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War of Rights News

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Part of the Steam Halloween sale, War of Rights is currently 50% off!

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https://store.steampowered.com/app/424030/War_of_Rights/

October 7th - Update 163 Released!



- Made the long lasting weapon smoke slightly darker to reduce the amount it burns out.

- Fixed a bug where first choosing to spawn on the base, then instead clicking the flag and pressing deploy, would result in the player spawning on the base anyway.

- Fixed a bug where a player would be unable to spawn if the player had left a server while it was in last stand. When joining a new server where Last Stand was not active, choosing the team which on the previous server had entered Last Stand, would result in a message being shown that the team had run out of tickets with the player unable to proceed and then being forced to restart the game.

- Added (Spectating) in front of player names in the tab menu who are spectating with the free flight camera. While in this spectator mode, their names are now also colored dark Grey. This only happens for regular players. Admins will not get the (Spectating) tag added to their names and their name color will remain Red or Black, depending on what they have chosen in the admin UI.

- For admins, the chat will now post a message whenever somebody starts and stops spectating using the free flight camera.

- Made the nametags be visible on players from both teams while using the free flight camera.

- Updated the artillery embankments throughout Harpers Ferry.

CSA battery, Loudoun Heights, Harpers Ferry - A playable location come the artillery update

September 26th - Update 162 Released!



- Added new weapon fire particle effects with much more detail.



- Fixed a long lasting memory leak.

- Improved the camera offsets while freelooking for more realistic camera movement.

- Fixed some doors that previously couldnt be shot through.

- Visual updates to Harpers Graveyard area, Harpers Ferry.

- Prevented the Union team from being able to reach the 2nd stonewall and fire down into the CSA spawn of the Harpers Graveyard skirmish area.

- Visual updates, Maryland Heights area, Harpers Ferry.

- Overhauled several interior props.

- Added more items into the houses across all levels.

- Added the last two skirmish spawn screen and deployment screen overview maps for the South Mountain skirmish areas, Cox's Push and Anderson's Counterattack.

- Fixed some of the rank icons in the spawn UI missing for some of the regiments.

- Added class images of the remaining CSA regiments on the class selection screen - the last Union regiment images will soon come.

- Minor visual updates, Bolivar Heights Camp, Harpers Ferry.

- New Naval gun platform and texture.

- Gave all flag materials a pass to normalize their specular and brightness settings.

- Added several missing flag bearer spawning exclusion areas on Harpers Ferry.

Field Report 43: Artillery Progress Update

[previewyoutube][/previewyoutube]
Today marks the 157th anniversary of the Battle of Antietam and we thought what better way to honor and remember the anniversary than to give you all an update on the progress of some of the most anticipated features of War of Rights currently in development!

We’re very excited to be detailing some of the progress we’re making regarding the implementation of the initial artillery system into the game as well as a small sneak peek about some very cool things to come in the time after the introduction of artillery.

One of our programmers, Michael will guide you through the progress below.

Artillery Progress

Hello everyone!

For those of you who don’t know me my name is Michael and I have been a programmer at Campfire Games for 3 years. I am responsible for a lot of the notable systems including: the formation system, the weather system, free-looking, spectating, the admin tool, officer orders, capture zones and more. Currently, I am committed to two of our most important roadmap features which I am here today to talk about!

Arriving soon will be one of the most requested and anticipated additions to War of Rights, the artillery! Here is a brief rundown of what to expect and where we are now.



The very first artillery implementation which we’re quickly headed towards will be a work in progress (as most if not all things in an alpha are) and will thus feature both limited game mechanics as well as a lot of new exciting bugs for you to enjoy.

That being said, it will feature the core mechanics of functional artillery:
  • Different artillery classes with different tools and weaponry.
  • Unlimited artillery crew slots - if a team wishes to use all available battery pieces (or none) they can do so.
  • Pushable cannons (by wheels) by two players at once.
  • Ammunition and powder pickups from limbers.
  • Different types of loads (such as explosive shell and canister shot).
  • Horizontal aiming adjustments by lifting the tailspike of the cannon.
  • Vertical aiming adjustments by turning the elevation screw of the cannon.
  • Firing by fixing a lanyard to a primer and pulling it.
  • Recoil from firing will require the cannon to be pushed back to its initial position in order to maintain accurate fire.
  • Pushable limbers in order to make sure that the supply for the cannon can be moved with it should it be deemed a good idea to relocate the gun.


Here’s a short list of some of the things we’ll be looking to bring to the artillery system in later released iterations:

  • Artillery specific team damage punishment system (the first release of artillery will have friendly fire turned off).
  • Chance of normal and catastrophical misfires without proper maintenance of the cannon.
  • Dry sponge & worm tools for properly clearing stuck embers after firing.
  • Chance of explosion when hitting the limbers.
  • Chance of explosion when hitting the shell while it is being carried over to the gun for loading.
  • Vent hole plugging step while loading.
  • Fence destruction.
  • Horse drawn artillery.


At the time of writing all the hard work of many individuals is converging and we are now putting it through rigorous testing while ironing out the remaining issues. We hope you will enjoy this forthcoming feature as we continue to deliver the most authentic and engaging civil war experience we can muster.



Below is a flowchart of the structure of the artillery, or transport system as it is being called internally.





So when can you expect to get your hands on the initial artillery release? We do not know yet but great advances are currently being made each day in order to ensure that the release isn’t too far off.

We look forward, in great anticipation, to experiencing artillery with you all and your invaluable feedback as we continue to press on!


Artillery Drill Camps

For the initial artillery implementation we’ve also expanded the drill camp map with two new Artillery specific drill camps and firing ranges - one for each faction as well as given it a major detail overhaul throughout the entire level.

You’ll deploy in the artillery camp of your faction when spawning as an artilleryman in the level. There you’ll be able to drill positioning, loading and practicing your aim at the range alone or with a trusted band of crewmates.


Confederate Artillery Camp & Firing Range











Union Artillery Camp & Firing Range











A glimpse of Cavalry


(Game-ready low poly render of a chestnut horse recently completed by our Character Artist, Pat)

One of the benefits of the supporting framework for the artillery, known internally as the transport system, is that it has been built from the ground-up with cavalry in mind. Our forethought has already slashed the development time for cavalry in half and you will all be seeing it sooner than you likely think!

(Game-ready low poly render of a brown horse recently completed by our Character Artist, Pat)

Lastly, working on both the artillery and cavalry has been a welcome challenge at Campfire Games. It is our first venture that has really concentrated all the departments together to deliver some of our most complex additions to the game yet. It has been a real pleasure to work more intimately with much of the team. From the late nights of spit-balling gameplay mechanics to the long afternoons of arguing about the viscosity of soil, these deliberations have made this my favourite project so far!

That’s all for now. Until next time, have a good one!

September 2nd - Update 161 Released!



- Fixed a long standing and regular crash issue.

- Fixed players not being able to type in the ingame chat during the endgame screen.

- Made the colors get damaged when the flagbearer gets killed.



- Updated several spawning exclusion areas throughout the levels for better flag bearer spawning results.

- Cleaned up the respawn game logic for the various game modes, which should help make death to respawn UI process much more reliable.

- Fixed various bugs with the Picket Patrol game mode.

- Several additional interior props added throughout the levels.

- Several visual updates to the Harpers Graveyard skirmish area.

- Several map boundary adjustments to the Harpers Graveyard skirmish area in order to limit flanking the enemy via running on the cliffside of the area.

- Fixed Freelook not being visible on other players.

- Slightly improved the performance on Very High settings if your system is GPU bottlenecked.