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[dev update] Modular Trench "Mobile Spawn"

Telegram from XOOM:

Today we're ecstatic to reveal the first pass of our Modular Trench "Mobile Spawn," which will be deployable by TRUCKS only like all other mobile spawns in WWII Online. We also have a couple of items to cover which include 64-bit open beta reminder, and another survey designed to help us improve connections all around the world with our new ISP. Continue reading this article to see pictures of the new Modular Trench "Mobile Spawn," and those additional items.

MODULAR TRENCH "MOBILE SPAWN"

The Modular Trench system was recently announced and with that we discussed a Mobile Spawn would be created to help amplify these trench systems. These Mobile Spawns will only be deployable by Trucks (all current trucks that deployable existing mobile spawn objects), and only Infantry can spawn from the Modular Trench Spawn.

The following pictures represent a work in progress, and may not show the final outcome.

The top two pictures show the actual Mobile Spawn object, where as the lower picture shows the Mobile Spawn connected to other trench pieces.





64-BIT OPEN BETA TESTING INBOUND

In case you missed our announcement last week, we're approaching 64-bit open beta testing. This is a HUGE development! Our Quality Assurance team is conducting internal testing now and things are looking good. We will need some assistance in testing, to get involved please go to our forum post here looking for assistance.


ROUTING / PING SURVEY


CRS is continuing to work on improving routing and ping times to our servers now in Portland OR. Your assistance is requested by filling out this survey (carefully - minor technical requirements needed) so that we can have actionable intelligence from specific use-cases (aka: individual scenarios from customers).

Routing & Ping Survey (Located Here - 5 to 10 minutes required)


See you in the battlefield!

64-Bit Client Nearing BETA

Telegram from XOOM:

One of the great objectives CRS has had for sometime now is releasing the 64-Bit version of our World War II Online client, and I am pleased to report that our team is putting the final pieces together for an Open BETA which will act as the precursor to the official release. Since our original release WWIIOL has always been a 32-bit client and this marks a massive technological door opening. Please continue reading to learn about 64-Bit, Open BETA and how you can help, and what WWIIOL will be gaining by this.

64-BIT RELEASE ESTIMATION

We are anticipating release of the WWIIOL 64-Bit Client between February and March 2020. This will include the Mac and PC versions.

HOW IS TESTING GOING?

Our Quality Assurance team is feeling pretty confident now after some kinks have been worked out and things are looking good. Only a couple of ticketed items are remaining. The real test will be its deployment to the live server and seeing how things go.

WILL THERE BE A BETA TEST PERIOD?

Yes! We will have a BETA server available for users to login and test before it reaches the live server, we are approaching that stage and will require testers to assist.

If you are interested in supporting that effort, please contact our Quality Assurance team lead at [email protected].

WHAT WILL BE GAINED BY THIS RELEASE?

Mac users will be able to upgrade to the latest version of their Operating System and continue to play WWII Online. It will set ourselves up for success with PC users as well as likely the natural trend in the future for Windows will be to rid of 32-bit support, just as Mac recently has done.

But most importantly, it is a massive technological door opening for WWII Online. It will give us the ability to leverage hardware and software going forward in ways that our current 32-Bit client will not allow us to achieve.

It is important to note that the first release of 64-Bit is simply making World War II Online's game client 64-Bit compatible, and that's it. Please set expectations accordingly.

IS THERE ANYTHING I CAN DO TO HELP?

YES! WWII Online is 100% community-funded indiegame developed by a volunteering team. Subscribe to support the project and give it a chance to survive another 20 years with an improved gameplay, a new visual look and more content.

Have more questions? Please leave a comment on this article stating your question.

Salute and thanks for your support!

Allies win Campaign 170 Campaign 171 start!

ALLIED VICTORY

Congratulations to the Allied forces for winning Campaign 170! After 52 days of hardcore fighting by German forces (including pressing the lines back a bit west), the Allies finally cut off many towns and pressed into several key factory towns inevitably leading to the defeat of the Axis.

