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

Warno

Sound Design

Hello commander!

We hope you are well. While the team is hard at work on the next WARNO milestone, we wanted to take the opportunity to highlight a lesser-known (but critical) aspect of our game.

Today is the day that we talk about sound design!

Some of you might have noticed, but we worked long and hard on upgrading the audio and sound design of WARNO, taking it to entirely new levels. We feel that WARNO’s soundscape is a massive step up from our previous titles in every way.

Before we dive in, some news from other fronts!

DAVOUT’s missing models


We are busy at work incorporating the missing models from DAVOUT into WARNO. Specifically, the light Mil Mi-2 helicopter for the Warsaw Pact, and the West German variant of the ubiquitous M113 armored personnel carrier.



Let’s talk about sound!

Engines and weapons


Sound in games: you might not think about it, but it is such an essential part of the overall game’s immersion that if it’s not “right,” it can quickly break a player’s experience. We always aim to get the highest degree of authenticity in our games, and sound design is equally important to graphics or gameplay.

To establish the greatest immersion possible, we did extensive research on late 80s Warsaw Pact and NATO units to ensure that every vehicle sounds real. Unlike previous titles, there is no "generic vehicle sound" in WARNO.

This means that almost every vehicle family, be it soft-skinned or armored, plane or helicopter, uses audio from its real-world counterpart. This is true when moving, stopping, engine idling, and even when rotating the turret. Listen for yourself:


https://youtu.be/jD571ev0n8c
And that's not all. The same principle applies to weapons. Different guns mean different sounds. Check by yourself.


https://youtu.be/S9nAurJy2Gk
We didn't stop there. Some weapon systems work in rather exotic ways, which results that the sounds they produce can be pretty unique. We took the extra care to ensure those weapons got the (sound design) love they deserve.

For example, the distinct puff of the Dragon ATGM has been faithfully copied in-game:


https://youtu.be/rNCHuk2TfPs
The intimidating plane-equipped MW-1 cluster dispenser, courtesy of the Luftwaffe, also received extra attention:


https://youtu.be/fUDvoTHof7E
While this dedication to realism means more work, we believe it is very much worth the effort if it means to immerse our players fully on the battlefield. That's not all!

Spatialization


To reflect the importance of sound when designing our games, the audio part of our updated engine, used for WARNO, has been completely reworked. We took great care in creating a believable and realistic soundscape, starting with something called spatialization.


https://youtu.be/GuYD2aVVsV0

https://youtu.be/NskfzImCQE8
With our revised engine, we can now modify sounds as the distance between them and the camera changes. Now, let's mix it all together.


https://youtu.be/FhmkI70hrCc
Can you hear the explosions getting muffled as the camera moves further away?
Pretty cool, right? Well, we have one more thing to show you.

New Community Tournament for WARNO


Before we leave you be, a short message from our community. The SD League is hosting a new Tournament Series for WARNO! The 1st Monthly Tournament is a casual 1v1 Tournament event in which players don’t get eliminated, as well as being matched to other players with the same skill level in later rounds. The SD League intends to make this an ongoing series for WARNO, with each month featuring a new iteration (and potentially with changing rule sets from time to time).

Any player interested in joining can find more information in the Google Doc or join our dedicated Discord server.

See you on the battlefield


That’s all for this week!

Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on the excellent Discord server and the new Reddit page, as well as their Instagram.

See you, commander!

WARNO - Milestone DAVOUT release

Rejoice, commander!

Make way for the DAVOUT update coming hot to WARNO, bringing you two new nations (Cold War-divided Germany on either side of the coin), two new divisions, and a brand-spanking new map, Geisa!

We know you have been eagerly awaiting this moment. So while waiting for downloads and updates, keep reading for a recap of all the good stuff coming in hot with DAVOUT!

DAVOUT Recap


First things first: as we previously explained, one reason for the DAVOUT milestone coming a little later than excepted was because of a large chunk of modeling that had to be done. All the Bundeswehr’s units needed to be readied within a very short amount of time.



