Warno cover
Warno screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Turn-based strategy (TBS), Tactical, Indie

Warno

v.106789: Hot fix

Code fixes



  • Fixed a crash that occurred in operations and tutorials
  • Fixed water color sometimes being a random color


Note: This patch contains important fixes, which are quite recurring and which could alter the gaming experience.

v.106171: BRUNE Patch notes

Features



  • Add two new divisions : 24th Infantry (USA) & 27-Ya GvMSD (SOV)
  • Add a subselection feature in a group of unit, using CTRL+TAB or SHIFT+TAB

Maps


  • Add two new maps : Airport 1v1 DUEL & Airport 10v10

Operations


  • Blackhorse's Last Stand : Slight corrections of the camera paths during the introduction of the mission.

Code fixes


  • Fix a crash issue when launching the game
  • Fix an issue with command area not being totally captured

Data fixes


  • AGL accuracy set to 50%, suppression according to caliber (x2), and 30mm HE increased to 0,6.

Nato forces


  • Fixed FIRETEAM LDR.'s Colt Commando's ammo loadout
  • Removed CHALLENGER (both)'s L37 AA MG, which isn't modeled and which FX were firing from nowhere
  • Decreased both CHALLENGER's price by -5 (to accomodate the removal of one MG)
    3Ad
    • All M2A2 (IFV & leader) have been replaced with M2A1 variant. This is mostly a cosmetic change, since they have the same stats aas before, but an improved model.

Pact forces


  • Reverted BRDM-2's price from 50 to 40
  • Reverted BRDM-2's base availability from 6 to 9
  • Increased all MiG-29's price by +10

    39GvMSD
    • Removed OTDELENIE PODDERZHKI from division, replaced with a card of SPG-9 dual-purpose RCL.

BRUNE Milestone Out Now!

Glorious news, commander.

The latest milestone for WARNO has hit the digital shores, with BRUNE being available now!

Teased in last week’s DevBlog, we bring a couple of exciting new features with milestone BRUNE, first and foremost two new divisions and two new maps (variants).

But first, a little historical recap about the milestone’s namesake: Guillaume Brune.

A little bit of history


Eager beavers not interested in Napoleonic military history can skip this section. For you keen to read on Eugen’s tradition of naming major milestones after military commanders from the Napoleonic wars - you found yourself in the right spot! You have been warned. Let’s dive in!

Guillaume Brune might be one of the least known marshals, as he was mostly left unemployed by Napoléon. Morbidly enough, his death seems to be most well-remembered (and documented).



His reputation as a staunch Republican, much like his fellow marshal Macdonald, brought him into conflict several times during his career, resulting in Brune being employed as an ambassador to the Ottoman Empire. If we rewind a bit, it should be noted that Brune served with distinction under Bonaparte in Italy, and while Napoleon was campaigning in Egypt, Brune successfully took command in Switzerland and the Netherlands, where he repelled a British-Russian invasion.

A checkered career
After Napoleon’s return from Egypt and during the subsequent coup, Brune was one of his closest advisors. However, even though he was a capable military commander, administrator, and diplomat, he seemed to keep on getting in the Emperor’s way. He, for instance, signed important documents with the “French Army” instead of the required “His Imperial Majesty’s Army.” Napoleon took this as a personal affront and sacked Brune.

Brune returned only in the end stages of Napoleon’s career, in the Hundred Days in 1815. Left unemployed and ignored by the new monarch, during Napleon’s last hooray, Brune rallied to him, gaining the command of the Armée du Var, defending Southern France against Austrian-Sicilian troops. With Napoleon’s defeat at Waterloo, Brune surrendered before being forced to return to Paris.

Going down fighting
During this ill-fated final trip, Brune was recognized by a royalist mob, who caught up with him at the gates of Avignon. Despite interventions from the mayor and local prefect, the monarchist population was intent on blood and followed the once-Republican military commander from house to house. Brune’s fate was doomed; not once losing his calm and even asking for weapons to fight back, the lynching mob at last cornered him in a hotel. As ladders were placed against the windows and the first rioters entered his room, Brune put ink on paper and wrote a last letter to his wife.



What happened next has been well documented. Pushing away a pistol with his bare hands, another one misfires before a third is pushed against the back of his neck and kills him. Brune’s body is snatched and dumped in the river, where it is used as target practice. Only two days later, the marshal’s corpse is recovered and buried. An inglorious but battling-to-end finish to a Napoleonic marshal.

Milestone BRUNE


Back to WARNO. What can you expect from the next milestone?



Two New Divisions

  • The U.S. 24th Infantry Division (Mechanized) with its contingent of National Guard units and vehicles.
  • The Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division) brimming with the latest Soviet Army equipment.
  • Read more about the two new divisions coming with BRUNE in this dedicated DevBlog.




New Airport Variants

  • The first of the new maps will be a new 1vs1 variant of the popular Airport map.
  • The second will be a massive 10vs10 version of Airport.
  • Check out more details about these new variants in the dedicated DevBlog here.




Until next week


All right, commanders, let’s get to it. We are keen to hear your thoughts on the BRUNE milestone. As always, keep the comments constructive and the feedback respectful.

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

Two new maps!

At ease, commanders!

We hope you are well. In today’s DevBlog, we will look at some more cool stuff coming to WARNO.

As you might know, we detailed two new divisions coming to WARNO in last week’s DevBlog: the U.S. 24th Infantry Division (Mechanized) with its sizable National Guard, and the Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division) brimming with the latest Soviet Army equipment.

