WARNO
WARNO ACTUAL
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Lateralus  [developer] Nov 27, 2024 @ 6:23am
Patch Notes
WARNO ACTUAL v22.3
2025-03-7

Known issues
  • DRUZNYA PPANC. I forgot to update the price of this unit (its still 40, it should be 35).
  • Strela-2M Currently has the wrong salvo reload time, it was supposed to be buffed to 7 seconds like other manpads.
  • BRDM-2 STRELA-1 Incorrect aim-time, it should be 2.4 seconds (same as the Avenger).
  • BRDM-2 STRELA-1 Machine guns not firing at infantry (invalid target)

Maps
  • WA GEISA 1v1 (new) New 1v1 scenario with forward secondary spawns.
  • WA URBAN FRONTLINES 1v1 (new) New 1v1 scenario.
  • WA VALLEY 2v2 (new) New 2v2 version.
  • WA CYRUS 2v2 (new) New 2v2 version.


USSR
  • MIG-31 Turning radius 1650 -> 1800, R33: Reflex fire turned off (meaning missile wont fire automatically until you right click a target), Salvo length 2 -> 1, Aim-time 1.4 -> 1.0, Salvo Reload 3 -> 1.4

WARNO ACTUAL v22.2
2025-03-6


General
  • Identification chance Probability to identify unit on roll increased by 25% for all units, and time between identification rolls reduced by 50% for all units (roll frequency for AA units is now every second, down from every 12 seconds).
  • 12.7mm and 14.5mm HMGs Greatly increased damage vs. 1 armor vehicles.
  • MG Turrets Greatly improved rate of fire compared to infantry equivalents, and somewhat resolved the animation issues. Unfortunately for now the animations for infantry MGs still fire faster than vehicle MGs, but I have to choose between accurate stat cards or accurate animations, and I prefer accurate stat cards so players will know the performance of a unit/weapon. In the future when Eugen adds support for customizing animations/FX, I will be able to fix this.
  • THERMOBARIC Will no longer fire at armored vehicles, damage ratio vs. unarmored vehicles (<1 armor) increased from 1.0 -> 3.0.


Maps
  • RAILWAY & RAILWAY V2 Red side of middle zone expanded further back into the forest, to give more room for red to keep a CV in the zone.
  • WA VERTIGO 1v1 (new) Improved version of Vertigo Duel, with better zone layout and thicker forest cover.
  • WA DEATH ROW 1v1 (new) Improved version of Death Row, with better zone layout.


FR
  • TRM-2000 TARASQUE Accuracy 10 -> 15%
  • ROLAND 3 Cards 1 -> 2


POLAND
  • OT-65 (recon transport) Price 25 -> 15
  • TRI HORS (recon transport) Price 25 -> 20


USSR
  • TUNGUSKA 2A38M 30mm: Salvo length 8 -> 16, Suppression 48 -> 60
Last edited by Lateralus; Mar 9 @ 9:19pm
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Lateralus  [developer] Nov 28, 2024 @ 4:01pm 
WARNO Actual v6
2024-11-27

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.

General

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:
Strength
Evasion
13
4%
12
8%
11
11%
10
14%
9
17%
8
20%
7
23%
6
25%
5
27%
4
29%
3
31%
2
33%

US
  • M2A1/M2A2 BRADLEY CP price 175 -> 180
  • AB M1025 HUMVEE CP Forward deploy removed
  • AIRBORNE GUNNERS Price/availability modifications from vanilla version were not being applied, this has been fixed.

USSR
  • BMP-2K price 165 -> 170
  • BTR-80K price 165 -> 170
Lateralus  [developer] Dec 3, 2024 @ 4:05pm 
WARNO Actual v7
2024-11-28

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.

General

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)

US
  • LRS M72A1 LAW -> M72A3 LAW
Lateralus  [developer] Dec 9, 2024 @ 4:06pm 
WARNO Actual v8
2024-12-03


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


General


  • Forest line-of-sight has been slightly increased from 120m to roughly 135m. It's a small change as although I am certain the current range is too short, I suspect not by much.
  • Shock CQC bonus radius reduced from 150m to 100m. Moving shock CQC range below forest LOS range. Not sure this is necessary, but since shock infantry are already quite strong then for now I am being conservative and keeping the requirement for the player to micro their shock infantry in forests.
  • Autocover radius has been reduce from 125m to 50m for infantry, and from 125m to 40m for vehicles and tanks.
  • Frontal armor angle has been increased from 60 degrees to 75 degrees. For context, Wargame front armor angle was 90 degrees and unit behavior in terms of auto-facing has not necessarily improved in WARNO. The addition of smoke on tanks in comparison to Wargame must be considered, but since armor angle is not something the player has much clarity of, then I would rather nerf tanks in other ways to compensate for the buff to front armor angle (if tanks become a balance problem).
  • Rocket damage ratio has been increased from 50 to 70% against 4 armor, and from 50 to 60% against 5 armor. In other words the damage dropoff from armor now follows a more linear reduction where 2 armor is 90%, 3 = 80%, 4 = 70%, 5 = 60%, and 6 = 50%. Also, 70mm rockets and higher have received slight increases to their HE damage.
  • Rocket Pods shot reload have been reduced.
  • Bailed-out crit has been removed from the game.
  • Infantry Leader units now have a minimum strength of 6, and have been redesigned to generally be effective combat units in their own right. The design goal is for infantry leader to be used in combat like any other infantry, but with even more emphasis on unit preservation by retreating and repairing them. So to this end, they will be balance more around availability rather than extra cost.
  • RPG-7VR AP corrected from 23 to 22 (uses same warhead as RPG-27, and RPG-29).
  • Also included in this patch are buffs to artillery, they are temporary placeholder improvements until I have time to do research for a proper remodel of all HE damage in the game. I've only changed weapons in the current available divisions, see details for specific weapons in each Nation below. Vanilla WARNO has some very bizarre designs for HE munitions, one example is that the American 105mm howitzer has twice the HE value of 120mm mortars, when in reality the blast radius of a 120mm mortar is actually marginally larger. The advantage of the howitzer should be in its range, not in completely arbitrary differences in HE values. With that said, rather than completely correct this unintuitive HE scaling, for now I am just using it as an opportunity to experiment with what feels better. For mortars I increased their HE value, but for the 122mm MLRS rockets I increased their splash radius instead.


