Genre: Real Time Strategy (RTS), Simulator, Strategy, Turn-based strategy (TBS), Tactical, Indie
Warno
Official Launch Out of Early Access Coming Soon!
Gather around, commanders!
We have a release date. The day that WARNO will launch out of Early Access is now known. Prepare yourself: this coming May 23rd, WARNO will have its official full launch! That’s three weeks from now.
Years of hard work (and playing hard) are paying off. However, WARNO’s release is only the beginning of a new chapter. We are far from done with our beloved “Cold War gone hot” real-time strategy, with the first expansions already worked on.
Let’s detail what’s in store from May 23rd onwards!
With the official launch out of Early Access, WARNO will be available in different versions. Let’s detail each one. Current Early Access owners will get additional bonus content, called the EA Pack. This EA Pack will be available to latecomers after launch (more details below).
WARNO “vanilla” Edition
WARNO “vanilla” Edition
Price Tag: $39.99 / 39,99€
Content:
5 Army General campaigns.
8 Operations.
18 Divisions.
Over 1000 units, expertly researched, modeled and voice-lined.
6 Nations: the United States, West Germany, the United Kingdom and France for NATO, the Soviet Union and East Germany for the Warsaw Pact.
Extensive Tutorials and a full range of Skirmish, Multiplayer and Cooperative modes.
EA Pack
For Early Access owners, automatically and freely available, a special EA Pack. This DLC contains divisions added as a “thank you” for your continued support during WARNO’s development:
The EA Pack contains 5 “extra” divisions:
The ”Berlin” divisions: NATO’s Berlin Command and Warsaw Pact’s Berliner Gruppierung and 6-ya Gvardeyskaya Motostrelkovaya Brigada.
Plus NATO’s U.S. 24th Infantry Division (Mechanized) and the Warsaw Pact’s Soviet 27-ya Gvardeyskaya Motostrelkovaya Diviziya.
After WARNO’s official launch out of Early Access, this EA Pack will be made available as a DLC for $9.99 / 9,99€.
WARNO “Gold” Edition
There is more… much more. Our super deluxe ”Gold” edition of WARNO is jam-packed with extra goodies and the pre-orders of not only two future major expansions but also two extra (previously undisclosed) DLCs (see further below!)!
WARNO “Gold” Edition
Price Tag: $79.99 / 79,99€
Exactly the same content as the “vanilla” edition, plus:
2 e-books with almost 200 pages in total! - WARNO's Timeline and Designer's Notes respectively on Army General, Operations plus an in-depth Divisions overview.
WARNO's Timeline goes deep into “how it came to pass,” painting a frighteningly realistic picture of World War III erupting at the end stages of the Cold War.
Army General gives not only you detailed insights into our five campaigns but also how we set out to create them. A great sneak peek into WARNO’s development.
Operations give you an in-depth view of how we designed Operations, the scripted scenarios on specific noteworthy battles in our war scenario, and how they are best played!
Divisions. An exhaustive list of all WARNO”Vanilla” and ”Gold”Divisions including historical tidbits, arsenal and unit descriptions, advantages and disadvantages, and how to deploy each battlegroup’s armed forces.
Pre-Order of the future NORTHAG expansion which will include:
2 new Army General campaigns, 4 Operations, 10 new Divisions including new nations such as NATO’s Belgium, the Netherlands and Warsaw Pact’s Poland.
This DLC will be priced at $24.99 / 24,99€ on release.
Pre-Order of the future SOUTHAG expansion, bringing:
2 new Army General campaigns, 4 Operations, 10 new Divisions including new nations such as NATO’s Canada, Spain and Warsaw Pact’s Czechoslavakia.
This DLC will likewise be priced at $24.99 / 24,99€ on release.
And… as a complete surprise… two new and previously undisclosed Nemesis DLCs:
This will be the first two WARNONemesis DLC, a popular mini-DLC series concept we introduced in Steel Division2. The idea behind the Nemesis DLC is that every once in a while, we give the community the option of which set of divisions should be developed next. We typically present three different pairs, after which you will vote on your preferred option!
Like Steel Division 2, the first Nemesis DLC will be predetermined (to be developed and ready quicker). Nemesis: Air Assault will feature two new air assault divisions: the iconic U.S. 101st Airborne Division (Air Assault) and the Afghan veterans of the Soviet 56-ya OG Desantno-Shturmovaya Brigada.
The second Nemesis DLC will be the first DLC to be voted on by the community, as described above.
A Nemesis DLC will be priced at $4.99 / 4,99€.
As you can see, the ”Gold” edition gives you not only the base game but also the pre-order of two major expansions and two new Nemesis DLCs, plus e-books with a combined content worth of about $110.00 / 110,00€!
Also, you’ll be able to upgrade your copy of WARNO to the ”Gold” edition. There will be a special discount only available before the official launch for early adopters.
Until next week
That’s all, commanders. Please note that there will be no DevBlog next week, with the Eugen team being out of the office for some of the May bank holidays.
We hope you are well. After last week’s hullabaloo, we’ll turn our attention to Army General. As a sign of the times, let's talk AI!
We have some interesting improvements coming to our strategic turn-based mode.
Let’s go!
AI and Army General
All right, before we continue, let’s lift a tip of the veil on how AI works in WARNO’sArmy General mode. This look under the hood should give you a better understanding of how we intend to improve the AI in Army General.
An Army General map is divided into various sectors. Each one features a status and is given a “weight” related to this status. A sector might be captured by a human player (known as that eternally wicked enemy of the AI) with its status turned to “to be attacked”. Likewise, a sector secured by the AI receives a “to be defended” status.
The “weight” mentioned determines how important a sector is. For instance, a sector with an objective will have a much bigger weight than no man’s land. The weight is influenced by each sector's status. A sector can have a high “to be attacked” weight when the AI needs to secure it, but a low “to be defended” weight once captured.
At the beginning of an AI’s turn, Army General pawns are assigned to capture or defend sectors. All pawns assigned to the same sector are collected as a single group. The more weight a sector has, the more pawns an AI will assign to it.
How AI used to work
Since the release of our first Army General campaign, BRUDERKRIEG, some major improvements have made playing against the AI more challenging.
The first is linked to how the AI attacks opponents' pawns. Originally, it went something like this:
First, the enemy pawns in a sector to be attacked or defended are identified. Among these hostile forces, the AI would select one (the target) according to criteria such as its type (armor, infantry, artillery) and attack/defense power. The AI would aim to attack this target, but only this one.
Then, the AI would move all the pawns of the group assigned to this sector. If possible, the idea was to have them take positions around all the opponent’s pawns in the sector.
Once the whole group had moved, the AI would check if it could mount an attack on the target depending on the availability of friendly pawns plus the predicted result (victory or defeat).
A major inconvenience of this method was that the AI if they had the opportunity, didn’t assault any easy targets (they weren’t even considered). More so, it didn’t try to optimize its movements, such as bringing as much attack power to bear against a target. In the end, from an outside observer, it felt the AI was not attacking in the most efficient way as it could be.
This behavior was inherited from WARNO’s predecessor, Steel Division 2’sArmy General mode. In our World War II game, pawns would attack a target from a distance without having to be in direct contact. Back then, this approach worked well. However, WARNO’s Army General mode operates differently. Only artillery units can take part in a battle from a distance.
The new AI way
So, that’s why we reworked the algorithms completely. From now on, the AI in Army General works as follows:
The AI considers every enemy pawn in the sector to be attacked or defended, listing them according to type and power.
For each potential target, it checks if it can move one or several pawns from the sector’s group in order to attack the enemy with a favorable predicted outcome.
If yes, the AI creates this sub-group, moves it, and attacks.
It repeats this process until it can no longer attack (and hopefully, those pesky humans have been vanquished).
Once all battles have been fought, the remaining pawns from the group (if any) are moved to surround any enemy pawns in the sector. This is the same as the older algorithm.
The new way of doing things will be a major improvement, as it allows the AI to launch several attacks with the same group in a single turn. It will also allow attacks on isolated “easy” targets. No more running away, human!
And since movements have been optimized, the AI will be able to attack priority targets (usually a “big” enemy pawn) with the appropriate pawns. Previously, it would have moved unsuitable pawns and would not have launched an assault.
There is more to come
Of course, improving the AI is never finished. We are considering other improvements.
The AI will be able to decide whether to remove an unsuitable pawn from a group and replace it with a stronger and fresher pawn if this means the attack will have a better-predicted outcome.
AI’s pawn positioning will be improved in anticipation of a player’s next move. Much in the same vein as a chess player. Picture this: if the AI attacks a weak garrison with the proper amount of force to defeat it, but if the human player has a strong reserve behind this garrison, ready to take it the next turn, the AI will take this potential counter-attack into account.
Preventing cheesy tactics
Another update that has recently made its way into Army General is to prevent human players' cheesy tactics. Some pawns, especially helicopters, do not have a frontline’s influence value anymore. This means they can’t push a side’s zone of influence. It also means they can move around enemy pawns, surround them, and cut them off from supply.
As a negative effect, pawns finding themselves isolated behind the enemy frontline would always prioritize reconnecting with their own side. This meant that helicopters would cross the frontline only to move safely back immediately. From now on, pawns without influence will not be allowed to cross the frontline unless it means taking a position to attack an enemy pawn.
Until next week
That’s all for this AI-heavy DevBlog. Let us know what you think. Keep the discourse civil, gentle people!
Until then. See you on the battlefield, commander.
The Glorious Return of the British
Hello commanders,
Welcome back to another DevBlog. In today’s post, we’ll discuss a nation jostled into the spotlight rather repeatedly in recent times: the British.
Hold on to your teacups, lads!
An End to Misery
The British: they sure had it tough - oh, the suffering, dear WARNO community, it was great and unrelenting (for all of us)...
So, to rest a community’s rather vocal minority’s excited hearts and pouty mouths, we decided to collect some new units into one DevBlog.
WARRIOR APPLIQUE
Make way for the WARRIOR APPLIQUE (a most fitting title), coming to the 1st Armoured Division. This Milan-equipped Warrior IFV has additional bolt-on armor, granting it +1 Front and Side armor.
This type of applique protection was first added to Warriors deployed for Operation Desert Storm. The ATGM on the IFV has also been upgraded from MILAN 1 to a more advanced MILAN 2. This transport option will be only available to ARM. RIFLES squads.
SARACEN and SALADIN
That’s not all. The next two units are coming to the 2nd Infantry Division. This formation was responsible for rear-area defense for the British I Corps in NORTHAG. As such, it could count on plenty of old equipment stored throughout West Germany, which would equip its Territorial reinforcements rushing from the UK. These pre-positioned war stocks included lots of SARACEN APCs, as well as a few SALADIN armored cars. Both have been modeled and will be added to the 2nd Infantry Division.
