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Public Test Branch: 300 Player Test Announcement



Hello everyone,

Having released the 200 player support per server just last month, we are now ready to begin exploring the possibilities of increasing the number even further.

We therefore invite every owner of War of Rights (individuals and player organizations alike) to join us in stress testing an experimental player cap increase to 300 on the public test branch from October 15th-17th!

Come October 15th, you'll be able to access the public test branch version of the game by right clicking on War of Rights within your steam library, selecting "properties" and navigating to the "betas" tab. There you will be able to opt into the public test branch by clicking on the dropdown menu. Once selected, steam will download the branch. To opt out of the public test branch again, simply select "none" in the same dropdown menu.

The stress test will help us gather valuable data both in regards to client as well as server performance and greatly aid us in our continued efforts in increasing the available player cap in War of Rights.

Please note: As this is a stress test, issues such as poor performance, crashes and an increased amount of bugs should be expected.

We look forward to be seeing you all come the 15th!

Anniversary Update: Musicians, 200 Player Support & Demotion Systems - Released!



Hello everyone,

Today marks the day of the 159th anniversary of the battle of Antietam/Sharpsburg and so we are excited to be releasing a major update to the game in celebration and remembrance of the courage and sacrifices of the soldiers engaged in what would be America’s single bloodiest day in wartime.

[h2]Musicians[/h2]

Musicians are (at long last) making their way into War of Rights!

Featuring a drummer and a bugler per regiment, the sole objective of the musicians in battle is to relay the orders of the officers to the men outside of hearing distance of the shouts.

[previewyoutube][/previewyoutube]
On the Drill Camp level outside of combat, musicians (including the fifer exclusively available there) are also able to play a selection of Civil War period tunes should the company want to liven things up a tad while on the march or warming themselves next to the campfire.

[previewyoutube][/previewyoutube]
When spawned as a musician, press Q in order to bring up a radial menu to select the call/signal or tune you wish to play. Note that you can only play while either standing still or at the quicktime speed.

Musicians can also sync up and play the same call or tune together. All it takes is both of the musicians being in relative close proximity to each other, both selecting the same call or tune and they will sync up with each other.

[previewyoutube][/previewyoutube]
Note: With today’s update comes the very first musician class introduction into the alpha. Players should expect to encounter various bugs and issues tied to the class due to this.

[h2]200 Player Support[/h2]

Much has changed since the early days of our technical alpha when we supported 32 players on a server and today we are happy to announce that the player cap supported is going to be increased from 150 to 200 players!

This has been made possible thanks to a large number of code optimizations implemented by our two programmers, Mike & Aleksi the past 4 or 5 months.

As an extra present for our community we’re very pleased to announce that the new 200 player slot option will cost exactly the same as what you’ve been paying for a 150 player slot server up until now - that’s 50 additional player slots for free thanks to Gportal’s willingness to work with us which we are very appreciative of.



The 200 player slot option is unlocked in the basic settings for anyone that rents a 150 slot War of Rights server at Gportal - no need to select a more expensive 200 player slot server via the slot slider when renting one.

If you wish to rent your own War of Rights Alpha server you can visit their website over at: https://www.g-portal.com/en/gameserver/war-of-rights-server-hosting

[h2]Demotion Systems[/h2]

Today’s anniversary update also includes the very first implementation of the promised demotion system as well as the server-wide mute system in order to give the community a democratic means of policing non-admined servers. Below is a quick rundown of the workings of the demotion system as well as the server-wide mute system:

[h3]Downvoting[/h3]

Downvoting is performed against another player on the tab screen. Here, you will find a down arrow icon located next to the player's name.

Upon pressing the down arrow icon next to a player name it will be highlighted to indicate that you have downvoted the individual. When the player has started receiving votes a tally will appear next to the down demotion arrow showing how many “effective votes” have been cast against the player.