The new divisions will come as part of the next milestone, named BRUNE. More details on this update in the near future. This milestone will also feature two new maps, which we will get their spotlight in today’s DevBlog!

A new battlefield


We continue to expand the range of battlefields on offer. A case in point is the recent Airport map, which we released a few weeks back. You guys seem to like it!



We take as much as possible community feedback on board when creating, updating, or improving existing maps. As is our practice, after each new delivered map is to check if any changes are needed.

Now, with Airport it is pretty clear the community’s desire to play the same map in 1vs1 and 10vs10 modes. Lo and behold!

Upcoming Airport variants


The next milestone, BRUNE, will feature both a 1vs1 and 10vs10 variants of Airport, with each of the versions designed explicitly for 20-player matches and do-or-die one-on-one duels.

Airport 1vs1
Creating a balanced 1vs1 experience is more challenging than it looks. It's a complex challenge in terms of level design, especially when we aim to provide a realistic environment that goes beyond simply mirroring the map into two parts. The 1vs1 version of Aiport required a complete reconfiguration of the Command Zones. Also, we needed to tailor the AI to use the new Airport variant in a 1vs1 setting.



There were a couple of key criteria:


  • Providing a sufficiently large play area allowing for tactical maneuvering and the possibility to outflank the opponent.
  • Smaller Command Zones that focus the player on key strategic points, such as buildings and industrial installations.




As always, we are keen to hear your comments. Depending on the feedback, we’ll integrate the new Airport variant into the maps available in Ranked mode.

Airport 10vs10
Now to the biggest new version of Airport: the 10vs10 variant! After some intensive rounds of internal testing, we found that the current layout of Command Zones for the 3vs3 Conquest version of Airport was pretty much ideal for the 10vs10 mode. We enlarged the deployment areas to accommodate more players.



The most challenging aspect of this variant was designing the AI behavior. We need to consider the optimal behavior to replace those who leave mid-game to ensure the smoothest experience for all those who remain.



Let us know what you think!

A finishing touch


The two new divisions we revealed in last week’s post are getting a final touch-up in the Eugen workshop. The Strike Team is testing them as we speak and will be allowed to stream them soon. Check out some of the upcoming new units below!





Until next week


That’s all for this week’s DevBlog. Tune in again next week!

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

Two new divisions!

Hello commanders!

We hope you are enjoying the fruits of our latest WARNO labor, a patch that addressed some of the most recent community feedback and player comments.

Of course, we would have loved to give you a bit more visibility of the hotfixes coming out of the Eugen kitchen, but as development and coding speeds along, things moved quicker than this weekly DevBlog could cover.

Regardless, with the latest patch out in the wild, let’s return to some other important WARNO matters at hand. As teased in our Roadmap, today is the day we’ll get to dive deep into the two new divisions coming to our World War III battle simulator! These new divisions will be added to the Pre-Order pack, free for all participants in the Early Access.

Strap in because this DevBlog will be a chunky one!

Introducing two new division


All right, plenty of speculation has been going the rounds, but unfortunately (or fortunately for us), this time you sleuths didn’t catch on to the divisions being tinkered with in the workshop.

Let’s welcome to the stage the U.S. 24th Infantry Division (Mechanized) and the Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division).



Both new divisions use a mix of existing units, new variants, and some fresh units held in reserve for the upcoming Army General campaign. They will also feature their own slot cost and availability per category. We aim to make these divisions distinct in their playstyle (more on that below).



So, without further ado, let’s check out what both NATO’s 24th Infantry Division and Warsaw Pact’s 27th Guards Motor Rifle Division have to offer.

U.S. 24th Infantry Division (Mechanized)


Unlike most of the other American divisions featured in WARNO, the 24th Infantry Division (Mechanized) wasn’t stationed in West Germany but across the pond in the good ‘ol United States. Earmarked for duty in Europe in case of war, the formation itself wasn’t a REFORGER division either (Return of FORces to GERmany), meaning it didn’t have any pre-positioned equipment waiting for it in the Federal Republic of Germany. Instead, this division would travel with all their materiel on ships, and this would have taken a few weeks.



For budgetary reasons, the 24th Infantry Division wasn’t kept at full strength. It only featured two regular infantry and tank brigades instead of the usual three. This means that the formation was kept at 60% strength. In case of war deployment, it would have been reinforced by an additional National Guard brigade, the 48th Mech. Infantry Brigade, Georgia National Guard.

A real-life example


A short intermission, but in real life, when the 24th Infantry Division and the 1st Cavalry Division (another reinforcement formation with a National Guard brigade) deployed for Desert Storm in Iraq in 1991, both divisional commands decided to not take their part-time soldiers with them. They considered them unfit for duty.



However, in our timeline to war, the Georgia National Guard will join the 24th Guards Infantry Division in their duty in West Germany. All the National Guard units will receive the Reservist trait and no veterancy. This not only concerns infantry squads and weapon teams, but also vehicles, including Abrams tanks, Bradley IFV, and the M109 self-propelled howitzer. To bolster the National Guard’s morale (or perhaps keep them in line), an entire military police battalion will be attached to the division, featuring larger new Command and “combat” MP squads.



