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PTE 0.8 Patch Notes


Here we go again! After the 0.7 technical update, we can now start sharing content we've been working on during the technical work on the engine. Easily the biggest one is the new Breakthrough game mode, about which you can read more here. It's a very dynamic, quick-paced mode, with no time to stand around. Your split second decisions matter and one soldier can win the game with a good plant or last second defuse. It's available on all Warzone maps, some of them in the Large variant - so you'll be fighting in places that are normally not available in Warzone - like the school and train station on Warsaw or shopping mall on Moscow.

Important: Breakthrough is going to have the Retreat mechanic expanded in the coming weeks to make it something unique and cool.

Supporting this game mode is the new infantry HUD. It's not finished yet, the Strike Bar, Chat, Kill Feed and Score Feed are going to be refreshed as well, but it works a lot better and has a couple new features, like markers on the compass and animated icons with progress bars for gadgets.

The respawns are also a lot better finally, but bear in mind that there's a few things coming to the respawning system during the time in PTE that will make this a lot better (like marking people that you can't spawn on and possibly people under fire being marked as dangerous spawns).

Let's all test the new game mode, especially when it comes to spawn placement, station placement, possible exploits and overall balance for attackers and defenders.

Be sure to post the feedback in the comments or on our forum : https://forum.worldwar3.com/index.php?/topic/10797-feedback-on-update-08/

PTE 0.8 Patch Notes

[KNOWN ISSUES]
There's no warmup on PTE (so testing is easier) - this means that Breakthrough match balance will be skewed, If clicking Deploy on another player doesn't do anything, keep trying - this means that the game didn't find a suitable spawn for around them. If this happens on a point, report!

[CONTENT]
  • New game mode: Breakthrough,
  • New Infantry HUD (WIP),
  • Napalm Strike is in,
[BUGFIXES]
  • Fixed spawning in a wrong place when there's no space to spawn around selected player,
  • Fixed being able to look inside a building with Mini Done gadget,
  • Fixed lasers staying while throwing grenades,
  • Other bugfixes.


- World War 3 Team

Weekly Report #34 - Gameplay Secrets #3


Available in the following languages: PL | RU | DE |

Hello, Soldiers!

Last week we’ve told you a bit about how to repair vehicles in World War 3 and how our Hunter/Killer system works. We want to continue the streak and tell you a little more about some of the systems we have implemented in our game, so let’s dive into another set of gameplay secrets. As we said previously: there’s a lot you might not know about our game, but we’re here to help you out!

Vehicles in World War 3

We wanted to strike a balance between complexity and ease of use with our vehicles. They’re easy to control and operate on a base level, but also have a lot of quirks and features - and we think some of them will interest even people that think they know everything about vehicular combat in the game.

We’ve decided to bring those to the spotlight and let everyone know about what and how to use in WW3.

Weight and centre of mass

First, the most obvious part is the customization. Our vehicles, just like characters and weapons, are created by combining lots of attachments. Each attachment has not only its cost in Battlepoints, but also weight and other properties. Attachments can, and some do, change the weight and centre of gravity of the whole vehicle. For example, a heavy turret can make a vehicle unstable by raising it’s centre of mass and make it drive slower due to the added weight.

Armor

Second important part of customization is armor. It’s heavy, yes, but also can really help with those pesky RPGs. Since 0.7 you can check how good your armor is against RPGs in the customization menu:


Those values (Front, side and rear armor) are representing the number of normal RPGs you need to destroy an armored vehicle by shooting it in any particular armor section. As you can see, the difference is huge - shooting tanks in the front armor is going to take a long time.

Conversely, a well placed Tandem (which deals around twice the normal RPG damage) can take down even a well armored vehicle in a couple of shots.

As a tank driver, you have to be conscious of this weakness and position your vehicle in a way that prevents enemies from surrounding you. Your vehicle is well armored and can take a lot of punishment before being destroyed, but if you’re outsmarted - that’s it. The slow and unwieldy beasts are no match against a swarm of little guys with well placed grenades to the back of your machine.

This is why the best squads will protect their vehicles and take down any RPG carrying enemy soldiers before they can take the vehicle down and won’t let anyone get behind. It’s called “combined arms” for a reason - even the most armored tank is weak when operating alone.

Below you can see a rough approximation of damage zones you can expect on vehicles in World War 3.


