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World War 3 News

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

PTE 0.7.10 Patch Notes


We've managed to fix the issue with sending players to warmap after they continued to stay and wait for another server. We are still investigating the issue with players being stuck on the screen when the map loads. With your reports we managed to fix most of the issues from the 0.7.9. Thank you for that.

PTE 0.7.10 Patch Notes

[BUGFIXES]
  • Fixed no grenade icon,
  • Fixed issue with players returning to warmap instead of rotation,
  • Fixed crashes after grenades explosions,
  • Fixed bug with spawning drones under the map,
[UI]
  • Added players in lobby info to summary screen.



Have a fantastic weekend!

-World War 3 Team

PTE 0.7.9 Patch Notes


Here's another patch for the PTE 0.7, in this one we have focused on fixing the issue with the markers - please let us know if you spot anything wrong with markers. We've implemented some fixes to the challenge system, it still needs some testing with counting the mission objectives. Good news is that we are closer to the release of the 0.7. Thank you for your engagement in testing!

PTE 0.7.9 Patch Notes


GAMEPLAY
  • Different damage over distance for different barrel types


BUGFIXES
  • Fixed invisible markers issue
  • Suppress fire challenges fix
  • Use challenges fix
  • Fixed displaying challenges in menu
  • Fixed differences in rate of fire of machine guns in turrets
  • Fixed vehicle strike drops
  • Other replication fixes
  • Some crash fixes


TWEAKS
  • Reduced mark radius
  • Tweaks for Commando driving capabilities



Have a great week,

- World War 3 Team

Weekly Report #31 - Preparing for 0.7


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

Hello soldiers!

Last week we’ve talked a bit about the upcoming game mode, Breakthrough, developed based off of our community idea. You, our players, seem to like the idea of this type of game mode in World War 3 and we are beyond excited to let you play it on Live servers. Just in case you’ve missed last week’s Weekly Report, here’s where you can [read more] about it, but if you don’t want to read the entire post, here’s a quick recap of things to come with Breakthrough:
  • Match lasts between 15 and 30 mins
  • 10v10 players, split evenly into attackers and defenders
  • Attackers try to destroy Radio Stations, while defenders try to stop them
  • After successful neutralisation of Radio Stations in both adjacent points (A1 and A2, B1 and B2, etc.), the frontline is pushed back
  • If attackers destroy all Radio Stations, they win
  • If at any point defenders stop attackers from destroying Radio Stations and the timer reaches zero, they win
  • Players can use all available strikes

From what we’ve tried, everything seems to be working and seems to be balanced, but testing internally (apart from the times that the “fathers” of Breakthrough organized the tests with our community) never delivers the full scope of what we can expect. We are looking forward to finally delivering the game mode into your PTE hands, hoping for a great amount of feedback from you on it, varying from overall fun to balance, timings and station locations.

But before we can do that - before we can drop Breakthrough on PTE servers for you to test - there’s some things we have to take care first apart from changes to the HUD elements that we have to make.

0.7 on PTE

Since we started testing the 0.7 update on PTE servers, we’ve fixed the majority of issues and problems that we encountered. The work is progressing as we anticipated, and the biggest problems were already neutralized. New features should no longer interfere with systems we already have in place, and we’re almost there.

Just last week we pushed two patches in order to bring the 0.7 closer to the LIVE release. Patch 0.7.7, released on Wednesday fixed a lot: some of the bugs were minor and not really gamebreaking, like US Army Chest not being skinned properly (thanks, Animators!) or no information about enemy’s armor showing up on Kill Screen. Of course, those may seem “not important” to some of you in the grand scheme of things, but even minor bugs are still bugs and have to be exterminated. As we said after the release of Warzone Giga Patch 0.6 - the most important thing for us is to not rush things; we want to deliver the best experience possible, and if that means that an update takes a bit longer to release than it was initially anticipated, so be it. It’s better to take a few days or weeks to fix things up than to let players play on a bad build. We hope you understand that as much as we do. The aforementioned patch 0.7.7 also included first possible fix for map rotation, which means that in theory, staying in lobby and playing on a different map than before might soon be possible again. We still have to check things up and will update you on that when we have more information about it.

The second patch, 0.7.8, was released late Friday, and included fixes for a couple of challenges, general audio fixes and one funny bug that made our Us Army Pants invisible. If you would like to know more about things that went into our PTE patches in the last few days, please visit our Steam community or our Discord server - that’s where most of the “general updates” go. For your convenience, patch 0.7.7 and 0.7.8 contents can be found HERE and HERE.

As we said previously, we cannot really share any exact date as to when exactly Update 0.7 will arrive on the LIVE servers and ask you for your patience - it will be well worth it! And to sweeten the wait, here’s an upcoming vehicle which should find its way into World War 3 in the future!

Light Heli Drone


So… the time has come. The most controversial and arguably most hated vehicle finally won’t be alone. But before you start to freak out, delete your comment on the discord or forum and hear me out! Light Heli Drone is our current UFV little brother based on the MQ-8B platform. This version is considerably smaller and has a lot less payload potential. This being said this drone will be equipped with a 7.52mm machine gun as default with only 12.7mm machine gun as an option. Also, it will be much more vulnerable to any source of damage. The whole package, with all its limitations, will come with a considerably lower price but we will monitor the situation and act accordingly. On this occasion, I should also mention the fact that regular Heli Drone has been nerfed… a lot… probably too much, but we will let you decide on that. We hope that all this will bring the joy of flying (or destroying) back.
https://youtu.be/WKdye839OAY
That’s it for this week, see you in our next weekly report!

- World War 3 Team