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War of Rights News

Update 194: Networking Overhaul - Released!



[h3]Hello everyone,[/h3]

We're thrilled to announce the release of the 194th update for War of Rights today, with a major focus on enhancing overall server performance to future-proof the game. Additionally, we aim to broaden the selection and scope of available game server hosting options. War of Rights truly shines when immersing you in massive battles with hundreds of players on-screen. Therefore, we consistently strive to push boundaries, improving both client and server performance to increase the server player cap. The networking overhaul in Update 194 is another crucial step in our ongoing quest to support even larger battles.

[h2]Traversal : Phase 2[/h2]
Building upon the previous traversal update, which introduced climbing, knockdowns, and variable-height vaulting, the second phase of the traversal content brings two significant additions to the way your character moves through the world.

[h3]Deep Water Wading[/h3]


With deep water wading, water areas are no longer restricted from play. As your character enters the water, your options become more limited. Once the water depth reaches knee height, it becomes impossible to load your musket, as attempting such an action would wet your powder and render your weapon useless. As you venture deeper, your character raises the weapon gradually, holding it above their head to keep it and the powder dry. Consequently, you'll eventually lose the ability to aim, fire, engage in melee, or kneel when deep enough in the water. If you persist further, your character will begin to flail their arms in a desperate attempt to stay afloat and will eventually drown if you do not turn back.

While this will open up new avenues of approach on many maps, your movement will be severely impacted, and your ability to defend yourself will be diminished. Therefore, you will have to pick your routes carefully, lest you become target practice for the opposing team.

[h3]Falling & Fall Damage[/h3]


Another, and frankly overdue, addition with this update is falling and fall damage. Falling from a reasonable height will result in your character's death upon impact, and while falling, you will no longer be able to use your weapons or equipment. This also applies to hitting a surface of water at speed.

The traversal updates have been important milestones towards the community editor, eliminating some of the more burdensome aspects of level creation, such as placing vault areas, falling killzones or invisible walls to prevent water access. We want to ensure that when the editor goes live, the only limit is your creativity.

[h2]New Customizations[/h2]
Players enjoying the ability to customize their favorite regiments and batteries are likely to have a good time with Update 194 as it includes customization for 19 additional units as we continue to chip away at our target of making each and every single unit in the game customizable:

2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.

[h2]Networking Improvements[/h2]
The network compression and serialization code was entirely rewritten in an effort to minimize bandwidth and CPU time required, while also fixing some hazards inherited from the default CRYENGINE networking. For example, previously, if a client were to send a message for an entity that was already being destroyed on the server, the client would have been kicked with a RMI:Entity error.

[h2]Voice Chat[/h2]
We've replaced the previous TeamSpeak voice chat integration with our own in-house system directly integrated into the game engine. This update offers several advantages: Player voices now seamlessly integrate with the game audio, subjecting voice chat to effects like interior reverb and suppression, resulting in a more immersive and consistent audio experience. Moreover, this update significantly reduces server and player bandwidth usage for voice chat. Additionally, the new system addresses some longstanding issues with most Bluetooth audio devices and also ensuring the correct detection and usage of audio devices.

[h2]Roadmap: Community Self-Hosted Servers[/h2]
We've invested significant effort in optimizing server performance for various reasons, not just to approach the possibility of accommodating more players per game server. Enhanced server performance now enables the game to maintain a good tick-rate with a high player count on a broader range of hardware.

We're excited to announce the upcoming release of community self-hosted dedicated servers. With this upcoming release to War of Rights, we will provide server tools that allow anyone to host a War of Rights server on hardware of their choosing. While we have been proud to partner exclusively with G-Portal since the early days of the development of War of Rights, providing centralized access to all servers for analytics, crash reports, and bug fixing, we are now confident in the game's stability, making centralized access no longer necessary.