This ongoing intermission include nimble equipment availability to re-create that old school WWII Online feel. For many players, this may be your first time experiencing this and it will require immense teamwork to bring supply and troops forward. Player Placed Objects will be put to the test for forward fortifications and barriers like we have not yet seen before. Please continue reading for more information on supply availability.

ON-GOING INTERMISSION IS NIMBLE

Instead of doing a free-for-all like we normally do for intermission, we wanted to do some testing to see how players like the "Old School feel of WWII Online."

It will take a lot of teamwork to move forces forward, we hope that you guys will drive some more trucks forward and understand that players will need a lift. Don't forget, you can hop on friendly tanks to for a ride.

The idea of the supply being very nimble is to encourage a more level playing field and unique game play.

SUPPLY AVAILABILITY
As the number of AB's go up, so does the supply (fyi). Only British, French and German forces will be in intermission. There will be plenty of trucks to move troops around in on both sides.

INFANTRY:
*Rifleman
-Brigade: 300
-Garrison: 100
*SMG + DLC: 20 MP40/Mas38/Thompson in brigades, No SMG’s in Garrison
*HC Officer 10
*Engineer: 20 in brigades, 10 in garrisons
*Sapper: 10 in brigades, 5 in garrisons
*Paratroopers:
-Rifleman: 200
-SMG: 20
-LMG: 15
-Planes: 50

TANKS
*Panzer II C + DLC: 15 in brigades, 7 in garrisons
*Vickers + DLC: 15 in brigades, 7 in garrisons
*R35 + DLC: 15 in brigades, 7 in garrisons

ATGs/AA
*Pak36 / Flak30 / Flak38: 20 in brigades, 10 in garrisons
*2 Pounder / cml38: 20 in brigades, 10 in garrisons
*25mm / cml38: 20 in brigades, 10 in garrisons


AIRPLANES
*Brigade: 30 + 10 (basic fighters & bombers)
*Garrison: 10 + 5 (basic fighters & bombers)

-Hurricane Mk I
-Spitfire Mk Ia
-Bf-109E1
-Bf-110C
-Hawk75
-Dewo 520

Campaign 171

Campaign #171 will start Thursday, 1-23-2020 at about 7:00 PM server time or 10:00 PM EST. This new campaign will see somes changes made to tanks supply: numbers will be lowered to give infantry higher chance to dominate the battlefield.

Prior to the new campaign start the game server (Intermission server) will be coming down for a few hours. The training server will be open during this time period.

Starter account owners will receive access to Destroyers and a heavier ATG as campaign bonus.

See you in the battlefield!

FREE ARMOR EVENT - Sunday 19 jan 20: operation "Iron Justice"!

Telegram from TMAN:

Join Operation "Iron Justice" this Sunday, January 19th starting at 12:00 EST or 5:00 PM GMT.

Iron Justice is a free armor focused special event led by the high commands (HCs) of both sides. All tank classes will be unlocked to all players, including f2p.



We hope you will take this opportunity to try multi-crewing with a buddy or teach a new player how to effectively tank in WWII Online! Think of how lethal you can be with two squaddies (players) in the same tank. One player controls the driving and maneuvering and the other player controls the sighting and weapons. It's a great time to try something new!

https://www.youtube.com/watch?v=-FTYgajJWSM&feature=emb_title

We hope you will take this opportunity between now and Sunday to rally your friends and squad mates and bring them back to fight in Operation Iron Justice. The event will last several hours and the action will be directed by both of the high commands. In the past these events have drawn big increases in our server pop and created big battles along the map with multiple attack objectives for each side.

Just because this an armor focused event doesn't mean we don't need the full support of our infantry and air forces! Remember we are combined arms game and where there's a lot of tanks it means there's a lot of targets :)

Returning players should re-enlist now. Don't wait until Sunday to re-enlist in case you need support to help you get signed up and active again ([email protected]).