All done and dusted, what can you expect? Of course, the Germans have arrived in full force. Some individual units were teased in our previous NEY milestone, but DAVOUT features the first complete pair of German divisions, armored no less, from both NATO’s Bundeswehr and Warsaw Pact’s Nationale Volksarmee.

  • The West German 5. Panzerdivision brings a host of new units, from the Leopard 1A5 to the powerful Leopard 2A3 MBT, Marder IFV, Panzergrenadier infantry, Alouette II recon helicopters, Unimog trucks, Marder Roland SAM and Gepard 1A1 SPAAG amongst other. The Luftwaffe deploys its share of airplanes, including the F-104G fighter and the state-of-the-art Tornado IDS strike aircraft.
  • The East German 7. Panzerdivision is well-trained but uses slightly older equipment, including “vanilla” T-72 and T-72M, as well as T-55 variants such as the modernized T-55AM2 and T-55AM2B. Other units are ZSU-23-4 Shilka SPAAG, Czech-made RM-70 MLRS and T813 supply trucks. Air support is provided by Su-22M-4, MiG-21PFM and MiG-23MF.



The West German M113GA1 currently uses the American counterpart model. We are aware and will fix this as soon as possible; the specific model is still being worked on. Another known omission is the WarPac Mi-2 helicopter: this model is currently not ready. In the meantime, it is being replaced by an armed Mi-8 in the transport role.

Mind you, the German dialogue and acknowledgments are currently not fully integrated. However, this is planned to happen soon!

A small disclaimer


Please note: the national squad leader's names are presently placeholder and will remain so until WARNO’s official release. We will open recruitment lists for each nation at a specified time in the future.

If you are unfamiliar with this practice: the recruitment list is a nice little Eugen tradition harking back to the Wargame series and which we continued with Steel Division 2. It means that players can provide their name suggestions - with some caveats and only if they are authentic to the requested nation. It also means you get to have your own name in the game! When the recruitment drive spins up, we’ll let you know!


New Geisa Map


DAVOUT update also brings a new battlefield for you to play in. The new Geisa map is featured in 4v4 only for now, but we are testing it in 10v10 too. We'll keep you updated. We previewed WARNO’s 6th map previously in this blog post here.

Geisa is massive, it being 12 kilometers wide and 9 kilometers deep (Loop 10v10 is 6 km deep in comparison). It is relatively plain, but with three elevated locations in the center. We designed the map to give you plenty of different tactical options depending on the topology: from mountains to forests and some small lakes. Don’t be lulled by the swooning late summer atmosphere (and lightning) - some brutal battles are bound to happen.



DAVOUT patchnotes


Check out DAVOUT’s patchnotes here!

MAPS:
  • New map Geisa available in 4v4.

FEATURES:
  • Changed the icon of command points in the zone to match the one at the top of the screen.
  • Added more audio cues in the menus.

FIXES:
  • Fixed unit labels being invisible when multiple units are in the same building and when using the "Diplay unit names only" option. Note: right now we're displaying the icons. We're working on displaying the names instead.
  • Fixed some units not stopping to fire on targets when in Hunt mode and when Smart Hold Fire was enabled.
  • Fixed helicopters not taking into account their altitude to determine their line of sight.
  • Fixed "Short" on-foot pathfind being the fastest route instead of the shortest. Infantry will now follow straighter paths instead of avoiding forests.
  • Fixed pinning a unit in the Armory not working as intended.
  • Fixed most cases of helicopters flying through forests. It will still happen on short distances (<500m).
  • Fixed a rare bug that would make it impossible to select units.
  • Fixed disappearing decks at first launch after an update when a used unit had some changes (for instance, Veteran XP not available anymore to a unit). Now only the affected unit will be deleted from the deck.
  • Fixed the Mi-24V [RKT]'s rocket loadout from 10 to 20 (as fitting the model) plus price changed from 130 to 160 accordingly.
  • Fixed Su-25 [RKT]'s 80mm lodaout from a wrong 64 to the proper 80 rockets plus price increased from 95 to 115 accordingly.
  • Fixed the MG-3 gunner's manner of holding the gun.

