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Update 186: Contention - Released!



[h3]Hello everyone,[/h3]
We’re excited to be releasing Update 186: Contention for War of Rights today!

The update features a new, work in progress, game mode named Contention as well as a host of performance improvements and quality of life additions to the alpha.

Let’s dive into the details below.

[h2]New Game Mode: Contention[/h2]
A new game mode, "Contention" is now available for testing. The mode is centered around a randomly selected capture point in the areas featured in the Conquest game mode:

Each faction must rush to capture and hold the point for 7.5 minutes in order to inflict a morale level penalty on the enemy team. Once the point has been captured and held successfully, a new capture point will be randomly selected. Neutralizing a point captured by the enemy will reset the hold timer, starting at 7.5 minutes each time the point is retaken.

If the point remains uncaptured, it will turn inactive after 15 minutes, and a new point will become active.

Contention will be available exclusively on the Official War of Rights Test Server as we seek feedback from the community on specifics such as area sizes, the number of possible capture points, the time required to hold a point, and so on before fully committing to a wide release in a later update. Our target is a dynamic game mode such as that offered when playing Conquest while maintaining the exciting gameplay of large groups of players converging on and fighting over a single point at a time, which is key to Skirmishes.

Contention is thus planned to be a mode that bridges the gap between Conquest and Skirmishes.

[h2]Update 186 Patch Notes[/h2]
  • Added Contention, a new WIP game mode to the game.
  • Removed a ton of unused features from both the client and server, simplifying the code and improving performance.
  • Changed the AVX binary to target AVX2 instead. The compatibility build will continue functioning, but will not get all the benefit from latest optimizations. Dedicated AVX2 code paths introduced for particle system updates and global illumination voxel data generation.
  • Small performance improvement to animations.
  • Stopped players from being able to use their weapon while they are knocked down.
  • Players holding onto the artillery or getting hit by the recoil of the artillery or any heavy moving object in general, will now get knocked down when such an impact occurs.
  • Players that are out of line can no longer capture the skirmish capture points.
  • Added a visual indicator (red and blue background bars) to the compass menu detailing how much morale is left of each morale level.
  • Changed the Deployment page to make it a little more visually clear if the spawn point you are queued on is paused or not, in case the flag is dropped or out of line.
  • Added a visual volume bar to the microphone test.
  • The microphone test now also works when connected to a server.
  • Added social media links to the main menu.
  • Added a new experimental spawn system for particle effects which offers great performance with no particle spawn delay. The old system worked with a queue, which could make the particles spawn a bit delayed if too many particles got queued in quick succession.
  • Added a context menu which can be activated by walking up to a player, looking at them and pressing E. It offers a quick way of demoting and muting a player, rather than having to look the player up in the tabview. For admins it also allows for kicking and banning players.
  • Added several UI slider controls to the spectator camera to alter various image settings to capture the perfect cinematic shots. The controls can be toggled on and off by pressing Q.
  • Added a Spectate button on the left of the Faction Selection page for players only interested in spectating.
  • Added a checkbox to the tabview to make it only show teammates that are closer to you than 25 meters.
  • Spectating and enlisted players are now also getting sorted by name on the tabview.
  • Added descriptions to the settings on the Server Settings page for admins.
  • Fixed the change map and gamemode feature of the server settings being unreliable.
  • Fixed the Counter Attack indicator getting stuck on permanently in the battle report.
  • Fixed a potential small stutter when opening the tabview.
  • Players with rifles will no longer holster their weapon when vaulting.
  • Greatly improved the performance of exploded bodies.
  • Updated the materials of the gore assets.
  • Visual overhaul of the Piper Barn model.
  • Visual overhaul of the R-Miller Stables model.
  • Various tweaks to the vaulting animations.
  • Fixed the instances of entering the binoculars causing you to get stuck in a zoomed-in state.
  • Restructured the layout of the graphics settings.
  • Added graphics settings for Global Illumination and Destruction, the default settings of Medium and 100 is recommended for most systems.
  • Destroyed fences now leave a little bit of their fence post behind so players can still see there used to be a fence there.
  • Added more cloth rattling sounds to vaulting.
  • Added new customizable items to 4th Pennsylvania.
  • Improved the performance of the big smoke column on Antietam.
  • Fixed the Conquest area Framing Fencelines on Antietam causing a mass crash when loaded.
  • Added the 12th NYM regimental flag.
  • Replaced the old and outdated 33rd VA regimental flag.
  • Added the 4th and 6th PA cavalry battle flags.