SARACEN The venerable FV103 SARACEN is a 6x6 wheeled APC, lightly armored and armed only with a 7,62mm machine gun. Introduced in 1952, the vehicle was only removed from active service in the 1980s to be replaced by the Saxon. In 1989, the British Army still employed hundreds of them, mainly in Northern Ireland, where it was a familiar sight during the Troubles. Other SARACEN were in storage in the United Kingdom or West Germany (as mentioned above). In-game, it will be a transport option for specific TERRIERS units.
SALADIN The FV601 SALADIN was a heavy armored car, sharing the same 6x6 wheeled chassis as the SARACEN but sporting a turret armed with a low-velocity 76mm gun (the predecessor to the weapon mounted on the SCORPION recon vehicle). The SALADIN mostly saw service in Northern Ireland and Cyprus as part of the United Nations. In WARNO, these vehicles will be made available as older (and thus cheaper) recon vehicles featuring the Reservist trait.
BUCCANEER
Last but not least: the BUCCANEER. We already mentioned in the previous DevBlog that this iconic British unit would make a “cameo” appearance in WARNO’sLeft HookArmy General campaign. The Blackburn BUCCANEER was the RAF’s prime ground-attack aircraft until the introduction of the TORNADO. Mostly replaced in this role, the “Bucs” were kept in the UK for maritime and nuclear strikes. Still, they were very capable of performing a range of ground-attack sorties, even more so than the newer TORNADO thanks to their versatile loadout: “heavy” bombing, air-ground missiles, SEAD, and even hauling laser-guided bombs.
In WARNO, the BUCCANEER will be only playable in the Army General campaign for now. The unit will be featured in all its glory in a future NORTHAG expansion.
A Meeting of the Like-Minded
In other, exciting news, the Eugen team had a very nice encounter with fellow game developers and Cold War enthusiasts Radian Simulations known from the excellent Gunner, Heat, PC! armor simulator.
Eugen’s own Matthieu “MadMat”, Stephan “Panzer”, and Luka “HrcAk47” were invited for a “Developer Chat” discussing all things related to game design, rationale of making games, production issues, unit research, and more!
https://www.youtube.com/watch?v=uRb82C3uqA4
Until next week
That’s all for this DevBlog. Keep the discourse civil, commander. And, before spamming or instigating flamewars or other nefarious campaigns, yes, we are working hard on WARNO, and no, we don’t have a release day for the full launch out of Early Access. And don’t get us started on “what about X unit’s mustache?” or “X is under/over/backward performing,” “or WARNO should be a cozy dystopian hack&slash anime.” All will be revealed in due course, commander. And no, we won’t stop with our Napoleon historical tidbits - they are a well-cherished Eugen tradition!
You might wonder what’s cooking in Eugen’s kitchen. Of course, WARNO is getting ready to be served in full, with the official launch out of Early Access soon (Eugen™), but that’s not all!
In today’s DevBlog, we’ll present a lovely mix of updates coming to WARNO’s divisions and existing units.
Let’s dig in!
Berliner Gruppierung
While the new Soviet 6-ya Gvardeyskaya Motostrelkovaya Brigada (or 6th Guards Separate Motor Rifle Brigade) seems to be popular, the Big Split (read more about it here) proved more detrimental to the original Berliner Gruppierung than expected. We decided to beef up the latter East German division by allowing it to play more to its strengths.
This means:
More generous Activation Point slot distribution, especially (but not only) in the INF, AIR, and HELO categories.
Better WACH. (all) infantry squads availability.
More MOT.-SCHÜTZEN cards.
Access to more Mi-8 gunship helicopter variants.
Access to the BRDM-2 MALYUTKA.
Added a new UAZ-469 AGS-17 as transport/recon option for MOT.-GRENZER recon squads. The Grenztruppen were the only East German users of the AGS-17 grenade launcher.
Fixed the missing second LMG in the new MOT.-SCHÜTZEN infantry squad variants (Strela AA, SVD marksman, and Metis ATGM). We also fixed the squad’s lower Metis loadout compared to other ATGM-equipped infantry.
K.d.A. Bezirk Erfurt
Next up is the K.d.A. Bezirk Erfurt. Note that updates to this East German division will also affect the Berliner Gruppierung above. One change is the replacement of the K.d.A.SCHÜTZEN squad’s RPG-7 with an older RPG-2. A price update is also part of this deal.
In this way, K.d.A. Bezirk Erfurt’s infantry will come in a variety of different AT flavors:
K.d.A.: equipped with the RPG-2 (10 AP). A cheap and meaty squad, but with an older rocket launcher featuring lower armor penetration.
RESERVISTEN, featuring the RPG-7VM (14AP).
MOT.-SCHÜTZEN, featuring the RPG-7VL (18AP).
Bundesgrenzschutz Changes
From the Warsaw Pact, we turn to NATO’s Bundesgrenzschutz B.G.S, or the West German federal border police. The B.G.S. squads proved a bit too proficient in close combat, thanks to its all-SMG load-out. This was neither their role in real life nor how we envisioned the squad’s use in-game. Therefore, we decided to split the unit into two separate ones to reflect their roles better.
The B.G.S squads featured with the 11th Armored Cavalry Regiment represent the small patrols keeping a close watch on the Inner German Border. These will be reduced to 5-man squads, still entirely equipped with SMGs, and rebranded B.G.S. STREIFE (meaning patrol).
In the case of war, West German border guards were meant to be pulled out and regrouped in rear areas. Here, they would guard against infiltrators and saboteurs and protect against raids by enemy special forces. This is why they are featured with Territorialkommando Süd. The B.G.S in this division will retain the current naming and 9-man organization but see a change of small arms to 3x MP-5, 5x G3 battle rifles, and 1x MG-3 machine guns. They will feature a new model with Stahlhelm, the trademark WW2 helmet, which they still use up to 1989 so the East-German border guards opposite them would identify them as Germans too, not Americans!
Both B.G.S units are going to be repriced accordingly.
The Reservists of the 11e Division Parachutiste
The French are next. The RESERVISTES of the 11e Division Parachutiste made this division a bit too efficient, providing the battlegroup with cheap, plentiful, and strong infantry.
The reasoning behind including this particular unit with one of the French Army’s elite formations was that the division was composed of 7 “teeth” battalions, made up of 2x metropolitan (from France proper), 4x naval infantry, and 1x Légion paratrooper battalions.
While the Légion (2e REP) and one naval infantry (1er RPIMa, acting as divisional special forces regiment) were fully professional, the other RPIMa were “semi-professional,” and expanded with conscripts and reservists. The two metropolitan battalions were filled with returning reservists and (fit but unruly) conscripts.
The RESERVISTES in the 11e Division Parachutiste represented this latter category of soldiers, though in real life, they would be trained reservists or “strong-minded” conscripts (airborne regiments were used as disciplinary units for the unruly ones).
That’s the historical justification, but in game terms, it didn’t really pan out this way. We decided to step in.
This means:
We removed the RESERVISTES in the division. We differentiated the remaining infantry squads to more accurately represent the original formation’s battalions:
CHASSEURS-PARACHUTISTES (representing the 1er and 9e RCP): These are metropolitan paratroopers, keeping their squad small arms and organization, but losing the Shock trait and one veterancy step.
PARAS-MARINES (representing the 3e, 6e and 8e RPIMa): this is a new unit, representing the naval infantry paratroopers, and will be available in numbers. Same veterancy and organization as the existing Chasseurs-Paras., but with the APILAS.
PARAS-LEGIONNAIRES (representing the 2e REP): no stats changes.
SAS (representing the 1er RPIMa, aka “French SAS”): no stats changes.
The remaining infantry squads are all repriced accordingly.
Furthermore, the SAGAIE (all variants) will also see a price change to curb their capacity to cause a nuisance through sheer numbers.
Until next week
That’s all for this week’s melange of WARNO news. We are keen to hear your thoughts! You know the drill, commanders: keep the discourse calm, cool, and collected.
Let’s talk maps! In today’s DevBlog, we’ll put the spotlight on several upcoming upgrades to WARNO’s current roster of maps, from reinforcement routes to redesigned Command Zones.
Note that these updates will affect all of WARNO’s battlefields. The updates will come as part of our game’s official launch from Early Access.
Improved Defensive Zones
The first thing on the list: we will improve specific defensive areas in our maps. Certain battlefields have an overload of chokepoints, which result in “tactical traffic jams.” The superimposition of these sectors in places such as forests or towns makes it much harder for players to read the actual terrain. That’s a major imbalance: both confusing and creating uneven combat situations.
That’s why we made an effort to pass the magic wand to deblock or update terrain that was considered too narrow - or in the case of Deathrow or Mount River - streamline excessively dense areas.
Improved Urban District Layouts
Another improvement coming to WARNO’s maps is the upgraded sizes of urban districts. As you can imagine, during our game’s Early Access, successive battlefield updates led to disparities in the size of districts - some being too small, others too large. These variations made selecting units inside neighborhoods too challenging, forcing players to finnick their way through. This is a less-than-intuitive experience. We set out to standardize all urban districts currently present within the game.
Standard Reinforcement Times
A significant update coming to WARNO is standardizing reinforcement times across battlefields. It’s not as simple as it sounds. It involved redesigning the reinforcement routes on the edges of the map and repositioning certain Command Zones. Several maps either had too long or too fast reinforcement arrival times. Long delays disrupt the game's rhythm too much (and also increase unit losses).
The same approach to more balanced urban districts was used. Standardizing the reinforcement times makes it more predictable when units will arrive.
Visual Tweaks
Updating the maps also allowed us to improve their graphics rendering. Some of the battlefields have a bit of a “dull” haze to them, which we have corrected. In the same vein, we worked on making vegetation and mountain textures visually more pleasing and realistic.
Command Zones updates
Lastly, on certain maps, we’ll modify the placement and size of Command Zones. See below for some examples!
A DEFCON 2 Tournament Update
We are also excited to share news about the latest ongoing community-driven team match-up tournament to grace WARNO: DEFCON 2 - hosted by the amazing WarYes website.
The finals, as well as the third-place team matches of DEFCON 2, are due to be played this weekend, between the 5th and 7th of April. And be prepared, commander; it’s going to be a clash of titans.
Third Place Tmansuffers (Tmanplays and Hippie) will square off against The return of the revenge of the vab T20 - reloaded (Tiberius Rancor and Darricks).
Finals Boss of the Gym (Menkar 4 and STANAG) go head-to-head against Spartan System (NATOBOY and NBK).
All teams in this last round of DEFCON 2 have placed high enough for a share of the $1169 prize pool.
Which team will claim themselves World War III champions of WARNO? Who will bask in the forever glory of being the first winner of DEFCON 2? Who will be venerated as the alpha and omega of WARNO online play (at least for a little while)? This weekend, we’ll find out.