To cast an “effective vote” you need to be on the same team as the player you downvoted. This is to ensure that a highly competitive enemy team can’t just target the best officers of the enemy team in order to remove them from command for instance. Furthermore, if the player you have cast your vote against changes team or you yourself change team your vote will be removed from the tally. Returning to the same team will make your vote an effective vote again. If you no longer wish to vote against a player, you can click the arrow again to forgive the player and revoke your vote.

Your votes are cast persistently which means that should you ever encounter that same player again in another game session your vote will be automatically applied again. For those who play across multiple devices; Steam Cloud will track your preferences.

You will not be able to see which individuals have downvoted you - only your total amount of downvotes received from the players currently on the server. This is a change in design from when the demotion system was originally previewed - there are pros and cons for both approaches but we felt this option was the better to initially test and is subject to change.

[h3]Demotion Triggered[/h3]

Once you reach the vote threshold you will be demoted. The threshold is determined by a server determined fixed percentage of the server population. For example if the threshold is 15% on a 200 player server 30 votes will trigger a demotion.

Your name on the tab view will get a red “D” icon next to it, representing a demotion, alongside the total votes cast against you. This icon will also be shown under your in-game nametag (next to the speaker icon).

When you fall back below the vote threshold your demotion will be revoked and its enforced restrictions will be lifted from your player.

[h3]Demotion Restrictions[/h3]

When demoted, you are restricted to the Infantry Private class. All other classes: NCO’s, Officers, Flag Bearers, Musicians and all of the artillery branch classes will not be selectable.

If you are playing as any of the aforementioned classes when a demotion is triggered you will be immediately slain and greeted by the branch selection screen.

After having spawned in as an Infantry Private you will notice red “Demoted” text in the lower right corner. This will be visible for as long as you are demoted.

Demoted players cannot pick up dropped flags. Upon trying to pick up a flag you will be shown a user interface message in the center of the screen stating that you can’t do so as a demoted player.

The infraction decay timer (for team damage inflicted by you) is also greatly increased from the normal non-demoted rate for demoted players, resulting in much less teamkill trolling being possible for you compared to non-demoted players.

[h3]Server Wide Mute Sub-system[/h3]

Player mutes (initiated by pressing the little speaker icon next to player names on the tab menu) are now tallied up in much the same way as downvotes - the total amount of mutes a person has received are hidden however. Once a certain threshold has been passed a server-wide mute (both VoIP & text chat) is triggered, muting the individual for everyone for as long as said threshold of mutes received by players on the server has been surpassed.

Upon reaching this, the server wide muted player will be shown a message informing him that he has been muted server wide in both VoIP & text chat and a muted icon will be shown under his nametag in-game (the VoIP speaker icon with a red cross over it), letting everyone know why the player they try to communicate with is unable to answer them.

The normal speaker icon next to his name on the tab view will also be changed to one that stands out to indicate that the player in question has been muted server wide.

[h2]Horse Teaser (Work In Progress)[/h2]

Being that this is the anniversary update, we thought it’d be an excellent occasion to share a bit about the progress of getting horses functional in War of Rights. A lot of animation work has already gone into their implementation but you will notice key features such as audio missing.

Many of the systems to be tied to horses are also not ready yet and so their deployment is not exactly imminent. Even so, we hope you’ll enjoy this short teaser.

[previewyoutube][/previewyoutube]

[h2]War of Rights Anniversary Sale[/h2]



As part of the anniversary of the Battle of Antietam/Sharpsburg, War of Rights is now on sale for the next 72 hours at 50% off!