To preserve the highly tailored and deliberate gameplay of War of Rights within community self-hosted servers, we will be implementing a server token system. Server owners desiring to maintain traditional Campfire Games authored content and balancing can request a token. Servers which hold authorized tokens have access to veterancy, achievements,other progression systems and special events along with being an official server listing on the server browser. Those opting for modified content or balancing are welcome to do so, but it's important to note that these servers will not be authorized for progression and will not be filtered by default on the server browser. Campfire Games will exercise its discretion in token distribution, and access may be revoked at any time for violations.

We'll keep you updated on any new developments regarding community servers, and rest assured, those who prefer to continue using G-Portal or any other third party server host provider can continue as usual!

[h2]Retiring The Company Tool[/h2]
A while back, we invited all of you to participate in a survey regarding the various features of “War of Rights” and your preferences towards them. We extend our gratitude to those who took part in the survey, as it greatly assisted us in restructuring tasks based on your likes and dislikes. The Company Tool, our antiquated and rudimentary attempt to effectively perform tasks now better handled by third-party web-based apps like Discord for player organizations such as clans/guilds/regiments, received significant negative feedback in the survey. Very few of you are utilizing it due to its extremely limited usability and lack of any connection to in-game mechanics. Therefore, we are announcing the shutting down of the Company Tool.

We have as of yet not set a final date for the closure of the Company Tool but it is likely to be closed without additional notice after the end of March. However, this does not mean that we have given up on integrating player organizations into the game. We are continually striving to improve and enhance organized play, and we will share more details about a successor to the Company Tool as development progresses.

[h2]Update 194 Patch Notes[/h2]
  • Rewrote the network compression and serialization code of the game in an effort to minimize bandwidth and maximize server hardware performance.
  • Added deep water wading and drowning to the game.
  • Implemented fall damage.
  • Integrated voice chat directly into the game instead of relying on a TeamSpeak plugin.
  • Added customization for 19 additional regiments: 2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.
  • Updates to 72nd Pennsylvania uniforms to better match their real world counterpart.
  • Added a gray Georgia Depot shell jacket to the game.
  • Updated the M1832 artillery sword idle animations.
  • Updates to the movement animations while aiming a rifle.
  • Updated the farming wagon’s model and textures.
  • Added destructible shutters and doors to most farm buildings in the game.
  • Adjusted the walking animations while aiming with a bayoneted rifle while in melee mode.
  • Updated the exterior of Pry House.
  • Reworked the proxy of the stonewall model.
  • Fixed a hole in the Henry Rohrback barn model.
  • Fixed LOD popping on Dunker Church.
  • Added a 2nd standing and kneeling reloading animation when using the short rifles (Mississippis and Whitworths).
  • Fixed the missing textures of the rear doors of Otto Barn.
  • Updated the kneeling revolver animations.
  • Improved the end segment of the long and short rifle reload animations.
  • Fixed the Y-axis offset for Kepi LODs.
  • Bluetooth headsets when using VoIP should now be supported.
  • Improved Kepi LOD mesh.
  • Better facial hair LODs.
  • Updates to NCO insignias.
  • Various uniform details such as belts, sashes and insignias that have been invisible in the first person view are no longer hidden.
  • Shell jacket improvements.
  • Fixed R. Miller Spring House proxy.
  • Added falling animations.
  • Implemented various animations used when in water.
  • Various minor level updates.
  • Removed most of the invisible collision walls from the game now that deep water wading and falling damage are supported.
  • Corrections to the sprinting animations while carrying a rifle.
  • Updated the rifle melee club hit sounds.
  • Reduced the percentage of downvotes in a server from 10% to 7.5% required to trigger a demotion.
  • Reduced the percentage of mutes in a server from 10% to 7.5% required to trigger a global mute.
  • Increased the experience level that is required to reach before the officer class unlocks from 4 to 10.
  • Increased the experience level that is required to reach before the NCO class unlocks from 3 to 7.
  • Increased the experience level that is required to reach before the artillery branch unlocks from 2 to 5.

That’s all for now. We look forward to playing in the shallow end of the pool with you all!

[h3]- The Campfire Games Team[/h3]

Update 193: The Dead of Autumn - Released!