Tune in to WarYesTV to watch the nail-biting action unfold live! Want in? Join the WarYes Discord if you’re keen to sign up for the next DEFCON tournament. Additional details further below.
In case you haven’t seen it, the latest milestone - BERNADOTTE - is out now. It brings the much-anticipated Army General online Coop and Versus functionality, Command & Control optional game setting, additional divisional “housecleaning,” plus a big balance patch. Be sure to check out the milestone’s details and latest patch notes in the previous DevBlog here.
Note that the BERNADOTTE milestone is the last major update before WARNO’s official launch out of Early Access!
Until next week
Keep it cool, commanders. As always, don’t hesitate to let us know what you think.
WARNO’sp latest milestone BERNADOTTE has launched! This major update brings not only a new division (and another heavily updated) but also much-anticipated Army General online Coop and Versus functionality, Command & Control optional game setting, additional divisional “housecleaning,” plus a big balance patch.
BERNADOTTE is the last milestone before WARNO’s official launch out of Early Access!
Keep reading to find out more.
BERNADOTTE Explained
All right, you know the drill. All WARNO milestones are named after famous (and not so famous) French military commanders from the Napoleonic era. If you want to know more about the man behind the name, read our historical perspective coming up.
If your personal preference is to dive straight into war, skip ahead and check out what BERNADOTTE brings further below.
Milestone’s historical namesake
Jean-Baptiste Jules Bernadotte, better known to the Swedes as King Karl IV Johan, was a French military commander who became the first of the dynasty of monarchs ruling modern Sweden to this day. He has a long and convoluted history with Napoleon, being a rival not only as a political and army leader and in war, but also in love.
While initially serving well, there were frequent clashes between Bernadotte and Napoleon, including in politics (Bernadotte was a Republican) and battlefield conduct, and shared the same love interest (who would ultimately choose Bernadotte over Napoleon). Bernadotte would never regard himself as anything but equal to Napoleon, never an underling. He had been one of France’s leading military and political figures, and he would not content himself to be just one out of eighteen marshals of the first promotion. The seeds for Bernadotte’s ascension to the Swedish throne would be planted during the siege of Lübeck, in which his courteous behavior won the respect of the Swedes.
Different objectives However, his less-than-stellar performance at Wagram saw him stripped of command by Napoleon and sent back to Paris. Under house arrest, he was thrust into the spotlights again due to the British landings at Antwerp. With no one else at hand, Bernadotte was given overall commanded by Fouché (the Minister of Police) and showed so much energy in getting rid of the British with a bunch of second-rate troops it was difficult for Napoleon to punish him afterwards.
The next thing is an even bigger surprise. The specter of an administrative spot in occupied Spain hanging over him, Bernadotte instead moved to Sweden as its new crown prince. He didn’t have any say in this position, having been elected by the Swedish nobility (with Napoléon's approval), but all parties could see the benefits of Bernadotte’s new job. Napoleon saw this as an opportunity to get rid of a political rival and create a potential new European ally. However, Bernadotte followed his own plans, putting Swedish interests first. He turned into the enemy, going to war against France and even successfully defeating the French on numerous occasions.
After Napoleon’s final defeat in 1815, Talleyrand’s scheming in Paris brought the old Bourbon dynasty back to the throne, despite the Russian Tsar Alexander’s support to Bernadotte’s claim. In 1818, at the Swedish king’s death, he was crowned the new king as Karl IV Johann. His dynasty still endures today.
In France, Bernadotte was widely regarded as a traitor, having turned against his former nation. Yet, Napoléon refused to label him as such. Even when Bernadotte was at war with France, Désirée Clary, Bernadotte’s spouse, was left in peace, even acting as a discreet channel between the two men. Love conquers all - ha!
Milestone BERNADOTTE features
Enough about cuddly feelings, let’s go to war! What can you expect from the BERNADOTTE milestone in WARNO?
Army General’sCoop and Versus functionality. From now on, you’ll be able to play with or against your friends or other players online. For more details on Army General’s, check the DevBlog here.
A new Warsaw Pact division, the Soviet 6-yaOG Motostrelkovaya Brigada (6th Guards Separate Motor Rifle Brigade) and revised Berliner Gruppierung as part of the The Big Split divisional ”housecleaning.” Read all about it in this dedicated post here.
Even more “housecleaning” specifically “Part V”, more details here, updating the US 24th Infantry Division (Mechanized), French 11e Division Parachutiste, and UK 2nd Infantry Division.
The new Command & Control setting for multiplayer lobbies, an optional “upkeep” system that decreases a player’s income depending on the amount of reinforcements they deploy on the battlefield. More information in this DevBlog as well.
This is a major balance patch, with all the juicy details in the corresponding milestone BERNADOTTEpatch notes
Until next week
All right. We hope you enjoy the fruits of our labor. As always, we are keen to hear what you think. The Eugen team is small but passionate and very dedicated to making the full launch of WARNO out of Early Access a success. This does mean we won’t have time to address all comments or suggestions, but we will keep an eye out for all feedback. We kindly ask you to be respectful of the developers and your fellow community members. We are all in together to make WARNO the best possible game. Play it cool, calm, and collected, commanders.
Fixed a bug making it possible to skip the whole pact introduction dialog sequence by pressing ESC. Now, and as expected, the ESC input only skips the ongoing dialog.
The airforce pawns that are only avalaible one turn no longer count as casualties if they are not actually destroyed.
Features
Army General’sCoop and Versus functionality. From now on, you’ll be able to play with or against your friends or other players online
Introduction of a new game option: upkeep. The option can be set from 0% (as at present) to 7%. The percentage corresponds to the percentage of the price of units placed on the field that is subtracted from the revenue per minute. 7% upkeep seems a good compromise. In fact, it reduces the mental load during games, allowing you to concentrate more on tactical action and, of course, making it easier for the losing team to get back into the game.
Code fixes
Fixed the number of battles displayed in "Casualty list" when loading a game, which was displayed at 0
Improved AI not purchasing attack choppers in certain cases
Fixed the Military Police trait which now also affects reservists
Added the display of the Reservist trait in game next to the unit label, like for other traits
Fixed the visual of the BM-24M rockets which were still displayed on the model even after firing
Fixed a freeze when you wanted to watch a game with the "Spectate" button
Fixed the tactical combat preparation screen, which now displays one HQ unit for each pawn engaged
Fixed the display of maps when the game is launched at low graphics
Optimized unit label codepath : up to 12% gain in CPU processing under heavy load
Data fixes
Decreased BMP-3's 2A70 100mm gun's range to 2275m
Fixed all EW helicopters' optics at Very Good
Fixed helo variant of R-60 missile's suppression values on par with its plane counterpart (nerfed)
Fixed helo variant of R-60M missile's suppression values on par with its plane counterpart (nerfed)
Fixed helo variant of R-60M missile's damage on par with its plane counterpart (buff +1 HE)
Fixed Kokon missiles' x8 salvo' aim time on par with other Kokons
Fixed BM-21V GRAD-V's ammo display, from 24 to 12 (display issue only)
Fixed the ZPU-4's missing weapon picture + wrong sound FX
Fixed naming of some missiles
Fixed flamethrower units ammo loadout (harmonized to 60)
Fixed ALPHA JET A [NPLM]'s bombing pattern
Fix the AA canon 53T2 being able to garrison into buildings
Fix Javelin LML able to garrison into buildings
Overall increase in aircraft maneuverability of between +10% and +20%.
Generic
Replacing AIM-9M on British planes with AIM-9L, the RAF didn't used the former in WARNO's timeframe.
Fixed the MiG-23BN [RKT]'s rocket firing angle, as well as other similar rocket-only planes
All FAGOT missiles are changed for FAGOT-M (+1 AP)
BMD-1's Faktoriya missile renamed Fagot-M for consistency
Limited the number of cards of low-tech MANPADs (FLIEGERFAUST, BLOWPIPE & STRELA-2M) to 2 max per deck to prevent exploits (decreased when there were more, untouched otherwise)
Re-classified FOX & SAGAIE from 'Recon Vehicle' to 'Recon Tank' (on par with M1047, Luchs, ...), meaning decreased Stealth from Good to Mediocre
Renamed Malyutka-P into Malyutka-M
Re-roled (both) M1025 HUMVEE AGL from recon vehicle by itself, to recon/transport for SCOUTS
Decreased all ERA tanks' HP from 12 to 11
All AA guns, currently type-classified HEAVY MACHINE-GUN (including 2x57mm!) have been relabelled ANTI-AIRCRAFT GUN
Replaced ADEN 25 (2x25mm) with ADEN Mk.4 (2x30mm) on all British JAGUAR GR.1 & HARRIER GR.3
Nato forces
Decreased AIM-9P's HE damage from 5 to 4
Increased GBU-12's HE AoE and suppression's AoE & damages
MIRAGE IV [SEAD] will now "winchester auto evac" only when both sead and bomb loadout were used
USA
AB M1025 HUMVEE AGL : Re-roled from Recon unit to Recon/Transports, Price decreased 45 to 40
AB M998 AVENGER : Price increased 100 to 110
AH-1F ATAS : Price decreased 140 to 130
AH-1F COBRA : Price increased 120 to 130
AH-1F HEAVY HOG : Price increased 120 to 130
AH-6F LITTLE BIRD : Base Availability increased 4 to 5
AIRBORNE (DRAGON) : Price increased 75 to 80
CH-53G SEA STALLION : Price decreased 75 to 70
EH-60A QUICK FIX II : Price increased 50 to 60
ENGINEERS (FLASH) : Price decreased 45 to 40
ENGINEERS : Price decreased 45 to 40
F-16C [AA] : Speed increased 976 km/h to 1124 km/h
F-16C [AT] : Speed increased 976 km/h to 1124 km/h
F-16C [CLU] : Speed increased 976 km/h to 1124 km/h
F-16C [HE] : Speed increased 976 km/h to 1124 km/h
F-16C [NPLM] : Speed increased 976 km/h to 1124 km/h
F-16C [SEAD] : Speed increased 976 km/h to 1124 km/h
F-16CG [LGB] : Speed increased 976 km/h to 1124 km/h
F-4E PHANTOM II [AA] : Speed increased 976 km/h to 1124 km/h
F-4E PHANTOM II [CLU] : Speed increased 976 km/h to 1124 km/h
F-4E PHANTOM II [HE] : Speed increased 976 km/h to 1124 km/h
F-4E PHANTOM II [NPLM] : Speed increased 976 km/h to 1124 km/h
F-4G WILD WEASEL V [SEAD] : Speed increased 976 km/h to 1124 km/h
FOB : Price decreased 235 to 175
GREEN BERETS : Price increased 55 to 60
M1 ABRAMS CP : Side Armor decreased 8 to 7, Speed increased 67 km/h to 72 km/h, Stabilizer increased 55% to 60%
M1 ABRAMS : Side Armor decreased 8 to 7, Speed increased 67 km/h to 72 km/h, Stabilizer increased 55% to 60%
M1025 HUMVEE AGL : Re-roled from Recon unit to Recon/Transports, Price decreased 40 to 35
M1047 LAV : Price increased 70 to 75, Optics increased Good to Very Good, Stealth decreased Good to Mediocre
M106A2 MORTAR : weapon Range increased 4925m to 5625m
M1A1 ABRAMS CP : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
M1A1 ABRAMS : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
M1A1 ACAV : Base Availability increased 1 to 2, Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
M1A1(HA) ABRAMS CP : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
M1A1(HA) ABRAMS : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
M1IP ABRAMS CP : Side Armor decreased 9 to 8, Stabilizer increased 55% to 60%
M1IP ABRAMS : Side Armor decreased 9 to 8, Stabilizer increased 55% to 60%
M551 ACAV : Price increased 70 to 80
M551 TTS SHERIDAN CP : Price increased 90 to 105
M551 TTS SHERIDAN : Price increased 60 to 75
M577 CPC : Price decreased 65 to 60
M981 FISTV : Base Availability increased 5 to 6
MP LEADER : Price decreased 95 to 80
N.G. FIRE TEAM LDR. : Price decreased 80 to 75
N.G. M1 ABRAMS : Side Armor decreased 8 to 7, Speed increased 67 km/h to 72 km/h, Stabilizer increased 55% to 60%
OH-58C/S : Price decreased 80 to 70
RANGERS (DRAGON) : Price decreased 85 to 80
RANGERS LDR. : Price decreased 125 to 85
A-10A THUNDERBOLT II [AT] renamed A-10A [AT]
AB FIRE TEAM (AT4) renamed AB FIRE TEAM (AT-4)
M1025 HUMVEE AGL renamed AB M1025 HUMVEE AGL
M270 MLRS cluster renamed M270 MLRS [CLU]
M270 MLRS renamed M270 MLRS [HE]
M551 TTS SHERIDAN renamed M551 TTS SHERIDAN CP
MECH. RIFLES renamed MECH. RIFLES (DRAGON)
PARA. M998 AVENGER renamed AB M998 AVENGER
11TH ARM. CAVALRY REGT.