If you wish to join the ranks and experience the new 200 player battles, musician classes & demotion systems please head over to our steam store page at:

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

[h2]Anniversary Update (Update 175) Patch Notes[/h2]

- Added Musician classes to all of the Infantry & dismounted Cavalry units of the game.
- Increased the max player cap from 150 to 200 players.
- Added the new grievance system which handles demotions and server wide mutes.
- Implemented the following battle flags:
51st New York National
4th Rhode Island National
12th South Carolina National
13th Alabama National
32nd Pennsylvania Regimental
56th Virginia National
56th Virginia Regimental
1st North Carolina Regimental
- Implemented the following regiment-specific drums:
9th New York
2nd US Regulars
10th US Regulars
- Minor tweaks to the artillery foley sounds.
- Improved the camera/head position when on the elevation screw seat of the artillery.
- Various 3D model proxy optimizations.
- Detail work on the Harpers Ferry level.
- Detail work on the Drill Camp level.
- Fixed subtitle misalignment on Hatch’s Attack, part 1.
- Fixed the old map being used on Anderson’s Counterattack, South Mountain.
- Updated the Dunker Church 3D model.
- Increased the animation speed of enter and exit “at the ready” as well as aiming resulting in a more responsive experience.
- Updated the UI in the lower right corner to specify whether you’ll return to double quick or quicktime when you stop sprinting.
- Fixed a potential crash with the ban and unban console commands when entering a SteamID incorrectly.
- Prevented developers from being banned by administrators.
- Fixed an issue where players could not be permanently banned.
- Ban time formatting has now been fixed and will display in the format 00H : 00M : 00S
- Rain and snow will now evaporate and melt respectively much faster.
- Added chat messages for when a player is unbanned or when a player not on the server has their SteamID banned.
- Steam cloud support is now enabled; saving both your keybindings and demotion preferences.
- Improved the user interface performance for the chat and tab view.
- Fixed an issue where puddles and settled snow were not visible for joining players.
- Improved the sky and lighting environment for snow sessions
- Optimized the CPU performance for non-static objects.
- Potential fix for sliding artillery.
- Fixed some cases where a player would briefly appear on their corpse.
- Added a spectator-only text chat.

That’s all for now. A big thank you to our community for offering us the support and patience in bringing the main features of this update into fruition. We look forward to be joining the ranks with you, recruits and veterans alike, as we take the next step towards fulfilling the vision that is War of Rights!

Update 174: Battle Reports - Released!



Hello everyone,

Today, we’re very happy to announce the release of alpha update 174 of War of Rights! Before we will get into the patch notes themselves, let us take a brief look at 3 of the major additions update 174 brings to War of Rights: Battle reports & the historical events being narrated, overhauled artillery physics and last but certainly not least: the biggest client & server performance improvements we have released yet!



Battle Reports


Starting from today, players will be presented with a battle report as the round ends. The battle report consists of an overview map of the finished skirmish or picket patrol area, showing a 30 second timelapse of the entire round, with animated markers such as Union or Confederate skirmishing units, line formations, artillery, casualties, etc.

Battle Report at Evening East Woods in action.

This is not all that has changed with the “inter-skirmish area flow” in the game in this update, however. Update 174 also brings new unique victory screens for each skirmish area and a “Historical Events” narration written and presented by Campfire Games Historical Advisor George Crecy. This is part of our continued efforts in pushing the boundaries of what is achievable in terms of historical and geographical context in a multiplayer game and how said context is best presented to the players.

If you wish to read a more complete run-down of the new features listed above, you can do so by checking out our latest Field Report.

Overhauled Artillery Physics


The transport system originally developed to support artillery in its initial implementation last summer has now been upgraded to a vehicle system, sporting much more accurate physics for the cannons and limbers, resulting in more realistic behavior when pushed over an uneven terrain, down a steep slope, etc.

The upgrade also means that players can no longer enter an artillery seat (such as pushing the wheels) while it is blocked by the environment.

The introduction of the vehicle system is also an integral part in bringing future content additions such as mounted infantry officers, horse drawn artillery and mounted cavalry to the game.

Client & Server Performance Improvements


Update 174 brings major CPU performance improvements for both clients as well as servers achieved by several code optimizations implemented by our programmers the past few months in an effort to gain more performance headroom to make higher player counts on the servers a possibility in the future.