U.S. 24th Infantry Division (Mechanized) in-game


What makes the 24th Infantry Division stand apart from its closest comparison, the in-game 8th Infantry Division (Mechanized)? The 24th ID’s infantry has been reorganized around the Bradley IFV (National Guard detachment included). Likewise, the division had already transitioned in its entirety from the M60 Patton to the M1 Abrams and was one of the few formations to use the M1IP Abrams during the Gulf War (but not the M1A1). This makes the 24th Infantry Division sort of “missing link” between the 8th Infantry Division (Mechanized) and the 3rd Armored Division.



The division itself only receives the AH-1A Cobra as helicopter support, but the Florida National Guard will reinforced the division with an attack helicopter unit containing AH-64A APACHE.



The 24th Infantry Division can call on strong air support, including a new variant of the F-15C air superiority fighter with AIM-7 Sparrow missiles, as well as the brand-new F-15E Strike Eagle with a tremendous LGB loadout! These very capable aircraft are supported by F-4 Phantoms (including Wild Weasel SEAD variants) and F-111 tactical bombers.


The National Guard in-game


As explained above, all new National Guard units will feature the Reservist trait and be veterancy locked. These new vehicle units are:

  • NAT. GUARD M1 ABRAMS.
  • NAT. GUARD M109A2.
  • N.G. M151A2 I-TOW.
  • N.G. M2 BRADLEY IFV.
  • NAT. GUARD AH-64A APACHE.



Most of the above vehicles will get a new camouflage scheme based on the paint job used by the actual 48th Mech. Infantry, Georgia National Guard during a training exercise in the Mojave desert in 1991.

New National Guard infantry units, be it recon, leader, or weapon teams including MANPAD, also deploy with Reservist trait and veterancy locked:

  • N.G. FIRE TEAM LDR.
  • N.G. FIRE TEAM (DRAGON).
  • N.G. FIRE TEAM (LAW).
  • NAT. GUARD SCOUTS.
  • NAT. GUARD M60 7,62mm.
  • NAT. GUARD STINGER.



National Guard units were usually at the bottom of the priority list for replacements, so they would go to war with older equipment. This includes M16A1 assault rifles (with smaller magazines, hence lower RoF), M60 squad machine-gun (same here), Dragon 1 ATGMs, I-TOW, M14 battle rifle, Stinger A, etc.

Other new units


The 24th Infantry Division will also feature a bunch of new units, including:

  • M548 armored supply carrier.
  • MP LEADER. A large infantry squad with Leader, Security, and Military Police traits, fielding a mix of M16 and M14. Lacks AT.
  • MILITARY POLICE. Likewise, a large fire support infantry squad with Military Police trait, armed with M16 and M14, plus two M60 machine guns. No AT.
  • F-15C [AA2]. As mentioned before. Armed with 4x AIM-7M Sparrow and 4x AIM-9M missiles.
  • F-15E STRIKE EAGLE. This state-of-the-art plane comes with 4x GBU-10 and 4x AIM-9M missiles.



U.S. 24th Infantry Division (Mechanized) in short


One of the 24th Infantry Division’s key features is that about a third of its strength is made up of National Guard units. This makes the division to closest to a “reserve” division as found with our other nations in WARNO.

For instance, you’ll get to choose between regular Fire Teams with the M2A1 Bradley or the less experienced, but cheaper, Nat. Guardsmen fielding older small arms in M2 Bradley (both of the latter units featuring the Reservist trait).

The U.S. 24th Infantry Division (Mechanized) will feature a mix of quality and quantity. Ample access to Infantry and Tank, but less promising in the AA and ART tab compared to the 8th Infantry Division. Air, however, will prove to be more than capable.



Soviet 27-ya Gv. Motostrelk. Div.


NATO had its turn, now onwards to the Warsaw Pact, specifically the Soviet 27-ya Gv. Motostrelk. Div. or in plain English, the 27th Guards Motor Rifle Division.

Together with the in-game 39th and the 79th Guards Tank Division, the 57th Guards Motor Rifle Division, the 27th was part of the Soviet 8th Guards Army. This strategic formation would be the one to strike first in any Warsaw Pact offensive through the Fulda Gap.



Although this happened during Perestroika and the subsequent reduction of forces, the 27th Guards Motor Rifle Division was scheduled to be reorganized by the end of the Cold War. The formation was designated a testbed for the “Division ‘90” concept. This was a Soviet prototype Order of Battle, including an adapted Table of Organisation & Equipment. It would serve as a model for all Soviet divisions going into the next decade. Of course, this never came pass; in our history, however, things took a different path, and the transition to a “new style” 27th Guards Motor Rifle Division did take place.

”Division ‘90”


The “Division ‘90” concept implied a reduction in divisional strength, with one out of three infantry regiments being disbanded. This would mean minus three infantry and one tank battalions compared to a than a standard motor rifle division. But a single independent motorized infantry battalion equipped with BTR-80 wheeled APCs would replace one of the removed infantry battalions. So, the total reduction would be two infantry and one tank battalion. We will represent this in WARNO with the availability of slots in each category and their costs.



Reducing the manpower meant that 27th Guards Motor Rifle Division could get rid of most of its obsolete equipment, concentrating its soldiers on the most efficient pieces of materiel. This includes state-of-the-art new weapon systems available or given for testing, or the latest improved variants of existing ones.