Weapons

Some vehicles can carry more than one weapon. With MBTs and some other vehicles having the main cannon, the auxiliary machine gun and RCWS possibly having 3 different ways of defending and attacking. You can change between weapons by pressing [1], [2] or [3] depending on your customization. A small tip for everyone not familiar with this: if the main cannon is reloading: you can switch to the other gun while the main is reloading and switch back to continue firing.


Vehicle Locking

Another rarely used feature is vehicle locking. You can toggle between the states by using [L] key. This is useful when you’re trying to give your vehicle to your team or lock your team out of using your vehicle, because you want to fit all your squad members in.

The values this can be set to are:
  • Locked (Only the owner can get in),
  • Squad (Only squad can get in),
  • Team (anyone from your team can get in).


Additional subsystems

We’ve also got a few additional attachments you can equip your vehicle with. Depending on the platform, there’s smoke grenades (default [G]) to potentially cover your escape or smoke up a street to help your team cross it under fire.
https://www.youtube.com/watch?v=AmajcTFcM9U
There’s APS - automatic protection that triggers when a missile, grenade or tank shell is coming your direction, shooting it down and going into cooldown.

CEEGA 2019

As we said in the last Weekly Report, we’ve been nominated in Visual Art category for CEEGA 2019. We didn’t win that one, but we got different award - China’s Choice! Thank you for the recognition!


That’s it for this week, we really hope this helps you out during fights against the enemy. See you in the next report, soldier!

- World War 3 Team

Update 0.7.1


Just a small update while we're working on the bigger issues, to make the game just a bit better. It also includes a lot of debug additions that will help us hone in on the problems better.

Update 0.7.1 Patch Notes
[BUGFIXES]
  • Fixed mesh for US ARMY uniform,
  • Fixed camos for US ARMY uniform,
  • Unlocked skins for US ARMY chest,
  • Fixed a crash related to Steam Platform Manager,
  • Probable crash fix for Movie Streamer,
  • Fixed crash on player logout,
  • Fixed community emblems not working properly,
  • Fixed potential crash with challenges initialization,
  • Fixed some serialization issues (for network transfer),
  • More fixes for map rotation sending people to the main menu,
  • Fixed some vehicles not having sounds,
  • Brought the Smoke Artillery back as it should be.


- World War 3 Team

Weekly Report #33 - Gameplay Secrets Part 2: Vehicles


Available in the following languages: PL | RU | DE | FR

Greetings, Soldiers!

It’s been a long week for us at the studio. A lot of work needed to be done in order to release the much-anticipated update on our LIVE version of the game, but in the end, we’ve made it. The 0.7 has finally arrived on Thursday last week and from what we’re seeing, it works well without any major hiccups. Some players even reported an improvement in performance, and while this update was not aimed at improving this area of the game, we’re happy at least some players already see the benefits of the new engine version.

Performance is still very important to us, and with all the work needed with switching engine versions, we can now go back to steady improvements of the framerate count and frame pacing - both of which are not where we want them to be yet.

We would like to ask you, though, that if you notice anything out of the ordinary, bugs, problems, as well as something you like, please inform us in the proper section of our forums! We want to make sure that World War 3 runs as smoothly and without problems on as many machines as possible, but without your feedback something might slip our attention. For your convenience, HERE’S a link to our general forum, from where you can get into the appropriate segment in your preferred language.

You can read the patch notes for 0.7 here.

We’d like to thank everyone who participated in the PTE testing of this update, as it was very buggy and unstable at the start. You soldiered through and gave us awesome reports full of details, that let us hone in on the bugs much easier. If you didn’t report any bugs, but just played - that’s also worthy of a thank you, we appreciate the time our community gave us and the game we’re trying to make.

You’ve already dropped a ton of videos from the new update, and we especially like a video by Atway, Russian creator, which you can see here (it is, of course in Russian, but there are English subtitles available, too!):
https://www.youtube.com/watch?v=hdwWtysT8k4
Apart from the release of 0.7 update, we’ve also been nominated for an award in Visual Art category for the CEEGA 2019. For those of you who might not know about it, it’s Central & Eastern European Game Awards is an initiative to recognize best games from Central and Eastern Europe every year, and the big gala to choose the awardees is hosted by Poznań Game Arena at Games Industry Conference. This year the awards show will be held on October 19th, so keep your fingers crossed - though the competition is tough and being even nominated is an honor in itself!

Now, let’s dive into another batch of gameplay secrets - last time you liked it, so now is the time to show and tell what some of you might not know yet!

Repairing vehicles

Not many players know this, but anyone can repair any ally vehicle in the game, by simply getting near the vehicle and pressing [4] to take the repair tool from it. It will show a (very temporary) menu, telling you what you are trying to repair:



You can switch between the main body and subsystems by pressing RMB, and using LMB start repairing.