DDR


  • M-21OF (RM-70) Physical splash radius 113 -> 165m, Suppression splash radius 141 -> 205m.
  • SPW-40P2 Price corrected from 30 to 35
  • SPW-50PU(A) Price corrected from 145 to 60
  • SPW-50PU(A) Availability corrected from 3 to 2
  • FLA-RAK. STRELA-10M Price 75 -> 65
  • FLA-RAK. STRELA-10M Helicopter range 2800 -> 2625. The missile on this unit and the 10M3 should both be 2625m, this was basically an oversight. I have kept the range on SOV 10M3 (9M333) for gameplay purposes though. I also gave it a price buff since it was a bit too expensive for a 5 HE missile with 8 ammo. The same treatment was given to 9M333 on the Yugoslavian SAVA in Wargame, but in reality the only difference is that it has a much better seeker. If I were to model the 9M333 accurately it should be something like 2625m with 70% accuracy, but giving it extra range instead makes it more unique.
  • FLA-RAK. STRELA-10M Aircraft range 2625 -> 2450
  • 2K12 KUB Veterancy corrected from 3/2/0/0 to 0/3/2/0
  • Mi-8TV [RKT 1] Price corrected from 85 -> 70
  • Mi-8TV [RKT 2] Price corrected from 70 -> 85
  • MiG-23ML R-24R Accuracy 40 -> 50%, Range 8400 -> 7700m


SOV


  • RPO-A Now modeled with thermobarique animation, HE 0.9 -> 1.0, Physical splash radius 17 -> 34m, Suppression splash radius 32 -> 64m
  • 2B14 82mm Mortar HE 1.0 -> 1.6
  • 2B9 Vasilek 82mm Mortar HE 1.01 -> 1.6
  • 2S12 120mm Mortar HE 1.34 -> 2.2
  • 2A60/2A51 120mm Mortar (Nona) Aim Time 21.6 -> 12s
  • 2A18 122m Howitzer Physical splash radius 65 -> 80m, Suppression splash radius 99 -> 120m.
  • 2A18 122m Howitzer Physical splash radius 65 -> 80m, Suppression splash radius 127 -> 150m.
  • 2A36 152m Howitzer Physical splash radius 82 -> 95m, Suppression splash radius 127 -> 175m.
  • 2A33 152m Howitzer Physical splash radius 81 -> 95m, Suppression splash radius 124 -> 175m.
  • M-21OF (Grad) Physical splash radius 113 -> 165m, Suppression splash radius 141 -> 205m.
  • BRDM-2 Price corrected from 30 to 35
  • MT-LB STERLA-10M3 Price 115 -> 100
  • MT-LB STERLA-10M3 Accuracy 60/60% -> 55/55%
  • TOR Aircraft range 3500 -> 3675m


US


  • M202 FLASH HE 0.6 -> 0.8, Range 500 -> 450m, Accuracy 55 -> 50%
  • AIR CAV TROOPERS Price 35 -> 40, Availability 11/8/0/0 -> 12/9/0/0
  • AIRBORNE ENGINEERS Equipment trait corrected from Medium to Light
  • AIRBORNE GUNNERS Price 35 -> 40
  • M30 107mm Mortar HE 1.18 -> 2.0
  • M102 105mm Howitzer Physical splash radius 62 -> 75m, Suppression splash radius 87 -> 105m
  • M185 155m Howitzer Physical splash radius 82 -> 100m, Suppression splash radius 126 -> 150m
  • M2A1 Bradley IFV Price 75 -> 65
  • M2A2 Bradley IFV Price 85 -> 80
  • M1047 LAV Price 60 -> 70
  • M163A2 PIVADS Price 50 -> 60
  • AB Stinger C Veterancy corrected from 7/5/0/0 to 0/7/5/0

WARNO Actual v9 (hotfix)
2024-12-03

  • Fixed missing artillery improvements
  • Corrected AIRBORNE LDR. cards from 5 -> 1

Known issues
  • 7. Panzer artillery leader is the wrong price/availabiltiy
  • AGS-17 transport for VDV Razvedka is missing price adjustments.

WARNO Actual v10 (hotfix 2)
2024-12-04

  • SPW-50PU(A) Price corrected from 145 to 60, availability corrected from 3 to 2
  • DESANT. LuAZ-967M AGS-17 Price corrected from 55 to 30, Stealth Medium -> Good
  • BTR-ZD SKREZHET Price corrected from 45 -> 30
  • M2A1 Bradley IFV Price corrected from 75 -> 65
  • M2A2 Bradley IFV Price corrected from 85 -> 80
  • Autocannons Aim times 2.5 -> 1.25s
  • Iron Highway (new map). Fixed error from having no playable zone, also improved secondary spawns and improved overall zone sizing and positioning.

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%.
Strength
Evasion
13
3%
12
6%
11
9%
10
12%
9
14%
8
16%
7
18%
6
20%
5
22%
4
23%
3
24%
2
25%
Last edited by Lateralus; Dec 9, 2024 @ 4:07pm
Lateralus  [developer] Jan 11 @ 6:36am 
WARNO Actual v11
2024-12-09

General
  • Maps. Iron Highway 1vs1: Improved design of 3 pointer zones, and fixed starting camera perspective. Volatility 3vs3: New scenario on Volcano map.
  • fixed missing smoke orders on infantry commanders, and removed non-applicable smoke order from FUPZ. T-55AK
  • fixed missing minimap indicator for FOBs (will add a more unique texture for FOBs at some point, and improve minimap as well).
  • Bailout crit is now ACTUALLY removed, for real this time... I swear.
  • Refundable trait. New trait to identify units which can be sold.


  • Rockets. Adjustments to rocket splash radius'. Between this buff, and the fact that rockets will no longer be suffering from infantry evasion system, the supply costs of rockets should be more clearly justified. With that said, when I was testing these numbers I developed two sets of values and I've chosen to start with the more conservative set, so there is room for further improvement if necessary.
  • Zuni 127mm Physical splash radius 13 -> 21m, Suppression splash radius 25 -> 44m
  • S13 122mm Physical splash radius 12 -> 18m, Suppression splash radius 24 -> 36m
  • S8 80mm Physical splash radius 8 -> 15m, Suppression splash radius 16 -> 28m
  • Hydra 70mm Physical splash radius 7 -> 14m, Suppression splash radius 14 -> 21m
  • S5 57mm Physical splash radius 6 -> 9m, Suppression splash radius 11 -> 15m


