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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!

Update 173: Maintenance - Released!



Hello everyone,

We have just released a new alpha update to War of Rights. This update is primarily a maintenance update while we work towards revamping the victory/defeat screen shown at the end of the match while also aiming to do a better job at presenting the historical, geographical & situational relation each skirmish area has to the many other skirmish areas on the battlefield.

Expect to hear/see more from us regarding this matter in the not too distant future.

Below are the patch notes of update 173:

- Fixed a bug causing some of the regiments in the game to be unable to pick up dropped flags.
- Fixed the text chat not showing admin messages.
- Reduced the amount of visible corpse frame spawning (sometimes reported as teleporting players). This is not entirely fixed but it is much improved.
- Possibly fixed the stretching corpse visual issue.
- Fixed a terrain hole that would sometimes trap players at River Crossing, Harpers Ferry.
- Detail work done on all levels of the game.
- Work on all cornfield borders in the game.
- Updated the 114th Pennsylvania regimental flag.
- Added some key backend systems for future features.

Update 172: Bug Fixes - Released!



Hello everyone,

We have just pushed a new alpha update.

Alpha update 172 is smaller update primarily focusing on fixing several bugs within the game.

- Possibly fixed overly stretched corpses.
- Prevented a bug with the desertion areas where it was possible to exit the skirmish area without deserting.
- Fixed the formation status always showing as Out of Line after having left and joined a server in the same play session.
- Fixed a couple of crashes when leaving a server.
- Fixed inconsistent teamkiller names in the teamkill messages.
- Fixed a bug where other players would not be moving after having joined a server. The only way for these players to start moving on your screen would be if they performed a character action, Enter Ready, Enter Melee Mode etc.
- Fixed a bug where the spectate camera couldnt be rotated and the spectated player could not be changed when spectating during the Last Stand endgame event.
- Various minor level detail updates.
- Slightly optimized the cornfields of the game.
- Fixed a bug that prevented union soldiers from being able to capture Lane's Battery at Colquitt's Defence, South Mountain.
- Fixed several broken ledges not allowing players to vault some of the fences at Pry House, Antietam.
- Updates to flag material settings.

Update 171: Performance Upgrades - Released!



Hello everyone,

Today we’re happy to be bringing you alpha update 171 of War of Rights, bringing in some much needed optimization upgrades, resulting in quite a performance boost for a number of hardware configurations running the game!

The CPU is the primary benefactor of this update. This means that any system that might be having a slower CPU (processor) than GPU (graphics card) is likely to see a performance increase due to the bottleneck of the CPU. The improvements come from a fairly wide range of changes that all work together to improve the performance:

- Updating various subsystems of characters are now being started earlier in the frame in one big batch for all characters. Previously, the updating of each character was scattered all across the entire frame. This helps significantly reduce the overhead of starting each subsequent threaded job related to character processing and thus helps significantly improve the performance.

- Characters are now skipping animation updates when they are far away from the camera. The amount of frames the animations skip, depends on the characters distance to the camera. This in effect means that at a distance, the animations on characters might look like they are lagging, it has been set up to first take effect at a fairly long range where it’s really difficult to actually notice the animation lag while still contributing a fair amount to improved performance.

- We now hide various character parts at various distances. The distance at which we hide a particular part depends on the size of the part. For instance the small brass belt buckle gets hidden fairly close to the camera where the backpack is one of the very last things we hide at long range. The character’s trousers, jacket and head will always remain visible. This helps significantly reduce the amount of drawcalls each character adds to the overall rendered scene as well as reduce the amount of transforms that constantly needs to be updated for every little part of each character.

- Player characters are now being hidden when they are not visible on the screen. This allows the engine to stop updating a lot of unnecessary elements on the players that are off screen and as you rarely have every single player visible in your current view, this helps improve the performance.


We have monitored a number of in-house systems as well as user feedback from the public test branch running the performance upgrades these past few weeks and have generally seen gains ranging from excellent to hardly any at all (due to whether the CPU is a bottleneck of the particular system or not).