Also, don't forget to download Discord for voice comms. There will be "Iron Justice" channels in both the Allied and Axis Discords. Join our Discord Voice Comms server(s) here.

[Dev update] Engineer vs New Combat Engineer

from XOOM:
Continuing with last week's discussion (which featured the Modular PPO Trench System), I'd like to put some direct focus on the upcoming Combat Engineer class and what to expect. Today we're going to break down the load outs of both the Engineer and Combat Engineer, and the strategy as to why we're splitting them into two classes. We also have a short mention today of some high priority items that are in progress, like the 64-bit client, packet transmissions and of course what new fixes we've employed to smooth out our new billing system.

ENGINEER VS COMBAT ENGINEER (OVERVIEW)

The primary difference between the Engineer vs Combat Engineer, would be its load out and available PPOs (Player Placed Objects) available for each class. The Engineer is going to be more defensive oriented and focusing on the construction of larger projects (now, and going forward). The Combat Engineer is going to be focusing on offensive operations such as demolition (strategic points such as bridges, buildings, forward bases, heavy enemy PPOs, etc).

The below listed PPOs reflect initial roll-outs. More will be added to these classes as we develop additional placements.

ENGINEER LOADOUT
Here's what Engineers will be receiving once we roll out this release:

  • Bolt-Action Rifle - 60 rounds
  • Bridge/AI Repair Kits - 4
  • HE Grenade - 1
  • Smoke Grenades - 4
  • PPOs
    • Foxhole
    • Modular Trenches (9 pieces)
    • Barbed wire fence
    • Barbed wire box


COMBAT ENGINEER LOADOUT
Since Combat Engineers are going to be a bit forward and embedded with frontline troops / have an attack oriented role, they'll be receiving:

  • Rifle
    • Bolt-Action Rifle (for UK / France / Germany) - 100 rounds
    • M1 Garand for US Forces - 88 rounds (Justifications are higher rate of fire and accounts for soldiers actual load out on his belt / enbloc clip in weapon)
  • HE Satchel (Demolition) - 4
  • HE Grenades - 4
  • Smoke Grenades - 4
  • PPOs
    • Foxhole
    • All sandbag types
    • Gun Emplacement
    • Tank Trap


CURRENT PRIORITY ITEMS IN PROGRESS

We'd like to take a moment to acknowledge some high priority items which are in progress, with some anecdotal information to support each point.

  • 64-BIT Client
    • QA server is just now getting operational after the move to Portland
    • Mac Client is currently in testing - Offline testing has occurred during the move to Portland
    • A new Windows 64-bit compatible client was built on 9JAN2020
    • This is the QA & Dev Team's top priority in terms of game release
  • Ping vs Packets
    • Higher pings do not directly result into worse playability, this is a misconception
    • If you hit "Num-Lock" you can see your:
      -Ping (coloration has been added)
      -Packet transmission (white bar with little dots): This is the focal point. Packets should've improved. If you have a steady stream of packets you're good to go.
  • New Billing System Improvements
    • New users signing up are entering into a billing plan and receiving access accordingly
    • Recurring plan users:
      • New script developed (WIP) to send critical notice from merchant to our system, thereby activating your account. This remains a work in progress, we're actively working on this daily to remove false-negative notifications. Thanks for your patience on this and for any issues the may arise, continue to contact us at http://support.wwiionline.com.
      • Daily staff (manual / by hand) review to ensure accuracy


SUPPORT GAME DEVELOPMENT: SUBSCRIBE!

The best way to help us continue efforts like these is to SUBSCRIBE. Our Support Team stands ready to assist you with any needs you may have.

WWII Online & CRS is 100% community funded and your support is what keeps the game operational - thank you for your support.



COMMENT IN THE ARTICLE BELOW - TELL US WHAT YOU THINK ABOUT THIS NEW DEVELOPMENT!