Below is a comparison of the results of the in-game benchmark results in update 173 (66 FPS) and update 174 (81 FPS) using the same hardware and options settings.



We expect to be able to test a 200 player cap in the days or weeks following the release of today’s update (depending on how many bugs & issues surface when mass testing begins today) so please keep an eye out for an announcement in the near future if you wish to take part in the test.



Update 174 Patch Notes


- The 36th Ohio is now issued with Enfield rifles.
- Detail work, Garland’s Stand skirmish area, South Mountain.
- Detail work Mumma Farm & East Woods areas, Antietam.
- West woods & Dunker Church area detail work, Antietam.
- Hatch’s Attack area updates, South Mountain.
- Maryland Heights skirmish area updates, Harpers Ferry.
- Added rifle butt impact sounds.
- Drill Camp level detail work.
- Added more click sounds to the UI.
- New cornfield footstep sounds.
- Reworked drill camp kitchen utensils.
- Various modular building asset fixes.
- Reworked Saint John’s Church, Harpers Ferry.
- Detail Work, Colquitt’s Defence, South Mountain.
- Reworked the weather system.
- Miller & Nicodemus area work, Antietam.
- Updates to Cox’s Push, South Mountain.
- Overhauled the Pry Grist Mill model and proxy.
- Detail work, Shenandoah Street area, Harpers Ferry.
- Decal & Prefab work, Harpers Ferry.
- The sun is now smaller.
- Overhauled the environment probes to support probe blending resulting in much smoother time of day transitions.
- All environment probes are now cached on level load, resulting in no probe texture changing stutters while playing the game.
- Improved the global illumination, resulting in more accurate lighting based off of the surrounding area you are in.
- Improved the sharps rifle and carbine reload animations.
- Overhauled the quicktime animations when moving while At The Ready.
- Updated the strafing animations while at Shoulder Arms in quicktime.
- Fixed the server restart messages not being correctly shown in the text chat.
- Removed all dead body entities pre-placed in the levels - these will likely make a return at a later date.
- Added a global field of view (FOV) of 65 when aiming a weapon resulting in a level playing field when aiming no matter your FOV settings.
- Converted all animobjects to AnimatedMesh components.
- Added 18 new battle flags:
  • 2nd Mississippi Regimental
  • 18th North Carolina National
  • 14th Tennessee Regimental
  • 72nd Pennsylvania Regimental
  • 2nd USA Regulars Regimental
  • 10th USA Regulars regimental
  • 2nd Maryland National & Regimental
  • 2nd Georgia National
  • 6th Georgia National
  • 20th Georgia National
  • 4th Alabama National
  • 8th Ohio Regimental
  • 1st Louisiana Zouave National
  • 7th Michigan Regimental
  • 28th Massachusetts Regimental
  • 6th Louisiana National
  • 9th Louisiana National


- Replaced the remaining legacy Lua particles with ones made with the newer particle editor. This includes the large smokestack from the burning Mumma Farm on the Antietam battlefield.
- Evened out how often various regiments are featured on Harpers Ferry to reduce the amount of overused units there.
- Detail work, Picket Patrol areas.
- Fixed GenericBuilding windows.
- Tweaked the materials of most windows in the game.
- Added soldier class images in the UI for the 17th Michigan, 28th Massachusetts and 5th New York.
- Changed the license screen on startup.
- Replaced Hampton’s Legion with the 4th Texas at the Evening East Woods skirmish area, Antietam.
- Fixed a team changing exploit used by exploiters to legally teamkill.
- Fixed the Picket Patrol game mode.
- Fixed up a bunch of unsupported symbols in the level descriptions/loading screens and regimental descriptions.
- Replaced the player info in the bottom right corner of the screen with a new version that is much more flexible as well as way cleaner behind the scenes.
- Overhauled the Henry Rohrback farmhouse to match an earlier version of the structure much closer to how it would have appeared in 1862.
- Shell, case and canister rounds can now be placed back into the limber.
- Fixed bullets passing through enemies if they get shot while standing too close to the player shooting. To reduce friendly fire incidents, bullets can still pass through friendly players at very close range.
- Fixed a desertion bug which would occur if you ran into the enemy staging area to die and then switched to the enemy team and spawned in their base.
- Made the field of view and audio volume option sliders update as they are dragged instead of first updating when the slider is released.
- Added a FPS counter setting in the Graphics Options menu.