[h3]Hello everyone,[/h3]

Today, we’re happy to introduce base update 193 to the game as well as detail two soon to be released Autumn time limited events for War of Rights! It’s been a few months since the last game update was released, and so this one contains many fixes and additions to the game - as well as a few surprises.

Let’s start off by detailing the upcoming time limited events and then continue to dive into what is included in today’s update.

[h2]Autumnal Splendor - Limited Time Environment [/h2]

Just two days from now, come November 1st, Maryland will undergo a mesmerizing autumnal transformation for the fall season. The trees are shedding their leaves, painting the landscape in a vibrant symphony of oranges, reds, and golds. This enchanting metamorphosis, for the duration, will cover every map and mode, embracing the beauty of fall.






But that's just the beginning...

[h2]The Risen Dead of Antietam - Limited Time Event[/h2]

In this limited time 100-player event, 'The Risen Dead of Antietam,' Confederate and Union soldiers must band together to confront relentless hordes of over 400 risen dead in a cooperative and adrenaline-pumping experience. Teamwork is not merely encouraged, it's the key to your survival. As you face wave after wave of the undead, you'll need to rely on each other's unique skills and strengths to endure.




The core objective in this mode is to hold successive key points strategically, fending off the approaching zombie onslaught. Your team's ability to work in harmony is paramount, as these points represent the last line of defense against the encroaching undead.


Exclusive for this event is the introduction of the 'Torch Bearer' class, which adds a unique dynamic to the mode. In lieu of the flag bearer class, the ‘Torch Bearer’ is armed with a signal torch (specifically, a Flying Torch used by signal corps in the Civil War). In addition to serving as a remote spawn point (the only active one during a zombie wave), the 'Torch Bearer' is the literal guiding light of the team, crucial for spotting the incoming risen dead and preventing them from overwhelming your position.


'The Risen Dead of Antietam' features a variety of zombie types, each presenting distinct challenges. The undead range from fast and relentless, to slow but overwhelming in number. Your team will need to adapt and strategize accordingly.

This mode is the thrilling result of extensive research and development into AI navigation and behavior, which also functions as a necessary test intended for our highly anticipated addition of horses to War of Rights - and what better way to ‘enliven’ a boring stress test than in a way that promises both valuable data and a true test of your survival skills? A 'War of Frights', if you will.

This immersive zombie mode promises an unforgettable experience where teamwork, strategy, and the guiding light of the 'Torch Bearer' are the keys to your survival. Do you have what it takes to hold the line and withstand the relentless undead in 'The Risen Dead of Antietam'?


This limited time event represents a groundbreaking first for War of Rights and Campfire Games. To say it's a departure from our usual updates is a vast understatement. We are extremely eager to hear your thoughts and sincerely appreciate all feedback!

Join in on the spooky autumn fun come November 1st at the moment both events go live by tracking the traditional main menu countdown timer signaling the events’ commencement!

[h2]Character Customization Improvements & Losable Hats[/h2]

In this update, we have enhanced and expanded character customization for your character's head. Players can now finely adjust age, eye color, hair, and the newly introduced skin tone using sliders. Additionally, you can toggle the hat on and off for a better view of your character.

Skin tone and age will also influence other visual aspects of your character. If you increase your character’s age, his hair will naturally lighten and whiten. Moreover, selecting a slightly darker skin tone also will impact eye color and hair.


These changes also enable hats to become dislodged during battles. Any dramatic experiences the player encounters, such as being knocked down, can result in their hat being knocked off. To save on server performance, unfortunately you cannot pick them back up.

[h2]Procedural Dirt and Blood[/h2]

In today’s update, we're also immersing you in a new way as blood and mud collect on characters as battles unfold. No longer will character dirtiness be statically assigned during customization and at spawn. Instead, it will dynamically accumulate dirt, blood, and debris based on your in-game experiences.


For instance, trudging through deep mud will muck up your trousers and brogans, while taking a tumble in the mud will cover your entire character in grime. And when it rains, nature will lend a hand by washing the blood and dirt away.