  • Autocover range increased from 40 -> 60m for vehicles, and 50 -> 60m for infantry. The values ended up being too low, but not by much. One of the issues with the low autocover range is related to the poor readability of cover in WARNO, as there tend to be gaps in hedgerows and more fake pieces of cover. In the future when making maps with new terrain, I'll be putting a lot of emphasis on readability and consistency in the design of cover.
  • Infantry Armor. A new infantry armor system is replacing the evasion system. The evasion system was not precise enough in its intended impact on the balance of the game, so instead I have decided to give different levels of "armor" depending on their strength. Their armor value will not actually be displayed on the stat card, and is not meant to literally represent body armor. It is simply a damage reduction applied to smaller squads, and it only adds damage reduction against small arms fire, excluding sniper rifles. The value is between 0% at 14 Strength, and a maximum of 48% for 2 strength squads. Losing a soldier does NOT increase level of damage reduction."
  • Air detection. Good and Very Good air detection for Radar AA has been increased by 10%, since I observed that planes were not being detected at the intended ranges as described in the tooltips (7200m and 9200m). This is not mean to be an increase over the intended values, so if players now observe planes being detected beyond those ranges by ground units then let me know. If that's the case I'll have to do a deeper investigation into why detection is performing inconsistently between development testing and live patches.
  • MANPADs 2 strength MANPAD teams have been given unique weapon instances for their rifles which are configured to not automatically fire at enemies.
  • Supply rework. While I feel the goals of the mod's supply rework are more than worthy, it does come with some downsides which I will try to alleviate.
  • Fuel supply cost per second 1.5 -> 0.5. This does not reduce the amount of fuel supplied per second, only the cost, essentially reducing it to 1/3rd. This change is meant to be a temporary solution to alleviate the lack of control players have over supply type, until Eugen finally caves and adds the supply controls back from Wargame.
  • Health supply per second 0.1 -> 0.2
  • Health supply cost per second 3 -> 6
  • Ammo supply per second 60 -> 120.
  • Crit repair supply per second 10 -> 20. Same as fuel, increased repair speed for same cost.

Experimental changes
  • Deck design. Activation point costs for the TANK tab have been changed to a more linear configuration. My design theory for activation point costs is that the strength of some unit categories grows in a compounding fashion as the quantity and variety of units increases. The clearest example of this is the air tab, where every additional capability you add to the air tab of your deck increases the overall potential of your entire air force. In contrast, beyond the first 3-4 cards, the TANK tab generally only adds value to your deck in a more linear fashion with each additional card.
  • 82nd Airborne 1, 1, 2, 3 -> 1, 1, 2, 2
  • 27. Motostrelki 1, 1, 2, 2, 3 -> 1, 1, 2, 2, 2
  • 76. VDV 1, 1, 1, 2, 2, 3 -> 1, 1, 1, 2, 2, 2

  • A-10 Thunderbolt II Speed 400 -> 500 km/h
  • T-8M Speed 550 -> 750 km/h

BLUFOR
  • M40 RCL HE 1.06 -> 1.25
  • M201A1 203mm howitzer Physical splash radius 108 -> 130, Suppression splash radius 141 -> 180
  • M113 ACAV price 45 -> 35
  • M47 DRAGON minimum range 177 -> 60m

REDFOR
  • Mi-2T Price 25 -> 30
  • Mi-8T Price 40 -> 50
  • Mi-8T [RKT] Price 55 -> 50
  • Metis minimum range 177 -> 60m
  • BRDM-2 Strength 6 -> 8

DDR
  • MOT. AUFKLARER Forward deploy removed (correction)
  • Mi-2T Price 25 -> 30


SOV
  • DESANT. LuAZ KOM. Forward deploy removed (correction)
  • DESANTNIKI LDR. Price corrected from 60 to 50.
  • MOT. RAZVEDKA Forward deploy removed (correction)
  • SPETSRAZVEDKA Forward deploy removed (correction)
  • Mi-8T Price 40 -> 50
  • Mi-8T [RKT] Price 55 -> 50


USA
  • UH-60A BLACKHAWK Price 50 -> 60
  • Scout Removed UH-60A BACKHAWK from transports
  • LRS Removed forward deploy, added UH-60A BLACKHAWK to transports
  • EH-60A QUICK FIX II Added 1 card to 3rd Armored
  • M163A2 PIVADS Price 60 -> 65
  • F-15C EAGLE Agility radius 1550 -> 1375m


Dev notes
I have specific goals with the supply rework:
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.

WARNO Actual v12 (hotfix/small update)
2024-12-10

General
  • Fixed the bugged zones and map crash on Iron Highway 1vs1
  • Fixed F-15C Eagle veterancy
  • Added a new logo for WARNO Actual maps, so they are easier to identify in the map list.
  • Added a custom minimap texture for FOBs
  • Another increase to autocover range from 60 -> 70m
  • Default conquest score limit increased to 3000
US
  • F-16C [CLU] Veterancy 3/0/0 -> 3/2/0

WARNO Actual v13 (small update)
2024-12-11

Added 3 new scenarios.
  • ROCK AND A VERY HARD PLACE 2vs2 on Stoneware
  • MURDER CAPITAL 3vs3 on Urban Frontlines
  • LUDICROUS 4vs4 on Rocks

WARNO Actual v14 (small update)
2024-12-14

This patch is for an artillery & mortar rework.[i.imgur.com], as well as a few minor related balance changes.

Maps
  • MURDER CAPITAL. Further refinements to the zone sizes and zone designs.

General
  • FOBs. FOB Resupply radius 442 -> 1000m, Strength 10 -> 20, added a reminder on the deployment phase panel to purchase your FOB(s)

Artillery/Mortar Rework
  • Damage Falloff radius now starts at 10% of splash radius for all weapons in the game, decreased from 30%. For example a weapon with 100m splash radius will now only do maximum damage within 10m of the center of its splash radius.
  • Damage falloff now falls to <10% of damage at the edge of the splash radius, down from 30% at the edge of splash radius.
  • Artillery (HE) damage ratio vs. infantry 1.5 -> 1.0, HE increased 3x on average, damage ratio vs. armor decreased to 1/3rd on average, splash radius is now equal to caliber.
  • MLRS (HE) all have damage and splash radius equal to a higher tier of howitzer. For example 122m Grad rockets have the HE and splash radius of a 152mm Soviet howitzer.
    Stress recovery has been increased by 50% for all veterancy levels.
  • M270 MLRS is now modeled in a way that roughly represents the reality of the original M26 rocket, which had a warhead containing 644 DPICM sub-munitions with 3.4kg of explosives in each submunition.

https://youtu.be/K1wN2dDejWY

REDFOR
  • KONKURS-M Price 70 -> 65
  • KONKURS Price 55 -> 50

SOV
  • DESANT. LUAZ SPG-9 Price 20 -> 25
  • T-8M 9K121 Vikhr aim time 1 -> 0s, salvo reload 5 -> 0.5s
  • BM-21 GRAD Supply cost 800 -> 580
  • NONA (mortar) supply cost 20 -> 15/shot

USA
  • I-TOW Price 70 -> 60
  • TOW-2 Price 80 -> 75

WARNO Actual v15 (small update)
2024-12-18

Updated for compatibility with NORTHAG DLC patch.