Public Test Branch - Open!



Hello everyone,

We have just opened the public test branch for everyone wanting to test out what is coming in the near future with update 174! Please keep in mind that the build available is not release-ready and so you are likely to encounter bugs & issues as you playtest.

In order to download the public test branch, head into properties of war of rights on steam, navigate to the "betas" tab and select "publictest" in the dropdown menu.

Steam will now download the public test branch build. In order to revert back to the live branch select "none" in the very same dropdown menu.


We hope to see as many of you as possible on the public test branch in order to help us identify issues as we move towards a live release of update 174. If the initial performance tests are looking as good as we hope we will likely move on to test a higher player cap on the server in the near future.

Thank you for helping us test!

[h2]Public Test Highlights[/h2]

- Changed the game code to run in its release config state, resulting in a drastic CPU performance increase for clients & servers.

- New cinematic victory screens at the end of each skirmish area.

- Battle report showing a timelapse of the just finished skirmish area with a number of visual identifiers such as formations, dropped flags, artillery impacts, etc.

- Historical events of each featured skirmish area presented by Campfire Games Historical Advisor George Crecy.

- Artillery physics is in the process of being entirely overhauled and so all artillery pieces have been removed for this test. We expect artillery to be testable within a few weeks.

- Updated environmental probes & general lighting for a much more smooth transition when lighting changes based off of the time of day.

- Standardized the field of view when aiming with a rifle or pistol to 65 so that everyone is on a level playing field when aiming, no matter which FOV they play at.

- It is no longer possible to push other players away by running into them.

- It is no longer possible to shoot through an enemy player and not hit him if he is too close to you. The system has retained its forgiving nature for friendly players however.

- Updated several infantry animations.

- Added 14 new battle flags.

[h2]Known Issues[/h2]

- Flag in first person view animation has been replaced with a worse version in the dev branch build where the flag clips into the camera.

- The Sprinting 1st person rifle animation has been replaced with a worse version in the dev branch build (the one present in the live build is a superior tweaked version where the wrist isn’t as twisted and the rifle not as much up in your face).

- Gun smoke clouds that linger are too bright and visible (they look like floating ghosts).

- Changing the time of day or weather in the admin menu currently spams the text chat.

- The F2 overview map is currently disabled.

- Stamina breathing in victory scenes if out of breath as the round ends.

- Counterattack is not using the counter attack timer when active on the battle report screen.

- Player footsteps are practically gone when reaching Pry House skirmish area - a single footstep triggers every 10 or 20 seconds.

- Dropped flags will continuously appear to be clipping into the ground.

- Cookes Counterattack subtitle misalignment.

- Missing dead animated formation entities (especially in bloody lane, roulette lane & piper farm areas)

- Non-devs possibly cause the tab view to bug out when they join the server.

- Non-devs possibly can’t send messages in the text chat.

- Crashing when leaving the server.

- Crashing when rejoining the server.

Field Report 44: Battle Reports, Demotions & New Faces

[h2]Hello and welcome to the Forty-Fourth Field Report![/h2]

It has been a very long time since we have released a new field report - the last one having been released at the anniversary of the battle of Antietam back in 2019. It detailed the progress we were making with the artillery branch at the time which was a major game addition. Today’s field report showcases several key systems and features as well as the biggest team composition shake-up we’ve had in years so let us get started!