Soviet 27-ya Gv. Motostrelk. Div. in-game


Several new units will find their way into the division in WARNO. This includes:



  • 2S3M1 Akatsiya. The same self-propelled howitzer but with the ability to fire Santimetr CLPG (Cannon Launched Guided Projectile). This capability results in a corrected shot with pinpoint accuracy. The division keeps the same number 2S3 as any other Soviet division, but half will be the new 2S3M1 variant.
  • 2S29 Nona-SVK. The same 120mm gun-mortar as the 2S9 Nona, but mounted on a faster (and more fragile) BTR-80 chassis.
  • 2A36 Giantsint-B. This is the new 152mm howitzer entering service in the Soviet Army in the late ‘80s. Although restricted to dedicated artillery divisions or brigades, the 27th Guards Motor Rifle Division got to replace its older divisional D-20 howitzers with these newer pieces.
  • 2A45 Sprut. A 125mm tank gun used as a towed anti-tank gun, replacing the MT-12 Rapira 100mm. Let’s say that not all new equipment is always better. In this case, the new gun was unable to shoot ATGM rounds, plagued with bad aiming sights, and featured limited range. The 2A45 Sprut does have the ability to fire the T-80U’s DU rounds. This means that this gun can still be a (very) nasty surprise for anybody getting too close for too long!
  • Konkurs-M. Although no archive clearly states that the 27th Guards Motor Rifle Division welcomed the improved Konkurs-M within our timeframe, this upgraded variant was tested at the time and was to be adopted soon after 1989, despite the fall of the Soviet Union. The new ATGM variant shares the same stats but improved accuracy and a significant increase in penetration.
  • BRDM-2 Konkurs-M. The dedicated ATGM carrier is like its predecessor but fires the improved Konkurs-M as described above.
  • MT-LB Strela-10M3. The same vehicle as its predecessor, but with a missile that is more accurate, more powerful, and with extended range.
  • Tor. The 27th Guards Motor Rifle Division was one of the first divisions to receive this brand-new SAM. The Tor would replace the Osa SAM vehicle, improving on it in many ways: more missiles, higher accuracy, greater anti-helicopter range, and more resilience because of its tracked chassis.And we create a special FX (visual and sound) to feature its specific vertical missile launch.




The 27th Guards Motor Rifle Division also features a bunch of other changes, new weapons, unit variants, and more.


  • A general change to the infantry weapons fielded in the division means that disposable RPGs replace the old RPG-7. All the formation’s infantry will be armed with either the small RPG-18 or RPG-22 (for Engineers, Scouts, and Leaders) or the more powerful RPG-26 and heavy RPG-27 (BMP and BTR infantry).
  • Although the division features some BMP-1, most of the 27th Guards Motor Rifle Division IFVs are BMP-2 and variants. Some dedicated “assault” versions have been included: the BMP-2AG with an AGS-17 grenade launcher and the BMP-2D, up-armored but lacking its amphibious ability. The Mot. Razvedka will also have access to the new Razv. BMP-2.
  • There will be BMP-2K and BTR-80K Command variants.
  • Finally, we have attached a new aircraft to the division. This plane would only gain fame a decade later, in real life, but had already gone through testing and been approved for service in 1989. A dozen models had been built by this time. After the fall of the Soviet Union, and the fact that the factory building the aircraft was located in Georgia, delayed the production by a decade. This plane is the T-8M, later renamed the Su-25T. This reshaped variant of the Su-25 was dedicated to anti-tank warfare, carrying 16 Vikhr AGMs (firing them in pairs ingame) as well as two AA self-defense missiles.
  • Some of the new equipment found in the ranks of the 27th Guards Motor Rifle Division were only cosmetic, with the division’s soldiers entirely dressed in the new TTsko camouflage uniforms. All infantry and crew-served units will feature these new redesigned models.
  • Note that all the above “same vehicle as predecessor” will feature the new three-tone camouflage paint job to set them apart from other units in the same series.




Soviet 27-ya Gv. Motostrelk. Div. in summary


As you can see, the 27th Guards Motor Rifle Division will have access to some of the latest hardware to be deployed in the Soviet Army. The division’s major strengths will be its strong infantry and potent artillery. Armor is basic, with all the tanks being the T-80BV variant.



In terms of slot availability and cost, INF features powerful new variants and armored vehicles, but with category slot availability, although better than the 79th Guards Tank Division, below the 39th Guard Motorized Infantry. ART will have plenty of slots. AA will likewise have good availability and very powerful medium SAM units, especially useful against helicopters. However, long-range heavy SAMs are lacking, and no cheap short-range AA, except for MANPADs.
REC, TANK, LOG. AIR are pretty standard, and the HELO is rather basic.

WARNO Armory


Before leaving you, we wanted to spotlight another community-made website that is very useful for unit and weapon comparison purposes, patch notes, division analysis, and more!

WARNO-Armory (www.warno-armory.com) is developed by a passionate WARNO fan by the name of Reaktor 4. Starting as a basic tool, it has grown steadily over the last year, intending to help new and veteran players better understand the game.



Providing insight into WARNO is done through several major features.

Patch History
Players can view every iteration of WARNO since v85396 Suchet. You can even compare units across different patches to see how they changed.



Unit List
A comprehensive list of units is included in the WARNO-Armory, which you can filter by nation, division, role, or name. Unreleased units or units available only in scenarios can also be viewed. Hidden and calculated stats can be checked as well.



Stat Ranks
Furthermore, every stat in WARNO-Armory is ranked and compared to other weapons and units of its type.



In case you want to know more, WARNO-Armory provides a host of information. Just hover over something for more details.

Deck AnalyzerTM
Apply the cumulative knowledge of some of the best WARNO players to help you make a better deck. Deck Analyzer shows a breakdown of your division’s deck capabilities while also telling if you overstuffed your build with too many high-cost units.



