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Introduction to version 1.36.2.0 (incoming patch)

From XOOM

There are some good things inbound with this next release (1.36.2.0). Allied High Command officers are going to get some serious help with rear-line Garrison management, Russian language is being integrated for the first time in WWII Online and we have an interim solution to make accessing the keymapper interface with a single hot-key press. AWS changes incoming to help support survivability of RDP bombers and all other friendly air forces.

RUSSIAN LANGUAGE SUPPORT FOR WWII ONLINE

Since our release on Steam we've seen a lot of players signing up from Russia, and we're excited to announce that Russian language support is incoming - WOOT! We'd like to take this opportunity to thank player "Demented" for spending many hours translating hundreds of lines of UI text for us. We'd also like to thank B2K who took on the responsibility of facilitating that whole process, and finally thank Mikemudd, one of our volunteer developers for integrating the changes into the code / client. These guys all made it possible and we can't wait to see the Russian WWII Online community's response!


KEYMAPPER HOTKEY - [ P ]

As part of our 2019-20 Roadmap, one of our big goals is to help cut down on clicks and user-interface complexity. This is a short cut option to allow fellow players to quickly help new users with accessing their keymapper to see relevant controls pertaining to them.

HOW IT WORKS RIGHT NOW: Right now you'd have to click open your MAP, then Click on Keymapper tab, then navigate to your relevant category or specific vehicle.

NEW IMPLEMENTATION AS OF 1.36.2.0: Press [ P ] and you'll automatically load the keymapper in your relevant category based on the vehicle/trooper you're spawned in as! One key stroke compared to several steps.

AIR WARNING SYSTEM (AWS) CHANGES INCOMING

To assist with strategic bombing as a priority, the following changes will be implemented:

Adds in a check for if a plane is over its own territory so that it does not show up on AWS unless it's
  • within 10km of the front line
  • 10km away from their own towns (which is off map)
  • over the enemy territory

Let us know what you think!

ALLIED REAR (INACTIVE) GARRISON MANAGEMENT

We're pleased to let you know that we've heard the Allied community and officers, and we have put together a solution where Allied High Commander's can change the country ownership of any inactive rear-Garrison. This can be done, at any time, and without penalty. This will 100% provide you every opportunity to prepare for any fallback planning and help reduce the already increased management requirements that AHC has.

We'd like to take this opportunity to continue to encourage that AHC officers provide a variety of country ownership distribution through-out the game world to provide the Allied player-base maximum content and variety options.

This is in keeping with CRS's commitment to continue to monitor and fine tune 1.36 "Hybrid Supply." Thanks for your continued feedback everyone!

THIS PATCH ISN'T OVER YET!

There are many un-announced things currently in-progress that we're not sharing just yet, but we wanted to be sure to highlight a couple of the big notes.

We'd like to thank you all for your .bug reports and we'd like to take this opportunity to say we are continuing to prioritize fixes for these and we hope to build your confidence that we are listening and enacting appropriate change when applicable. Your feedback truly does matter to all of us at CRS, and we'd like to say thank you for providing us the necessary grace and timeline to implement improvements.

That's all for now, thanks everyone.

SALUTE!

WWII Online: Summer Sale 2019!

WWII Online is now in the Summer Sale and we've got a discount on the Premium subscription and our Recruit, Leadership and Combat Fighter Pack. Grab these deals now while you can and remember: Gift a friend!

PREMIUM SUBSCRIPTION (BEST OFFER)

Get all access to WWII Online and get the subscription for 40% off your first month.

GO TO THE PREMIUM SUBSCRIPTION (CLICK HERE)

RECRUIT PACK: Unlocks some basic access to WWII Online.
https://store.steampowered.com/app/936710/Recruit_Pack/?snr=1_5_9__405

LEADERSHIP PACK: Access to the NCO and Ammo Bearer Classes.
https://store.steampowered.com/app/908460/Leadership_Pack/?snr=1_5_9__405

COMBAT FIGHTER PACK: Joystick recommended, get in the air war!
https://store.steampowered.com/app/908474/Combat_Fighter_Pack/?snr=1_5_9__405

Campaign 165 has started!

Campaign #165 is officially underway and already the battles have been fierce. Get in-game as soon as you can and help fight for your side! Read further to hear a gripping story from the Allied front lines for the 10 hour battle to capture Frankfurt and for the #164 Campaign win!

Campaign #165

Today at 2:00 PM server time Campaign #165 was officially started with our Euro players leading on the battlefield. Since the campaign began the battles in game have been intense with each side looking to capture ground early for momentum. Be sure to join in when you can and fight hard for your team!

Lafleur remains Axis Commander in Chief and Augetout replaces the retiring Bondpaul as Allied Commander in Chief.

S!

Campaign 164 Allied Victory!

Campaign 164 was won by the Allies after a hard fought 17-day war!


For this intermission we have deactivated all PPO’s and spawning from linked depots. This is old school driving to the fight. The map is set up for play in the new towns to the north and to the south. Plus, a push in the center with the US. So, there is a little bit of everything for everyone. The minimum AO numbers have been increased to 15 as well.

