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World War 3 News

PTE 0.7.8 Patch Notes



BUGFIXES
  • Fixed known server and client crashes
  • Challenges: fixed winning match by one side while match should have ended with draw
  • Challenges: fixed double counting repair events
  • Gadget drones: fixed noise effects while reaching maximum range from controlling soldier
  • Various minor fixes with players replication
  • General audio fixes
  • General vehicle hud fixes
  • Fixed invisible US Army Pants.




Thank you and enjoy your weekend,

- World War 3

PTE 0.7.7 Patch Notes


Another one! Packed with fixes and improvements, let's test it thouroughly!

PTE 0.7.7 Patch Notes


BUGFIXES
  • Fixed markers being stuck to people's feet,
  • Fixed orders not showing up on the markers,
  • Fix for invisible gadget packs,
  • Fixed mobile spawn widget crash,
  • Disabled bandwith limit for invisible packs,
  • Improved counting players and checking size for dedicated server lobby - possible map rotation fix,
  • Fixed circles on the map after a strike,
  • Fixed server crash from destroy pack manager,
  • Fixed base character material to use cloth,
  • Fixed pad on US Army uniform,
  • Possible fix for squad widget crashing the game,
  • Fix for vehicle destruction crash,
  • Fixed no Armor info on KillScreen,
  • Fixed challenges: Last Resort, Senor Wingman, MacGyver,
  • Fixed claymore spawn on client issue,
  • Fixed skinning on US ARMY CHEST,


GAMEPLAY
  • Reduced vehicles bounciness and friction when colliding with environment,
  • Increased rocket prices for Heli Drone,
  • Deploy screen improvements,


AUDIO
  • Fix for music cutoffs,
  • Fix for sacking breath sound,
  • More sound occlusion,
  • Friendly gunshots will sound softer now,
  • Many small audio fixes.


Thank you all and have a great week,

- World War 3 Team

Weekly Report #30 - Breakthrough


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

Hello, Soldiers!

Last Week in WW3

We’re still hard at work getting 0.7 ready for prime time Live servers. Last week we’ve fixed a lot of underlying issues with replication and we’re on track to get all major bugs squashed. We’re currently optimizing server performance and testing a lot of settings with Replication Graph (read more about it here), making sure we’re utilizing it’s functionality as best as we can.

At the same time, we’re working on optimizations and fixing map bugs, making sure we’re finding and fixing places you can get stuck in and, most importantly, gain an unfair advantage.

Another issue is some long lasting exploits our players have found over the months, we’re starting to make sure those are being eliminated one by one.

Work on the new UI is also going strong, on both HUD and Customization fronts. You can already see some of the new HUDs in vehicles on the PTE, but we’re overhauling all of it for 1.0 release to make sure it’s much clearer for new players what is happening.

Breakthrough

As we’ve talked about previously, we’ve always thought that one of the great moments in World War 3 are when two armies collide and create a front line, trying to push one another back, flank and outsmart the enemy. Breakthrough is making those moments more frequent and makes for a really fun and intense game mode with just enough tactics that even a single soldier can change the outcome of the fight, but against a well coordinated team it will still be a tough task.

Since we last talked about Breakthrough, we’ve played with the numbers a bit and we’ve come to a version of the game mode that is working well for us and we think it will work for you as well.

The Rules

At this time, Breakthrough game mode supports 10v10 players in every match. Might seem like a low number, but even this can get pretty chaotic and crowded when all 20 people are fighting over single point.

At the start, the teams are split into two groups: attacking and defending. Attacking team starts with only one respawn point: their main base. Defenders have all points captured and can spawn on any of them, setting up defenses or just trying to get to the frontlines as soon as possible.

Each point represents an objective (a Radio Station) that the attackers have to destroy. They can do it by planting an explosive charge [default: F] and defending it for 30 seconds or by just destroying the Radio Station with normal explosives - RPGs, tank shells, airstrikes, C4 and even grenades. Not all Stations are in the open, so ranged explosive attacks won’t work on some of them.

Map is divided into 4 areas (A -> D) with 2 Radio Stations in each of them, called 1 and 2. As an example, here’s a look at Moscow at the start of the game as the defender:


The attackers start on the bottom of the map and go through A to D, having to destroy both points before advancing. This means that if the attackers coordinate, they can easily pin down the defenders and let the other squad take one of the points.

Every Breakthrough match starts with 15 minutes left on the timer. When the timer reaches 0, defending team wins.

Each time the attackers destroy a Station, if the timer was below 5 minutes, it will set the timer to 5 minutes left. This means that in the case of dominance of the defending team, the game will end after 15 minutes, but if the attackers break through, they will still have time to use that momentum to push further. In theory, the game can go up to 30 minutes if the fight is really fierce, but we’ve mostly seen it ending in 15 or 20 minutes.

