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World War 3 News

Update 0.8.1



A small one before the weekend, just so it's a bit more fun to play. Keep letting us know about issues, we're working on the infinite loading (there's two new ones of those - we've got some leads to fix it definitive) and we have some intermittent lagging issues we can't track without more testing.

Happy thanksgiving to those in North America and happy weekend to everyone else!

Update 0.8.1 Patch Notes

[BUGFIXES]
  • Restoring the Winter Gepard camo,
  • Warmup widget should now be visible again while warmup is in progress,
  • Potential crash fix in character spawning,
  • Fixed not being able to enter vehicles sometimes,
  • Proper fix for planting through walls,
  • Reward for team switch not applying,
  • Fixed bad configs on TDM - no more lags from weight mismatch,
  • Fixed map rotation constantly choosing Berlin,
  • Fixed HUD replacing deploy screen when player spawned for first time,
  • Blocked bomb planting when retreat is in progress,
  • Damage Type Modifiers for BRE station: nerfed bullet and strikes damage,
  • Fixed destroyed point marker opacity on Breakthrough (won't look like selected spawn anymore),
[OPTIMIZATION]
  • Shadow Quality setup - should improve shadow performance.


- World War 3 Team

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- World War 3 Team

Update 0.8


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

Here it is! The long awaited community game mode is here. Breakthrough is a dynamic and intense experience that will require quick thinking and steady aim. Teams are split into two roles: attackers and defenders. The goal of the attackers is to destroy enemy Radio Stations by means of explosive charges (plat them by holding F), C4, grenades, strikes or big caliber rounds to advance the match forward. The goal of the defenders is to stop the opposing team from reaching and destroying the Stations.

Match ends when all of the stations are destroyed and attackers win, or when the timer elapses and hits 0 - that's the defenders win condition. Timer starts at 15 minutes and each pair of stations that are destroyed will increase it to 5 minutes. Match can take anything from 15-25 minutes, so stay frosty.

Important: we've temporarily removed Anders from the game. This is intentional as it was the main reason for crashing and instability. As soon as we've fixed the issue, it will be back, so don't worry!

This patch also introduces a few optimizations, mostly in the frame pacing and stuttering areas. As always, keep us updated on your thoughts and send us your feedback - we're reading it all!

Update 0.8 Patch Notes

[KNOWN ISSUES]
  • There are some problems with displaying customization in TDM, we're working on a fix. You will see default customization, but have the proper one in-game.


[CONTENT]
  • New game mode: Breakthrough,
  • New Infantry HUD,
  • New Strike: Napalm,
  • Adding Leopard2 Gepard anti-air vehicle to base spawns on Warzone,
[IMPROVEMENTS]
  • Disabled not being allowed to join when the match is ending,
  • Collimator glass is less dark now,
  • HUD: new in-game chat window,
  • HUD: new strike bar,
  • HUD: hiding armor status icons if armor is not present,
  • HUD: added current soldier weight class,
  • HUD: changed inventory status widget,
  • HUD: added laser/flashlight status icon,
  • HUD: improved kill feed,
  • HUD: added headshot indicator to kill feed,
  • HUD: destroyed vehicles will now show up on the kill feed,
  • HUD: changed icon resolution to sharpen them up,
  • HUD: added plant, defuse and destroy icon notification to the Breakhtrough HUD,
  • Many other, small improvements,
[BUGFIXES]
  • Reduced crashing on both client and server side,
  • Fixed invisible packs,
  • 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,
  • Audio attenuation and occlusion fixes,
  • Claymore spawning fix,
  • Fixed destroyable objects not having particles at the start of the round,
  • Fixed some minor issues with mudflaps and other addons,
  • Fixed RPG Nets issues of Leopard 2A6 Body Armor,
  • Fixed wrong gib mesh in Commando turret,
  • Other bugfixes,
[OPTIMIZATION]
  • Fixed some stutters on the render thread,
  • Fixed stutters on the render thread when updating material scalar parameters,
  • Fixes for reloading assets that were already loaded (reduced stuttering),
  • Disabled per frame calculation on multiple objects,
  • Deleted empty skins to reduce stutters,
  • Disabled DoF calculations for vehicles that are far away.


- World War 3 Team

WEEKLY REPORT #39 – PLAYER HUD


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

Greetings, Soldiers!

This week, we wanted to show you changes we made in the user interface in the last few patches. Current version of the new HUD is available to test on the PTE (Public Test Environment) and we’re testing them together with players interested in helping out - giving us feedback on what’s working and what isn’t.

Since the beginning of Early Access we’re had the same goal in mind - we want the final version to be much better and polished in all aspects. Changes in the user interface are just one of the many steps we want to make to take the game into a better quality product.
Player HUD - First Impression

The new HUD was completely redesigned with player experience, creating new and better features in mind as well as keeping it a consistent, military and minimalist style. The HUD is divided into two stages and nine regions, where stages are determined by how much focus is placed on them and regions are containers for certain features or information.

This main user interface is also a basis for all other HUDs - we’ve based the Strike HUD redesign on these principals as well and we’ve used the Strike redesign as a proving ground for choosing the best spots for each region and it’s functionality.

Thanks to doing it like this we’ve gotten plenty of information and time to choose how to best utilize the HUD and the segmented design and it will also be useful in the future, as we’re certainly going to be adding new HUD elements and changing how stuff works if we decide it would be for the better.

PTE UPDATE 0.8.3



A small, but awesome one - we've fixed the lag issue on Breakthrough! Thanks to your submissions and videos we've been able to get enough data to figure out what was wrong. Thanks for your help, and keep going!

[BUGFIXES]
  • Breakthrough: Fixed 1-second lags,
  • Breakthrough: Fixed missing respawn delay,
  • Breakthrough: Fixed the map sometimes staying on the deployment screen,
[IMPROVEMENTS]
  • Changed chat on respawn screen,
  • Changed chat size,
  • Minor improvements to kill feed,
  • Improvements to on screen messages.


- World War 3 Team