WARNO
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WARNO ACTUAL
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Jul 24, 2024 @ 6:46pm
Mar 7 @ 2:33pm
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WARNO ACTUAL

Description
WARNO ACTUAL Beta v22.3

2025-03-7

Big thankyou to:
Kel
- For making the WARNO version of Plunjing Valley and Punchbowl, and was kind enough to share the map files with me so I could make a special version of them suitable for WARNO ACTUAL.

Click here to see latest patch notes, and patch history.

Very limited content, and few maps. But the foundation of the mod is now complete, so you can expect the full experience as far as gameplay changes. This mod fundamentally overhauls every aspect of the gameplay, it should feel like almost a completely different game in terms of gameplay mechanics.

Keep in mind the mod is designed around gameplay changes that work best around new map designs, of which I am still developing. There is only a few new maps for now, distinguished by "WA" in the map name.

For a full introduction/overview of the mod, see the WARNO Actual Introduction thread in the discussion forum.

Currently playable divisions

BLUFOR
  • US 3rd Armored
  • US 82nd Airborne
  • US 8th Infantry
  • US 11th ACAV
  • UK 2nd Infantry
  • FR 5e Blindee

REDFOR
  • SOV 27. Motostrelki
  • SOV 76. VDV
  • DDR 7. Panzer
  • SOV. 119 Independent Tank Brigade
  • POL. 20. Pancerna


Mod Overview (work in progress)

General gameplay changes
  • Income. Decreased from 260 -> 210 per minute, and the income tick is now 21 points every 6 seconds. The majority of units have had a roughly equivalent decrease in price. The decrease in income is motivated by fairly technical reasons, which I won't explain here as they are beyond the scope of this overview. The mod is also designed so that 2000 starting points should be the standard.

  • Command & Leader units. Command and Leader units are now separate classes of units, and Command units are much more expensive and can only be found in the Logistics tab. Leader units are much cheaper and higher availability, and now serve to exclusively lead other units in combat and give them veterancy buffs.

  • Forward deploy. Ranges of forward deploy have been nerfed to 1750m and 750m. This feature causes too many balance issues, particularly in regards to making helicopter transports somewhat irrelevant. I am not firmly decided on these numbers, and I am still deciding how I will balance airborne divisions. Basically, this is still a very "experimental" change (even more so than others).

  • HE scaling HE scaling is now marginally non-linear, starting at around 70mm the HE damage of weapons starts to increase faster, with the largest guns capping out at 1.5 - 1.75 HE. The goal of this change was to make sure heavy armor divisions had enough firepower to deal with the increased availability and cost efficiency of infantry. Another aspect of this change is increased splash radius for various weapons, although that is very much a work in progress, and not applied to most weapons at this time.

  • Price standardization. Units in each division are no longer priced around the balance of that division, but rather priced according to a universal standard. Some exceptions will be made, where some units might be intentionally underpriced (marginally) to define the "flavor" of the division. Never will any unit be intentionally "overpriced". All balance of divisions will be done through stat changes, or addition/removal of units, and not through use of different price standards.javascript:ValidateForm()

  • Availability standardization. WARNO will be more like wargame in the sense that unit availability will have a rough correlation to price, for example helicopters are now much higher availability per card and other measures have been taken to balance them instead. With that said, Wargame's design was often overly obsessed with standardized availability and suffered for it. I am trying to strike a balance, where standardized availability is the foundation and exceptions are made when it can improve the depth and variety of deck building.

  • Weapon aim times. Aim times for weapons are being decreased overall. For example tank canons have had their aim times reduced from 3 seconds to 1.5 seconds. This change is experimental, and the goal is to see if this makes units feel more "responsive".

Logistics
  • Supply rework. Supply trucks can longer be sold, and it is important to refill your supply trucks at the FOB. Availability of supply units has been greatly increased. Supply costs are now quite a bit higher than in vanilla WARNO, but still nowhere near as high as they were in Wargame.

  • Command units. Command units are now exclusive to the Logistics tab, while other tabs only have leaders. The goal of this design change is to somewhat separate the role of front line combat leader from zone capping units, which allows for leader units to be given a much lower price and higher availability.

  • FOBs. FOB card is now split into two units with half the supply each, this is a measure to mitigate the threat of dirty FOB snipers like you (yes you, reading this).

Infantry
  • Small arms rework. Small arms have been completely reworked, with the goal of aiding the player in gauging the potential performance of the unit just by looking at the stat card. The rework also has the benefit of allowing for much more logical ammo counts, which are now displayed on a per-soldier basis. For example, a US soldier carrying 11 magazines for his M16 would have 330 rounds of 5.56 ammunition.

  • Infantry armor. Infantry units (with the exception of weapon teams) now have varying amounts damage reduction against smalls arms fire depending on their strength. Starting at 0% for 14 strength infantry and capping at 48% for 2 strength infantry. The goal of this design change is to suppress the price of higher strength squads, so they do not become so expensive that entire categories of units are balanced around their use against them. For example, its not a healthy game state when certain bombers are only cost-efficient when sniping extremely expensive infantry.

  • Availability. Infantry availability has been increased by roughly 33%, in order to facilitate other design changes such as the need to always "screen" tanks with infantry, and the goal of having large maps with more rear-guard action.

  • Equipment weight system. Infantry movement speed now varies depending on their equipment loadout. It is all explained in a trait system and their respective tooltips. The goal of this feature is to create a trade-off for more powerful weapons, which helps keep the price of these infantry at a reasonable ceiling.

  • Shock trait rework The shock trait now includes a sprint ability that automatically activates, and reduces suppression damage taken while active. The exact buffs and functionality are explained in the tooltip for the trait.

See full mod overview in pinned "WARNO Actual Introduction" post in the discussion forum.
Popular Discussions View All (4)
0
2
Jan 13 @ 7:37am
PINNED: Roadmap
Lateralus
0
Dec 17, 2024 @ 3:46pm
Про мод
mfrsmoscow
88 Comments
Memo Gramenu May 20 @ 4:30am 
@jekanicolaev Его обновлять нужно в мастерской, но автор мода пока этого не делает.
jekanicolaev May 19 @ 10:50am 
Мод невозможно включить в mod centre, что с ним случилось?
Memo Gramenu May 5 @ 12:14am 
Bro, update pls...
WHITE_CAT May 4 @ 1:51am 
update pls!!!
rangerpaul Apr 24 @ 2:12pm 
how do i ues tyhis mod its not letting me click the box to activate it ?
Spec_Pidrozdil Apr 22 @ 1:23pm 
update pls!!!
Apr 10 @ 1:51am 
god bless you comrade
Radiance Apr 7 @ 1:21pm 
I just want to say thank you from the community for this amazing work!
Dirt Apr 4 @ 12:07am 
Man, when you want update mod? All comunity waitning this holioday
Lateralus  [author] Mar 29 @ 12:32am 
@Deadliset_Warrior That is intentional design, you're not supposed to be able to sell supply vehicles in the mod.

@RANDOM4EK Ok I'll keep it in mind.

I meant to have update by this weekend but I've just been burnt out on development and just been taking a break, sorry guys.