New Inter-Skirmish Area Flow


Since the initial introduction of three skirmish areas in 2016, to now featuring more than thirty, the player's experience cycling from the completed round to the next round of play has largely remained the same. Throughout the years we have noticed just how often players take screenshots of the end-of-round victory/casualty screen so it has been obvious to us for a long time that this part of the game/result of the game is of key importance to many.

Knowing this, we set out to revamp the entire flow of what is presented to the players when a skirmish area ends and how they are moved on to the next area to fight at. We will detail the exact steps that a player is taken through in chronological order below:

[h2]Overhauled Victory Screens[/h2]

Once a skirmish round ends all of the players are greeted with a new victory screen showing the two winning infantry regiments proudly standing at a key point of the just finished area while the familiar victory jingle is played.

[h2]Battle Reports[/h2]

When the new victory screen has finished all players will be shown the new “Battle Report” screen. This is a quick 30 second replay of the match that has just ended, shown on the overview paper map. It features a number of exciting features such as being able to show the locations of formations, skirmish formations, casualties, officer casualties, dropped flags, cannons and artillery shell impacts. It also shows each player his own position and places where he became a casualty during the round.

All of it is an accurate representation of the round that was just finished (but greatly sped-up).

Players will be able to see how clusters of skirmishers band together to form formations or how a formation is pushing the flank of the enemy and how they respond and position their own formation to halt the advancing enemy and lots of other exciting tactical choices and outcomes!

We can’t wait to see what you all think of the battle report feature and how you use it once it is released (might be a good post-event tactical debriefing tool for our company players for instance!).

[h2]A Sense of Geographical & Historical Direction[/h2]

While the battle report is showing the timelapse of the round just finished, players will notice a familiar voice that is subtitled below the battle report screen and titled as “Historical Events” playing. The narrator (voiced by Campfire Games Historical Advisor George Crecy) will present the historical outcome of the just finished skirmish area while the battle report screen is playing (he will be easily mutable if you’d rather wish to discuss the specifics of the battle report timelapse with your mates instead).

Once the battle report timelapse and historical outcome of the area is finished, players will be taken on a quick flight to the next skirmish area in line to be played while the historical narrator introduces the new area and its relation to the old one from a historical standpoint.

We have seen that a fair few, often newer, players do not realize that they are in fact playing on smaller key sections of either Antietam, South Mountain or Harpers Ferry, likely primarily due to our pop-up text based screens at the start of each skirmish area not being very readable (being shown after the players have deployed, resulting in most players just wanting to get moving or get organized and less so reading a pop-up screen). We believe the in-game overhead flight to the next skirmish area in line to be played is going to help players view our battlefields in more of their entirety than ever before.

Once the flight has settled on the new skirmish area and the historical introduction of it has finished the players will be shown the faction selection screen as the new round begins...

[h2]A Work-In-Progress Demonstration[/h2]

Enough talk about it though. Here is a WIP demonstration of the above 3 new additions to the inter-skirmish area flow of the game. Being a work in progress, please remember that everything is subject to major or minor change.

[previewyoutube][/previewyoutube]

The inter-skirmish area flow updates are scheduled to be released in the next alpha update. We hope you will all enjoy them when they are released.

Demotion System: Moderating Non-Admined Servers


One of the main goals for War of Rights has always been to bring as much teamplay and organization often only found within passworded servers into the public servers of the game by designing game mechanics to nurture such general player behavior.

This continues to be a major goal of ours and so we take troll reports by our community seriously. One of the major things left for us to squash is providing players on servers with no present admins an option to take matters into their own hands in some fashion in order to limit trollability while the admins are offline (and when they are online as well for that matter). This is where the new demotion system comes into play.