F-16C [AA] : cards decreased 2 to 1
M1A1 ACAV : cards decreased 2 to 1, Fixed Veterancy ratio
Changed one 2-pt LOG slot into a 1-pt one
Added EH-60A QUICK FIX II, F-16C [AA2], MECH. RIFLES (DRAGON)
Removed M1025 HUMVEE AGL, MECH. RIFLES (LAW)
24TH INFANTRY DIVISION (MECH.)
M981 FISTV : Fixed Veterancy ratio
Removed OH-58D KIOWA Wr.
3RD ARMORED DIVISION
M981 FISTV : Fixed Veterancy ratio
82ND AIRBORNE DIVISION
Replaced one 3-pt ART slot (unusable) with one 2-pt RECO one
Added STINGER
Removed AB M1025 HUMVEE AGL
8TH INFANTRY DIVISION (MECH.)
M981 FISTV : Fixed Veterancy ratio
Reintroducing the EF-111A RAVEN in a new EW (electronic warfare) role
Added EF-111A RAVEN [EW]
United Kingdom
AIRMOBILE LDR. : Price increased 75 to 80
AIRMOBILE SCOUTS : Price decreased 50 to 45, Base Availability decreased 8 to 7
ARM. RIFLES : Price increased 40 to 45
ASSAULT PIONEERS : Price decreased 50 to 45
BLOWPIPE : Base Availability decreased 15 to 12
CHALLENGER MK.3 : Side Armor decreased 10 to 8
CHIEFTAIN MK. 10 CMD : Price decreased 215 to 210, Top Armor decreased 3 to 2
CHIEFTAIN MK. 10 : Price decreased 185 to 180, Base Availability increased 5 to 6, Top Armor decreased 3 to 2
CHIEFTAIN MK. 11 CMD : Price decreased 215 to 210, Top Armor decreased 3 to 2
CHIEFTAIN MK. 11 : Price decreased 185 to 180, Base Availability increased 5 to 6, Top Armor decreased 3 to 2
CHIEFTAIN MK. 9 : Price decreased 145 to 140, Base Availability increased 7 to 8, Top Armor decreased 3 to 2
FOB : Price decreased 235 to 175
FV101 SCORPION : Price decreased 45 to 40
FV105 SULTAN : Price increased 70 to 80
FV107 SCIMITAR : Price increased 50 to 55
FV721 FOX : Price increased 60 to 65, Stealth decreased Good to Mediocre
JAVELIN LML : Price increased 50 to 55, Stealth decreased Exceptional to Mediocre
M270 MLRS : Base Availability increased 0 to 1
PHANTOM F.3 [AA] : Speed increased 976 km/h to 1124 km/h
ROVER WOMBAT : Stealth increased Mediocre to Good
SAS : Price increased 90 to 100
TERRIERS : Base Availability decreased 12 to 10
TORNADO F.3 [AA] : Price decreased 255 to 250
TRACKED RAPIER : Price increased 100 to 110
LYNX AH.1 MK.1 renamed LYNX AH.1
RAPIER FSA renamed RAPIER FSB1
RAPIER renamed RAPIER FSA
BERLIN COMMAND
CHIEFTAIN MK. 10 : Fixed Veterancy ratio
GRENADIER-VOLTIGEURS : cards decreased 3 to 2
TERRIERS PIONEERS : Veterancy locked
Added BERLIN RIFLES, GREN.-VOLTIGEURS (FR-F2)
Removed RIFLES
1ST ARMOURED DIVISION
CHIEFTAIN MK. 11 : Fixed Veterancy ratio
CHIEFTAIN MK. 9 : Fixed Veterancy ratio
PARA. MILAN 2 : base Veterancy changed from 0 to 1
PARA. ROVER MILAN : base Veterancy changed from 0 to 1
2ND INFANTRY DIVISION
AIRMOBILE PIONEERS : base Veterancy changed from 1 to 0
AIRMOBILE SCOUTS : base Veterancy changed from 1 to 0
FV721 FOX : cards decreased 3 to 2
JAGUAR GR.1 [CLU] : cards decreased 2 to 1
LYNX AH.1 HELARM : cards decreased 2 to 1
M107A2 175mm : Veterancy locked
ROVER MILAN : cards increased 2 to 3
TERRIERS : Veterancy locked
TERRIERS AT GROUP : Veterancy locked
TERRIERS GUN GROUP : Veterancy locked
TERRIERS PIONEERS : Veterancy locked
TERRIERS SCOUTS : Veterancy locked
TORNADO GR.1 [HE] : cards decreased 2 to 1
Added (new) LYNX AH.7 MK.1 [RKT] as transport option for AIRMOBILE, AIRMOBILE GUN GROUP & AIROBILE PIONEERS
F-16A [AA] : Base Availability decreased 4 to 3, Speed increased 976 km/h to 1124 km/h
MIRAGE 5BA [NPLM] : Price increased 220 to 230, ECM increased 10% to 30%
Pact forces
Increased MOTOSTRELKI (RPG-22)'s base availability from 8 to 9
Increased SPW 40P2 MALYUTKA-P's number of salvo from 2 to 3 (hence 12 to 18 missiles total)
Decreased T-34/85's range from 1925m to 1750m
Decreased all UAZ AGS-17's base availabity from 12 to 8
Decreased DDR MIG-23BN [HE, CLU & NPLM]'s price from 185 to 175
Increased DDR SPW-40P2(K)'s price from 90 to 100, on par with other BRDM-2U (forgotten last patch)
Decreased PIONIER's price from 45 to 40
Decreased PIONIER (Flam.)'s price from 55 to 50
Increased MOT.-SCHÜTZEN (BMP variant)'s base availability from 9 to 10
Decreased BM-21V GRAD-V's price from 145 to 135
Decreased SAPERI's price from 45 to 40
Increased DESANT. SAPERI's base availability from 9 to 10
Fixed M-43 mortar displaying the wrong weapon name in its info panel
Standardized MIG-23BN [AT]'s flight pattern with other such planes
Fixed T-62's main gun HE damage to match its caliber (it was slighty too low)
Increased T-64B, BV & BVK's AP from 17 to 19
Added all SU-24 their missing nose gun
Added MIG-31B its missing nose gun
Change BRDM2 Malyutka equipment, now using 9M14 MalyutkaP, accuracy 50% and AP17
Self-Propelled Nona mortar now benefit from corrected shot
URSS (СССР)
2A45M Sprut-B : Price decreased 80 to 75
2S3M1 AKATSIYA : Price decreased 270 to 260
9K37 BUK-M1 : Price decreased 180 to 155
BELOZOR : Base Availability decreased 3 to 0
BM-21V GRAD-V : Price decreased 145 to 135
BMD-1K : Base Availability increased 2 to 3
BMD-1KSh SOROKA : Price decreased 75 to 65
BRDM-2U : Price increased 90 to 100
BRM-1 : Price decreased 60 to 55
D-44 85mm : Price decreased 50 to 45
DESANT. D-44 85mm : Price decreased 55 to 50
DESANT. KOM. (DSh) : Price decreased 90 to 85
DESANT. SAPERI : Base Availability increased 8 to 10
DESANT. UAZ-3151 AGS-17 : Price decreased 45 to 35, Base Availability decreased 12 to 8, Stealth increased Mediocre to Good
DESANT. UAZ-3151 SPG9 : Stealth increased Mediocre to Good
FOB : Price decreased 235 to 175
KrAZ-225B SNAB. : Price increased 65 to 70
Mi-24VP : Price decreased 240 to 215
Mi-8MT ESKORTNIY : Base Availability increased 0 to 2
Mi-8MTPI : Price increased 50 to 60, Optics increased Normal to Very Good
MiG-27M [AT] : Price increased 175 to 185, Base Availability decreased 3 to 2
MiG-27M [CLU] : Base Availability increased 0 to 2
MiG-29 [AA] : Price increased 205 to 210
MiG-29 [AA2] : Price increased 195 to 200
MOTOSTRELKI (RPG-22) : Base Availability increased 8 to 9
MT-12 Rapira 100mm : Price decreased 85 to 80
MT-LB STRELA-10M : Price increased 80 to 90
MT-LB STRELA-10M3 : Price increased 110 to 125
RAZV. BMP-1P : Price increased 40 to 45
RAZV. BMP-2 : Price increased 65 to 75
RKhM : Price decreased 65 to 55
SAPERI : Price decreased 45 to 40
T-55A : Side Armor decreased 7 to 5
T-55AK : Side Armor decreased 7 to 5
T-62M : Side Armor decreased 8 to 6
T-62M1 : Side Armor decreased 8 to 6
T-62MK : Side Armor decreased 8 to 6
T-62MV : Side Armor decreased 8 to 6
T-64B : Base Availability increased 0 to 4, Side Armor decreased 8 to 6
T-64BV : Side Armor decreased 8 to 6
T-64BVK : Price decreased 280 to 270, Side Armor decreased 8 to 6
T-80B : Side Armor decreased 8 to 6
T-80BK : Side Armor decreased 8 to 6
T-80BV IZD. 29 : Side Armor decreased 9 to 7
T-80BV : Side Armor decreased 9 to 7
T-80BVK : Side Armor decreased 9 to 7
T-80U : Price decreased 310 to 305, Side Armor decreased 9 to 7
T-80UD : Price decreased 340 to 330, Side Armor decreased 9 to 7
T-80UK : Price decreased 340 to 330, Side Armor decreased 9 to 7
T-8M : Price decreased 215 to 195
TO-55 : Side Armor decreased 7 to 5
UAZ-3151 AGS-17 : Price decreased 40 to 30, Base Availability decreased 12 to 8, Stealth increased Mediocre to Good
UAZ-3151 SNAB. : Price decreased 15 to 10
UAZ-3151 SPG9 : Stealth increased Mediocre to Good
Mi-24V renamed Mi-24V [AA2]
SPETSNAZ (O.P.) renamed O.P. SPETSNAZ
27-YA GV. MOTOSTRELK. DIV.