This transformation necessitates extensive changes to our asset setup. As a result, this feature will initially be available on specific clothing items, with a gradual rollout planned for the rest of our assets over the upcoming months.

[h2]Destruction - Doors[/h2]

This update also brings further enhancement to our environmental destruction. Doors are now included in our growing list of destructible objects. In past interior combat scenarios, players could exploit doors for unrealistic protection from attackers by keeping them closed. This is no longer the case. Doors can now be broken down using artillery, small arms, and melee attacks - such as those made by the undead!. Doors will go through various destruction states, becoming more mangled, and soldiers hiding behind them become increasingly vulnerable to small arms fire at each stage of destruction.

As this is the initial implementation of the feature, not all doors will be destructible at once in this update. Expect to see more and more doors become destructible throughout the next few updates.


[h2]Quality of Life Improvements[/h2]

In response to community feedback, long-awaited relief is on the way for 'T' spammers. In this update, we're introducing the ability to customize the game information elements that are displayed. You can choose from three settings:
  • Timer: This maintains the current behavior, appearing for a few seconds when pressing 'T.'
  • Always: The element will always be visible.
  • Never: Ideal for those seeking full immersion, as it prevents the visual aid from appearing at all."

For instance, you can now configure player name tags to remain visible regardless of whether you press the HUD display button. Furthermore, you have the ability to adjust the duration for which a chat message remains on the screen when a message is sent.



[h2]Update 193 Patch Notes[/h2]
  • Added 10 artillery battery crews to the character customizer: Cooper, Edgell, Stewart, Cook, Richardson, Miller, Squires, Pelham, Balthis and Brockenbrough.
  • Fixed several character issues including artillery items, kepi materials, incorrect insignias, shirt textures and beard vertex normals.
  • Updated the straw hat geometry.
  • Added additional shirts and trousers for the 1st LA.
  • Added destructible doors.
  • Added more facial customization settings in the character customization menu.
  • Hats can now get knocked off of soldiers during knockdowns.
  • Added procedural blood and mud buildup on characters.
  • Updated the kepi and braids for the US sharpshooters.
  • Added feather options for the hats of the 6th WI.
  • Fixed inconsistencies with the sun angles across all of the levels in the game, resulting in longer and more interesting shadows at noon throughout the game but especially at South Mountain.
  • Resolved several animation issues tied to performing an action while at the double quick or charge speed such as aiming a revolver, entering right shoulder shift, stabbing with a bayonet and clubbing with the rifle butt that would result in a lot of tiny and very quick steps taken by the character.
  • Fixed the revolver’s idle animation, causing it to dip down towards the waist of the character each time movement was initiated.
  • Fixed officer haversack clipping through the baldric.
  • Fixed the Sgt. Major NCO rank of the 14th TN not having an NCO sword.
  • Added 1st VA cavalry, 2nd MD and 2nd WI infantry to the character customizer.
  • Added double breasted frock coats as an option in the character customizer for all CSA officers.
  • Made the text on the credits page white.
  • Updated the terrain shader of the game, resulting in us being able to seamlessly blend between detail terrain textures and distance terrain textures without any of the distance terrain texture colours bleeding into the detail terrain textures. In short: more colour accurate textures up close.
  • Updated the grass detail terrain texture.
  • Fixed the normals of the herringbone and concrete sidewalks of Harpers Ferry to eliminate any ugly seams.
  • Made the stone wall around the Mumma graveyard slightly slimmer so that it is consistently vaultable.
  • Added a new opened variation to the North Carolina Sack Coat and updated the skinning of the NC sack coat.
  • Fixed undershirts clipping with the open jackets.
  • Standing in close proximity to the muzzle or on top of the barrel of a cannon while it fires will now cause a knockdown and damage to your health.
  • Added several new settings in the gameplay options menu related to the in-game HUD such as always-on player names, text chat and compass/morale states. Also added a chat message display timer setting to prolong/shorten the duration that the chat is shown.
  • Overhauled the quartermaster wagon models of the game.
  • Added the following flags: 89th New York National Colors, 30th Ohio Infantry National Colors, and 1st Virginia Cavalry standard. The 1st Virginia cavalry flag is based upon a September 1862-dated eye-witness sketch by Alfred R. Waud. The sketch is now held by the Library of Congress.The 6th Wisconsin National colors have been revised to more closely match the surviving artifact, with thanks to the archivists of the Wisconsin Veterans Museum for their kind assistance.
  • Added regimental drums for the 4th Alabama Infantry, Hampton's Legion Infantry, 30th Virginia Infantry, 20th New York Infantry, 30th and 36th Ohio Infantry regiments.
  • Fixed the Pry barn door LODs.
  • Fixes to the R. Miller Tenant house model.
  • Fixed the Henry Rohrback farmhouse’s attic glitch.
  • Updates to the time of day settings, resulting in slightly less pitch black house interiors at night.
  • Minor Piper slave house scene fixes on the Antietam and Drill Camp levels.
  • Updated the Washington artillery hat insignias.
  • Adjusted the red colour on artillery uniforms.
  • Changed the material of the artillery gauntlets.
  • Fixed incorrect collar insignia for some of the double breasted frock coats in the character customizer.
  • Added a new backend master server separate from Steam’s server tools to more reliably populate all of the online servers within the server browser of the game. Once mass tested and verified to be working as intended, this new backend master server will replace Steam’s version.
  • Completely overhauled the main menu backend code to be much more modular and thus futureproof.
  • Implemented the first iteration of the new server browser, designed to offer up more information of each listed server.
  • Motion vectors for DLSS & TAA are now more accurate, requiring no more intermediate format to work with motion blur, reducing rounding errors.
  • Forward rendering and post effects are now able to sample sun shadow information past the first 4 shadow cascades.
  • Fixed an issue with glass materials resulting in them rendering through volumetric fog.

