience and a way to keep players connected long-term.

JOIN THE OFFICIAL DISCORD AND GET INVOLVED NOW: https://discord.gg/wwiionline.

If you don't use DISCORD, join our Steam community chat here.

S!

Free infantry weekend, DLC upgrade & Patch release v1.36.7.0

Free Infantry weekend and upgraded DLC content!

We’ll be unlocking ALL INFANTRY during this weekend! Campaign start (Friday night) through Sunday night.

We have added the Anti-tank riflemen to the existing mortarman DLC, which is now presented as the new "Support Infantry DLC". If you already own that DLC, no need to spend more! Enjoy!

https://store.steampowered.com/app/936710/Support_Infantry_Pack/


Readme: Version 1.36.7.0


This game update includes several new vehicles (marking 3 roadmap deliveries), including the first Ship in WWII Online in almost 15 years (Trawler)! SPAA’s will be available at Tier 0. Urban Building damage states are also reactivated, which means big city buildings can be destroyed (12 years since this has been possible). There are other several good Bug Fixes including a major STO related crash and many artwork polish related items.

This game update will coincide with the start of the next Campaign (#176). NOW is the time to get reactivated and report back to your side/squad. This is a huge update with lots of good stuff, continue reading to learn more!

Development is made possible by your continued subscription. Thanks for helping us make this possible!

[h2]New Content[/h2]
  • Armed Trawler
  • Bedford SPAA
  • Laffly SPAA
  • Opel SPAA
  • Bf 109-G2/R1 (Jabo)
  • Stug G w/MG34 and side-skirts


[h2]Updates[/h2]
  • Urban Building damage states reactivated
  • US P38-F texture and gauge update
  • US P-39 texture and gauge update
  • Several terrain enhancements and additions
  • Railroad tracks, airbases and road textures enhanced
  • New FlaK38 menu image added
  • Bombsight(s) maximum altitude increased


[h2]Bug Fixes[/h2]
  • Server Tracked Object related game crash
  • M10 mantlet hitmap
  • Matilda II armor leak
  • Urban Building 01 clip point fixed
  • Two terrain tiles are no longer missing
  • French hurricane decal now shows properly
  • P-39/Bell propellers no longer disappear
  • Amiens railroad stone texture no longer stretched
  • No more floating boxes in “Ham”
  • Stretched texture in damaged vehicle spawn fixed
  • Ju-52 altimeter now looks and works properly



S! Cornered Rat Software

Introducing the "Trawler" class!

Say hello to the Navy's newest vessel, "The Trawler Class," coming to WWII Online in our next game update!

If you missed our live stream event, not to worry we've got some screenshots and information about the trawlers in this article. One thing can be said for sure, the main anti-aircraft gun on the trawlers will absolutely eat aircraft alive as we demonstrated today. Vehicle production of this nature is made possible by your subscriptions!

Let's take a look at the new trawlers!

TRAWLER AVAILABILITY

The Trawler class will be available for the Royal Navy, French Navy, and Kriegsmarine. They will be placed in deepwater ports and their rank will match that of the freighter class. There's a new sheriff in town as it comes to the most lethal Anti-Aircraft capable ship in the fleet!




TRAWLER ARMAMENT

Armament between nations are almost identical, except for its quad cannon differing a bit. The Flakvierling requires more consistent reloads but has a higher rate of fire and can alternate between a primary and secondary fire... whereas the Pom-Pom for the Allies has a primary trigger shooting all four cannons simultaneously and can lay down rounds for a longer duration of time. Both of these weapons are extraordinarily deadly to aircraft and through our testing, we had a lot of fun, even with seasoned pilots on our team getting shot down with an experienced AA gunner.

Allied Trawlers
  • 76mm Main Gun (1)
  • Quad QF 2-pdr Pom-Pom A cannon Mk VII (1)
  • Twin 20mm Oerlikon AA cannons (2)


German Trawler
  • 76mm Main Gun (1)
  • 20mm Flakvierling 38 (1) - This is a quad barrel cannon
  • Twin 20mm Oerlikon AA cannons (2)





WEIGHT, SPEED, AND MANEUVERABILITY

All trawlers are about 7,500 Tons and have a speed of 12 knots. Maneuverability is acceptable but this is now the heaviest ship in the fleet, so consider your turns carefully in advance.



This unit will be available to our premium players only.

S!
The Cornered Rats Team.