Added GAZ-66 as transport option for all MOTOSTRELKI
Removed BMPs as transport options for MOTOSTRELKI (Metis)
119-Y ODT. TANK. POLK
Replaced MI-24V [AA] with (new) Mi-8MT ESKORTNIY
Added Mi-24P, Mi-8MT ESKORTNIY, Mi-8MT [RKT 3]
Removed Mi-24V [AA], Mi-24VP
35-YA OG DESANTNO-SHTURMOVAYA BRIG.
BMD-1K : Fixed Veterancy ratio
DESANT. SAPERI : Fixed Veterancy ratio
Added DESANT. NSV 12,7mm, IGLA, MiG-27M [CLU], MiG-27M [AT]
Removed NSV 12,7mm, Su-25 [CLU], Su-25 [AT]
39-YA GV. MOTOSTRELK. DIV.
MOTOSTRELKI (RPG-22) : Fixed Veterancy ratio
Add BTR-D as transport option to DESANT. PKM team
Add BTR-D as transport option to DESANT. AGS team
Added BTR-60 as transport option for MOTOSTRELKI KOM.
Increased DESANT. NSV's base veterancy on par with other paratroopers
Replaced "army" NSV team with a new DESANT. variant, with proper model and FD, but no access to transport helicopter. Replacing it means the new unit has to be reselected in your deck.
Replaced Su-25 [AT] & [CLU] by their MiG-27M counterparts
Replaced BTR-60 with BMP-1 RAZV. as transport option for MOT.RAZVEDKA
Added Su-24MP [EW]
79-YA GV. TANK. DIV.
MOTOSTRELKI (RPG-22) : Fixed Veterancy ratio
Replaced MiG-31 with (new) MiG-29 [AA3] (MiG-31M being moved to Berlin)
Added MiG-29 [AA3]
Removed MiG-31B [AA]
German Democratic Republic (Deutsche Demokratische Republik)
AUFKL. BMP-1 : Price increased 40 to 45
AUFKL. PT-76B : Base Availability increased 5 to 6
AUFKL.Pz BRM-1 : Price decreased 60 to 55
BTR-50PU : Price decreased 65 to 60
FLA-RAK. STRELA-10M : Price increased 80 to 90
FLA-RAK. STRELA-2M : Base Availability decreased 15 to 12
FlamPz. TO-55 : Side Armor decreased 7 to 5
FOB : Price decreased 235 to 175
Fs-EINSATZGRUPPE : Price decreased 65 to 60
Fs-FLA-RAK. STRELA-2M : Base Availability decreased 15 to 12
Fs-JÄGER (Metis) : Price increased 70 to 80
Fs-JÄGER : Price increased 60 to 65
Fs-SPRENGTAUCHER : Price decreased 65 to 60
Fs.-UAZ-469 SPG9 : Stealth increased Mediocre to Good
FÜPZ. T-54AMK : Side Armor decreased 7 to 5
FÜPZ. T-55AK : Side Armor decreased 7 to 5
FÜPZ. T-55AM2K3 : Side Armor decreased 8 to 6
FÜPZ. T-72MK : Side Armor decreased 8 to 6
GRENZER (Flam) : Price increased 55 to 60
K.d.A. AUFKLÄRER : Price decreased 25 to 20
K.d.A. FÜH. : Price decreased 80 to 75
KPZ. T-34/85M : Price decreased 45 to 35, Side Armor decreased 4 to 3, weapon Range decreased 1925m to 1749m
KPz. T-54AM : Side Armor decreased 7 to 5
KPz. T-55A : Side Armor decreased 7 to 5
KPz. T-55AM2 : Side Armor decreased 8 to 6
KPz. T-55AM2B : Side Armor decreased 8 to 6
KPz. T-72 : Side Armor decreased 7 to 5
KPz. T-72M : Side Armor decreased 8 to 6
KPz. T-72M1 : Side Armor decreased 8 to 6
L-39ZO [RKT] : Price decreased 100 to 80, Base Availability increased 0 to 3
M-46 130mm : Price decreased 115 to 110
MFRW BM-24M : Base Availability increased 1 to 2
Mi-24P [AT 2] : Price decreased 190 to 170
MiG-21bis [AA2] : Price decreased 145 to 140
MiG-21bis [HE] : Price increased 135 to 145
MiG-23BN [AT] : Price increased 145 to 155
MiG-23BN [CLU] : Price decreased 185 to 175
MiG-23BN [HE] : Price decreased 185 to 175
MiG-23BN [NPLM] : Price decreased 185 to 175
MiG-23MF [AT] : Price increased 140 to 155
MiG-29A [AA] : Price increased 205 to 210
MOT.-SCHÜTZEN (Metis) : Base Availability increased 0 to 7
MOT.-SCHÜTZEN : Base Availability increased 9 to 10
PaK D-44 85mm : Price decreased 50 to 45
PaK MT-12 100mm : Price decreased 85 to 80
PaK ZiS-2 57mm : Price decreased 40 to 35
PIONIER (Flam) : Price decreased 55 to 50
PIONIER : Price decreased 45 to 40
RESERVISTEN (S.MG) : Price decreased 35 to 30
RESERVISTEN FÜH. : Price decreased 95 to 80
SPW-40P2 MALYUTKA-P : Price increased 20 to 40
SPW-40P2(K) : Price increased 90 to 100
T-72M1K : Side Armor decreased 8 to 6
UAZ-469 SPG9 : Stealth increased Mediocre to Good
VOPOS FÜH. : Price decreased 70 to 60
WACHSCHÜTZEN (RPO) : Price decreased 50 to 45
2S1 GWOSDIKA renamed SFL-H 2S1 122mm
2S3M AKATSIYA renamed SFL-H 2S3M 152mm
BM-24M renamed MFRW BM-24M
FÜPZ. T-54BK renamed FÜPZ. T-54AMK
KPz. T-54B renamed KPz. T-54AM
L-39ZO renamed L-39ZO [RKT]
MiG-23BN CLU] renamed MiG-23BN [CLU]
WACHSCHÜTZEN renamed WACHSCHÜTZEN (RPO)
4. MOT.-SCHÜTZEN-DIVISION
AUFKL. PT-76B : Fixed Veterancy ratio
FLA-RAK. STRELA-2M : cards decreased 4 to 2
Replaced DDR transports with captured "Beute" ones for 'False Flag' units. BEWARE: this means you need to reselect a transport for those units.
Fixed Steam achievements for the Army General campaign
Deployment Tutorial : Fixed a bug that prevented the player to complete the tutorial
AA aircraft now only engage air targets instead of trying to attack a ground target
Fixed optics error on EH60A QUICK FIX, now set to Very Good
ZSU 57 weapon fix
Milestone GROUCHY Out Now!
Are you ready, commanders?
Today is the day! WARNO’s latest milestone, GROUCHY, has arrived. And with it, the brand spanking new Army General with one full campaign - BRUDERKRIEG - plus four Army General tutorials.
GROUCHY brings much, much more. Keep reading for all the juicy details, but this includes a new map, new optional lightning conditions for maps, tank rework, new vehicles and traits, VFX updates, and divisional updates (including some brand-new previously undisclosed updates detailed below).
Let’s go!
Milestone GROUCHY features
If you want to read more about GROUCHY’s rather infamous “late” historical namesake, check out last week’s DevBlog for some military history.
We have managed to add some additional “housecleaning” updates affecting the West German divisions and one British battlegroup. See below for more!
Apart from that, what can you expect from GROUCHY milestone in WARNO?
Army General’s four tutorials. These explain everything from movement to combat, action points, AA interception, reinforcements, what you must do to win, and more! Read more about the tutorials here.
The first Army General campaign, BRUDERKRIEG, playable as both NATO and WARSAW PACT, but for the time being only in single-player. Versus and cooperative online will be added later. This is an “extra” campaign on top of the four Army General campaigns originally envisioned to be featured in WARNO. We converted an initial prototype into a condensed campaign with BRUDERKRIEG pitting the armies of a divided Germany against each other. Note that this campaign is more compact than the other campaigns, which are larger in scale (some are truly massive!). Read more in this DevBlog here.
Tank Rework and divisional “house cleaning” Part 2, both topics which can be read in this DevBlog, plus “house cleaning” Part 3 (which is detailed in this post here). We have also added some additional rebalancing affecting West German and one British division.
New vehicles and unit Traits: Electronic Warfare helicopters with the Jammer trait.
Major SFX pass, including:
Tracer rounds for machine gun, flak, autocannon, etc. will have their correct NATO/Warsaw Pact specific colors.
More compression effects on explosions (read: shockwaves).
Reworked and optimized MLRS smoke trails.
Reworked and optimized airplanes and helicopter flares.
New configurable map ambiance.Players can choose which lightning setting they prefer for the map in the game creation lobby. You’ll get the option between night, morning, or afternoon. Note that in Army General, this ambiance setting will automatically match the in-game time depicted. More of these new lightning options will follow.
Additional divisional housecleaning
Previously undisclosed, but we added some extra changes to existing divisions in the GROUCHY milestone. We “cleaned up” the West German battlegroups, plus started work on one of the British divisions (more updates to come to our BAOR formations).
So what’s new in GROUCHY?
West Germany
As seen with other NATO and Warsaw Pact divisions, we took a stab at smoothing out the West German battlegroups. The 2. Panzergrenadierdivision and the 5. Panzerdivision was that - typical for German meticulous organization - both formations were composed of the same building blocks: Panzer and Panzergrenadier brigades. With most of the equipment standardized, the divisions differed in the ratios in which these brigades were featured. We wanted to find additional ways to make both these divisions more distinct from one another.