Development will slow down until the New Year as I will be busy over the holidays.

WARNO Actual v16 (compatibility update)
2024-12-25

Updated for compatibility.
Lateralus  [developer] Jan 26 @ 3:03pm 
WARNO Actual v17 (compatibility update)
2024-12-25

Release of UK 2nd Infantry and SOV 119 Tank Brigade.

Known Issues
  • Alert panel background color is missing (defaulting to debug color bright green).
  • 2nd Infantry UK is missing cheap air defense in LOG, and Artillery leader.

Maps
  • PLUNJING VALLEY/PUNCHBOWL Kel was kind enough to share map files with me, so I could make a special version of these maps suitable for the mod.

  • VOLATILITY Changed the middle backline zones from 3 to 4 points, which in theory should make it viable to surprise opponents who leave the center of the map sparsely defended.

Patch notes WIP...
Lateralus  [developer] Jan 30 @ 12:10am 
WARNO ACTUAL v18
2025-01-26

18.2 hotfix:
  • The new HE rescale for tank guns was missing, and the entire aim time rework.
  • Some missile variants with different salvo lengths were missing their modded stats
  • Fixed a crash caused by a bug with Eskortniy gunship in 119. SOV.


Known issues (fixed in 18.1 hotfix):
  • The autocover QOL improvements were not migrated over properly from the old scripts, so for now autocover range is back to the default vanilla values.
  • The script which applied the unique shock bonuses to GSR units, was migrated improperly and GSR is not working on shock units right now.
  • Many command units missing from logistic tab
  • UK rapiers didn't receive the air detection fix


General
  • Maps. New versions of Airport 1vs1 and Hesse 2vs2, thanks to Reros for this contribution!
  • Terrain/LOS. Forest and Ruins have had their stealth bonus increased from
    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.


Infantry
  • Small Arms. Intermediate cartridges (5.56/5.45mm) have had their damage increased from 0.04 -> 0.05, Full size cartridges (7.62mm) have been increased from 0.06 -> 0.07. Small arms damage ratios vs. helicopters have been increased from 1.5 -> 2.5 against <1 armor, and 0.5 -> 1.25 against 1 armor. For context, these values in vanilla WARNO are 1.0 and 0.5 respectively.
  • Movement penalty in forest has been reduced from 25% -> 0% (removed). In Wargame not only was this penalty lower, but infantry also had a global variable called "InfantrySpeedFakeFactor" which meant the fastest infantry in Wargame were moving closer to something like 40 km/h.


Air/Radar detection
  • Air detection has been modified to reduce the effect of forest on the distance at which anti-air units are detected. Previously in the mod, air detection was being reduced by as much as 40-50% if you were more than 300m in forest cover.
  • Radar detection has been modified in a similar manner.
  • AirGround LOS has been reset to vanilla, in order to achieve the goals for the detection rework. Unfortunately helicopters share this variable, so there is a chance that helicopters might be too oppressive against infantry over forests. I will be keeping an eye on this aspect of balance.


Transports
  • Pricing. The new minimum price of transports is 15 points. With the introduction of 2nd UK, I've had to rethink my pricing standard for transports as they introduced a new class of transports (lightly armed motorized), which didn't fit neatly anywhere in the price ladder between KPVT-armed BTR transports, and unarmed wheeled transports.
  • Unarmed (sellable) motorized transports are now 15 points
  • Armed (sellable) mech transports are now 15 points.
  • Armed motorized transports are now 15 points.
  • 1 armor and 2 armor motorized BTR transports are staying at 20 and 25 points respectively.


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.
Lateralus  [developer] Feb 3 @ 7:58pm 
WARNO ACTUAL v19
2025-01-30

Bugfixes:
  • LDR zone capping. It was not intentional that LDR units were capping zones again, kind of embarrassing it took me this long to realize. This transition to the new patcher did not got smoothly to say the least, but at least its mostly behind us now.
  • Harrier Rocket pods. The remodel and tuning of SNEBs for Harriers was missing after the migration, but this has now been resolved.
  • US Scouts. M72A3 LAW is restored, they had lost it due code migration bugs as well.


General
  • Maps. New version of Hesse Duel 1vs1, thanks again to Reros for another contribution! In the future I plan on making completely custom maps, but I don't have the time for now.
  • Terrain/LOS. I've reverted the increase to stealth bonus for forests and ruins, as the buff was based on a simple error in my analysis. LOS is back closer to vanilla values now, for a slight decrease in LOS from 317m (vanilla) -> 270m.
  • TFR - Terrain Following Radar (NEW). Some variants of F-111, Su-24M, and Tornado now utilize their Terrain Following Radar. They fly low at 125m, and benefit from a 1.5 stealth bonus.
  • Electronic Warfare (fixed wing). EW Fixed Wing Aircraft have had the radius of their jamming ability increased from 3800 -> 5000m.
  • Forward Deploy. AB / Tier 2 forward deploy has been reduced further from 2000 -> 1750m.


Bomb rework (partial)
  • HE bomb damage ratio. The damage ratio of bombs against infantry has been decreased from 1.5 to 1.0, and decreased from 1.25 -> 1.0 for light armor (<1 armor). The damage ratio against armor has been decreased from 1.0 -> 0.66 at 1 armor, 0.75 -> 0.40 at 2 armor, 0.5 -> 0.30 at 3 armor, and bottoms out at 0.08 starting at 8 armor (for context, vanilla scales down to 0.13 starting at 15 armor).
  • HE bomb damage. 250kg bombs now have a 110m splash diameter, 400-500kg bombs have a 150m splash diameter, and 1000kg bombs have a 170m splash diameter. The HE damage starts at 10 for 250kg bombs, and up to 20 for 1000kg bombs. For context, in vanilla 250kg bombs have an 88m splash radius, and mk84 1000kg bomb has a 127m splash radius. Keep in mind splash radius in the mod works different, and the damage falloff starts earlier and has a lower minimum. To be specific the damage falloff in vanilla doesn't start until 30% of the radius away from the center, and does a minimum of 25% damage at the edge of the splash radius. In the mod, damage falloff starts at 10% away from the center of the radius, and falls off to almost nothing (1%) at the edge of the splash radius. This was already implemented for the artillery and mortar rework a few versions back, but I'm just reiterating it here as a reminder.
  • Napalm. Napalm fire effect from napalm bombs have been given a unique burn rate which deals damage every 0.5 seconds instead of every 1 second. This means it essentially does twice as much burn damage compared to napalm artillery, or any other source of napalm fire.
  • Laser Guided Bombs. I didn't have time to rework them, so they're still at vanilla values for now.


