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World War 3 News

PTE UPDATE 0.8.2


Small one, just some improvements to Breakthrough. We're still tracking down the lags that happen sometimes on Breakthrough and we're improving the HUD, stay tuned!

PTE 0.8.2 Patch Notes

[KNOWN ISSUES]
  • Invisible packs are back, we're aware of them and are working on this bug,
  • From time to time the server is starting to lag for a while, we need more info on this one,
  • After spawning on a Mobile Spawn Point you can get a low HP effect,
[IMPROVEMENTS]
  • Changed camera position and rotation on leopard 2 to make it work better with the new Gepard turret,
  • Breakthrough: defenders can no longer go back to retreat zone after leaving,
  • Breakthrough: Zone placement improvements,
  • Breakthrough: minor spawn fixes,
  • Breakthrough: Reversed C and D points on Smoelnsk,
[BUGFIXES]
  • Breakthrough: Fixed a but that sometimes prevented retreat from ending early when all defenders left the zone,
  • Breakthrough: Fixed wrong Leopard version in the base on Polyarny.


- World War 3 Team

PTE UPDATE 0.8.1


This time we've got a bunch of Breakthrough changes, from the core gameplay to the visual information layer, to let you know better what's happening. It's mainly focused on changes to Breakthrough, but we also have some other changes, too, including some performance updates.

This one has two issues we're still working on, but there's no point in delaying it longer - we need more information on those two problems, so let us know if you see any pattern in when the server starts to lag and when packs disappear.

PTE 0.8.1 Patch Notes

[KNOWN ISSUES]
  • Invisible packs are back, we're aware of them and are working on this bug,
  • From time to time the server is starting to lag for a while, we need more info on this one,
  • After spawning on a Mobile Spawn Point you can get a low HP effect,
[GAMEPLAY]
  • Breakthrough: after a successful retreat, Defenders will gain points (10
  • seconds left),
  • Breakthrough: after a successful retreat, Attackers will gain the seconds left as additional time for next objective,
  • Breakthrough: attackers can no longer get to the next objective before the retreat is over,
  • Breakthrough: Radio Station will now blink and emit beeping when planted,
  • Breakthrough: added new statistics collection: bombs planted, defused, radio stations destroyed, longest attack, longest defence, fastest plant, successful retreats, retreating enemies killed (not available from the menu yet, but are being counted),
  • Breakthrough: moved point marker position up to no longer block visibility of the stations,
  • Breakthrough: reversed Berlin point order,
  • Disabled an option to skip Warmup on PTE for proper BRE testing,
  • Disabled not being allowed to join when the match is ending,
  • Napalm strike visual overhaul,
  • Allowed joining to server when match is ending,
  • Adding Leopard2 Gepard anti-air vehicle on all maps,
[IMPROVEMENTS]
  • 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 (still work in progress!),
[BUGFIXES]
  • Breakthrough: fixed missing status widget on Smolensk and Polyarny,
  • Breakthrough: fixed Radio Station collision,
  • Breakthrough: fixed improper marker text colors,
  • 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,
  • Removed redundant markers on compass widget,
  • Fixed RPG Nets issues of Leopard 2A6 Body Armor,
  • Fixed wrong gib mesh in Commando turret,
[OPTIMIZATION]
  • Fixed OnVideoBasicSettingsChanged() hitches on the render thread,
  • Fixed hitches on the render thread when updating material scalar parameters,
  • Fixes for reloading assets that were already loaded (reduced hitching),
  • Disabled ticks on multiple actors,
  • Deleted empty skins to reduce hitching,
  • Disabled DoF calculations for remote vehicles.


- World War 3 Team

Weekly Report #38 - Last Week in World War 3


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

Progress update
The development is going smoothly and without major problems since we’ve finally finished work on the engine switch. It’s mainly finishing up things, but also working on brand new stuff for 1.0, optimization and bug fixing.

Breakthrough
Our newest game mode is currently in internal testing after finishing up the required fixes and improvements. The main changes revolve around how Retreat works and the player HUD.

New retreat doesn’t let the attacking team advance until all defenders have left the previous zone. This means that the constant sprint towards next objective will be broken up with some hunting for marked enemies. Both teams want to retreat as fast as possible - but we know some people will be caught off guard deep into the enemy territory.

Rest of the changes are some point location switches, more pronounced information: big icon that lets you know about a bomb being planted, blinking red light on the Radio Station, a beeping sound and so on.

As soon as we’ve confirmed it working as expected, it will be released to the PTE and later to Live, once the community deems it good.

Progression 2.0
We’ve finalized design of the new progression system and started to implement it into the new customization menu. We’ll have more on how it works in future Reports, but for now let’s say it shouldn’t leave you with millions of dollars on your account and nothing to spend them on. It should also provide challenge and things to do for people that have unlocked everything already.

It’s designed to be fun for both new players and World War 3 veterans - which may sound weird when talking about a game that is yet to be released, but some people have played for over a thousand hours already. This is a great example of a system that will benefit greatly from the game’s time in Early Access, as we’ve seen all kinds of players and we have all kinds of data to base our decisions on.

This will hopefully lead to a progression that satisfies a new player by giving them new tools frequently, but not overwhelmingly so, and will give veteran players ways of still progressing years into the game’s life.

New progression is scheduled around the Customization 2.0, so we don’t have a date on that one yet.

Breakthrough Community Trailer
We’ve already received some submissions for our community-driven trailer for our community-driven game mode, but we want more! The more submissions we get, the higher chance the overall video will be of a higher quality, so make sure to grab some sweet actions and send it to us under [email protected] - just remember that videos should be fairly short and of good enough quality; after all, it has to look sick!