That's all for now. We look forward to be testing Contention with you all!

[h3]- The Campfire Games Team[/h3]

War of Rights Winter Sale: 50% Off!



[h3]Hello everyone,[/h3]

We hope you've been enjoying the snowy christmas event (3 days left to go, hurry up and get in there to experience it!) as well as the features of the recently released Update 185 as 2022 settles down.

If you are still unsure whether or not to give the game a try or you have friends in this position, now is the perfect time to grab a digital copy in order to enjoy (we hope) an immersive and historically authentic line batte experience as War of Rights is currently 50% off as part of the Steam Winter Sale!

You can grab a copy for yourself (or those who are dear to you, or maybe that one guy you've been trying to recruit into the ranks really hard as of late) below:

https://store.steampowered.com/app/424030/War_of_Rights/
We look forward to be greeting the many fresh recruits on the fields of glory the next two weeks during the Winter Sale.

Finally, we'd like to wish everyone of you within the War of Rights community a happy holiday season - and extend a thank you to you all for being part of this journey with us. We can't wait to get started bringing you game updates come 2023 (and beyond!).

[h3]- The Campfire Games Team[/h3]

Update 185: Traversal & Destruction - Released!



[h3]Hello everyone,[/h3]
Today we’re pleased to be bringing you update 185: Traversal & Destruction for the War of Rights alpha!

We are going to outline the three new features that have been in development these past months. The following features are important stepping stones on the path towards the community level editor and the release of horses. With that said, let’s take a look at their specifics!

[h2]Destruction System[/h2]
With Update 185 comes our new destruction system, focusing initially on fence destruction. Each object is configured with its structural integrity in mind. For example, each individual rail can be independently damaged and broken by small arms and artillery rounds alike, but if you target the posts, you cause a collapse of the entire segment.

Initially, we will only be rolling out post and rail fences as well as one type of stonewall while we gather network performance statistics and make balancing changes. More fence types and other objects are to be supported by the destruction system soon.

Artillery canister round versus a post & rail fence

[h2]Knockdowns[/h2]
Another new feature with this update, designed to work in conjunction with the destruction system, are knockdowns. Artillery-round explosions now have a chance of knocking you off your feet, with the direction of the blast determining the direction you fall. In the future, we expect to expand knockdowns to other instances such as standing too close to a recoiling cannon, getting hit on the head by a musket butt, falling from a great height, and, eventually, getting hit by a horse at speed.

A knockdown caused by a nearby exploding shell

Artillery shell explosion versus a post & rail fence resulting in a knockdown

[h2]Vaulting and Climbing[/h2]
Another big change in this update is the total overhaul of vaulting and the introduction of climbing.

The first thing you will notice with vaulting is that it will behave differently depending on the height of the obstacle; the taller it is, the longer it will take to clear it.

Secondly, you might notice that you can vault in a lot of locations you previously couldn’t. We have rewritten the obstacle detection to be more dynamic than before; vault areas that were previously hand-drawn in the editor are now calculated on the fly. This was an important pre-requisite for moving forward with the development of the Atlas level editor.

Finally, there is the addition of climbing. You can now clamber up obstacles that previously had to be navigated around. Climbing also lets you get on top of small objects such as barrels, rocks, and boxes, giving you access to new sightlines on some maps.

Vaulting a medium & a tall fence

Climbing the embankment

Now that we’ve gotten the major additions of Update 185 out of the way, let’s dive into the rest of the fixes and additions of today’s patch.

