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Field Report 43: Artillery Progress Update

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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.

August 8th - Update 160 Released!



- Added a list of players that currently are in the selected regiment on the Class Selection Screen.

- Players will now lose their current class if they go back to the Faction Selection Screen, freeing the class up for other players to pick.

- If you go back to the Class Selection Screen as an NCO or Officer, the rank you previously had selected will automatically be selected for you again.

- Fixed the Maryland, PHB regiments giving an error if a player tried to select a class from that regiment on the Class Selection Screen.

- Fixed the UI not being able to find certain rank and weapon images on the Deployment Screen.

- Balance tweak for the end game event Final Push: The time given to attack in Final Push has been decreased from roughly 3 to 2 attacks.

- Added several new interior props to the houses in the game.

- Increased the visibility of the bullet trail effect.

- Lightning now starts to happen when the weather is worse than it did before.

- Added 1841 Mississippi rifle and sword bayonet to the majority of the 39th New York.

- Minor visual updates to South Mountain.

- Fixed a few bad spawn areas in Harpers Ferry.

- Increased the attacker's tickets by 10 on the Bolivar Heights Artillery Redoubt skirmish area, Harpers Ferry.

July 27th - Update 159 Released!



- Reworked the entire class selection logic for more reliability.

- A class is now claimed directly when the class image has been clicked. Previously the class would first have been claimed when the player moved onto the Deploy Screen.

- The available classes will now auto update whenever another player picks a class and if a class such as the officer is no longer available, that class will automatically be greyed out.

- The Class Selection Screen will now output on screen error messages if something goes wrong or if the selected class was just taken by another player as you clicked the class icon. If an error message is outputted, the Class Selection Screen will reset.

- The selected class is now automatically remembered by the UI and will be reselected if the player should go back to the Class Selection Screen from the Deploy Screen.

- The Deploy Screen will now output on screen messages when the flag bearer spawn becomes available, if you are in the flag bearer spawn queue and the flag bearer becomes Out of Line or gets killed.

- Possibly fixed a couple of UI related crashes.

- Reduced the applied TSAA smoothness, resulting in a sharper image with less ghosting effects.

- Fixed setting the weather via the ingame admin panel.

- Fixed several of the reported instances of players not being able to enter houses.

- Added a few new house prop items.

- Fixed being able to spawn inside certain closed-off structures via the flag bearer spawning.

- Updated Pry Grist Mill textures.

- Minor updates to Colquitt's Defence and Anderson's Counterattack, South Mountain.

- Updated Moore House textures.

- Optimized tent LOD's.

- Minor character skinning updates.

July 10th - Update 158 Released!



- Released the next skirmish area of South Mountain: Anderson's Counterattack.



With but a few hours of daylight left the 9th and 89th New York along with Clark's Battery take up a defensive position on the northern side of Fox's Gap, defended by Garland's, now broken, Brigade earlier in the day. CSA Gen. G.B. Anderson, arriving with badly needed reinforcements to the remnants of the Confederate force, targets Clark's Battery and the two New York regiments for his counterattack.









- Fixed a couple of spawn related crashes.

- Fixed a bug where the flag bearer would be unable to respawn after having died.

- Fixed a bug where a player would sometimes spawn with no nametag and slowly just drift in a set direction out of the map.

- Fixed players appearing at their corpse for a single frame when respawning.

- Fixed the UI partly locking up if the player presses Tab while typing in the chat.

- Added several exclusion areas to Harpers Ferry, fixing players sometimes spawning inside the town houses there.

- Added an animation for when players pick up the flag from the ground.

- Various minor character material and uniform updates.

- Added stacked wheat bundles to the whatfields of Fox's Gap, South Mountain.

- Updated the farmer wagon model and texture.