Air
  • SEAD. Max horizontal missile turret angle for all SEAD planes reduced from 120 -> 100 degrees. For context, vanilla is 79 degrees. 79 degrees is the same angle in Wargame, but it doesn't work for WARNO because of the speeds involved. With that said, 120 degrees was actually way too much, but writing the new patcher left me little time to maintain the quality of updates. Thankfully that's all done now, and so going forward I'll be focused on maintaining a much higher standard for patches.


USA
  • EF-111A RAVEN [EW] Detection range of radar AA increased from 10 000 -> 12 500m. For context, the new standard for SEAD in the mod is 10 000m, implemented in v18. The actual range at which you will detect radar can be as low as 5500-6000m, if the radar AA is in deep forest. Raven is being given a unique exceptional detection distance in this case.
  • Scouts Cards 2 -> 3

WARNO ACTUAL v19.1 (hotfix)

  • Light AT ammo quantity rework has been restored. It was accidentally removed last patch.
  • Lynx AH.1 [RKT] SNEB rockets were missing stats from new rocket standardization.
Lateralus  [developer] Feb 13 @ 4:06am 
WARNO ACTUAL v20
2025-02-03

This patch includes many import bug fixes, and the update to laser guided bombs.

Bugfixes:
  • Supply unit costs were missing price changes (they were on vanilla prices, another missing change due to the migration).
  • MG teams. Availability of MG teams corrected back to mod standard (they had vanilla availability after the migration).
  • ♥♥♥♥♥-M (Infantry) Missile corrected from base ♥♥♥♥♥ to ♥♥♥♥♥-M ("Faktoriya").
  • FIRE TEAM (Stinger) M16 quantity corrected from 1 to 5
  • Mortars radio and corrected shot are functioning again.
  • Vasilek new smoke rounds were broken during migration, this has been fixed.
  • Nona Fixed HE damage and aim times on 2A51/2A60 mortars.
  • EW Aircraft with terrain radar trait have had it removed, this was unintended as these planes would (in reality) be flying at high altitude when jamming enemy radar.
  • Radar Jammer bug from vanilla has been fixed in the mod. Eugen accidently added the tag to all ground recon units for making recon vulnerable to jamming. I fixed this so only radar recon vehicles and GSR infantry are vulnerable to jammers.


Bomb rework (continued)
  • PGB (Precision Guided Bombs) New unique damage family for all GPS and Laser guided bombs (1.0, 0.75, 0.4 damage ratios vs. 1, 2, and 3 armor respectively).
  • GBU-12 Modeled to 250kg bomb standards in terms of HE and Splash radius (10 HE, 110m splash radius)
  • GBU-10 Modeled to 1000kg bomb standards in terms of HE and Splash radius (20 HE, 170m splash radius)
  • GBU-27 Modeled to 1000kg bomb standards in terms of HE and Splash radius
  • KAB-1500L/Kr 25 HE, 200m splash radius
  • There will be a follow up patch to this, which changes most precision guided munitions to F&F, but that requires more balance adjustments that I don't have time to thoroughly test right now. I consider it more unrealistic that these munitions can not be guided to multiple different targets, compared to allowing them to act as F&F munitions.


Air
  • ASF Air-to-air missile supply costs were wildly over costed relative to my intent. They are now virtually the exact same as Wargame. For example an AMRAAM costs 1000 supply in Wargame, and the airport in wargame resupplies at 35 supply/second. In other words this means it takes roughly 2 minutes to resupply 4 AMRAAMs. In my mod I have set the airport to resupply at 2 supply/second, and it will cost 60 supply for 1 AMRAAM.


UK
  • AIRMOBILE. Availability corrected from 12/9/7/0 -> 12/9/0/0
  • FITOW. Damage vs. 3 Armor changed from 4.25 -> 7.0


USA
  • F-111E [HE] Availability 0/3 -> 0/2
Lateralus  [developer] Feb 14 @ 10:49pm 
WARNO ACTUAL v21
2025-02-13


The release of Poland's 20 Pancerna divison.

Known Issues:
  • Coaxial machine guns on vehicles don't have sounds & animations long enough to match their new salvo-lengths.
  • Leader units still have Commander textures for icon labels
  • Some TFR bombers have issues dropping their payload consistently.


Bugfixes
  • Autocover Autocover range tuning has been restored.
  • FOB minimap indicator has been restored.
  • Rarden Aim-time corrected from 2.5 -> 1.25s (mod default for autocannons)
  • SPG-9 Aim-time corrected from 2 -> 1.5s (mod default for cannons)
  • Harrier GR.3 [RKT/RKT2] Salvos corrected from 2 -> 1 (each pod has 18 rockets, so for example RKT2 harrier should have 72 rockets total but mistakenly was given 144).
  • Infantry Armor Small arms armor has been removed from ATGM, HMG, and RCL infantry (they weren't supposed to have it).
  • RAPIER FSA Missile ranges were backwards (don't ask me how I didn't notice this when I was fixing the same issue on FSB1 2 patches ago).
General
  • "Swift" trait (NEW) New trait for small, lightly equipped recon squads, which boosts their movement speed when out of combat. These infantry will be limited to LMGs and Light-AT.
  • Infantry speed penalty for forest has been removed, and the speed penalty for ruins has been reduced from 50% to 30%.
  • Shock trait active movement speed bonus 33 -> 50%, cooldown 30 -> 35s. The behavior has also been improved so that it only activates at a threshold of 90% morale/cohesion (which means it will no longer activate in forests against enemies you can't see).
  • MANPADs now have 3.5s aim time against planes. Aim time vs. helicopter remains at 1.2s, but this aim time is not displayed on the unit card. It is my intention to restore the balance of anti-air more towards Wargame, where MANPADs had less opportunity to fire at bombers on average, and air superiority fighters and SAM vehicles were the primary tools for defeating them. Of course, for divisions which lack heavy anti-air and/or proper air superiority fighters, I will make sure to compensate them in some way.
  • Forest Stealth The recent buff to forest stealth from Eugen has been reverted in the mod, as the mod already has a different approach to resolving the perceived issues this change was intended to address. There is actually considerable debate over whether this change to vanilla WARNO even makes sense in the first place, as it was not widely agreed upon. My belief is that this is fundamentally a map design issue, and I intend on building an entire pool of custom maps for WARNO ACTUAL.
  • GSR Infantry with GSR trait have had significant price increases.
  • Veterancy Default: Green veterancy stress recovery 1.4 -> 1.6/s, Helicopters: Elite veterancy now grants +5% evasion.
  • Stress on miss Values increased from (50, 75, 100) -> (80, 110, 140). These represent low, medium, and high respectively... corresponding to various missiles sizes. This is still much lower than vanilla and the increase is because the values were so low I might as well have disabled the feature entirely. I still don't know how I feel about this feature, so right now its just a process of experimentation until I reach a set of values that feels satisfactory, but its likely that I will not raise them much further from here (if at all).