[h2]Update 185 Patch Notes[/h2]
  • Updated several environmental textures including leaves, plowed dirt fields, dry dirt, mud and dirt as well as MacAdam roads.
  • Overhauled the Sherrick barn model.
  • Updated the Roulette Farm scene to match the earliest known photograph (from the early 1900s) of its yard and stonewall entrance layout.
  • Started the task of adding variations of flagstaff finials to the battle flags of the game. In this batch, we’ve added five finial models, including a common “acorn” style, three types of spades (decorative spears), and an eagle. More flags will get their historically correct finials as the amount of finial models is expanded.
Above is an Eagle finial, owned by Campfire Games Historical Artist and battle flag connoisseur, Bradley and the eagle’s digital self now featured in the game.
  • Various character uniform and insignia tweaks in the wake of the visual changes of update 184: Luminance.
  • Added Georgia State-issue (with cuff flashings) and Columbus Depot shell jackets to CS regiments and the character customizer.
  • Fixed LD Moore House proxy.
  • Changed the time of day of Colquitt’s Defence, South Mountain from 8.75 to 16.5 as was always the intended time of day.
  • Updates to the materials of Dunker Church to better match its real life counterpart.
  • Various model fixes for the structures featured in the game in order to better facilitate the lighting upgrades that update 184: Luminance brought to the table.
  • Updates to the campfires for a more immersive drill camp.
  • Battle flag materials are now either using cotton or silk presets based off of the historical artifact in an effort to showcase their digital counterparts as authentically as possible.
  • Slight tweak to the spawn points of the Bloody Lane, Antietam skirmish area due to the updated Roulette Farm scene.
  • Fixed the inverted artillery spawn points of the Framing Fencelines, Antietam conquest area.
  • Updated the tree billboard textures for more dynamic and pretty visuals.
  • Updated the visuals of the stone walls.
  • The stacked bundles of wheat on the fields are now destructible.
  • Updated the model of the larger bush in the game.
  • Improved the proxies of a few environmental assets to better facilitate the requirements of the dynamic vaulting system.
  • Fixed a few broken UI overview maps on South Mountain.
  • Fixed the cloth of the battle flags sometimes vanishing.
  • Fixed bayonets are no longer visually vanishing when cycling weapons (NCO sword/rifle).
  • Various updates to the Christmas Event - you’ll have to join us in a few days to find out what exactly!

That's all for today - we look forward to be seeing you all vault, climb, destroy and get knocked off of your feet in the game!

[h3]- The Campfire Games Team[/h3]

Update 184: Luminance - Released!



Hello everyone,

Today, we’re happy to release alpha update 184 for War of Rights! The primary feature of the update is the big lighting revamp, titled “Luminance”, which was announced as part of the 160th anniversary of the battle of Antietam/Sharpsburg 2 weeks ago (click HERE to read it). The more accurate lighting that Luminance in itself brings to the table might seem like a relatively small step in increasing the visual fidelity of the game - a continuous process we’re committed to, but with the upgrade resulting in War of Rights entering the physically based rendering spectrum comes a much greater artistic freedom going forward (some of the assets that have already gained a great deal in their visuals from this in this update are: the sun throughout the time of day, internal space of structures and flags).

It is important to note that the Luminance upgrade comes at a technical cost; Starting over with the implementation of all of the textures within the game and thus also the materials of all assets within the game. Due to this, it is possible that a few textures/materials might not seem as refined as they used to be in their original form (thanks to many years of tweaking). It will be a gradual process to get to the same level of material refinement once again.

[h2]Update 184 Patch Notes[/h2]
  • Added the Luminance overhaul to the game.
  • Fixed 4th Alabama Company B not being spawnable on East Woods skirmish area, Antietam.
  • Cleaned up the revolver aimpose animation.
  • Various corrections to the musket reload and turn animations.
  • Updated the fire particle.
  • Fixed up the A, B, C labeling of the Conquest capture points to adhere to a more natural match flow where possible.
  • Added a batch of Zouave (zoo zoo!) regiments to the customizer:
    [h3]1st Louisiana[/h3]

    [h3]9th New York[/h3]

    [h3]114th Pennsylvania[/h3]
  • Added a batch of non-Zouave regiments to the customizer:
    [h3]33rd Virginia[/h3]