That’s all for now. We look forward to joining you all on the soon-to-be autumnal clad fields of glory!

[h3]- The Campfire Games Team[/h3]

Update 192: Optimizations & Fixes - Released!



[h3]Hello everyone,[/h3]

Today’s War of Rights alpha update is a relatively small one but we thought it best to get it to you all as soon as possible as it contains a few rather nice improvements, fixes and additions to the game.

[h2]Update 192 Patch Notes[/h2]

  • Further optimized the game code, this time focusing on instancing the character attachments such as hats and bayonets as well as improved the river renderer efficiency, resulting in upwards of 30% performance improvements at isolated moments in the game such as when looking at the Shenandoah and Potomac rivers of Harpers Ferry.
  • Recapturing the point in skirmishes while overtime and counter attack is active should no longer result in a faulty end of the game round.
  • Added 4 new customizable units to the game: 1st and 2nd US Sharpshooters, 1st North Carolina Sharpshooters and 1st Virginia Battalion. These will now also be available at random in the Conquest, Contention and Picket Patrol game modes.
  • Fixed the artillery round smoke trails sometimes appearing to be wildly zig-zagging.
  • Fixed the 1st person camera jolts when returning to shoulder arms.
  • Tweaked the sunset lighting and sky colour for a more realistic look.
  • Getting headshot before entering the spectating camera should no longer result in VoIP being muted until you spawn back into the game.
  • Added the regimental flag of the 17th Michigan.
  • Added the national flag of 1st North Carolina Sharpshooters.
  • Updated the 14th North Carolina national flag, now matching surviving artifact.
  • Added the national flag of the 39th New York.
  • Added a regimental drum for the 39th New York.
  • Added the regimental flag of the 1st Virginia Battalion.
  • Fixed the flag snapping out of the hands of the flag bearer in 3rd person as he turns around.
  • Fixed the bigger Pry Barn doors being locked.
  • Fixed up all of the victory scenes of the Skirmishes game mode to once again include musicians.
  • The Mumma graveyard stonewall is now vaultable.
  • Added the flag of the selected flag bearer to the deployment screen.
  • Fixed the wrong rank, weapon and secondary weapon sometimes being shown on the deployment screen.