Deck Design
  • Activation Points Activation points for all divisions has been increased to 100, and the costs of cards now ranges from 2-8. The goal of this change is to allow for more fine tuning of AP costs.
  • Infantry card AP costs have been increased by 10-13% depending on the division, and this has been subtracted from various other unit categories (categories which were buffed is different for each division).
  • Tank, Recon, Helo These tabs have had AP costs for their deeper cards cut down significantly.


Logistics
  • Supply Traits New traits for supply vehicles have been added, indicating unique characteristics depending on the vehicle.
  • Air refueling rate increased by 35%, repair rate increased by 15%


BLUFOR
  • Javelin Accuracy 50 -> 55%
  • F-4 Phantom air optics increased from 300 -> 375 (halfway between "Good"/300 and "Exceptional"/450)


REDFOR
  • BRM-1K Price 60 -> 55
  • BRDM-2 STRELA-1 Ammo 4 -> 8, Price 40 -> 50, Availability 7/5 -> 6/4
  • GSh-30k Remodeled to use the burst fire mode, which fires somewhere between 2000-3000 r/m.


DDR
  • SPEZIALAUFKLARER Price 60 -> 70


UK
  • 2nd Infantry UK 7th logistics card activation points reduced from 2 -> 1 (i.e. 4 -> 2 in the new AP cost scale).
  • SCOUTS Forward deploy restored. For some basic recon and gazelle helicopter, I don't see FD as a balance issue.
  • M167A2 VADS British (and possibly Scottish?) soldiers have completed their training on this weapon system :)
  • LYNX AH.1 HELARM Price 90 -> 75, Availability 0/5/4/0 -> 0/6/4/0
  • LYNX AH.7 HELARM Price 100 -> 95, Availability 0/5/4/0 -> 0/4/3/0
  • ROVER MILAN Ammo 4 -> 6
  • PHANTOM F.3 [AA] Renamed "PHANTOM F-4J(UK) [AA]". Phantom F.3 was in reality a USN F-4J purchased second hand, which I think is "interesting", and so I wanted the name to emphasize that. It is also getting a "march to war" buff via the AIM-9M. Price 145 -> 175, AIM-9L -> AIM-9M


US
  • RANGERS M72A3 LAW -> AT4
  • LRS Price 60 -> 75
  • F-111E [HE], F-111F [HE] Availability 3 -> 2
  • F-4E PHANTOM II [NPLM] Price 150 -> 165, availability 2 -> 3
  • F-15C ECM 40 -> 45, Price +10
  • F-16C (all) ECM 30 -> 35, Price +5


USSR
  • SPETSRAZVEDKA Price 60 -> 65
  • SPETSNAZ GRU Price 45 -> 70
  • MiG-23MLD [AA2] Added to 76th VDV
Lateralus  [developer] Feb 24 @ 11:54pm 
WARNO ACTUAL v21.1
2025-02-14


Small follow-up patch to fix an EW bug in vanilla WARNO, with some balance adjustments.
Known Issues:
  • Coaxial machine guns on vehicles don't have sounds & animations long enough to match their new salvo-lengths.
  • Rangers are using AT4 fire effect when shooting their M249 LMG
  • Some vehicles, such as Avenger, are not targeting planes due to manpad rework.

Bugfixes
  • SEAD The tag that allows EW planes to suppress radar AA was incorrectly added by Eugen to many infrared AA units.
  • RM70 East German RM70 availability has been reverted to 2 per card (it was nerfed in vanilla by Eugen and I didn't notice).
  • Rarden Aim-time is corrected from 2.5 -> 1.25s (for real this time!)
  • Leader Units No longer have the commander unit icon for icon-label UI settings, and most infantry leaders have had their prices reduced by 5 points.
  • TFR Bombers The altitude of bombers with Terrain-Following Radar has been increased from 200 -> 300m, as they were not dropping their bombs as reliably as I had thought based on earlier testing.
General
  • Artillery Artillery has received a 10% price nerf across the board (Howitzers and MLRS, not mortars).
  • TFR Bombers I suspect the survivability of these bombers has been reduced more than expected, so I have decided to buff their stealth bonus from 1.5 -> 1.75. This could very well be too strong, but its at least worth trying for now.

Deck Design
  • Activation Points Some follow-up adjustments to the new system. USA 3rd Armored, 8th Infantry, 27. Motostrelki, have had subtle AP cost nerfs to restrict them by 1 less card on average. Other divisions, such as 7. Panzer, have received subtle AP cost buffs. I also made some adjustments that should reduce the frequency of running into deck configurations that result in 98/100 (i.e. 49/50). With that said I do not consider this to be anything other than a superficial issue, and it was somewhat expected when I was designing the rework. The reason it happens more often in the new system is because the AP cost curves of most categories of units is basically flat compared to vanilla.

Logistics
  • MT-LB SNAB. Price 40 -> 35
  • M113A2 SUPPLY Price 40 -> 35

BLUFOR
  • F-16E/C (All) Air optics Good -> Very Good

POLAND
  • SZTAB DOWODZENIA (Infantry CV) Cards 2 -> 1

US
  • RANGERS Price 55 -> 60
  • F-16C [AA] Price 205 -> 220. I made a mistake pricing this so low in the initial release of 8th Infantry, even before the ECM buff.
  • F-16E/C (All) Air optics Good -> Very Good

USSR
  • NONA/NONA-SVK Salvo Reload 48 -> 20s
Lateralus  [developer] Mar 3 @ 6:32am 
WARNO ACTUAL v21.2
2025-02-24

Major balance patch.

Known Issues:
  • Coaxial machine guns on vehicles don't have sounds & animations long enough to match their new salvo-lengths.