    [h3]14th Indiana[/h3]

    [h3]17th Michigan[/h3]
  • Added navy-coloured trousers and Hardee hats to the 4th Pennsylvania dismounted cavalry in the customizer.
  • Added 14th Brooklyn and 12th New York State Militia drums.
  • Updated the Roulette barn model.
  • Changed the shaders of the battle flags of the game to support a more realistic bright, saturated silken sheen while also maintaining the ability to cast shadows upon the flag.
  • Improved the water shaders in the game.
  • Added the National flag of the 6th Alabama.
  • Added the 14th South Carolina National flag.
  • Added the 20th Georgia Regimental flag.
  • Fixed clipping on character heads.
  • Made the flames from the burning mumma farm cast shadows.
  • Enabled cornstalk billboard shadows at the high and very high graphical presets.
  • Updated several buildings to allow proper light bounce now supported thanks to Luminance.
  • Fixed several reload exploits.
  • Fixed the anti respawn spam mechanic.

[h2]War of Rights Luminance Sale - Now 50% Off![/h2]


In celebration of the release of the Luminance update, War of Rights is 50% off for the next week!

Should you wish to join the ranks on the field of battle you can purchase the game below:
https://store.steampowered.com/app/424030/War_of_Rights/

That's all for now.

We look forward to be seeing you all in the servers, fresh recruits and hardened veterans alike!

Field Report 47: 160th Antietam Anniversary Edition



[h3]Hello and welcome to the Forty-Seventh Field Report![/h3]

Today marks the 160th anniversary of the Battle of Antietam or Sharpsburg, and what better way to commemorate the day with our community than to give an inside look into the future of War of Rights!

In today’s field report, we will be covering a whole host of upcoming, and perhaps surprising, features, eye-watering overhauls, and an insight into our audio production. There is no strict timetable on any of the content featured in this field report; think of it as a de facto roadmap for the end of the year and into 2023.

With that out of the way, let’s get going!

[h2]Announcement: “Luminance” Graphics and Lighting Revamp![/h2]

[previewyoutube][/previewyoutube]
Coming in the next major War of Rights update is a big revamp of the shading, materials and lighting in the game, which we call the “Luminance” update. Ever since the start of development, our world lighting has gone through many iterations, and while we have always been satisfied with the look of our game, this iteration is already showing a lot of promise!

The current and previous iterations of our lighting and shading have particularly suffered from too much contrast and a lack of saturation. We have diligently adjusted the tonemapper to overcome these shortcomings and provide a more balanced and realistic image. Furthermore, our indirect lighting has been a point of focus in this update. This more natural indirect light bounce will give a lot more depth and vibrancy to the scene, particularly to interiors and forests. Finally, we have improved our water shader to feature better reflections, light absorption, and accurate sun highlights. We are very pleased with the new look and the visual potential it offers us in future development.

Due to the nature of the asset changes in this update, a full download of the game will be required.

One thing we have always loved about our community is the cinematic quality screenshots and video content you produce with the game, and we look forward to seeing more following the release of this update!

[h2]Announcement: “Atlas” Community Level Editor In Development![/h2]

We’re excited to formally reveal the development of our upcoming community-level editor, "Atlas." This will open up a whole new realm of content for the game where the community will be able to create, share, and play custom levels built using assets from the game. Atlas will be available, free of charge, to everyone who has a copy of War of Rights.

Atlas, while only being a few months in development, is already taking shape. The screenshot above is a brief glimpse into the interface and toolset that will be available. We are looking to release the editor, during its infancy, to a limited audience in order to gather feedback. We will have more information on this in the future!

We look forward to encouraging and embracing a thriving level creation subcommunity once the level editor is fully released, and we can’t wait to see what sort of levels you’ll all come up with!