That's all for today's update. See you on the fields of glory!

[h3]- The Campfire Games Team[/h3]

Update 191: Optimizations, Hair Overhauls & Anti Troll Measures - Released!



[h3]Hello everyone,[/h3]

Today, we’re happy to be bringing you another alpha update to War of Rights! Update 191 primarily features a sizable processor usage optimization pass within the game, resulting in up to a 20% overall FPS gain between update 190 and update 191 if you happen to be bottlenecked by your CPU in your setup.

Other notable features of update 191 include a complete hair and facial hair overhaul for much improved character-details, especially up close. This addition also paves the way for future character specific updates.

Lastly, we’d like to highlight a few new anti troll measures making their way into the game; carried flags and artillery rounds will now drop to the ground if a player disconnects while carrying them, thus making it much harder to disrupt flag bearer or battery play.

The update also includes several quality of life additions, tweaked rainy weather environment visuals as well as numerous bug fixes. For a complete list please read the patch notes below.

[h2]Update 191 Patch Notes[/h2]
  • Optimized the CPU usage of the game by a considerable amount:
  • Benchmark results in update 190: 84 FPS
  • Benchmark results in update 191: 105 FPS
  • Overhauled all of the hair and facial hairstyles in the game for much improved details up close.
  • Disconnecting from the server while carrying a flag will now drop the flag at your last position.
  • Artillery rounds will now be dropped on the ground when artillerists are killed or disconnected while carrying one.
  • Knockdowns caused by artillery rounds now result in varying lengths of recovery: the closer to the round going off you are, the longer duration the resulting knockdown will last.
  • Knockdowns now cause suppression at a varying degree.
  • Small caliber rounds such as pistol rounds and the buckshot pellets in buck and ball loads are no longer lethal at extreme ranges. Instead, they are lethal up to a distance of roughly 40 yards and will then gradually lose the damage caused per additional yard traveled. The ball contained in buck and ball loads remains lethal (however inaccurate) at long range.
  • Implemented a potential fix for some of the instances where a user’s level would be falsely shown as 1.
  • Fixed the wobbling soldier animation issue.
  • Fixed a glitch caused by picking up a dropped flag while reloading your musket resulting in a ghost flag spawn point on the terrain.
  • Added the remaining missing weapon images to the class selection and deployment UI menus.
  • Added support for more letters and symbols in the game chat and name tags.
  • Optimized the main menu of the game.
  • Added an additional grass type to the game.
  • Updated the lingering smoke particle effect and increased its visibility and lifetime for added immersion on the battlefields.
  • Updated the bullet trail, bullet water impacts and artillery round trail particle effects.
  • Updates to the R. Miller Tenant house model.
  • Fixed the broken texture on twigs.
  • Updated the Mumma graveyard stonewall model.
  • Several minor fixes to Pry grist mill, Piper barn, R. Miller spring house and Pry barn models.
  • Updated the model of the Sherrick summer kitchen.
  • Hand fixes for various artillery animations.
  • Updates to the visuals of the rainy weather environment: the terrain will now darken much more realistically as it gets wet.
  • Darkened the name tags of the players that are not within your company to easier be able to tell them apart at a glance. This setting can be disabled in the gameplay options menu.
  • Coloured the name tags of your Steam friends green in order to be able to easily meet up in-game. We suspect this addition is going to be useful for new players in particular who will now have the chance to be green in more ways than one! This setting can be disabled in the gameplay options menu.


That's all for today's update. See you on the fields of glory!

[h3]- The Campfire Games Team[/h3]

Update 190: Polish Pass - Released!



[h3]Hello everyone,[/h3]

We’re excited to bring you the 190th alpha update to War of Rights today! With the update comes the end of the grace period of class and rank unlocks tied to the experience level system debuted recently. We’d also like to remind you all that the time to redeem your loyalty bonus is nearing its end, the feature is being removed on the 31st of May. If you are in doubt as to how to redeem your earned experience points, click HERE to read a detailed guide on how to do so.