Campaign 165 will start on Wednesday 6/26/2019


Prioritizing Bugs and Performance


From XOOM:

We have a lot of things that are outlined in our Roadmap that we'd like to do over the next couple years. With that being said, I've asked our team to put greater emphasis on bugs and performance related issues that are negatively affecting your WWII Online gaming experience. Continue reading to see how we're doing this and why it's significant.

HOW WE ARE PRIORITIZING?
We're doing a refresh of reported issues and all teams are mobilizing to put solutions into play. To do this, we're logging and categorizing bug reports, support tickets, forum commentary, survey responses, and all other available avenues where feedback can be collected. Each week we are meeting to track how progress is going on these items and prioritizing roll outs as best we can.

There is still movement happening with the WWII Online Roadmap Development plan. However we've added a lot of new content over the last couple of years, and now it's time to place more emphasis on Bugs and Performance. That is the direction I've asked the team to take because things that are potentially annoying or not as smooth is taking front seat.

WHAT ARE WE LOOKING AT NOW?
  • Death Lag: Shooting another combatant and they don't die instantly
  • Auto-Despawns: Due to poor network connection / packet loss, users get despawned automatically
  • Networking (inbound / outbound): Infrastructure review
  • Flipping Anti-Tank Guns: Some weight distribution is off on a couple of anti-tank guns. When being towed or climbing a hill, it's subject to flipping
  • Multi-crew despawn bug: Crew member being sent to an offline mode
  • Fish Bowl: View distance is reduced by pilots primarily, we're going to expand it so they can see further / seamlessly
  • Infantry controls / mouse sensitivity: Horizontal mouse movement seems slowed down, we're going to smooth this out so it performs better


There is more being discussed but these are the big things on the list that need correcting.

This should be a welcome and positive sign that CRS recognizes some important bugs need addressing, and most importantly, we are mobilizing internally to do just that. We'll keep you posted on our progress. In the interim, we will continue to take in your feedback, and add it to our internal correction plan.

Network/Packet Focus and Operation RAT Trap Winners!


FROM XOOM:

CRS is in the planning stages of finding out how we can handle network communication better with a dedicated focus on making game play experiences better. This would include a combination of reworking / adding code, and doing more to our infrastructure to enable best packet transmissions available. Effectively done, this would alleviate bad connection experiences more by further prioritizing the transmission of critical information (like deaths) so that lag-death can be less of a problem. Today our goal is purely to make an acknowledgement here because we know that this is important for you to hear.

Over the years we have tried a variety of different things, one example includes automatically despawning users who are having a bad connection issue but a more surgical approach will be required. Another example is not long ago we boosted our bandwidth cap up 10x and made our internet/intranet 1 gigabit.

While these things have helped to some degree, we channel all of our world traffic into Dallas TX. Since we have one game server setup which you know as the "Campaign experience," this makes managing this sort of traffic substantially more difficult than other games, where they can carve out 100 players to play in one dedicated area. So naturally the packet transmission by default in that regard is way faster and less management.

This is one example of the many things that CRS has to consider with our entire infrastructure in fact. We manage all of our community pages and tools, support and billing pages, and the entire WWII Online experience. When you look at it from that perspective there's a lot going on and it might help shed light that CRS is not just a game developer, it is a service provider with immense responsibilities.



18th Anniversary/Operation RAT Trap


FROM CHIMM:

Huge thanks from all of us at CRS for 18 GREAT years!

Last Thursday marked the beginning of the player events. Players assembled in Rotterdam South Airfield for the event commentary and a moment of silence in honor of those who fought and passed on during D-Day. We are always amazed and honored by our community's attendance. You, our WWII Online Community, is second to none! Thank you all.

Before returning to the battlefield for "Kill a RAT" festivities, kills were activated and everyone grabbed their knives for a massive enemy "carving" contest! I don't know about you all, but my fps dropped into the low teens, and was not rendering everyone lol.

Over the next several days, everyone seemed to delight in killing the RATs
  • Friday - All armored vehicles was unlocked
  • Saturday - All infantry was unlocked
  • Sunday - All air equipment was unlocked

Operation RAT Trap on Sunday was amazing! Huge para-drops, large armor columns, and massive town battles ensued. Allied forces took the day, but Axis forces took advantage of the "target rich" environment. Population was near even for most of the day, and was teetering on 4 AO's :-)

As promised, we have a list of the top players who will receive trophies from the anniversary events. Sorties recorded for the awards began June 6th when "Kill a RAT" was enabled, and ended on June 10th when it was turned off. Congratulations to those who made it on the list (RAT's are seeking revenge on kdped02 though hehe)!

Pictured below is a mock up of the trophies and medals that were ordered. If you see your name, please contact me at [email protected] to verify your physical address so we can mail them out when they arrive...
  • Top Rat exterminator- kdped02
  • Top killer - dasei88
  • Top fighter - mook2
  • Top bomber - sbd1
  • Top tanker - dasei88




Once again, THANK YOU for an amazing 18 years!

S! - CHIMM