[h2]Audio Update: Black Powder Recordings[/h2]

[h3]Introduction[/h3]
Here at Campfire Games we have always strived for realism and authenticity with War of Rights, which also extends to our audio and sound design. We have always placed a high level of value on recording original and bespoke audio for our game - from ambiences, player foley, the musicians, to the sound of a minié ball passing by - the vast majority of the sound effects in War of Rights have been professionally recorded, crafted and designed by audio professionals. We thoroughly believe that this helps deliver an emotive and visceral experience for our players.
[previewyoutube][/previewyoutube]
Something we have wanted to improve on for a little while is the sound of our black powder weapons. Whilst we are rather pleased with the loudness and aggressiveness of our rifles, cannons and pistols in their current state - we feel that we could do much more to improve the sound of these weapons at different distances, environments and orientation/position from the shooter to the listener.

How does a rifle sound different when being shot in an open field compared to a wooded area? How different does it sound when being shot inside a building? How do they sound different when standing 20 yards behind the shooter compared to 20 yards in front of the shooter? These are all questions we wanted to be able to answer, and then deliver within the game itself. So we decided to organize a huge blackpowder audio recording session!
[previewyoutube][/previewyoutube]
[h3]American Civil War Society [/h3]
We teamed up with The American Civil War Society (ACWS) based in the UK to record a vast library of black power weapon sounds. ACWS is a reenactment group who are very active within the scene, each year attending many events around the country. We even managed to record the ‘rebel yell’ and ‘huzzah!’ voices whilst visiting one of their events a few years ago! Their members are located in all corners of the UK and we were very grateful to have a handful of them assist us with our recording session, providing a large variety of weapons; rifles, cannons and pistols.

[h3]Field Recording[/h3]
Tom, one of our audio designers has been involved with the project since the start, and is responsible for most of the sounds already existing within the game. He organized the event; researching and booking the best possible location, communicating with ACWS, as well as providing a large audio recording arsenal (microphones) for the session! From here we’ll hand over to Tom to explain further his thoughts and processes for capturing black powder explosions!
[previewyoutube][/previewyoutube]
[h3]The Recording Session[/h3]
Hey everyone! When Campfire Games spoke to me about updating some of our black powder weapon firing sounds, I knew that this would be a great opportunity to go out and grab some fresh new recordings. The first step in the process was to figure out a good location to record. Gunshots are essentially an impulse, a quick change in sound pressure which can sometimes sound rather uninteresting when shot in particular locations. The most interesting part of a gunshot (for me) is how the environment reacts to the change in air pressure. This is why guns can sound so different in various locations.

It was very important that we picked a suitable place to record for two reasons; firstly, the location had to be very quiet, so that we could capture the cleanest possible recordings with limited background noise. Unfortunately, because the UK is so densely populated, it is quite difficult to avoid all types of traffic noise - but we were lucky to find an area in the countryside that was fairly quiet.
[previewyoutube][/previewyoutube]
Secondly, the location has to have good surroundings for capturing the explosions themselves. The location we used was in an open field with a wooded area bordering and some nice hillsides in the distance. This is quite representative of the locations within War of Rights. We were able to capture some fairly dry up-close sounds whilst capturing the initial slap-back from the wooded area and successfully recording some fantastic reflections from the hills beyond the wood.

In order to accurately capture all of the potential sounds of the cannon and the environment we used a 12 channel recording setup, strategically placing microphones around the weapons at different distances and positions. We used a combination of Sound Devices Mix Pre recorders with microphones from Schoeps, DPA and Sennheiser - as well as using a set of handheld recorders (Sony D100 / Zoom H4n Pro) which all sounded absolutely fantastic.
[previewyoutube][/previewyoutube]
Earlier in the daytime we performed a few test shots, which was useful because the best recordings we got were later in the evening. When the winds dropped and the subtle hint of distant traffic noise died down - we shot weapons for hours! At least 40 unique cannon shots and at least 120 different rifle and pistol shots were recorded throughout the session.
[previewyoutube][/previewyoutube]
The reason we shoot so many times is to ensure that we get enough variety in the shots. It’s best to shoot only one weapon at a time, so that it’s possible to edit them into single shot sound files that will later be used to build volleys in real-time. If all of the sounds in a volley are slightly different, we can avoid any repetition in the audio.
[previewyoutube][/previewyoutube]
We really look forward to sharing more audio from the recording session, and we can’t wait to get all of these audio files edited down and designed to be used in-game! Please also visit the ACWS website and show them some support! https://acws.co.uk/