First icon represents the main body armor of the vehicle. We’ve changed it in 0.6 from repairing the additional armor to the base health due to ease of use and making sure that if you repair your tank at least a bit, it will be able to take a shell or an RPG and get back to base safely.

Second icon is optics. Fixing the optics up is a lot faster than the armor, so if you need to get your optics back up to be able to get back for a proper repairs - this is the way to do this. A small tip: if your main optic gets destroyed, you always have a backup one. After the first one is destroyed, the TPP view is disabled, so you are forced to use one of the viewfinders. Remember this for the next time you’re facing against another vehicle.

Third one - RCWS will repair the RCWS health pretty quickly. Also very useful, especially in a defensive position, when there’s more than the driver in the vehicle.

Last one is the APS - pretty self explanatory, but important nonetheless.

The repair tool has some heat capacity and will require a cooldown after a few seconds of repairing, so make sure to prioritize the subsystems you want repaired the most first. Also, an unlimited number of people can repair a vehicle at once - very useful when trying to keep a Mobile Spawn Point alive.

If we’re talking coming back for repairs - there’s a repair platform in every main base for each of the teams. It will not only fully repair all subsystems, base armor and additional armor, but also refill all consumables - like ammo, grenades and APS charges.

Hunter/Killer Modes

This is somewhat of an advanced feature, but similarly to the look around function as a soldier, you can look around without moving your turret. By pressing the [ALT] button, you can toggle between Hunter and Killer modes in your vehicle, Hunter mode will not move the turret with your camera movements. This is helpful to catch people by surprise and fool other vehicle drivers into thinking you’re not aware of their position. It’s also a good feature if you just want to look around, but still continue to fire forward or just make sure you’re not losing targets.
https://www.youtube.com/watch?v=q1mX75B0OwM
Final Thoughts

There’s still more to playing vehicles in World War 3, but we can’t spill all the beans, some things should be discovered. In 0.7 we’ve also changed a few things regarding vehicle differences and movement, so be sure to tell us what you like and what you don’t like. We’re slowly starting to move towards final balance and this is the time to start steering our vehicles to the best place they can be.

Thank you for reading and the continued support - and see you in the next week’s report!

- World War 3 Team

Update 0.7



It's finally here! 0.7 took a while, because we had a lot of internal work on the networking and many changes to the rendering and lighting. We're over those hurdles, and now we can resume the normal operation of patching more frequently and with more content.

0.7 had 11 patches on the PTE and thanks to our community support we were able to test it thoroughly during the last few weeks. Special thanks to those that organized playing together and reported bugs to us via the forum and Discord - we really appreciate your work and we know how much time it takes to test properly!

While this is certainly more of a tech update than content update, there's still some new stuff to play with.

Let's go over the changes we've implemented quickly, and there are a few of those.

First of all, we've switched over our Unreal Engine version from 4.19 to 4.21 to take advantage of the Replication Graph. You can read more about it here. In short, it should let us put more people on each server, lower the latencies and make the netcode even more robust. We've also got a more physically accurate lighting now, which makes the workflow better and faster.

We've redone the VOIP implementation. Now you can use the tilde ( ~ ) key for push to talk and bask in the glory of our new VOIP system. There's a cool radio-like effect on it and it really makes you want to roleplay a soldier. Remember! You still have to set it up in Steam, though most options are available from inside the game. You also turn it off completely, naturally.

There's also a Challenge System in place now, with daily challenges to complete, for which you'll be earning cash and XP. This is the beginning of a bigger system, read more about it here.



New Vehicle HUDs - We've changed the vehicle HUDs for completely new ones - this is the beginning of the complete UI overhaul, with both Customization and in-game HUDs getting a new look to make them more usable and just look better.



We've also got a new Death Screen. More information for you to know what killed you and from where:



There's a lot more smaller improvements, some of which were greatly anticipated and some of which you didn't even know you wanted. And finally, the Helicopter Drone is no longer the most OP thing in the game!