One of our machines consisting of a 2080ti GPU and an i9 9900K CPU running the game with “very high” settings in 1080p saw a benchmark average frame rate increase from 52,5 to 66,2 running the new performance upgrades. That’s a 34,8% performance increase.

Some of the changes for the performance improvements have however been quite invasive and did result in a few bugs of which most have been fixed. Expect fixes for the remaining issues in the upcoming updates.

We have added an initial implementation of Playfab which will later be used to integrate the Company Tool into the game itself. For the foreseeable future the features it will add will be of the behind the scenes type of features. For instance, it will post an entry in the database whenever a game client gets involuntarily disconnected from the server and what the cause for the disconnect was. It will also post the benchmark results as well as a very basic listing of the graphics settings and current hardware setup.

The update also includes a number of other needed bug fixes to issues primarily introduced in the platform system update as well as a few new content additions as well. You can read the patch notes below:

- Reworked Miller’s Cornfield, Antietam. You will notice a new layout of pockets of trampled corn compared to the old area’s setup. It is also no longer possible to trick the corn stalks to vanish in order to gain a clear view of the enemy.
- Fixed an issue with the artillery spawn points on Miller’s Cornfield, Antietam.
- Updated the Saint Peter’s Church model, Harpers Ferry.
- Updates to all skirmish area boundary logic in an effort to reduce or remove various desertion issues upon spawning in.
- Made corpses display at longer distances.
- Fixed the stamina breathing sounds sometimes playing in the main menu after having left a server.
- Fixed the sprint button sometimes getting stuck ON when vaulting.
- Players can now freelook and chat during the vaulting animation.
- Allowed the artillery to set their fuze timer to half a second instead of clamping it at 1 second which helps them make the shell explode at closer targets.
- Fixed a miscalculation with the fuze timer when aiming at a very close target.
- Fixed a single frame A pose when a character starts aiming with the revolver when moving.
- Optimized the remaining cornfields of the game.
- Cox’s Push skirmish area, South Mountain detail work updates.
- The underwater bloodpool particle effect now correctly spawns once again.
- Added cornfield footstep sounds.
- Removed initial delay on third person gunshot sounds in an effort to debug why some of the gunshot sounds seem to be triggering at a delayed fashion.
- School House Ridge, Maryland Heights & Bolivar Heights camp, Harpers Ferry detail work.
- Removed the regimental flag of the 42nd PA as our studies indicate that the unit was unlikely to field such a flag during the Maryland Campaign of 1862.
- Added or updated the following new battle flags to the game:
  • 8th Alabama national
  • 65th Illinois regimental
  • 1st Maryland PHB national
  • 1st Maryland PHB regimental
  • 3rd Maryland PHB national
  • 3rd Maryland PHB regimental
  • 114th Pennsylvania regimental

- Added a darker, varnished flag pole variant into the mix.
- Added the first implementation of specific specular maps for the battle flags depending on whether they are silk or a wool-cotton blend to better visually differ their materials. In the future this will be expanded in order to make the specular qualities of the paint on the silken flags appear different (much flatter) than the non-painted silken parts (much more shiny).
- The flags raised at the infantry drill camps are now dynamic. They will change to the battle flags of whichever regiment most players in the level have spawned as soldiers of. Note that all sizes of battle flags displayed at the flagpoles of the infantry drill camps from our many featured regiments will currently default to a rectangular shape for the time being.
- Detail work to the fields where the union spawns at the Garland’s Stand skirmish area, South Mountain. The stonewall separating the field from forest now has more holes in order for the union artillery pieces to be easier pushed towards the enemy.
- Fixed the missing CSA flag texture projected above the top of the players when spectating.
- Minor stonewall work, Anderson’s Counterattack skirmish area, South Mountain.
- Artillery crews & their officers can now no longer pick up fallen infantry flags.

Steam Lunar New Year Sale




War of Rights is currently on offer at a 50% discount at the Steam Lunar New Year Sale! With today’s performance updates & sale there has never been a better time for new players to give the alpha a try. You can grab a copy for yourself or your friends at: https://store.steampowered.com/app/424030/War_of_Rights/
We hope you’ll all welcome the fresh recruits in the ranks and we look forward to seeing you all on the fields of glory!

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