Bugfixes
  • Avenger Fixed bug preventing firing of missiles at fixed-wing aircraft, range against fixed-wing aircraft standardized to 1925m.
  • Towed Equipment Removed infantry armor from towed equipment (e.g. towed SPAAGs)
  • FN FAL Removed triple suppression from L1A1s that was only supposed to be applied to MGs.
General
  • Supply Availability has been lowered across the board. Keep in mind logistics is balanced around very cheap slots, and it is expected for players to take 3 cards of supply to feel "comfortable". Do not overlook the utility of the mechanized logistics units, as they come at higher availability and tend to have good overall supply/card and supply/point.
  • Logistics AA units now come with mechanized transports only, to emphasize the defensive purpose of their inclusion in the logistics tab.
  • RCL Infantry Strength 2 -> 5
  • MANPADs Aim-time against fixed-wing aircraft when mounted on vehicles or towed weapon systems is either 2.4 seconds or 3 seconds depending on the characteristics of the equipment (usually towed SPAAG is 3 seconds, and vehicles are 2.4 seconds)
  • Heavy SAMs Shot reload times have been lowered, see faction and nation-specific patch notes below for details.
  • Napalm launchers Fire radius increased from 53 -> 80m (except M202 Flash remains at 53m).
  • SMGs Accuracy 40 -> 50%, Stabilizer 30 -> 40%, Ammo 12 -> 18 Salvos
  • Thermobaric damage No longer ignores cover bonus, HE damage increased to compensate. My reasoning behind this change is that I feel like its less intuitive compared to just giving Thermobaric weapons a higher HE value on the stat card. While the HE values might start to look extreme, keep in mind thermobaric damage does significantly less damage against armor in the mod. This is actually a nerf overall to thermobaric weapons, as I didn't completely compensate for the cover bonus reduction. This is intentional though, as I felt thermobaric weapons were still too overpowered in the mod.
  • Swift trait Movement speed bonus increased from 33 -> 50%
  • Shock trait Active sprint ability no longer requires enemies within range, only that the unit is moving and is below 90% morale. Units now take zero suppression damage when the ability is active, and the speed bonus increased from 50% -> 100% (I think I have been too conservative with these speed bonuses, and so I want to experiment with values that offer a more dramatic and clear advantage to the player).
  • Infantry Armor The infantry armor system in the mod has been modified so that it takes into account the relative difference in squad strength. Basically this means that when a small squad is targeting another small squad, there is no damage reduction. Comparison chart [i.imgur.com]

Deck Design
  • Infantry A new standard availability for higher strength infantry has been introduced, 10/7/0/0. Regular infantry up to 6 strength remains at 12/9. Higher strength shock and elite squads have also received similar availability nerfs, such as 10 strength US engineers being decreased from 0/8/6/0 -> 0/6/4/0. Armored and mechanized decks such as US 3rd Armored, DDR 7. Panzer, POL 20. Pancera have been given an additional 2 cost infantry card, and the AP costs of 2 of their deeper infantry cards were given -1 AP cost reductions. The design goal of all these changes was a target reduction of availability in infantry divisions, while also increasing variety of infantry in armored divisions.


BLUFOR
  • Milan 1 Accuracy 40 -> 45%
  • I-HAWK Availability 3/2 -> 4/3, Shot reload 4.5 -> 3s


REDFOR
  • RPG-7VL AP 18 -> 19
  • KUB Shot reload 4.5 -> 3s


DDR
  • SICHERUNGS Price 30 -> 25
  • MOT.-SCHUTZEN Price 40 -> 35
  • MOT.-SCHUTZEN [SVD] Price 40 -> 35
  • MOT.-SCHUTZEN [BTR] Price 45 -> 40


POLAND
  • 2S1 GOZDZIK Price corrected from 100 -> 110
  • BWP-2 Price 50 -> 55
  • T-72M2 WILK Price 195 -> 190
  • Su-22M4P [SEAD] Added to 20. Pancerna division.


UK
  • MOT. AIRMOBILE LDR. Added M72A3 LAW, Price 35 -> 40
  • ASSAULT PIONEERS LDR. Added M27A3 LAW, Price 35 -> 40
  • TERRIERS LDR. Strength 6 -> 7
  • TERRIERS AT GROUP Strength 4 -> 5
  • AIRMOBILE Price 50 -> 40
  • AIRMOBILE GUN GROUP Price 40 -> 35
  • LYNX AH.1 HELARM/LBH Price 70 -> 65


US
  • AIRBORNE Price 55 -> 50
  • GUNNERS Price 35 -> 30
  • ENGINEERS LDR. Price 45 -> 50, added M72A3 LAW as third weapon.
  • ENGINEERS [DRAGON] Price 40 -> 45
  • M102 105mm Salvo length 6 -> 5, Shot Reload 6 -> 5s
  • M1A1 ABRAMS (8th Inf) Price 240 -> 235
  • M1A1 ABRAMS Price 225 -> 220
  • M2A1 BRADLEY Price 65 -> 70
  • M2A2 BRADLEY Price 80 -> 85
  • M551 TTS SHERIDAN Price 50 -> 55
  • CAVALARY SCOUTS (new) Recon Bradleys now optionally come with Cavalry scout dismounts, a 2-strength recon team with a Dragon II missile and DMR.
  • M150A1 Price 55 -> 50
  • M3A1 BRADLEY CFV Price 105 -> 115
  • M3A2 BRADLEY CFV Price 135 -> 145
  • M551 ACAV Price 55 -> 50
  • F-111E [NPLM] Bombs 4 -> 8
  • F-111F [NPLM] Bombs 4 -> 8
  • F-16C [CLU] Price corrected from 185 -> 200, Availability corrected from 0/3/2 -> 0/2
  • F-16C [NPLM] Bombs 2 -> 4
  • F-4E PHANTOM II [NPLM] Bombs 2 -> 5


USSR
  • MOTOSTRELKI [METIS] Added BMP-2AG and BMP-3 to available transports.
  • PULMETCHIKI Price 35 -> 30
  • 2S12 120mm Price corrected from 50 -> 40, Availability from 4/2/1/0 -> 5/4/3/0
  • TOS-1 BURATINO HE 7.2 -> 10 (no longer ignores cover bonus)
  • BMP-2 Price 50 -> 55
  • BMP-2AG Price 55 -> 60
  • BMP-3 80 -> 85
  • T-80BVK Price 225 -> 220
  • T-80BV Price 215 -> 210
  • T-80U Price 260 -> 255, Availability 0/3/2/0 -> 0/4/3/0
  • RAZV. BMP-2 Price 75 -> 80
  • 2K22 TUNGUSKA Missile shot reload 4 -> 3s
  • ODAB-500PM (thermo bomb) HE 4.25 -> 20 (no longer ignores cover bonus).