Another point of attention was that, unlike other armies, the West German Bundeswehr was the only nation in WARNO without a “pure” national division lacking any foreign allied detachments. The 2. PzGrenadier is located closer to NORTHAG, and - as simulated and played within our Army General campaigns - will be isolated from the rest of CENTAG due to the Soviet offensive. Being pushed back to the northern NATO allies, it made the most sense to keep the 2. PzGrenadier multinational. This means that the 5. Panzer is the logical choice to be converted into a “pure” West German division.
Another way to set each of the three West German divisions apart (including Territorialkommando Süd) was to tweak their air support. We decided to make the TerrKdo Süd division more of a “flying circus,” regrouping all trainer and obsolete German planes. Therefore, all GINA (fit for the museum), ALPHA JET (trainers), and F-104G (reserve) will be removed from the other divisions and concentrated in TerrKdo Süd only.
The 5. Panzer, as a “pure” German division, will be the only formation fielding “true” Luftwaffe airplanes of the era. This means F-4F and Tornado aircraft with several new and/or modified loadouts.
The 2. PzGrenadier receives replacements for its transferred obsolete and trainer planes but will depend more on other NORTHAG national air forces (see below).
TerrKdo Süd, as a rear-area reserve command, will get the complete eclectic mix of GINA, ALPHA JET and F-104G planes.
What does this mean for each division?
5. Panzerdivision The 5. Panzer loses its two American attachments: AH-64A APACHE and F-16C [SEAD]. The HELO category has been nerfed, but the divisional TANK tab has been boosted.
Other changes include:
Removal of the MARDER 1A3 as a transport option for its PANZERGRENADIER squads. This variant of the IFV was still very rare in 1989 and, as such, has been reserved for deployment with the 2. PzGrenadier.
Removal of the M110A2G since the division already has access to MARS. These MRLS units replaced the older heavy self-propelled artillery, so removing the big gun tubes from the ART tab makes sense.
Removal of older airplanes and trainers.
The 5. Panzer gets some new toys to play with:
A (new) F-4F [RKT] with heavy Zuni rockets has been added.
F-4F [AA] has been modified to " ripple-fire " its A2A missiles, which means they fire them in pairs. While the payload will be fired more rapidly, the “shotgun” effect is more destructive.
Added more LEOPARD 2A3 cards (both in regular and CV variants).
Added more BO-10 PAH-1 helicopters.
MARS ammunition has been changed from HE to cluster (to match reality).
While the MARS changes from HE to cluster ammo, its lighter cousin LARS converts from cluster to HE, meaning less range but with a greater rate of fire (again, to match reality). This later change affects all divisions that feature the LARS MLRS.
Our intention for the 5. Panzer is to be the paragon division of German technology, with a prime focus on its chief strength: tanks!
2. Panzergrenadierdivision Most of the changes to the mechanized 2. PzGrenadier will affect its air component, though two ground units will also be updated.
Same LARS updates as found in the 5. Panzer.
Removal of the MARS MLRS.
”Flying circus” changes in the air force with the removal of reserve and trainers.
What about 2. PzGrenadier’s new air force? Being pushed into NORTHAG by the Warsaw Pact’s offensive, in our war scenario, 2. PzGrenadier will enjoy greater support from the NATO allies, including new Belgian units!
We replaced the GINA [HE] and [RKT] variant with British HARRIER GR.3 counterparts.
We replaced the GINA [NPLM] (having no HARRIER counterpart) with a (new) Belgian MIRAGE 5BE [NPLM].
And we replaced the HARRIER GR.3 [AA] (which didn’t exist in real life) with the (new) Belgian F-16A [AA]. These fighter planes are only armed with older Sidewinder missiles, but nonetheless, six of them “ripple firing” two at a time. A heavy aerial shotgun, once in range.
Territorialkommando Süd Onwards to the second-line TerrKdo Süd. The main change will be the concentration of an eclectic mix of airplanes with new and modified loadouts. The core of the division’s air support will be made up of the GINA, ALPHA JET, and F-104G, but in turn, the regular Luftwaffe plane will be moved out and foreign air support restricted. This means:
Removal of all F-4F planes.
Removal of the F-16C [AT].
Removal of the MIRAGE 5F [CLU].
This leaves foreign air support limited to MIRAGE 2000 C fighters and F-111F [LGB2] fighter-bombers.
On the ground, we focused the divisional infantry more on the mainstay JÄGER. As such, we added more variants of this type of soldier to represent that - usually - they were lacking in AT weapons.
Renamed JÄGER into JÄGER (PzF).
Decreased JÄGER (PzF)’s card number from 4 to 2.
Added one card of (new) JÄGER (CarlG).
Added one card of (new) JÄGER (these take over the old name, but lack any AT weapons).
Added (new) MTW M113A1G MILAN as a transport option for MILAN teams and JÄGER squads.
1st Armoured Division The British 1st Armoured Division - for now - will only get a limited update to correct a TO&E mistake:
Removed FOX
Added one extra card each of SCIMITAR and SCORPION.
This change was made because the FOX scout cars, replacing the SCIMITARS and SCORPIONS, were only to be found in Territorial Brigades (of which the 1st Armoured had none).
Ranked Reboot
As announced previously in our DevBlogs, the Ranked has just been rebooted for a "special season" starting today up to the WARNO's full release.
Until next week
GROUCHY is out in the wild. We can’t wait to hear what you think! However, keep in mind that with WARNO still being in Early Access, we are committed to listen, fix, improve, and update the Army General (and all other modes) before the official launch, and after!
We know expectations have been high, and we hope the new Army General delivers. Regardless, keep your comments and feedback calm, cool, and collected especially towards other players and the devs. No need for flame wars, meme spamming, belligerent commentary, or otherwise rude behavior. You know the drill!
First Army General Campaign, "Bruderkrieg", available!
It is now possible to change the lighting of existing maps in the game settings
New vehicles and unit Traits: Electronic Warfare helicopters with the Jammer trait
Addition of a dozen 4v4 and 5v5 servers
Maps
New map added Hesse 2vs2 Conquest
Code fixes
Fixed infantry refusing to disembark from their transports while following another unit
Added an option to empty the command zones and show their borders only.
Fixed Sead planes in autostrike no longer attacking against ground threats
Data fixes
Fixed RESERVISTEN's number of weapons to match the number of soldiers
Fixed PIONIOER (AGI)'s number of weapons to match the number of soldiers
Fixed LEOPARD 1A5's AA MG model
Fixed WARRIOR CP's optics on par with other command vehicles
Fixed ZPU's HE damage
Fixed CMD trait missing on FV510 WARRIOR CP
Supply cost of MLRS 100-120 caliber
Fix Grad 21 ammunitions
Fix ammo on Lars 2
Fixed BMD-1K's speed & fuel capacity on par with other BMD-1
Fixed DDR & SOV transport MT-LB's HP from 8 to 10, on par with other MT-LB
Decreased DDR SICHERUNGS' base availability to 0, on par with their BRD counterparts
Added N.G. TOW their missing Reservist trait, which had been ommited so far
M202 Flash accuracy set to 55% per shot
Replaced TO-55's NSVT with a proper DShKM
Renamed KShM R-149 into BELOZOR
Decreased BMP-3's 2A70 100mm gun's range to 2275m
Fixed LYNX AH MK.1's side MG from French AANF1 to poper British MAG
Generic
Unlocking vet3 for most planes with availabity >= 3
Mmg mounted or on tripods suppress increased
Mmg mounted or on tripods accuracy raised
SAM accuracy varies accordinly to the distance to target
Increased all units with "SF" trait's price by +5
HMG aim time raised to 2,5 sec
MMG aim time raised to 2,25 sec
CLUSTER bombs physical and suppress radius raised by 10%
Air rocket physical radius raised by 15%
Roland 3 accuracy lowered to 60%
All MANPAD accurcary lowered -5%
All MANPAD aim time raised to 2.75s
All MANPAD reload raised +2s
All radar SAM time between two missiles raised by +0.5s
All non radar SAM time between two missiles raised by +1s
All non radar SAM aiming time raised from 2s to 2.5s
Evacuation time for planes lowered to 12s
Veterancy for aicrafts reviewed and corrected
Standard veterancy and special forces stress recovery value reviewed and corrected
Howizter smoke duration lowered to 60s
Mortar smoke duration lowered to 45s
All vehicle smoke dispenser take longuer time to resupply
Supply time for repairing sligthly increased
Supply cost for fuel reduced
Decreased all MG teams' price by -5
Increased all MG teams' base availability by +1
Decreased BGS' price from 35 to 30
Air rockets suppress power raised +20%
All ground vehicules' speed in forest reduced by 10%
Aiming time for standard xp finalized
All atgm and SEAD missiles +15% suppress radius
Reservist trait is now -15% accuracy and -15% aiming time
20mm and 25mm autocanon reload time lowered
Ground autocanon helicopter range adjustements
Napalm bombs suppress increased
Cluster bombs and shells adjusted
Increased bomb drop speed +10%
Resolute changes from +15% to +20% stress resistance and +0.5 stress regen
AGL HE splash increased