The main focus of today’s update is a general cleanup of long-time issues present in the alpha, as well as adding some more quality of life additions for a more polished and fun experience for everyone.


[h2]Update 190 Patch Notes[/h2]

  • Crowdfunding backer names are now shown within the credits section of the main menu.
  • Added a “Join Battle” button to the main menu for an easy way to join the most populated server with open slots (locked servers and drill camp mode excluded) without having to enter the server browser.
  • Updated the in-game player name tags to a new font in order to resolve an issue that would result in flickering name tags.
  • Updated the saved battle reports to be using the recently added automated overview maps.
  • General UI cleanup passes in the various menus of the game, resulting in less unsupported characters being present.
  • Added a preview image of the battle flag tied to the selected regiment/company when selecting the flag bearer of said unit in the regimental/class selection menu.
  • The text chat now supports more characters.
  • Fixed the overtime mechanic to match its old, intended, setup. This means that a complete recapture of the point by the team trying to stop overtime is no longer required in order to cancel it. Instead, a short amount of time with the majority of players on the point will be enough to stop it. This in effect, means that overtime as a mechanic will be harder to game as the risk of it getting stopped is considerably greater now.
  • Artillery has gotten a much needed polish pass, resulting in:

    • The added ability of being able to move the trail spike while the piece is moved forwards or backwards. This should greatly help in the overall control of the pieces during movement as you can now reliably steer them using the trail spike (or the pole for the limber).
    • Fixed elevation screw seat camera behavior glitching out when someone is moving the trail spike at the same time.
    • Fixed the elevation screw becoming off-center of the rest of the geometry of the cannon whenever the trail spike is picked up.
    • It is now possible to freelook during the sponging/ramming and insertion of rounds.
    • Carried artillery rounds are now shown in first person as a visual reminder of which round type you are carrying and why you cannot sprint.
    • Holding the sprint key (shift) when carrying a round while at the quicktime movement speed will now put you into double quick instead of doing nothing.
    • Artillery pieces now ignore the shot up fence posts in the ground when pushed for easier navigation across destroyed fence lines.
  • Fixed the long-standing issues with the rifle behavior in third person during the reload animations that would cause it to jitter.
  • Improved the first person fix bayonet animation.
  • Added new flags: 20th New York Infantry National and Regimental colors; 52nd New York Infantry National and Regimental colors:
    • Photographic evidence shown above reveals that during the Maryland Campaign, the national flag of the 20th New York Infantry featured a luminary pattern sewn on the canton and the regimental flag was a painted contract flag. For some years, the regimental flag of the "Turner Rifles" has been represented in War of Rights and other Civil War games and mods as yellow silk. Not only did we find no evidence of this regiment bearing a yellow flag, but all surviving contract flags in the New York State Military Museum are blue.
    • The 52nd New York Infantry’s new national flag replaces a generic placeholder texture. The updated texture is the same historical pattern as the placeholder, however the new texture features an embroidered unit designation matching the regimental flag. The new regimental flag replaces the last of a number of community-provided textures in our collection of flags. This new texture is fully embroidered to match the still extant artifact shown above. This new regimental flag also differs from the old texture in that it features no battle honors, as originally presented to the “Sigel Rifles” and as carried during the Maryland Campaign (all of the regiment's battle honors, which include Antietam, were applied after the campaign). Lastly, the dimensions of the flag more closely match the artifact.
    • We owe special thanks to the assistant curator and staff of the New York State Military Museum for their assistance in researching and recreating these flags. For the last four months, the conservators of these treasured artifacts have patiently endured countless phone calls and emails, supplied us images of these and other artifacts, and provided helpful feedback over several drafts of the textures.
  • Reworked several of the barn roofs to feature wooden shingles, a far more likely, and often documented, roofing material used in the era than metal sheets.
  • Added randomized splash screens to the game.
  • Added more Steam achievements.
  • Possible fix for the weapon locking up when getting knocked down while reloading it.

That's all for today's update. See you on the fields of glory!

[h3]- The Campfire Games Team[/h3]