[h2]Flag Blog: The Flags of Bloody Lane[/h2]
Bradley, Texture Artist & Historical Consultant

Shortly before 9 AM on September 17, 1862, Generals Robert E. Lee and D. H. Hill toured the sunken road comprising the center of the Army of Northern Virginia. Veteran infantry brigades of Alabamians and North Carolinians under Generals Robert E. Rodes and George B. Anderson occupied the position. Colonel John Brown Gordon’s Sixth Alabama was at the apex of this critical point in Lee’s line. Gordon’s Yellowhammers and Col. Charles Tew’s Tarheels scoured the vicinity for fence railing, transforming the undulating path into a menacing 800-yard entrenchment—soon to be known as Bloody Lane. Gordon gave his assurances to Lee that his men would hold their assigned place, “’till the sun goes down or victory is won.” Not a half hour later, Rodes was wounded, Anderson lay dying, Tew was dead, and Gordon was expected to die having received no less than five gunshot wounds.

Flags were of central importance in the Civil War, and they feature prominently in many survivor accounts of the fighting along the sunken road. Col. Gordon, for example, recalled seeing the first division of Yankee soldiers as they marched into view and their vibrant, silken “banners above them,” which “had apparently never been discolored by the smoke and dust of battle.” On the opposing side, a sergeant in the Eighth Ohio remembered “a stand of colors just opposite us.” The Confederate flags in the sunken road were “a constant mark for us to shoot at. But although we often dropped them, those colors would rise again and wave as defiantly as before.”

The Alabamians of the Sixth carried a pattern of battle flag known as a second bunting issue, from a Richmond, Virginia depot. The flag featured a sewn battle honor for the regiment’s valor in the fight at Seven Pines. The Fourteenth North Carolina carried an earlier version of the battle flag, known as a first bunting, to which was fixed two battle honors for gallant service, “WILLIAMSBURG” and “SEVEN PINES!” There was no rule dictating how regiments should apply these battle honors to their colors, and we see the consequence of the lack of standardization in these two flags—both flags appear in War of Rights.
(Left: Fourteenth North Carolina; Right: Sixth Alabama)

Our most recent in-game expansion introduced a conundrum, however, as it gave each regiment two color bearers. This is not a problem for some regiments. Using the example of Bloody Lane, both the Eight Ohio and the Sixty-ninth New York have a stand of colors in War of Rights exactly recreating the flags those regiments carried into battle because the artifacts, or some description of the flags, are still extant.

What flags might the Sixth Alabama and the Fourteenth North Carolina have carried that day? It gnawed at me that until I could answer this question, Confederate players who successfully defended Bloody Lane were rewarded with a victory screen featuring duplicate flags with each regiment.
(The “CSA VICTORY” screen at Bloody Lane showing duplicate flags.)

Fortunately, creating the Fourteenth North Carolina’s second flag was relatively uncomplicated once I discovered their flag still exists—indeed, it was captured on the sunken road. Confusingly, the silk flag bears the designation “4th Regiment of North Carolina Volunteers,” but this is not the ‌“Bloody Fourth” North Carolina regiment of the same brigade. The Fourteenth initially mustered as the Fourth Regiment of North Carolina Volunteers and continued to fight under the old banner after their re-designation.
(The Fourteenth North Carolina’s “4th Regiment” flag - the state seal is a work in progress.)

What about the Sixth Alabama’s second flag? The simple answer is that we do not know what other flags Gordon’s men might have carried on that day.