The rewards have also been upped in a somewhat unusual way, so get to know more here: https://forum.worldwar3.com/index.php?/topic/10948-breakthrough-community-trailer-submissions-are-open/

We will see you in our next Weekly Report!

- World War 3 Team

Breakthrough Community Trailer Submissions are open!

Hello Soldiers,

As we've written in our last week's Weekly Report, we're now accepting submissions for our Breakthrough Trailer. We’ll create a montage of best clips we get and publish it alongside our internal Breakthrough trailer when the game mode is available for everyone.

Clips that make it into the trailer will be awarded World War 3 PC Steam keys, so there’s something to work for – and it’s so easy! Below you'll find the details on how to correctly send your videos.

Community Trailer Submission Details
Length

If you don’t want us to chop up your footage, keep the clips to as short as possible. If you can show what happened in 5 seconds, that would be the best. We realize sometimes the action needs some more time, but we want to include as many creators as possible.

Quality

Custom .ini settings and Low Quality settings will impact the chance of your submission to be included. It doesn’t mean there’s no chance, especially if the action is awesome, but try to make your footage look as good as possible.

Resolution

We’ll be taking footage with minimum resolution of 1080p, higher obviously preferable. Again, if you have some epic 10-man kill with artillery and you play 720p – send it in, just be aware of this limitation.

Upload

The best way to get the files to us will be to upload them to an online hosting service and send us an email with “Breakthrough Community Trailer” in the topic and links to the files in the message. The contest email address is [email protected]. In the case of streaming footage, download it and do the same.

Please, don’t send us the files directly, there are limits to our inbox size and we will ignore those emails!

- World War 3 Team

Weekly Report #37 - Last week in World War 3


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

Hello, Soldiers!

It’s been another week of hard work on World War 3, so let’s see what we’ve been up to since last week’s Report. We’ve talked about how 0.8 testing is going on the PTE, work on the new Infantry HUD, how the Breakthrough fixing is going, the optimization effort and other things.

Let’s give you an update on what changed and how we’ll proceed in the future.
0.7.2 Live Patch
We’ve updated the Live version with some improvements we’ve done for 0.8. Those are mainly bug fixes for some annoying bugs that were introduced with the engine switch and some optimization changes.

We’ve fixed most of the replication issues that were left, namely the problem with some players not having a team set properly. This resulted in people having no markers and not appearing on the scoreboard - this should be fixed now and work as intended.

Another big change were the optimization changes. We’ve changed how the player profiles and characters/weapons/strikes are loaded in to save on the load times and reduce stuttering caused by loading on the fly. It should smooth out the gameplay and make the game more enjoyable, especially on slower machines.

This is by no means the fix for all issues, but after the engine switch is complete, we can focus more on optimizing the game now. Further optimization changes will be coming in small batches - goal being having enough small fixes that make a huge difference for 1.0.

Optimization is not something you can do in an evening, it’s hours and hours of work for every tenth of a frame, every one stutter eliminated, so it will take some time and effort, but we know it’s worth it and we’re committed to delivering as smooth of a game as it’s possible.

Next on the list for this are more fixes for loading (which is the main reason for stutters) and continued work on all facets of the optimization.
0.8 on the PTE
We’re continuing to get a lot of valuable feedback and support from the community, which we’re grateful for and we are listening. The testing has been doing great, we can see the game mode is a big hit with the community, with some things that need to be fixed, which brings us to the next point.
Breakthrough Progress
Breakthrough is being fixed up according to our observations and community feedback. We’ve improved the information layer available for the player, so you’ll be notified about charges being planted and defused much more clearly. We’ve changed spawns around, shuffled some point locations and polished the mode a bit overall. You’ll have a chance to test the changes as soon as we’ve made sure thy work as intended and they’re ready for PTE.
Other improvements
We’re also working on a lot of other changes and features, like making sure spawning works well once and for all, fixing armor bugs in vehicles, taking a look at balancing and player progression, more HUD changes and bug fixing and so on. There’s a noticeable increase in how quickly we’re able to work after 0.7 was finally released and that bodes well for the future.
Breakthrough Community Trailer
We’re opening up the email address that you can send your clips to! A few weeks back we’ve announced the contest for creators and players alike, to record the best Breakthrough clips and send them our way. We’ll create a montage of best clips we get and publish it alongside our internal Breakthrough trailer when the game mode is available for everyone.

Clips that make it into the trailer will be awarded World War 3 PC Steam keys, so there’s something to work for - and it’s so easy!

Community Trailer Submission Details
Length
If you don’t want us to chop up your footage, keep the clips to as short as possible. If you can show what happened in 5 seconds, that would be the best. We realize sometimes the action needs some more time, but we want to include as many creators as possible.

Quality
Custom .ini settings and Low Quality settings will impact the chance of your submission to be included. It doesn’t mean there’s no chance, especially if the action is awesome, but try to make your footage look as good as possible.

Resolution
We’ll be taking footage with minimum resolution of 1080p, higher obviously preferable. Again, if you have some epic 10-man kill with artillery and you play 720p - send it in, just be aware of this limitation.

Upload
The best way to get the files to us will be to upload them to an online hosting service and send us an email with “Breakthrough Community Trailer” in the topic and links to the files in the message. The contest email address is [email protected]. In the case of streaming footage, download it and do the same.

Please, don’t send us the files directly, there are limits to our inbox size and we will ignore those emails!

That’s it for this week, we hope to see you in the next Weekly Report.

- World War 3 Team