WARNO-Armory is still under active development, so expect things to change and improve. If you’d like to support the site, consider joining our Discord at https://discord.gg/qtEupF69Ct.

Until next week


We love to hear and read your constructive and knowledgeable commentary and feedback! The positive comments made by many of you, across all our channels in recent weeks, towards the game and our development team, have helped us make a better WARNO. Thanks! Keep it calm, cool, collected, commanders!

You can always join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

As always, see you on the battlefield, commander.

v.104884: Patch notes

Code fixes


  • Fix bug with airplanes staying Routed after evacuation
  • Fix launch battle timer not showing
  • Fix some issues with airplanes gatling not firing on ground targets

Data fixes


  • Recon values fixed

Nato forces


  • FistV no longer get the GSR trait
  • Fixed Leopard 2A4 availability to 2/1/- as intendend

Pact forces


  • Change BM30 weapon trait to CLUSTER instead of HE as intended

v.104641: Patch notes

As a foreword ...


First, we would like to apologize for the delay taken by the patch to be released. Unlike what some may have been commenting on the forums lately, we didn't turn a blind eye on the previous patch's issues, nor are we deaf: we've been hard at work fixing them. But videogame production doesn't run as smoothly as one may think, and building this patch proved more troublesome than expected. We intended to have delivered it earlier this week, at the latest yesterday, but new issues were found and had to be fixed.

A videogame studio isn't a single-minded entity, but made up of several teams working together, but not on the same tasks. i.e. 3D modelers have nothing to do with balance or fixing bugs, and improving models doesn't delay or speed up balancing. Or DevBlog being written at least a week in advance, therefore assuming the patch would have been released by then, hence not mentionning us working on it. Nor were we 100% sure the patch could be build and finaly released today, hence we couldn't announced it yesterday.

Be sure that, even if we can't reply to each and every one of you, we are reading your feedbacks and are aware of issues, and are fixing them as fast as we can. Sometimes it just takes more time than expected ...

Tutorials


  • Infantry - Advanced Combat : Rebalancing of the tutorial's difficulty, that is now way lower.

Features


  • Added a button in the deployment panel, which allows you to target units that do not have active orders. This avoids forgetting to give orders to units in the deployment phase.

Code fixes


  • Fixed unit statistics, which were sometimes red in the unit information panel
  • Fixed a crash that sometimes happened on the end of game screen, when a unit was killed by critical damage
  • Fixed a crash on the Hold Until Relieded operation
  • Fixed a crash on Vertigo 1v1 Duel, when destroying a building occupied by infantry in combat
  • Fixed an issue where you couldn't choose your deck after receiving an invitation

Data fixes



  • Autocanons behaviour and stats reverted to pre-McDonald update status
  • Sligtly reduced dispersion for all Rocket artillery
  • SMG reverted to their previous stats, before McDOnald milestone
  • All Rocket launcher artillery get +5% damage and suppresion splash
  • BM21 & MF70 price decreased to 210pts, Napalm decreased to 210pts, Grad-V increased to 155pts
  • M270 MLRS & MARS price decreased to 320 pts
  • All SP mortars (except NONA) price decreased -5pts
  • Sniper Rifles and Designated Marksman Rifle damage set to 0.15HE
  • Designated Marksman Rifles accuracy set to 45%
  • All mounted MMG and HMG now display accuracy by salvo
  • Mounted MMG accuracy set to 55% / 15%
  • Mounted HMG accuracy set to 50% / 10%
  • MMG tripod accuracy set to 55%
  • HMG tripod accuracy set to 50%
  • Automatic Grenade Launcher now display accuracy per salvo
  • Automatic Grenade Launcher HE set to 0.5 for 30mm, 0.7 for 40mm
  • Automatic Grenade Launcher salvo set to 5 rounds
  • All Tank canon get +10% suppress splash
  • Adjustment of precision bonuses for sucessive shots.
  • Damage splash and suppress radius adjustment
  • Increased bomb drop speed by 10%
  • Aim time for howz and mortar increased
  • Adjustements for damage and suppress radius
  • All wheeled and tracked mortars cost reduced by 5 (except Nona)
  • Mirage III hp reduced to 8
  • Mig-21 hp reduced to 8
  • Harrier hp reduced to 8
  • F104 hp reduced to 8
  • Alpha jet hp reduced to 6
  • Gina hp reduced to 8
  • Amphibious vehicle speed raised by 25%
  • LMGs benefit from a distance-based accuracy bonus.
  • Complete cluster rework with clarified UI explanation
  • Brought back AMX-10 VOA, BRDM-2 & SONDERWAGEN to pre-Macdonald setting: no GSR trait nor Para forward deployment.
  • Brought back VAB RASIT & FUCHS RASIT to pre-Macdonald setting: no Para forward deployment.
  • Cohesion effect ajustements
  • Shock trait speed bonus deleted
  • Resolute trait reduce suppress taken by 15% instead of 25%
  • Reservist trait reduces accuracy by 5% and raises aim time by 10%
  • Fuel supply cost is reduced by 50% and all units consume -15% fuel
  • Aircraft repair time reduced by 10%
  • Air rocket supply cost reduced by 1/3
  • Forest protection is now 35%
  • Building protection is now 50%
  • Optics power increased by around 10%
  • Fine rework on ATGM reload time
  • Smoke activation time is now 0.5s
  • GSR trait requires 10 seconds without movement to activate
  • Corrected error on satchels: they no longer damage allied units
  • Increase autocannon accuracy by 15%, increase HE power by 50% and suppress by 15%.
  • Reduction in rocket supply costs
  • Bombers reload time reduced by 20%