Every time a pair of points is captured, the area becomes locked for the defenders, giving them 60 seconds to retreat to the next defensive position. Attackers can only attack the closest pair of points to them, they can’t go further into the enemy territory.

Attackers win when all Radio Stations are destroyed and the timer has not run out.

Breakthrough works on all current and future Warzone maps, using the Large variants on some of them.

All strikes are available in Breakthrough, but scoring Battlepoints is not as quick as in Warzone. This means working with your squad is more important than ever to gain an advantage in the form of strikes, vehicles and other support.

Breakthrough is fast, dynamic and very intense compared to Warzone, which is exactly what we’ve been looking for for the third game mode. It sits somewhere between Team Deathmatch and Warzone in moment-to-moment intensity but it’s not as simple as TDM - you still need to flank well and think about your approach, because each respawn is costing you valuable time.

https://youtu.be/X9B_uPMVphs
Breakthrough will hit the Public Test Environment shortly after 0.7 is ready for Live servers. We know that 0.7 is taking a long time to be ready, but we want to make sure we’ve tested the patch well before pushing it to Live servers.

During the PTE testing we’re looking for player feedback on timings, Station locations, respawn locations, potential exploits and overall balance to make sure it’s fun on both sides of the map.

Ready when?
Some of the features we need for Breakthrough (like new HUD elements) are connected to the HUD redesign and we have to reach certain milestones before we can release it into the wild. That said, the current plan is to release Breakthrough to the PTE later this month or in the first half of October and test it with our players to make sure it will be a good fit for the game.

Once again, we’d like to thank the community members that came up with the idea and helped organize and test the game mode. We couldn’t do it without you and that’s exactly why Early Access was the way to go for us.

See you in the next one!

- World War 3 Team


PTE 0.7.6 Patch Notes


This one is a biggie, with a LOT of very important fixes and improvements, namely for the vehicle hit registration and behavior. We're nearing 0.7 hitting Live and fixing the most important bugs at a fast pace. Currently we're working on making sure the vehicle hit detection works properly (we've seen some issues with the Heli Drone) and that replication is still working well while reducing server CPU usage. Once that's done (and any bugs we find over the weekend are fixed) we can push 0.7 to Live and start on 0.8.

PTE 0.7.6 Patch Notes

We are counting on your feedback, please post it here:
Feedback: https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/

[KNOWN ISSUES]
  • Markers are moved to player feet,


[CONTENT]
  • Moderator patches added,
[BUGFIXES]
  • Fixed hit direction being broken on damage indicator,
  • Fixed a crash related to voice barks,
  • Fixed remote missiles use being delayed a few seconds,
  • Fixed character clipping into walls when using alt,
  • Fixed challenge completed notification,
  • Fixed replication on objects not setup for replication graph,
  • Fixes for SCAR left hand position,
  • Fixed squad list not updating correctly,
  • Fixed valid vehicle hit registration being rejected by server,
  • Fixed replication rate for flying and land vehicles (choppy movement),
  • Fixed teleporting marker of enemy soldiers,
[IMPROVEMENTS]
  • Character clipping into walls and while prone vastly reduced (needs extensive testing),
  • Vehicle hit validation leeway increased.
- World War 3 Team

PTE 0.7.5 Patch Notes



PTE 0.7.5 Patch Notes


We are counting on your feedback, please post it here:
Feedback: https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/


[CONTENT]

  • US ARMY PANTS Visible in menu now,


[BUGFIXES]

  • Fix respawning on MSP,
  • Added new challenge conditions checking,
  • Fixed throwable gadgets updating to infrequently,
  • Fixed a bug with wrong loading screen in map rotation,
  • Fixed calculations of wheels colliding sum in land wheeled vehicles - wheel collision should work properly now,
  • Added missing refill station marker,
  • Berlin - collision fixes for random window frames.
  • Berlin - Fixed collision settings for part of a building,
  • Berlin / Berlin TDM - Multiple additional collision fixes,
  • Moscow - stuck point fixes,
  • Moscow TDM - fixed draw distances on low settings,
  • Polyarny - fixed collisions on Officers Club and few other buildings,
  • Smolensk - added penetration feature through military nets,
  • Warsaw - streaming volume fixes for TPP camera,


[AUDIO]

  • TPP shots attenuation tweak,
  • Added RTPC ThreatLevel that lowers volume of ally footsteps and shooting sounds,
  • Fixed no sound in menu,
  • Better attenuations,
  • Another fix for barks jumping channels,
  • Minor audio optimizations.



- World War 3 Team