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World War 3 News

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.

PTE 0.7.11 Patch Notes


The last patch one before 0.7 is here. We'll be pushing the 0.7 to Live tomorrow or at the latest Friday if we find any game breaking bugs, but this is it! We've got a few more minor fixes going into the 0.7 Live version, especially for audio, but this is very close to what you can expect on the Live servers later this week.

PTE 0.7.11 Patch Notes

[IMPROVEMENTS]
  • Changed IFV Viewfinder size,
  • Removed RCWS icon from vehicle preview widget in case there is no RCWS,
  • Changed GPU Buffering to disabled by default on Best Performance so slower CPUs can catch up with level streaming,
[BUGFIXES]
  • Fixed missing markers and players missing from the scoreboard,
  • Fixed strike spawn when player lies down -> before player could fall through the world on local game,
  • Fixed incorrect RCWS health value,
  • Fixed wrong player pose when player uses a remote controlled drone,
  • Fixed camera rotation after drone use.


- World War 3 Team

Weekly Report #32 - Update 0.7 is here


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

Hello, Soldiers!

It’s been a long ride, but we’re finally ready to launch the 0.7 update on the LIVE servers. It took longer than we anticipated, but after the dreaded 0.3 update we have to make sure each new update we bring to the “main” branch of the game is stable, works without major problems and doesn’t have any game breaking bugs that might affect the enjoyment and experience of players. After as thorough testing as possible with the limited resources we have and also with the help of our testers on the PTE servers that started in late August, we’re happy with the progress we’ve made on the update, and - bar any major last-minute problems - it should be available later this week!

Since it’s been a long time since we’ve first announced the update, let’s focus on what the new update brings to the table in terms of performance, stability, and new weaponry as well.

0.7 contents


As some of you may know by now, the most important thing to come with the 0.7 update is the engine switch from our previous version to the new one. Live version of the game have been using Unreal Engine 4.19 so far and that means we couldn’t utilize a lot of functionalities that came later on. Keep in mind that the 4.19 version has been released in March 2018 and had a lot of support for what we’ve been doing, but we had to move forward to 4.21 in order to get the tools we required for optimization work.

The one of the biggest changes and reasons for the engine switch is the Replication Graph, which came with the 4.20 update. In simple words, replication is a term that describes how server and game talks to one another, talking about how player moves, where he is, what’s the player’s state - not to mention different variables every player has. The Replication Graph decides, what information are important depending on where a player is. So, for example if you have 10 players fighting on the other side of Moscow, there’s no point in knowing how each individual bullet flies in a building half kilometer from you, so Replication Graph helps dealing with that, freeing up CPU from calculations. That helps with performance, but in order to utilize that freed up space, we had to adjust our netcode as well, and that took a lot of work from our programmers.

On the other side, we had to do work on optimization of World War 3. We knew that the performance wasn’t great, but being an Early Access title we have more possibilities to adjust our work plan than maybe some studios do. Work has been going great and from our PTE tests we can be happy with what we’ve achieved in the last month and a bit in terms of performance. Those who haven’t had a chance of playing 0.7 update on the PTE should see an improvement in how the game plays for them!

In terms of new content, we have a lot of changes coming your way: There’s a whole new Challenge System, that consists of daily challenges, resetting every 24 hours, so you and your fellow soldiers have something to do in addition to… killing other players. It’s not a final version, it’s the start of a much bigger system that encompassess progression as well.

We’re introducing a new squad manager, which isn’t a “sexy” change, but it had to be done. We weren’t happy with how squad manager worked this far in World War 3, so we had it reworked so it works properly, without any problems and helps players enjoy the game together with friends. We couldn’t fix things with how the manager was set up previously - now it shouldn’t cause any issues.

We’ve also brought a new VOIP system to life - the one we had previously wasn’t what we envisioned and it also didn’t work well with our game. Now it has a lot more options and sounds more like you’d actually be in a battle, so it helps with immersion, too. But remember: our VOIP is squad-only, for both performance and gameplay reasons.

From a visual perspective, there’s new lighting on our maps, with also helps with immersion, new vehicle HUDs (but those are still a WIP version, you could see how the new HUD looks in our Weekly Reports couple of weeks ago).

New content


As you may conclude on your own by now, the 0.7 update is much more techy than anything else, but in case you are more interested in assets, we have something new for you as well! With 0.7 update, we’re introducing VAB Mobile Spawn Variant, which is a replacement for BCV for one of the teams - just so you can quickly determine if you’re dealing with friends, or foes. It always appears on the opposite side of the match, so if you’re encountering something different than BCV - run or prepare for a fight.



In terms of strikes, we’re bringing Napalm and Smoke Artillery for players to use. Those two are designed to help with hiding your forces from the enemy’s rifles and to cut enemies off from getting to a capture point. They are helpful for tactical approach and utilized properly may change the course of the game.

Breakthrough game mode


One more thing: Because of the workforce we had to move in order to finish up the 0.7 update, Breakthrough game mode, the community game mode designed by you, but polished by us at the studio, will be releasing with the introduction of the 0.8 update. The update itself will be more content-oriented in comparison to the 0.7, so stay tuned! As we have told you last week, we are still aiming for the Breakthrough’s PTE release early October and if nothing dramatic happens, we’re still on course and nothing has changed in that regard.

Thank you for being patient with us and we are confident that the wait will be well worth it! Have a productive week and see you in 0.7, Soldiers!

- World War 3 Team