This is a preview of a system that is going to enter production soon and so please keep in mind that things are subject to change between now and its release. That being said, we thought it a good idea to give you a heads up as to the direction we are headed and get your early feedback of it prior to testing it:

[h2]Demotion System Preview[/h2]

We have seen several community members suggesting a vote ban system to be implemented as that is what is usually used in other games but such a feature, we think, would be hugely problematic in WoR due to the limited amount of information we’re passing on to the individual players compared to most other games (no way of checking any kinds of stats to fact check an initiated vote claiming some random guy is a massive teamkiller for instance).

Instead of a vote ban system we have come up with a downvote-based demotion system:

[h2]Downvoting[/h2]

Every player on a server can downvote any other player on their team using the tab screen. Here, they will find a down arrow icon next to all of their teammates.

Upon pressing the down arrow icon next to a player name it will be highlighted to indicate that they have downvoted the individual. A 1 will appear above the down arrow icon to indicate that the player has 1 downvote (if the player already has a number of downvotes his total tally will be increased by 1 upon clicking on the down arrow icon).

A red background will appear behind any player name on the tab screen that has downvoted you. This is to ensure that people are not trying to exploit the system by, say, switching teams in order to try to demote a competent officer of the enemy team without said officer having a clue as to who is downvoting him. It also ensures that I, as a downvoted player, have as much information at hand as the person downvoting me. This is only fair and while it may cause conflict it will also help solve it (both parties know they have downvoted each other and so both parties know to avoid each other in-game).


[h2]Demotion Triggered[/h2]

A downvote towards you only counts for as long as the player who downvoted you is on the server (it doesn’t matter which team he is on for his vote to count). He can leave the server and the downvote will be removed but once he rejoins the server it will be in effect again. Eventually we hope to have persistence between servers (at least official ones) so that this is not only tied to a single server, but either persistent to all official WoR servers or all WoR servers, period.

Once you reach a set percentage of downvotes of the entire server population (it could be 15% server population resulting in a full 150 player populated server requiring 22,5 downvotes towards you) you will be demoted.

Your name on the tab view will get an added “demoted” type icon next to it and the total downvotes you have. This icon will also be shown under your in-game nametag (next to the speaker icon).

A demotion message will be shown to you at the center of your screen. It will inform you that you have been demoted and of the restrictions that apply to being demoted.

It will then run a hidden timer of about 10 seconds before slaying you.

A demotion ends when (on a 150 player populated server) you have less than 22,5 (15% total server population) downvotes against you (this can happen either when the players having downvoted you have left the server, or retracted their downvotes or simply due to the server becoming more populated and so because of the percentage rule it will require more downvotes for you to reach the 15% threshold).

[h2]Demotion Restrictions[/h2]

Upon being slain moments after the demotion has been triggered, you will be greeted by the infantry regimental/class selection screen.

When demoted, you can only ever pick the Infantry Private class to spawn as. All other classes: NCO’s, Officers, Flag Bearers & all of the artillery branch classes will not be selectable.

After having spawned in as an Infantry Private you will notice a red “Demoted” next to your class name “Private - Demoted” in the lower right corner when you press T to bring up the tactical overview.

You cannot pick up dropped flags as a demoted player. Upon trying to pick up a flag you will be shown a user interface message in the center of the screen stating that you can’t do so as a demoted player.

The infraction decay timer (for team damage inflicted by you) is greatly increased from the normal non-demoted rate for demoted players, resulting in much less teamkill trolling being possible for you compared to non-demoted players.

[h2]Server Wide Mute Sub-system[/h2]

Once the above demotion system is integrated we will be able to use some of the downvoting features to expand our VoIP & text chat muting system (pressing the little speaker icon next to players on the tab view) to trigger a server wide (both VoIP & text chat) mute to any player that has been muted by more than 15% of the server population (the exact same mechanic as the downvote demotion system).

Upon reaching this, the server wide muted player will be shown an on-screen message informing him that he has been muted server wide in both VoIP & text chat and a muted icon will be shown under his nametag in-game (the VoIP speaker icon with a red cross over it), letting everyone know why the player they try to communicate with is unable to answer them.