To my knowledge, only one flag belonging to the Sixth Alabama during the Maryland Campaign of 1862 is extant today. The company colors of the Hayneville Guards, later Company E of the Sixth, is now in the care of conservators at the State of Alabama’s Department of Archives and History in Montgomery, Alabama—home to one of the nation’s largest collections of Confederate flags. The Sixth Alabama marched with the flag in their home state and carried it with them as they joined the Army of Northern Virginia in Old Dominion. The flag probably did not accompany the Army of Northern Virginia into Maryland, however, and certainly it was not at Bloody Lane. To borrow Col. Gordon’s description, the banner of the Hayneville Guards was likely “never discolored by the smoke of battle.” Incidentally, though, the flag was eventually unfurled in Sharpsburg, Maryland, but by a restoration company one hundred and thirty-five years after its original guardians fought and bled without it on the sunken road.

My options were then to choose between recreating the only artifact attributed to the regiment still extant, however miniscule the chance is that it was with Lee’s army in Maryland in 1862, or to produce a more-or-less generic First National, more famously known as “Stars and Bars”—the most common flag in Confederate use during the Maryland Campaign. Neither option is accurate, both options are entirely authentic. But the first option reproduces something that is real, that you can see for yourself in the archives, whereas the second option is idealized, it exists only in the imagination of this artist’s tortured mind. After much hemming and hawing, I decided to recreate the artifact.
(Flag of the Hayneville Guards, later Company E of the Sixth Alabama)

Right away, players will notice the flag is made of white silk, which is an unfortunate choice for a battle flag but not entirely unheard of. Even at Bloody Lane, Union soldiers “noticed a white flag waving in the rebel line for some time.” Some Yankees mistook what they saw through the dense fog of battle as rebels offering a white flag of surrender, but likely it was a company flag like this one.

The front of the banner is meticulously wreathed in gold stitching in the shape of a chain. At the center, the flag features seven stars chained together, representing the seven slaveholding states that seceded from the Union prior to Abraham Lincoln’s inauguration as the sixteenth President of the United States. The town of Hayneville is the county seat of Lowndes County, Alabama and was one of the state’s largest slaveholding counties. On a ribbon beneath the chained constellation appears a motto: “Our Homes Our Rights / We Entrust to your Keeping / Brave Sons of ALABAMA.”

The reverse of the flag is also quite interesting, as it features the goddess Liberty, unironically breaking a set of iron chains clasped to her wrists. Most of Liberty’s head and face no longer exist on the artifact, and so I based her likeness on other period paintings—particularly those originating in Alabama. Above her head is another slogan, this one with a distinctive typo: “TYRANY [sic] IS HATEFUL TO THE GODS.”

Beyond these and a few more new flags we’ll be adding to War of Rights, the lighting rework showcased in this Field Report is one of the more significant upcoming updates as it provides a significant visual boost to flags. Silk, in particular, is a difficult fabric to recreate visually with its sheen, high saturation and contrasts, and opacities. With this update, however, colors will display more accurately. Gone are the dull, dark flags. The application of new shaders will also allow sunlight to cast shadows through the flag, as seen in the screenshot below. While minor features in the grand scheme of things, we trust the community will appreciate our attention to these various details as we press onward for greater immersion.


[h2]Progress Report: Cavalry Locomotion[/h2]
[previewyoutube][/previewyoutube]
To dust off this field report, we will take a look into how Hershey and his fellow horse friends are doing. Cavalry is one of the most anticipated features in War of Rights, and as such we have been taking our time with it and giving it the care and attention it deserves.

As we inch towards its initial release, we wanted to give you an insight into the work that has gone into the locomotion of horses. Our animator has been solely focused on bringing the horses to life over the last few months. His work includes the different horse gaits, animation and deceleration blends, jumps, slope posing, and of course the player mount/dismount.

Beneath the horse animations is the programming tech that ties it all together. While very much a work in progress, a lot of consideration has been given to how the horse manipulates its body to control its center of gravity while traversing complex surfaces. The video above showcases the aforementioned tech. You will also notice our IK solver in action, keeping the hooves aligned to the surface. Again, we stress this is a work in progress, but we know you are all eager to see how Hershey is doing.

We still plan to roll out the horses in a phased manner, the first of which will be to give them to infantry officers with the option to spawn as mounted or on foot.

That’s all for this field report.

We can’t wait to get the showcased new features and improvements into your hands as the project continues to evolve.

- The Campfire Games Team