1. War of Rights
  2. News

War of Rights News

War of Rights 40% off! Cavalry & Artillery Progress Report

[h3]Hello Everyone![/h3]
While we continue to work on the first implementation of artillery to the game we thought it a good time to show you all a bit of some of the other content we're working on which is to be released at some point after the introduction of artillery as well as give you all a brief update about the progress of the artillery development itself. But first we have a new sale to announce!

War of Rights is currently 40% off!


Part of the Steam Lunar New Year sale for the next 4 days, War of Rights is now 40% off! We hope you will all join us in giving the new recruits that are about to swell the ranks the warmest of possible welcomes!

Cavalry Development Showcase


The development of the cavalry army branch is progressing nicely, we think (we hope you will agree!). It being a major content addition coming to the game after the introduction of artillery, we hope you're looking forward to be exploring its uses on the field of battle as much as we are.

For now, we're pleased to be able to show you the very first in-engine screenshots of several cavalry horses complete with all of their tack, supporting CSA specific as well as Union specific variations as well!





Artillery Progress Report

The introduction of artillery into the alpha as soon as possible remains the absolute priority of the team. A lot of work is currently being done in order to make the limber chests functional in-game, allowing the players to not only move the limbers themselves in order to keep the ammunition supply as close as possible to any cannon or battery on the move, but also to allow the crew to open the limber chest lid, select each shell they wish to pick up individually (consisting of several different shell types) as well as the option to move over the tray of tools (which hides half of the shells in the limber chest) to the other half of the chest, exposing the remaining half of the ammunition of the chest for usage.

It is quite the task from a systematic as well as animation setup point of view but we're happy to let you all know that we're making progress in allowing the above stated to happen.



That's all for now - we hope you're looking forward to be greeting the new players welcome as well as the introduction of artillery and the eventual addition of cavalry as much as we are!

Happy New Year: Artillery Progress Update

[h3]Hello everyone![/h3]
We hope you all had a nice Christmas and that you are now looking forward to a new decade of PC gaming as much as we here at Campfire Games are!

We realize there’s a lot of interest about how the development of artillery, one of the core features of War of Rights is shaping up and so we thought it a good idea to give you a brief rundown of some of the issues still keeping us from releasing the first version of it as well as a video showcasing two of our developers interacting with a cannon in a networked environment. The video displays a number of issues (and misses quite a few as well), some more serious than others that should make it clear why artillery is not yet released to the public.

(Note that the 2nd shot was the first time we actually tried to aim the cannon at the firing range target - we thought that went pretty well!)

[previewyoutube][/previewyoutube]
As you can see in the video above, a number of animation issues are currently present - both in regards to general animation polish but also in relation to characters turning invisible for a period of time after having left the different positions of the cannon as well as characters currently glitching out when the cannon is moving over an uneven/sloped ground, sometimes resulting in falling through the ground (not shown in the video).

One of the major things that still need to be implemented is the ability to pick up shells from the limber chests (hence why an invisible shell was loaded into the gun in the video above).

While we do have firing sounds for the artillery we’re currently lacking most other sounds related to manipulating the piece.

That being said, we hope you will agree with us that the development of the first version of artillery is indeed headed in the right direction.

We will continue to push on in order to get it out to you all as soon as possible. Until then, we would like to wish you a very happy new year and also thank you for supporting the development of the alpha for yet another year.

We would also like to welcome the many new players who have decided to fill the ranks during the Steam Winter Sale - we are happy to have you and we hope you’ll enjoy the alpha and its great community.

We can’t wait to see what 2020 has in store for the development of WoR!

War of Rights is currently 50% off at: https://store.steampowered.com/app/424030/War_of_Rights

Winter Sale! War of Rights 50% off!



Part of the Steam Winter Sale 2019, War of Rights is now 50% off!

Get the game at: https://store.steampowered.com/app/424030/War_of_Rights/

Campfire Games would like to wish all of our veteran players as well any fresh recruit a happy holidays - we hope it's a good one!

Update 165: Interpolation - Released!



- Improved the player interpolation. The new version will result in a more accurate representation of what the player you are looking at is actually doing while at the same time keeping player stuttering at an absolute minimum. Some of the benefits of this is that when a player is charging you, it is much less likely that he will be able to stab you while still being 5 meters away from you. We have made a video showcasing the difference between this version and the previous version which you can see below.

[previewyoutube][/previewyoutube]

- Fixed a crash if admin console commands are executed while not connected to a server.

- Fixed the desertion messages on Picket Patrol and the Drill Camp not triggering.

- Fixed morale shouts not triggering on morale change and on FinalPush and Last Stand.

- Fixed an issue where a player would be unable to spawn if the player joined the server just as the skirmish area on the server was switching to the next area.

- Prevented players from switching weapons if they are carrying the flag.

- Fixed a number of flag animation issues caused by having been in right shoulder shift before picking up the flag.

- Fixed being able to perform melee thrusts while kneeling and also an issue that would make it look like the player was at the ready while he was in fact in melee mode.

- Fixed the reported instances of spawning inside various objects and being stuck by increasing the size required to be able to spawn on the flag bearer. If no free space is available you will spawn at the location of the flag bearer.

- Fixed several broken assets on Harpers Ferry.

- Updated fog volumes on Antietam, Harpers Ferry and South Mountain.

- Fixed several doors opening the incorrect direction on Antietam and Harpers Ferry.

- Set the game splash screen as the default loading screen when returning to the main menu from a level.

Update 164: Counter-Attacks - Released!



New Counter attack mechanic added to the skirmishes gamemode
  • A counter attack by the defending team is triggered when the attacking team captures the point of contention when the morale state of the defending team is above Breaking.

  • The length of the counter attack is determined based on the morale state of the defending team - the more morale the longer the counter attack.

  • If the counter attacking team manages to retake the point of contention before the counter attack timer runs out, it will gain a morale boost, putting it at the same morale state as the attacker.

  • If the counter attack timer runs out before the point of contention is retaken, the counter attacking team will lose the match.

  • The end game events Final Push and Last Stand can trigger during a counter attack.

  • A counter attack can happen several times during a skirmish round.

- Added an overtime mechanic to the Skirmishes gamemode. This will trigger if the attacker or counter attacker is in the process of capturing the point of contention as the timer runs out. The overtime mechanic will be canceled if more defenders than attackers are inside the point of contention.

- Removed the endgame event Last Stand's requirement of having to stay inside the point of contention. The defenders in Last Stand are now free to move about as they please.

- More than doubled the capture speed of the point of contention in order to increase the chance of counter attacks happening.

- Improved the networked interpolation of player positions. This will make the movement of other players on your screen respond a lot faster to the movement data your client receives from the server. In theory this will also make it easier to move in a cohesive line formation as you can much more accurately adjust your own position to the position of the player in front or next to you.

- General level detail pass of Antietam.

- General level detail pass of Harpers Ferry.

- General level detail pass of South Mountain.

- Added gabions to the artillery redoubts at Harpers Ferry.





- It is now possible to vault over certain parts of the artillery embankment models found on Harpers Ferry.

- Prevented players from spawning under the ground at Sherrick and Roulette Farms, Antietam.

- Optimized the proxies of various models.

- Added several new interior props.

- Optimized the destroyed cornstalk models.

- Added a new splash screen when starting the game.

- Made the dropped flag not collide with players in order to avoid players being pushed around by it.

- Moved the on-screen popup message slightly up as well as increased their background opacity in order to provide an easier time of aiming.

- Fixed a few animation issues related to the officers using revolvers.

- Rebel Yells and Union Huzzahs now only trigger from players that are In Formation.