Nato forces


  • US infantry squads replace their M60 machine-gun with M240B (same stats, new model but MAG placeholder silhouette) but: Army (not Airborne) Engineers & MPs
  • Decreased infantry squads' M60's RoF slightly
  • PZ.GRENADIER (M113) price +5
  • PZ.GRENADIER (Marder) price +5
    11e DP
    • ERC90 SAGAIE availability set to 3 cards

Pact forces


  • All BM-21 and RM-70 get +50% RoF
  • East-German BRDM-2 renamed SPW-40P2
  • Renamed 2S9 NONA's gun 2A51 and reduced its ammo loadout from 30 HE & 7 AP to 18 & 7 (25 max IRL)
  • 2S7M Malka salvo raised to 3
  • SICHERUNGS price +5
  • JÄGER price +5
  • Increased 2S9 NONA's HEAT round's penetration from 14 to 20 + price increased from 85 to 95
    39th & 79th
    • BM21 availability reduced to 1 card

Model & FX improvements

Hello!

We are back with another DevBlog! As teased in last week’s WARNO Roadmap, part of the team is working on a visual overhaul of several unit models.

As you might know, we previously reworked the Soviet tank models (T-64, T-72, and T-80) because they were the first done for WARNO but didn’t have the high level of detail we originally envisioned. With those out of the way, it’s time we started repainting some NATO units.

Let’s look at what’s happening in WARNO’s paint and model workshop.

M60A3 (TTS)


One of the models we worked on over the summer is the American M60A3 (TTS). The original M60 was an older generation main battle tank that, during the 1960s and 1970s, was a mainstay in the American and allied forces. By the late Cold War, the tank had been superseded by the more modern M1 Abrams. However, the M60 received continuous upgrades and a host of different variants during its service life, with the M60A3 introduced in 1978. Top brass saw this particular version as a stop-gap measure until the more advanced Abrams could be fielded in sufficient numbers. The M60 kept being in service in the U.S. Army and Cold War allies, including other NATO countries, for the duration of the Cold War and beyond.



The M60A3 was one of the most modern variants fielded in the 1980s, with the (TTS) designation meaning Tank Thermal Sight. This sighting system is also one of the more notable visual upgrades we implemented in our in-game model. The AN/VSG-2 Tank Thermal Sight with its new “eyelid” sight cover, coupled with the prominent weather sensor in the rear, exemplifies the significant updates linked to the M60A3 (TTS).



The AN/VSS-3 spotlight was removed, and its power outlet on the turret roof was welded down. In its place, a spare bogie wheel is carried in case of mines. The tank bogies themselves were upgraded, being lighter, smoother, and without structural ribs. Furthermore, the gun barrel is covered in a thermal wrap. The updated tracks stem from the RISE program, enabling better performance on asphalt. The new visuals of the M60A3 (TTS) will also be paired with a balance pass favoring the medium tank meta in WARNO.



Bradley Series Update


While working on detailing the Soviet tank models, we already eyed the Bradley series of Infantry Fighting Vehicles as one of our next targets. We found that these well-known units looked less than stellar compared to some of our models.



We also realized that the main variant in-game, the M2A2, only represented under 10% of the total Bradley fleet deployed in Europe. Its predecessor, the M2 (aka M2A0) and M2A1, were much more widespread.



To better reflect this reality on the ground, we will significantly boost the Bradley series. We currently only feature the M2A2 IFV and M3A1 CFV (Cavalry Fighting Vehicle). After the rework, WARNO will have:


  • M2 Bradley, with the same stats as our current M2A2, but only capable of firing the I-TOW.
  • M2A1 Bradley, which will have the same stats and weapon load-out as our current M2A2.
  • M2A2 Bradley, which will have been heavily up-armored compared to the current stats.
  • M3 Bradley, which will feature the same stats as our current M3A2, but only fire the I-TOW.
  • M3A1 Bradley will remain unchanged in stats and weapons.
  • M3A2 Bradley which will be a heavily up-armored variant compared to the M3A1.




The M2A1 Bradley will replace the current M2A2 version. This is just a nomenclature change, as the unit will feature precisely the same stats. Meanwhile, we’ll also reintroduce a new, remodeled, and up-armored M2A2 to be featured in limited quantities with our NATO U.S. 3rd Armored Division.

FX Improvements


Next to the new visual models, we have also put some time and effort into improving the FX and special effects. Such as?




  • Removal of older 2D textures (as requested and promised) and updating volumetric FX. This means we replace a single animated particle with several smaller ones for better rendering. We will also rework all impact/crater FXs alongside this.
  • New fire and napalm effects.
  • New unit death effects.
  • Reworking planes and helicopter crash FX.
  • Reworking tracer bullets for machine guns and autocannons.
  • Additional variety with cluster weapon impacts.
  • Optimization of some bombs FX.


Please note that some of the above FX improvements have already entered the game. We are keen to know if you’ve noticed them. Adding the other special effects is, of course, an ongoing task!