Update 0.7 Patch Notes

[KNOWN ISSUES]
If you see parts of the level streaming in too slowly, this is the CPU not handling GPU Buffering + level streaming. Disable GPU Buffering to fix this (it will lower your FPS, though!),

[FEATURES]
  • Daily Challenges added,
  • New VOIP system [Default: hold “~” (tilde - next to 1)],
  • New Unreal Engine version - 4.21,
  • Replication Graph implemented,
  • New lighting on all maps,
  • New Death Screen,
  • New Vehicle HUDs - still Work in Progress,
  • Sight profile preview in the menu - you don't have to play inside a match to see how it looks,
[CONTENT]
  • Added VAB - a Mobile Spawn Point variant, so it’s different for each team,
  • Added an US ARMY uniform,
  • Added a few new Community arm patches (hidden by default),
  • Added moderator patches,
[GAMEPLAY]
  • Changed reload hold time to change ammo type to 0.4s down from 1.0s,
  • Changed flashbang time to 7s to make them more useful,
  • ZUNI, FZ233, Hydra rockets - increased ammo capacity by one magazine, decreased blast radius and damage, increased BP price,
  • Reduced bounciness and friction when colliding with the environment and other objects for all vehicles,
  • Fixed acceleration, max speed and climbing for all vehicles,
  • Increased/adjusted HP and front, and side armor thickness (more info in updated menu stats),
  • Adjusted the blast radius curves damage on the edges for explosive ammunition,
  • Fixed 30 and 35mm AP issues,
  • Ajax - fixed suspension behaviour,
  • Attachment prices have been adjusted to better fit the progression system,
  • Added a new parameters to attachments: horizontal and vertical recoil (previously those were combined),
  • Attachment modifiers have been reworked to better reflect differences between individual attachments,
  • Weight difference between barrels of different lengths has been increased,
  • Weight difference between magazines of different capacity has been increased,
  • Added per barrel curves intended to alter the damage/distance relation,
  • Added different damage over distance for different barrel types,
  • Reduced mark radius - it should help with accidentally marking things you don't want to,
  • Moved resupply packs to between capture points,
  • Added map marker to refill stations,
[IMPROVEMENTS]
  • Added map rotation to the ending of the game,
  • Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen,
  • Vastly improved vehicle hit registration by implementing a server-side history,
  • Added synchronization status on loading screen for debug purposes,
  • Added Vehicle Kill Assist (community suggestion),
  • Blocked barrels without front post on M4 ironsight,
  • New Equipment meshes for UGVs,
  • Clipping while prone vastly reduced (needs further testing),
  • Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical,
  • Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality,
  • Network optimization - Claymore & Semtex C4,
  • Network optimization - action replicator,
  • Removed projectile distance check because it is checked inside Replication Graph itself,
  • Projectile cull distance setup for Replication Graph,
  • A lot of other adjustments and improvements,
[UI]
  • Fixed hit direction being broken on damage indicator,
  • Added location debug info on screen for better bug reporting (community suggestion),
  • Per attachment camos and color schemes now have icons,
  • Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions),
  • Lower and muzzle attachments descriptions added,
  • Added players in lobby info to summary screen,
  • Added armor stats for vehicles in menu and updated the previous to match the current balance,
  • Added counting vehicle shots fired and hit to statistics,
  • Deployment screen improvements,
[AUDIO]
  • Voip ducking, new warmate sound,
  • Local player voiceover effect,
  • Friendly gunshots will sound softer now,
  • Added more occlusion to sounds,
  • Many small audio fixes,
  • Soldier bark distance tweaks,
  • Other minor improvements,
[BUGIFIXES]
  • Fixed jump-skipping reloads,
  • Fixed shooting between rounds on TDM,
  • Fixed rebinding of the X button,
  • Fixed not displaying statistics during first launch,
  • Fixed a lot of exploit points on multiple maps,
  • Many visual fixes in weapon menu - socket positions, explode positions, attachment categories,
  • Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell,
  • Fixed direction prioritization when exiting a vehicle,
  • Fixed collision for RPGs on Berlin TDM,
  • Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn,
  • Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk,
  • Commando - Fixed driving issues,
  • Commando -  Fixed turret gibs,
  • Warsaw - Floating paper fixes,
  • Warsaw - Level streaming fixes,
  • Warsaw - Map holes fixes,
  • Warsaw - Draw distance fixes,
  • Warsaw - streaming volume fixes for TPP camera,
  • Polyarny - Decal scale fixes,
  • Polyarny - Collision / stuck point fixes,
  • Polyarny - Map hole fixes,
  • Polyarny - Streaming fixes,
  • Polyarny - Physical material fixes,
  • Polyarny - fixed collisions on Officers Club and few other buildings,
  • Moscow - stuck point fixes,
  • Moscow TDM - fixed draw distances on low settings,
  • Smolensk - added penetration feature through military nets,
  • Hundreds of other bugfixes.