WARNO ACTUAL v21.3 (hotfix)

Bugfixes
  • Fixed ammo count being improperly set on some helicopter rocket pods.
Last edited by Lateralus; Mar 9 @ 8:09am
Lateralus  [developer] Mar 6 @ 12:03pm 
WARNO ACTUAL v22
2025-03-3

Release of France 5e blindee division, and US 11th ACAV division. Also includes a new scenario for Factory.
Known Issues:
  • Coaxial machine guns on vehicles don't have sounds & animations long enough to match their new salvo-lengths.
  • AMX-30 B2 PC command vehicle has the wrong icon on its unit name.

Bugfixes
  • L6 Wombat Removed infantry armor from L6 WOMBAT (hopefully the last time one of these weapons teams sneaks through the batch script logic for applying infantry armor)
  • MOT.-SCHUTZEN LDR. Added missing resolute trait.
General
  • Autocannons 23mm-30mm: Suppression increased from 18 -> 25

REDFOR
  • BTR-60/70 Strength 8 -> 10

DDR
  • SICHERUNGS Price 30 -> 25
  • PIONIER LDR. Price 45 -> 50, Availability 0/0/5/4 -> 0/0/4/3
  • PIONIER Price 40 -> 45, PKM x1 -> PKM x2, Satchel Charges 5 -> 6
  • PIONIER [FLAM] Availability 0/6/4/0 - 0/7/5/0
  • PANZERJAGER Price 40 -> 30
  • MOT. AUFKLARER Availability 6/4/0/0 -> 7/5/0/0
  • SPEZIALAUFKLARER Price 70 -> 60

POLAND
  • 20 Pancerna Artillery AP costs 2/2/4/5/6 -> 2/2/3/5/6

UK
  • TERRIERS LDR. Availability 0/0/7/5 -> 0/9/0/0
  • TERRIERS L4A4 x1 -> L4A4 x3
  • TERRIERS PIONEERS Price 35 -> 40
  • HSF Availability 12 -> 14
  • MOT. AIRMOBILE LDR. Added M72A3 LAW, Price 35 -> 40
  • AIRMOBILE Price 50 -> 45
  • RMP Price 20 -> 15
  • WARRIOR Price 30 -> 35
  • WARRIOR MILAN Price 40 -> 45
  • ROVER MILAN Price 40 -> 45

US
  • M998 HUMVEE SUPPLY (new) New supply unit for 82nd Airborne
  • AIRBORNE LDR. AT4 Ammunition corrected from 6 -> 8
  • ENGINEERS LDR Price 50 -> 55
  • ENGINEERS Price 45 -> 50, M60E3 x1 -> M60E3 x2, Satchel Charges 5 -> 6
  • AIRBORNE ENGINEERS Price 45 -> 50, M60E3 x1 -> M60E3 x2, Satchel Charges 5 -> 6
  • ENGINEERS [FLASH] Price 30 -> 35
  • ENGINEERS [DRAGON] Price 45 -> 50
  • AB FIRETEAM [AT4] M249 x1 -> M249 x2
  • AIR CAV TROOPERS Price 40 -> 35
  • AERO-RIFLES [DRAGON] 1 card added to 82nd Airborne
  • MP Patrol M60E3 x1 -> M60E3 x2
  • MECH. RIFLES LDR. Price 35 -> 30
  • RANGERS Price 60 -> 65
  • RANGERS [DRAGON] 65 -> 70
  • LRS Price 75 -> 70
  • M1A1 ABRAMS LDR. Price 260 -> 255
  • F16C [AA] 8th Infantry Cards 2 -> 1
  • F-16C [AA2] Added to 8th Infantry

USSR
  • 119. Independent Tank Brigade Logistics AP costs 2/2/2/2/2/2/2/3 -> 2/2/2/2/2/2/3/3
  • SAPERY LDR. [RPG-18] Price 40 -> 45
  • SAPERY LDR. [RPG-7] Price 40 -> 50, Availability 0/0/5/4 -> 0/0/4/3
  • DESANT. SAPERY LDR. Price 45 -> 50
  • SPETSNAZ LDR Price 40 -> 55, Availability 0/0/4/3 -> 0/0/5/4
  • SPETSGRUPPA V Price 70 -> 75
  • SPETSNAZ Price 70 -> 75, Availability 0/0/4/3 -> 0/0/3/2
  • SPETSNAZ GRU Price 55 -> 65
  • SAPERY [RPO] Price 50 -> 55
  • DESANT. SAPERY Satchel Charges 5 -> 4
  • DESANT. SAPERY [RPO] Price 35 -> 40
  • DESANTNIKI [BMD] Price 40 -> 35
  • DESANTNIKI Price 40 -> 35
  • DESANT. USILENNIE Price 50 -> 45
  • RAZV. SAPERY Price 40 -> 45
  • MOT. RAZVEDKA Price 40 -> 35
  • DESANT. RAZVEDKA Availability 0/8/6/0 -> 0/7/5/0
  • DESANT. SPETSRAZVEDKA Price 70 -> 65
  • RT RAZVEDKA Availability corrected from 0/6/4/0 -> 6/4/0/0
  • MiG-31 (all) Removed elite vet options temporarily (the increased aim-time is problematic for balance, especially in team games. I will give it back but I need to create a custom veterancy module for interceptors, which has no aim-time buff).

WARNO ACTUAL v22.1
2025-03-3
Known Issues:
  • Coaxial machine guns on vehicles don't have sounds & animations long enough to match their new salvo-lengths.

General
  • 20m Autocannons Changed impact FX from 30mm to 20mm gatling/aa effect, as the 30mm impact FX was overwhelming the game's audio and was also quite immersion-breaking at such a high rate of fire.

POLAND
  • PIECHOTA ZMECH. LDR. Price 40 -> 35
  • SAPERZY LDR. Price 40 -> 35
  • PIECHOTA ZMECH Strength 7 -> 8
  • DRUZYNA PPANC. Price 40 -> 35
  • SAPERZY ZWIAD. Price 40 -> 50
  • ZWIADOWCY ZMOT. Strength 7 -> 8

RFA
  • MARDER 1A3 Price 45 -> 50
  • MARDER 1A3 MILAN Price 55 -> 60, Milan 1 -> Milan 2

USSR
  • RAZV. SAPERY Price 45 -> 50
Last edited by Lateralus; Mar 9 @ 8:08am
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