New M240B model


Another not-entirely-cosmetic change is the introduction of the American M240B squad machine gun. Although already in service with the USMC, it was in the process of replacing the M60 “Pig” in U.S. Army squads as well in the late 80’s. How fast? To which extent? Hard to tell…

At first, we decided to retain the good ol’ M60 for all American squads, but we’ve given it a second thought. That’s why we modeled the new M240B, a variant of the Belgian FN MAG, and replaced the M60 for all American squads except (Army, not Airborne) Engineers and MPs. The M240B gets the same stats as the current M60 or the British L7A2 (itself a variant of the FN MAG), so this is mostly a cosmetic change.



Meanwhile, the old M60 still used in infantry squads (not the tripod-mounted HMGs) will get a small RoF nerf. Although its performance was roughly the same as the M240B, the M60’s main issue was unreliability, being much more prone to malfunction and in need of rearming manually.

Until next week


That’s all for this DevBlog. Let us know what you think!

You can always join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander.

Back in Action and Roadmap!

Hello there,

It’s good to be back! We weren’t idle in August (as our milestone MACDONALD attests). Our surprise attack from last week has clearly kicked up some hot late-summer dust with the update, maps, weapon, unit rebalancing (more to come), and whatnot.

It’s not always easy to please everyone, but keep in mind that the whole Eugen team is again hard at work on WARNO. This leads us to today’s DevBlog: a roadmap and a glance at what the future holds for WARNO.

WARNO’s Foreseeable Future


Let’s take a moment to mention that the Eugen team is hard at work at getting WARNO in tip-top shape.

For new players and veterans, our game is in Early Access, which means it is in development and an active work in progress. We might add things, change them, move or remove, update, balance, and rebalance; right now and in the future, WARNO will evolve in an upward line - and this takes time. We need your feedback and support to make it a better game, but we don’t need trolling or disrespectful behavior.

For you commenting about the excessive time the devs need, or “what about this feature?” or an “X unit or X weapon is unbalanced,” or “too much time spent on writing DevBlogs,” please have a bit of patience and understanding.

We know that the game’s full release has been delayed longer than expected. This is because of increasing scope, new content, and adding features, mostly based on community and player feedback. We want to make WARNO the best possible game. And yes, we are aware that some people are growing impatient, but we can assure you that we aren’t slacking. That’s why we have something new for you (check the roadmap further below to find out).



The small Eugen team has lots of love, heart, and mind for WARNO and its community. We want to keep on making WARNO authentic, exciting, and most of all, fun. And this takes time. Respect each other and the developers, and play it calm, cool, and collected, commander.

WARNO’s Roadmap


So, what can you expect? Treat all the following as active development, meaning release dates and times might be subject to change.

Army General campaign
Your prayers have been heard (and answered) as the very first Army General campaign, Bruderkrieg, will be released in the not-too-distant future. Yes, we know, no firm date, but Bruderkrieg is coming along nicely. Not only that, we are making good way on the other four major Army General campaigns!



Urban Map
We teased a smaller urban map some while ago. After copious amounts of testing, it proved that this particular map was too small for a multiplayer game. Instead of discarding it, we are incorporating it into a Army General-enabled version (so only to be encountered within this mode). Furthermore, we are making a larger, multiplayer variant based on the original urban map.



And while we are at it, we have launched the production of several other urban maps. More to come!

Next Rebalance
Ah, yes, more rebalancing! As the new MACDONALD milestone introduced a whole host of rebalanced mechanics, units, weapons, and more, not all was done in time. Another batch of improvements will make its way to WARNO soon!



Among other things, you can expect to be updated with successive shot correction and dispersion, cluster bomb reworks, veterancy system rework, ATGMs updates, optics, traits, cover adjustments, and much more. The second balance pass also lets us address any feedback from the first batch and additional QA. Not to worry, some fixes to new and existing issues and bugs are incoming as well.

Model Rework
A new unit makeover is on the way! We have reworked several (older) models, including the Soviet T-64, T-72, and T-80 models. Now we turn our gaze to some other units, and we have already started improving some, beginning with the American M60A3 (TTS).



Two New Divisions!
And… surprise! Two new divisions will find their way into WARNO!

We will add two more divisions to give something to all of you who have shown patience and support during WARNO’s Early Access. They will use a mix of existing assets, some of which are only present in Army General. We will focus on making these two divisions stand apart from the current divisions in concept and playstyle.



We are back in action


That’s all. Let us know what you think.

You can always join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

Be respectful of your fellow players, the community, and the developers. See you on the battlefield, commander!

v.103437: MACDONALD Patch notes

Maps


  • A building was ungarrisonable on Darkstream. It is now garrisonable as other buildings.
  • Added 3 maps: BlackForest 1v1 Duel, Vertigo 1v1 Duel, Airport 3v3 Destruction

Operations


  • New British Operation Hold Until Relieved

Code fixes


  • AI planes are now more cautious, and don't kill themselves when the threat is too high
  • Fix a crash on Airport map occurring when destructing some specific buildings
  • Fix possible black screen when viewing old replay
  • Fixed the number of saves and replays displayed in the Load menu
  • Fixed display of experience gain in end of game screen
  • Improved AI driven commander capture missions
  • Fixed transport choppers following a path on the ground instead of flying in a straight line
  • Fixed "Disable sound when out of focus" option not working for ambient sounds
  • Fixed AI managed command units not being able to capture some too small command areas
  • Improved napalm avoidance by AI units
  • Improved aircraft autostrike, when multiple valid targets are present
  • Fixed shifting of objectives in tutorials and in operations, when moving the camera