LMG suppress power increased, + 5% ROF
MMG suppress power increased, + 5% ROF, helo range increased
Battle rifle supress power increased, helo range increased
Sniper rifle supress power increased, helo range increased
Satchel charge supress power increased
Decreased all command IFV's price by -10
Decreased all tracked command APC's price by -15
Decreased all wheeled command APC's price by -5
Decreased all command helicopter's price by -5
Decreased all command infantry's price by -10
Decreased all flame infantry's price by -5
Increased vehicle-mounted automatic grenade-launcher's ammo loadout
Increased twin 20-23mm AA gun's ammo loadout
Added JAMMER trait's description
Standardized all F-4's nose gun ammo to 640
MP radius raised as their price +10
Reservist trait nerf
Nato forces
Increased M1 ABRAMS' armor from 15/6/3/3 to 16/8/5/3 + stabilizer to 55% + price from 190 to 220 (CV & NG variants changed accordingly)
Increased M1IP ABRAMS' armor from 17/7/4/3 to 18/9/5/3 + stabilizer to 55% + price from 210 to 240 + base availability from 5 to 4 (CV variant changed accordingly)
Increased M1A1 ABRAMS' armor from 17/7/4/3 to 18/9/5/3 + stabilizer to 55% + price from 250 to 260 (CV variant changed accordingly)
Increased M1A1 ABRAMS (HA)'s armor from 20/8/4/3 to 21/9/5/3 + stabilizer to 55% + price from 305 to 310 (CV variant changed accordingly)
Increased M60A3(TTS)'s armor from 10/5/2/2 to 12/6/3/2 + range from 2100m to 2250m + stabilizer to 40% + price from 100 to 135 (CV variant changed accordingly)
Changed M551 SHERIDAN's armor from 2/2/1/1 to 3/1/1/1 (CV variant changed accordingly)
Changed M728 CEV's armor from 13/3/2/2 to 12/6/4/2 + price from 90 to 85
Decreased CHIEFTAIN MK.9's armor from 15/6/4/3 to 12/6/4/3 + price from 160 to 145 + availability decreased from 8 to 7
Decreased CHALLENGER MK.2's armor from 20/8/5/3 to 18/7/5/3 + accuracy to 60%/50% + price from 270 to 240
Decreased CHALLENGER MK.3's armor from 20/9/5/3 to 18/10/5/3 + accuracy to 60%/50% + price from 280 to 265
Decreased CENTURION MK.5 AVRE's armor from 12/6/4/2 to 11/6/4/2 + + price from 85 to 80
Changed (all) SCORPION's armor from 2/2/1/1 to 3/1/1/1 + range from 1725m to 1950m + price from 35 to 45
Changed (all) SCIMITAR's armor from 2/2/1/1 to 3/1/1/1
Changed ERC-90 SAGAIE's armor from 1/1/1/1 to 2/1/1/1 + range from 2100m to 2275m + price from 70 to 80
Increased KPz. M48A2G2's armor from 5/3/1/1 to 10/5/3/2 + accuracy to 55% but no stab at all + price from 65 to 80 + base availability from 12 to 10 (CV variant changed accordingly)
Increased KPz. M48A2CGA1's armor from 5/3/1/1 to 10/5/3/2 + accuracy to 55% but no stab at all + price from 55 to 70
Increased KPz. LEOPARD 1A1A1's armor from 7/3/2/2 to 9/4/3/2 + range decreased from 2100m to 1925m + but accuracy increased to 55%/35%
Increased KPz. LEOPARD 1A5's armor from 7/3/2/2 to 9/4/3/2 + accuracy increased to 55%/65 + price increased from 90 to 130
Increased KANJPZ's armor from 3/2/1/1 to 6/3/2/1 + price increased from 45 to 55
Increased JAGUAR 1's armor from 3/2/1/1 to 6/3/2/1
Increased JAGUAR 2's armor from 3/2/1/1 to 6/3/2/1
Decreased all M113A2 or M113A3-based vehicle's armor from 2/2/1/1 to 1/1/1/1 (only exception being the M113 ACAV to 2/1/1/1)
Decreased M113A3's price from 25 to 20
Decreased M113A3 DRAGON's price from 30 to 25
Decreased M150's price from 40 to 35
Decreased M163 CS's price from 60 to 55
Decreased M163 PIVADS's price from 75 to 70
Decreased KPz. LEOPARD 2A3's armor from 19/8/4/3 to 16/6/5/3 + stabilizer decreased from 55 to 50% + price from 270 to 235 (CV variant changed accordingly) + base availability from 3 to 4
Decreased KPz. LEOPARD 2A4's armor from 20/10/4/3 to 18/6/5/3 + stabilizer decreased from 60 to 55% + price from 300 to 265 (CV variant changed accordingly) + base availability from 2 to 3
Increased SONDERWAGEN 4 AUFK.' base availability from 3 to 5
Decreased DRAGONS-PARAS' base availability from 6 to 4
Increased (both) AML-60's base availability from 3 to 5 + number of AML-60-12 cards changed accordingly
Increased VLRA MILAN's base availability from 3 to 5
Increased VLRA PAMELA's base availability from 3 to 5
Decreased N.G. SCOUTS' price from 25 to 20
Decreased N.G. TOW's base availability from 12 to 9
Decreased F-4E PHANTOM [AA]'s base availability from 4 to 2, on par with W-German ones + one card added each time
Increased RAPIER's price from 75 to 95
Increased TRACKED RAPIER's price from 80 to 100
Increased FERRET MK.2's base availability from 4 to 5
Increased (British) SCOUTS' base availability from 7 to 6
Increased TERRIERS PARAS' price from 50 to 55 + decreased base availability from 7 to 6
Increased TERRIERS PARAS (CG)'s price from 55 to 60 + decreased base availability from 6 to 5
Increased TORNADO F.3 [AA]'s price from 245 to 255
Decreased all ALPHA JET's price by -10
Decreased all GINA's price by -10
Decreased F-111E [CLU]'s price from 240 to 215
Decreased F-111F [CLU]'s price from 240 to 215
Decreased MIRAGE 5F [CLU]'s price from 240 to 215
Increased all LEOPARD 1's price by +5
Increased all M48's price by +5
Decreased AMX-13 VCI 12,7mm's price from 25 to 20
PSSE-B now uses only civilian models + new infantry cards
Increased CHIEFTAIN MK.10 & MK.11 CP's price from 220 to 230
Increased CHALLENGER CP's base availability from 1 to 2
Decreased LEOPARD 1A1A1's base availability from 10 to 9
Increased PZ.BEF. LEOPARD 2A3's base availability from 1 to 2
Decreased M1A1A(HA) CMD's price from 350 to 340
Decreased all BRADLEY (IFV & CFV)'s top armor from 2 to 1
Replaced M728 CEV's M2HB maching-gun renamed M85 (historical accuracy, no stat change)
Increased ALPHA JET [CLU]'s number of bombs from 2 to 4 + price from 95 to 85
Decreased M48A2GA2 (CV included)'s range from 2100m to 1925m, with AP 17
Decreased CHAPARRAL's armor to vehicle one all-around (unarmored)
Increased M551 SHERIDAN's main gun range from 1925m to 2100m
Decreased CHALLENGER MK.2's main gun's penetration from 20 to 18
Decreased CHIEFTAIN Mk.10 & Mk.11's main gun's penetration from 20 to 18
Decreased CHIEFTAIN Mk.9's main gun's penetration from 20 to 19 (at 2100m only)
Increased M40A1 RCL teams' ammos from 15 to 20
Decreased CHIEFTAIN MK.10 & Mk.11's price from 190 to 185 (and CV variants accordingly) + availability decreased from 6 to 5
Decreased CHIEFTAIN MK.10 CMD & Mk.11 CMD's price from 230 to 215
Decreased CHALLENGER MK.2 CMD's price from 285 to 270
Decreased A-10 [RKT & HE]'s price from 200 to 180
Decreased A-10 [AT]'s price from 235 to 215
Increased BERLIN LIGHT RIFLES [RCL]'s price from 60 to 70
Decreased GREN.-VOLTIGEURS (APILAS)'s price from 60 to 55
Decreased GROUPE ANTICHAR's price from 55 to 50 (and para version accordingly)
Decreased RESERVE PIONIER's price from 25 to 20
Decreased all HARRIER's price by -5
Decreased JAGUAR GR.1 [RKT]'s price from 175 to 165
Decreased PHANTOM F.3 [AA]'s price from 175 to 165
Increased F-16C [AA]'s price from 190 to 205
Decreased F-4E PHANTOM [AA]'s price from 185 to 175
Increased FERRET's MG ammo loadout
Decreased N.G. STINGER's price from 40 to 30
Changed JAGUAR [SEAD2]'s rocket pods to 2x A2A missiles, to fix a behaviour issue with its rockets (which it didn't use) + decreased price from 240 to 205
Decreased AMX-13 DCA's price from 95 to 80 + base availability from 6 to 5
Decreased GEPARD's price from 105 to 85 + base availability from 4 to 5
Decreased M163 PIVADS's base availability from 8 to 6
Changed AVENGER's salvos frm two salvos of 4x missiles to one salvo or 8x missiles
Increased (all) M551 SHERIDAN's speed from 59km/h to 68km/h
Changed LARS 2's ammunition from cluster to HE + range decreased but RoF increased, to fit reality
Changed MARS' ammunition from HE to cluster, to fit reality
Renamed JÄGER into JÄGER (PzF)
Increased all MARDER's autocannon ammo from 300 to 1200
Fixed British 'PIONIEERS' localization into correct PIONEERS
Fixed LAW 80's caliber from 66mm to 94mm (display issue only)
11ACR
Added one card of M2A2 BRADLEY CFV
11DP
Decreased VLRA MILAN's number of cards from 4 to 3
Added PUMA HET
1AD
Removed FOX
Add one extra card of SCIMITAR
Add one extra card of SCORPION
2ID
Replaced ASLT PIONEERS with (new) AIRMOBILE PIONEERS
Both RAPIER's base veterancy set at 0 (forgotten with Vet Rework)
2PzG
Reduced FK-20-2 ZWILLINGE 20mm's base veterancy from level 1 to 0, on par with other units
Removed MARS
Replaced HARRIER GR.3 [AA] with Belgian F-16AC [AA]
Replaced GINA [HE] with HARRIER [HE2]
Replaced GINA [RKT] with HARRIER [RKT2]
Replaced GINA [NPLM] with Belgian MIRAGE 5BE [NPLM]
Removed F-104G [AT]
3AD
Removed (all) A-10
Removed (HE) M270 MLRS
Removed MECH. RIFLES
Removed one 1-pt HELO slot
Changed one 3-pt ART slot into a 2-pt one
Changed one 3-pt TANK slot into a 2-pt one
Added one more card of FIRE TEAM (LAW) & FIRE TEAM (DRAGON) to make up for the removed of the MECH. RIFLES
Added EH-60A QUICK FIX II
5Pz
Reduced FK-20-2 ZWILLINGE 20mm's base veterancy from level 1 to 0, on par with other units
Changed one 2-pt TANK slot into a 1-pt one
Changed one 3-pt TANK slot into a 2-pt one
Removed one 4-pt HELO slot
Removed M110A2
Removed F-16C [SEAD]
Removed APACHE
Removed MARDER 1A3 as transport option
Removed F-104G [AA]
Removed ALPHA JET [RKT]
Added one extra card of BO-105 PAH-1
Added one extra card of LEOPARD 2A3
Added one extra card of PZ.BEF.LEOPARD 2A3
Added one extra card of F-4FG [AA]
Add (new) F-4F [RKT]