The normal speaker icon next to his name on the tab view will also be changed to one that stands out to indicate that the player in question has been muted server wide.

[h2]Sub-System: Minor Demotion[/h2]

The goal of this additional minor demotion system is to give smaller, often isolated, units on non-admined servers a way to sort their own, often very local, issues out amongst themselves instead of having to use the main (major demotion) system and convince 15% of the server population to vote to demote whatever player they may be having issues with.

For example: If a particular artillery battery is facing a pestering troll that keeps turning the cannons the wrong way/blocking the crew from pushing the wheels in the direction they desire, etc. Using the minor demotion system all that is required for the troll in question to be demoted is more than half of the members of his unit to have downvoted him. If this is done the minor demotion is triggered even though the downvote of the 15% of the total server population is not reached.

A minor demotion comes with the exact same restrictions as a major demotion but it only lasts for 30 minutes (the major demotion lasting until there are no longer more than 15% of a server population that has voted to demote you). Once the 30 minutes of the minor demotion are up the system will check if there are still more than 50% of his unit that has voted to demote him. If so, it will be activated for another 30 minutes, etc, etc.

[h2]Sub-System: Simple in-game downvoting/muting player menu[/h2]

An easy to use in-game popup menu when looking at a specific other player and pressing a key to bring it up to quickly downvote/mute them without having to find them on the tab screen to greatly help players be able to vote/mute when the new systems are implemented.

The demotion system is expected to be implemented and released shortly after the introduction of the inter-skirmish area flow updates to the game.

A Community United


It has come to our attention that a much liked community member and long time WoR player as well as crowdfunding backer has recently passed away at a much too young an age. It has been incredibly moving to the dev team to see how the community has banded together to support the people most affected by this tragic loss as well as having shared memories that have been had with the departed.

This is not the first War of Rights community member we have lost nor will it sadly be the last. Because of this we feel obliged to let you all know how we have decided to conduct ourselves as a company when such tragedies occur so as to avoid misunderstandings as to our intentions:

We have decided not to mention any lost community members by name nor create in-game memorials for them out of respect for the loved ones left behind. We do not wish to possibly be seen as riding a goodwill PR wave in order to maximize profits, or by pulling at the heartstrings of our players by exclusively honoring some of the most well known lost members within the community. We do not wish to make the distinction between who is worthy of remembrance via an official announcement and/or memorial piece added in-game by us and who isn’t. To us, every single lost community member is worth honoring and remembering.

We hope our, now very, official stance regarding the matter is, if not satisfactory to the community members currently in grief, then hopefully understandable in the long run.

We would like to send our condolences to every community member who has lost a friend or acquaintance within our community.

Goodbyes & New Faces


Lastly, we would like to say our goodbyes to two, now former, team members at Campfire Games:

Philipp, a key part of our programming team who has decided to leave us to join Crytek in order to continue working on improving CRYENGINE directly. We are very sorry to see him go as he has been an integral part of the technical development of the game for many years and we wish him the best over at Crytek.

Hinkel, a part-time community manager that has been with us since the very early days when the project was little more than a vision. Hinkel is leaving the team due to creative differences. We wish him the best for the future and would like to thank him for the many hours he has poured into the project, mostly unpaid, during the years he has been with us.

To end on a high-note instead of a gloomy farewell we are very happy to welcome Aleksi from Finland to the team as a new full time programmer at Campfire Games!

While he has only been part of CG for a few weeks, Aleksi has already achieved some excellent results which we’re excited to release in the next game update, particularly in relation to increases in client & server CPU performance (up to 30% CPU performance improvements (depending on your setup) compared to the live build with more optimizations on their way!). He has also greatly sped up the overhaul of the transport system (the system which artillery and cavalry is built upon) so expect to see some of those improvements soon as well.

That’s about it for this field report. We look forward to reading your feedback!