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Main reason for pushing this out now is for compatibility with the WARNO hotfix this morning. But I am working on adding 7. Panzer division and will get out it soon as well.
Sniper rifle/DMR accuracy has been buffed, as the original values pre-dated the addition of infantry evasion to the mod.
Dragunov SVD accuracy 60 -> 65% Was accidentally changed to 75%, will fix next patch
M24 Sniper accuracy 60 -> 75%
M21 DMR accuracy 50 -> 65%
MMG performance in testing has been weaker than expected
M249 stabilizer 10 -> 15% Wasn't applied this patch... oops
MMGs (7.62mm) accuracy 35 -> 40%
Evasion Infantry evasion has been changed from 4% per strength below 14, to a scale with diminishing returns:
This update fixes a crash related to a missing texture map entry for the new sprint ability, and also includes the addition of 7. Panzer division.
Added new map: Crown 4v4 WA (10 minute rush job, might not be very good, but wanted another map for this patch)
Partial implementation of aim time rework (experimental)
Tank Guns Aim time 3 -> 1.5
Tank HMGs Aim time 2.5 -> 1
Tank MMGs Aim time 2 -> 1
Infantry AT Aim time 2 -> 0.75
Dragunov SVD accuracy corrected from 75 -> 65%
M249 stabilizer 10 -> 15%
Kokon Max Speed 777 -> 466 (same as TOW)
76th VDV has been added to the game, and the changes are mostly straight forward to understand with the exception of the MiG-31. I have decided to give the R-33 F&F capability as an abstract way to model the fact that the MiG-31 can fire several R-33s at multiple targets. The R-33 has also been given 10 HE, to encourage the player to switch targets between shots (assuming there is more than one target of opportunity). For now the R-33 only has a salvo-length of two before a 3 second salvo reload, as allowing it to fire all 4 missiles would be very hard to balance. Other changes include increasing its turning circle from 1550m -> 1650m, as well as giving it the traditional long aim-time for interceptors in Wargame.
Of course the range and speed of the missile, aim-times, shot-reload, salvo-reload, have all been tuned around the increased speed of planes in WARNO. For example the salvo reload of the F-14 Tomcat's Phoenix missiles in Wargame is 4 seconds, whereas the value I have chosen for the R-33 is 3 seconds. I did not have time to do extensive testing, and so there is a decent chance I will need to refine the numbers further.
I have also added a new map, in the style of Highway to Seoul 1v1 from Wargame:
Iron Highway
Evasion Since infantry evasion is a flat reduction to accuracy, I suspect its still too strong. I've nerfed it further, from a maximum of 33% down to 25%.
1. Partially shift the cost of units away from the price, towards the supply costs needed to sustain them. This (in my view) achieves the following:
a) Units which are cheaper but have higher supply costs, mean that the counters to those units can also be cheaper. For example, if ATGM infantry teams have higher supply costs but lower price, it means that artillery can be made more powerful since the value of sniping these fragile 2 strength ATGM infantry is less.
b) If units are cheaper then availability can be increased, which means player can cover more ground and manage more units cost effectively (since there is less cost to losing any single unit on average). In turn, maps can be made bigger and the tactics and strategy can have more depth.
2. Encourage tactical infiltration behind enemy lines to disrupt supply lines or possibly even destroy enemy FOBs. Basically, the game needs some reason to go behind enemy lines. Of course, to accomplish this I will also have to create more maps with open flanks.
Added 3 new scenarios.
This patch is for an artillery & mortar rework.[i.imgur.com], as well as a few minor related balance changes.
Stress recovery has been increased by 50% for all veterancy levels.
https://youtu.be/K1wN2dDejWY
Updated for compatibility with NORTHAG DLC patch.
Development will slow down until the New Year as I will be busy over the holidays.
Updated for compatibility.
Release of UK 2nd Infantry and SOV 119 Tank Brigade.
Patch notes WIP...
18.2 hotfix:
Known issues (fixed in 18.1 hotfix):
2.5 -> 3.25, to enable recon infantry to be placed on the edge of cover without being spotted. This should effectively make it easier to get eyes on enemies, since the stealth bonus will not be enough to prevent non-recon units from being spotted in cover. LOS in forests has been reset to vanilla, for both air and ground.
There are many other minor changes I didn't have time to record during development, but I'll try to update these patch notes at some point to offer more details.
This patch includes many import bug fixes, and the update to laser guided bombs.
The release of Poland's 20 Pancerna divison.
Small follow-up patch to fix an EW bug in vanilla WARNO, with some balance adjustments.
Major balance patch.
Release of France 5e blindee division, and US 11th ACAV division. Also includes a new scenario for Factory.