82AB
Decreased AB M1025 TOW's number of cards from 3 to 2
Removed all FOB from the battlegroup
Removed all M577 from the battlegroup
Removed all M1IP ABRAMS from the battlegroup
Removed all M125 MORTAR from the battlegroup
Removed all M3 BRADLEY CFV from the battlegroup
Removed one 3-pt TANK slot
Added one 2-pt RECON slot
Added one card of (new) M551 ACAV
Added two card of (new) M1047 LAV
Autofill reworked according to changes
Increased LITTLE BIRD's base veterancy from 1 to 3, being SF now + decreased base availability from 6 to 4
TKS
Decreased both VLRA variants' number of cards from 2 to 1
Removed all F-4F variants
Removed ALPHA JET [RKT]
Added F-104G [AT]
Added GINA [HE] & GINA [RKT]
Added ALPHA JET [HE] & ALPHA JET [NPLM]
Increased ALPHA JET [CLU]'s bomb loadout from 2 to 4
Removed F-16C [AA]
Removed MIRAGE 5F [CLU]
Decreased JÄGER (PzF)'s number of cards from 4 to 2
Added one card of (new) JÄGER (CarlG)
Added one card of (new) JÄGER --> taking over the old name, those have no AT weapons
Added (new) MTW M113A1G MILAN as transport option for MILAN 1 & JÄGER (no AT ones)
Pact forces
Decreased MOTOSTRELKI (RPG-22)'s base availability from 9 to 8
Decreased MOT. GRENZER's price from 25 to 20
Decreased DDR UAZ-469 SPG-9's base availability from 9 to 6 (on par with Soviet ones, forgotten in last patch)
Increased T-34/85's armor from 3/2/1/1 to 6/4/2/1 + range increased from 1725m to 1925m + price from 30 to 45
Increased PT-76B's range from 1725m to 1925m + price from 35 to 40
Increased T-55A's armor from 7/3/2/2 to 11/7/3/2 + price from 65 to 80 + base availability from 10 to 9 (CV variant changed accordingly)
Increased (all) TO-55's armor from 7/3/2/2 to 11/7/3/2 + price from 70 to 85
Increased KPz. T-55AM2's armor from 10/5/2/2 to 14/8/3/2 + price from 100 to 130 (CV variant changed accordingly)
Increased KPz. T-55AM2B's armor from 10/5/2/2 to 14/8/3/2 + price from 135 to 150
Decreased T-62M's armor from 14/8/4/2 to 14/8/3/2 + increased its accuracy to 55%/45% + price from 140 to 155 (CV variant changed accordingly)
Decreased T-62M1's armor from 14/8/4/2 to 14/8/3/2 + increased its accuracy to 55%/45% + price from 110 to 135
Decreased T-62MV's armor from 11/9/4/3 to 11/8/3/2 + increased its accuracy to 55%/45% + price from 140 to 155
Decreased T-64BV's armor from 17/9/4/3 to 16/8/4/3 (CV variant changed accordingly)
Increased T-80B's armor from 14/8/3/3 to 17/8/4/3 + price from 190 to 250 + base availability decreased from 5 to 4 (CV variant changed accordingly)
Increased RAZVEDKA (DSH)'s strength from 7 to 8 men
Removed the RPG-18 from VOPOS + price decreased from 25 to 20
Added the RPG-18 to SICHERUNGS
Decreased FLA-SFL 57-2's price from 100 to 80
Decreased Mi-24V [AT]'s price from 170 to 160
Decreased Su-24M [CLU]'s price from 240 to 215
Decreased Su-24M [CLU2]'s price from 260 to 240
Decreased MIG-21BIS [AA] price from 130 to 125
Decreased all MiG-23BN bombers (HE, CLU & NPLM)'s price to 195
Decreased MiG-23BN [AT]'s price from 230 to 155
Decreased ZPU-4's anti-helo/plane ranges from 2475m/1950m to 2125m/1775m
Increased TOS-1 BURATINO's price from 380 to 450
Increased T-80BV IZD. 29's price from 260 to 270
Decreased all NSV HMG team's base veterancy from level 1 to 0, on par with other HMG
Increased Gr.Wfr. M-43 82mm's price from 15 to 35
Increased RESERVISTEN (s.MG)'s price from 40 to 35
Decreased FU.PZ. T-54BK's base availability from 3 to 2
Increased K.D.A. AUFK.'s base availability from 6 to 7
Decreased all T-72's price by -5
Decreased (both) Mi-8T [RKT]'s price from 115 to 100
Decreased Mi-8TV [RKT 1]'s price from 125 to 110
Decreased Soviet Mi-8MT [GUV]'s price from 115 to 110
Decreased Soviet Mi-8MT [RKT 2]'s price from 130 to 120
Decreased DDR Mi-8MT [GUV]'s price from 140 to 110
Decreased DDR Mi-8TV [RKT 2]'s price from 150 to 120
Decreased DDR Mi-8TB's price from 135 to 125
Decreased DDR Mi-8MT [UPK]'s price from 135 to 115
Decreased BTR-D's price from 30 to 25
Increased FÜPZ T-55AK's price from 95 to 110
Increased FÜPZ PT-76B's price from 65 to 70
Increased T-62MK's price from 140 to 165
Increased T-62M's base availability from 5 to 6
Increased T-62M1's base availability from 7 to 8
Increased T-62MV's base availability from 5 to 6
Increased T-64BV's autoloader capacity from 28 to 32, but salvo loadout decreased from 2 to 1 for rounds and 6 to 4 for ATGM
Increased T-80B/BV's autoloader capacity from 28 to 34, but salvo loadout decreased from 2 to 1 for rounds and 6 to 4 for ATGM
Increased BM-21V GRAD-V's salvo length from 12 to 24 + price decreased from 155 to 145
Decreased all Mi-2's HP from 6 to 4 + price by -5
Increased SPG-9 RCL teams' ammos from 15 to 25
Decreased SU-25 [RKT, HE, CLU & NPLM]'s price from 190 to 175
Decreased SU-25 [AT]'s price from 215 to 195
Decreased T-8M's price from 245 to 215
Decreased MIG-27M [HE & NPLM]'s price to 185
Decreased DESANT. SAPERI's price from 35 to 30
Decreased DESANT. SAPERI (RPO)'s price from 45 to 40
Decreased DESANTNIKI's price from 50 to 45
Decreased AFGHANTSY's price from 60 to 50
Increased T-55A (and CV & TO-55 variants)'s AP from 14 to 16 to compensate for the reduced range
Increased STRELA-2M's base availability from 12 to 15, on par with REDEYE & BLOWPIPE
Replaced DDR MI-24D [AA]'s R-60 missiles with improved R-60M
Increased all T-72's speed to 60km/h
Increased all BMP-1's autoloader capacity to 40 but decreased their salvos from 2 to 1
Increased all BMP-1's speed to 60km/h
Decreased NONA-S' accuracy from 30 to 40%
Increased all T-80's rear armor from 3 to 4, except for T-80U & T-80UD
Increased all T-80U's autoloader capacity to 38 but decreased their salvos from 2 to 1
Increased Refleks missile' accuracy from 50 to 60%
Increased BRDM-2U's price from 85 to 90
Decreased KONKURS-M's price from 85 to 80
Decreased PIONIER (AGI)'s price from 55 to 50
Decreased PANZERJÄGER's price from 50 to 40
Increased SICHERUNGS' price from 30 to 35
Decreased MIG-21BIS [AA2]'s price from 155 to 145
Decreased DDR MIG-23ML [AA]'s price from 165 to 155
Decreased bomber MIG-23BN [CLU, HE & NPLM]'s price from 195 to 185
Decreased MIG-23BN [AT]'s price from 155 to 145
Decreased TUNGUSKA's price from 175 to 155
Decreased ZSU-23-4M2 AFGHANSKII's price from 60 to 55
Increased BTR-50PK's MG ammo loadout
Increased MT-LB's MG ammo loadout
Decreased MI-24V [AT] from 160 to 150
Decreased FLA-SFL 57-2's price from 80 to 70 + base availability from 9 to 7
Decreased FLA-SFL 23-4's price from 80 to 70
Decreased ZSU-23-4 BIRYUSA's price from 105 to 75 + base availability from 4 to 5
Changed Kh-29T missile's guidance system to F&F
Changed KAB-500Kr bomb's guidance system to F&F
Changed KAB-1500Kr bomb's guidance system to F&F
Fixed all T-80's top armor at 3, and T-80B/BV (and variants) at rear 4). There was a mixed up between the two.
119OGTP
Added BURATINO to the battlegroup
27GvMSD
Added BMP-3 as transport option
Removed BMP-2D as transport option
Removed the doublon BMP-2AG as transport optoion for MotorStr. (RPG-27)
35DShB
Added (new) MI-24D DESANT as transport option for RAZVEDKA (DSH)
Removed KOMENDATURA from battlegroup
39GMSD
Removed all T-62
Removed one 1-pt TANK slot
Removed all BMP-3 as transport option (--> to be passed to 27GvMSD)
Restricted BMP-2 as transport options for MOTOSTRELKI (RPG-22)
Added truck as transport option to all BMP infantry
Added one card of (new) MI-8MTPI (electronic warfare)
Added one card of Mi-24P
Removed one card of Mi-24V [AA]
Added one 1-pt HELO slot
Decreased SAPERI (RPO)'s base availability from 1 to 0, on par with other divisions
Added BTR-60P as transport option for FAGOT team
Removed one card of MI-24V, added ne of MI-24P
4MSD
Changed one 3-pt LOG slot into a 2-pt one
Removed one 2-pt ART slot
Added one 2-pt RECO slot
Changed one 1-pt TANK slot into a 2-pt one
Concentrated all DDR Mi-24 in this division, and removing some Mi-8 gunship
Replaced Su-22M4K [AT] with (new) MiG-23BN [AT]
Replaced Su-22M4 [HE] with (new) MiG-23BN [HE]
Replaced Su-22M4 [CLU] with (new) MiG-23BN [CLU]
Replaced Su-22M4 [NPLM] with (new) MiG-23BN [NPLM]
Replaced MiG-23bis [RKT] with (new) MiG-23BN [RKT]
Added SPW-70 as transport option for FAGOT team
79GTD
Added one 1-pt LOG slot
Added (neww) KRAZ-225B heavy supply truck
Removed all BTR-80 (--> to be passed to 27GvMSD)
Remove MOTOSTRELKI
Remove MOTOSTRELKI (Metis)
Added two cards of MOTOSTRELKI (RPG-22)
Added BMP-2D as transport option, but restricted to MOTOSTRELKI (RPG-22)
Removed BTR-60PB as transport option for PULEMETCHIKI
Removed BTR-80 as transport option for KONKURS team
Added truck as transport option to all BMP infantry
Added BMP-2 RAZV. as transport option to MOT.RAZVEDKA
Changed one 3-pt TANK slot into a 2-pt one
Removed BURATINO (--> to be passed to 119OGTP)
Removed Mi-24V [AA]
Changed one 1-pt AIR slot into a 2-pt one
7PzD
Added one card of supply URAL-4320
KdA
Decreased T-34/85M's base availability from 15 to 12
Decreased Schwimm Pz P T-76B's base availability from 12 to 10
Removed all SPETSNAZ
Removed all VOPOS
Added two cards of SICHERUNGS
Added one card of (new) RESERVISTEN (s.MG)
Added one card of (new) ZAGRADOTRYAD
Removed one card of Swchimm Pz. PT-76B
Replaced T-55AK with (new) T-54BK
Replaced two cards of T-55A with one of (new) T-54B
Added one card of T-62MK
Added one card of T-62MV
Replaced one card of ZU-23-2 with one of (new) ZPU-4 quad heavy machine-gun