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War of Rights News

Update 176: 400 Player Testing - Released!



Hello everyone,

War of Rights Alpha Update 176 is upon us!

A few weeks ago we held a 300 player test on the public test branch of the game (thanks to everyone that showed up to help us test) and after having implemented several fixes and improvements based off of the data we were able to gather from said test, we are now ready to not only bring an increased max player cap test to the live build in today’s update, but also to take it one step further and test a 400 player cap instead of a 300 one!

Look for the official War of Rights test server if you wish to try out the 400 player cap.

Please note: The increased player cap is still in its testing phase and thus issues should be expected. Please report any issues you might encounter on any of our social channels, thank you.

[h2]Update 176 Patch Notes[/h2]

- Added an experimental 400 player cap test server to the game.
- Overhauled the tab view with a new design, dividing the players into their respective regiments and batteries for an easier way of getting an overview of your unit and the limited player classes within it.
- Additional network optimizations.
- Reduced the overall number of corpses on the battlefield to lessen the physics thread load during high player count matches.
- Various musician animation improvements.
- Added a cord to the bugle.
- Added 3 new unique drums: 14th TN, 8th OH and 69th NY.
- Tweaks to distant fife & drum sounds.
- Created a new system to handle all character files - this should result in less character file-related issues in the future.
- Various level detail work and bug fixes.
- Updated the Roulette farm house model.
- Various character model fixes and tweaks.
- Increased the heart rate of the servers in an effort to make all servers listed in the server browser at a more consistent basis.

300 Player Public Test Branch Open!



The 300 player public test branch is now open!

All War of Rights owners can now 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.

Note: You may need to restart Steam before you can see the public test branch option in the 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.

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.