Data fixes


  • Fix ATGM being stuck in "aligining" state and not firing
  • Overall pass on pricing (70+ price change)
  • Overall pass on units availability (80+ changes)
  • Overall pass on Howitzer aim & rof, depending on caliber value. Globally, aim time reduce, but RoF reduced
  • Howitzer splash damage and suppression increased by 6%
  • Overall pass on mortars aim & rof, depending on caliber value. Globally, aim time reduce, but also RoF reduced
  • All mortar suppression decreased by 15%
  • 81mm mortars HE set to 1
  • 107 to 102mm mortars +3% damage and suppress splash radius
  • Rocket Artillery rof and aim time modification depending on caliber / role (better aim time and rof, but reload time increased)
  • All Rocket Artillery supply cost +20%
  • Overall pass on Rocket ARtillery damage and splash, on par with caliber
  • Cluster Rocket artillery now have slightly better chance to start a fire in the surroundings
  • Overall pass on planes canons & gatlings, harmonizing outputs (mostly nerf)
  • Corrected ADEN 30 canon typo, to ADEN 25 (mm), as it should be
  • All planes (except A10 & Su25) turn rate radius -18%
  • All planes speed -6% (except A10 & Su25), but Harrier get +5%
  • All planes get +40 seconds flight time
  • Overall pass on plane pricing (80+ modifications)
  • Fix an issue on several plane rocket pods having too much travel
  • All HE bombs get +6% damage and suppress radius
  • All LGB bombs accuracy increased to 90% and dispersion range decreased
  • HE and Napalm bomb (x2) accuracy increased to 75%
  • Overall pass on spaags, HE and suppression slightly decreased (only 20mm increased)
  • Removed the sorting shots for all spaags from 20mm to 57mm
  • Changes on 12,7mm and 14,5mm HMG, dealing a bit more damages on light armored vehicles
  • All units using 12,7mm HGM, +5 pts increase
  • Small weapons HE and suppression increase, based on caliber : SMG = 0,04 and +1 supp, Assault Rifles = 0,045 and +1 supp, Battle Rifles = 0,05 and +1 supp, Light Machine Gun 5,56mm = 0,135 and +2 supp
  • All Assault Rifle, Battle Rifle,and LMG got +5% accuracy
  • Remove sorting shots for 7,62mm MG and SAW
  • 7,62mm MMG stats, infantery / vehicles / helos, harmonized
  • All MMG aim time increased to 2 seconds
  • All HMG aim time increased to 2,25 seconds
  • Sorting shot for HMG deactivated
  • HMG aim time raised to 2,25s
  • HMG 12,7mm, HE raised to 0.25, damage splash reduced
  • HMG 14,5mm, HE raised to 0,27, suppress splash reduced
  • All HMG get +4 suppression
  • LMG / MMG / HMG minimal range reduced
  • Grenade launchers time between shot increased to 0.7s
  • Grenade launchers minimal range increased
  • Grenade launchers suppression +15%
  • Decrased availability of HMG / MMG teams
  • Autocanon (ground) time between shot increased 20mm : 0,55s, 25mm : 1,05s, 30mm : 1,3s
  • Removed sorting shots for all Autocanons
  • Overall pass on Autacanon HE : 20mm : 0,40 / 23mm : 0,43 / 25mm : 0,45 / 30mm : 0,50
  • Pass on some recon prices (mostly helos)
  • Increased S-24 rockets' damage by 15%
  • 5mm SMG outputs (HE, supp, splash...) are now on par with5mm Assault Rifles
  • All SMG salvo lenght decreased to 4
  • All Assault Rifles & Battle Rifles, +33% ammo
  • All carried inf LMG get +15% ammo
  • All mounted MMG get +50% ammo (approximately, depending on model)
  • All mounted HMG get +25% ammo (approximately, depending on model)
  • All HMG/MMG dedicated teams now show accuracy per salvo
  • SMG range set to 475m ground, 425m Helos
  • All SMG aim time set to 1s
  • SMG now display accuracy by salvo
  • All SMG accuracy decreased by 15%, (except carbines)

Nato forces


  • Change Lynx AH MK1 MMG, better range and behaviour, on par with vehicles MMG
  • Up M47 Dragon ATGM suppression, on par with others ATGM
  • Reduce all M270 MLRS and MARS availability to 1 unit per card
  • BRDM-2 (reco) availability reduced to 4/2/1
  • M113 Green Archer (reco) availability increased to 6/4/2
  • AMX-10 VOA get GRS trait and Forward Deployment
  • M981 FistV get GSR trait and Forward Deployment
  • Sonderwagen get GSR trait and Forward Deployment
  • Green Archer get Forward Deployment
  • VAB Rasit get Forward Deployment
  • Fuchs Rasit get Forward Deployment
  • Decreased ERC-90 SAGAIE's optics from Normal to Mediocre, on par with other tanks

Pact forces


  • Mi-8MT [UPK] accuracy divided by 2
  • D-44 canon rof reduced to 10
  • Fix & increased JakB gatling range, on par with its counterparts
  • BRDM-2 (reco) get GSR trait and Forward Deployment
  • Pionier, Pionier (Flam), saperi and saperi (RPO) availability changes depending on deck
  • TO-55, T-62M, T-64BV, T-80B availability per card reduced
  • Decreased SCHWIMM.PZ. PT-76B's optics from Normal to Mediocre, on par with other tanks

    Zentrum
    • Vopos, K.D.A, GR-MG20mm, FS-Jager (metis) availability reduced to 1 card