GENERIC:
  • Normalization pass on units' optics.
  • Normalization pass on supply vehicles' load, in order to even it across al unit cards plus some price changes.
  • Overall adjustements on helicopter prices.
  • Decreased all F-111/Su-24/Tornado tactical bombers (HE, cluster, napalm) max card per deck to 1.


See you on the battlefield


Enough reading, time for some much-wanted action! Get ready to deploy, commander. Let us know what you think of DAVOUT. We can’t wait to hear your feedback and comments.

Join the awesome (and passionate) ever-growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on the excellent Discord server, https://www.reddit.com/r/warno/Reddit page, or Instagram.

See you on the battlefield, commander. Over and out!

Patch 6 and New Maps

Hello!

This week's DevBlog is delivered to you quite earlier than usual, but we thought you wouldn't want to wait for Friday to get it ... ;)

Get ready for fresh battlefields for WARNO! A new patch is coming in hot today, delivering a bunch of new content, first and foremost two new maps (and an update to an existing one): Mount River and Two Lakes, with a new single-player version of Death Row.

There is more, of course. Be sure to check out the patch notes below, as the new maps are not the only thing being brought to WARNO.

Let’s take a closer look at the new environments and their defining features.

Mount River


Number one on our list is Mount River with its 83 square km² designed specifically for intense 3vs3 player combat encounters. The battlefield features a kill zone with three lakes in the center of the map. These bodies of water create several chokepoints, which need to be securely controlled by any battlegroup if they wish to advance.

Mount River has quite a bit of varied terrain, including plateaus, forests, a smattering of urban areas scattered throughout. If you want to dominate the opponent, take time and care to investigate the topology to see which ones can be used to gain an advantage over the enemy.

Lastly, the western part of the map is favorable to a flanking maneuver, allowing you to bypass the frontline in one fell swoop. Following this strategy might be risky, though it can drastically tilt the battle in your favor if executed well.



Two Lakes


Next up is the new Two Lakes, which is a default 2vs2 map. Narrower compared to Mount River, it has two towns in the center, surrounded by fields, which can be turned into easily defendable points. Around this central area, dense woodlands are to be found, which turns everything into a giant kill zone. You have to control this wooded “U” shape properly if you want to keep the initiative on this part of the map.

It might not come as a surprise that each side needs to secure the town closest to the central kill zone as quickly as possible, and hold on to block any enemy advance.



Single Player Death Row


We have also updated one of the existing maps with a new single-player variant: Death Row. This was hotly requested by the community. The version is specifically designed to be played in 1vs1 mode (against AI). The actual playable area of Death Row has been shrunk, delivering a more intense and focused battlefield.

One of the major advantages of WARNO’s Early Access is that we can quickly iterate on our player's feedback, which allows for more experimental and varied gameplay. The game keeps not only growing but also evolving. Keep sharing those comments and let us know what you think of Death Row’s new playing area and 1v1 map variant!

DAVOUT Update


As you know, the next milestone - DAVOUT - is coming soon. It is nearly ready, and its content will be delivered to the Strike team before the end of the week. They will perform the very necessary crash testing, before we will ship it to you (likely next week).

Patch notes


FEATURES:

  • finalized the transport selection interface in the deck editor
  • transports can now use the smart orders of the units they transport. For instance, an unarmed transport can Seize a location if it transports infantry
  • added a time limit option to lobbys : 20, 30, 40, 60 minutes or "No time limit"
  • added an option "[Tactic] Minimalist Target Infos" that allows to reduce the quantity of informations displayed on the targeting cursor. The option is turned off by default.
  • added the number of the identical weapons in the unit info panel. For instance, M1 Abrams displays "M240 x2" instead of "M240".
  • added "Reveal influence" in the unit info panel. It indicates which units can reveal the influence of commanders in the commandement zones.
  • stun effect doesn't prevent from moving anymore

FIXES:

  • various localization fixes
  • fixed the doublon M113 transport for 8ID's Fire Teams.
  • fixed Rangers' optics.
  • fixed some M151's price/HP which had been ommitted in the previous truck/jeep generic changes.
  • fixed some helicopters' anti-plane (gun!) range.
  • fixed a bug where a missile would go through the target without damaging it, occuring when the distance between shooter and target was too short
  • fixed a bug occuring when giving a right-click attack order on bombers
  • fixed winchester evacuation not working as intended for some planes
  • fixed units getting stuck in "Leaving District" state if the building got destroyed during their exit
  • fixed infantry being visible in destroyed transports
  • fixed AA unnecessarily moving when targeting helicopters
  • fixed a rare case where a command unit could leave a zone without losing ownership if it stayed very close from the border of the zone for a long time before leaving
  • fixed being able to use a smart order through the shortcut even though it wasn't available for the selected unit
  • fixed missiles sometimes going through their target when they were fired too close
  • fixed being able to spawn helicopters in forests. This also fix the permanent furtivity bonus they would gain from a forest spawn.
  • fixed in-game player list not compatible with 10v10
  • fixed bombers being able to bomb flying helicopters
  • fixed ECM not being applied properly. Previously : 20% of ECM against a 50% accuracy missile would reduce its accuracy to 50%-20%=30%. Now : 20% of ECM against a 50% accuracy missile will reduce its accuracy by 20% to (100%-20%)*50%=40%
  • fixed manual orders sometimes being ignored because of Rules of Engagement. Manual orders should now always work independently of RoE settings.
  • fixed destroyed buildings having a black outline
  • fixed not being able to use the advanced deployment of recon units when in transports
  • fixed a performance issue that would get worse the longer the game goes when AI (or smart orders of a real player) tried to unload an helicopter. Note that AI still can't unload helicopters : this will be fixed in a later patch.
  • fixed infantry commanders being able to capture command zone from inside their transports. They now need to unload before capturing.
  • UI performance slighlty improved

GENERIC:

  • decreased 107/120mm mortars' RoF
  • standardized CV units' optics.
  • standardized helicopters' optics.
  • repricing of transport helicopters over the board (Mi-8, UH-60, UH-1, ...)
  • infantry AT weapons (RPG/bazookas) now are more efficient (no AP changes, but damage calculation same as WRD)
  • MMG & HMG can now engage helicopters

WARPAC:

  • renamed Su-24M [CLU]'s RBK 500 into RBK 250 bombs (which stats/price they already had)
  • renamed Su-25 [CLU]'s RBK 500 into RBK 250 bombs (which stats/price they already had)
  • standardized Grom/SPG-9 at 1500m range, 35 ACC & 14 HEAT
  • renamed "Konkon-M" into "Kokon"
  • Mi-8T (transport) can't be refunded (just like Bradleys)

NATO:

  • added HE round to M67 RCL
  • replaced the M113 ACAV's M6 RCL with the proper M40A1 fitting its model
  • increased M1 ABRAMS's price from 140 to 150
  • increased M1 ABRAMS CMD's price from 240 to 250
  • decreased REDEYE's price from 25 to 20

See you on the battlefield!


We are very hard at work on our upcoming updates, including DAVOUT and MURAT, but as we explained previously, we just need a little bit more time to get everything in tip-top shape.

Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

See you on the (new) battlefield!

DAVOUT update, roadmap & upcoming patch

Hello commander,

Today, some updates on Milestone DAVOUT’s progress, what will come after it, and an upcoming patch.

Update on Milestone DAVOUT


We had planned to release DAVOUT this week, but we rather delay it a bit because we are still missing a few models. And especially an iconic one: the Leopard 2. Hence why you haven’t seen it in screenshots before, nor will in this DevBlog.

But we’re almost there: most units are done, with their German paintjob, their picture, … as you can see below:









The NVA isn’t forgotten, of course:





What’s next?


Milestone DAVOUT might be delayed a bit, it doesn’t mean we aren’t trying to stick to our 2-milestone per month schedule. While our 3D artists are working hard to deliver the missing 5. Panzerdivision’s models, some of us have already started working on the next step. Steps even.

Here is our planned scheduled for the weeks and months to come:



The next milestone after DAVOUT will be Milestone MURAT, still focusing on German divisions … and some friends. If you don’t know about Napoléon's dashing cAvalry commander already, you’ve got a only a few weeks to address that unforgivable shortcoming. ;)

DAVOUT was a hard nut to crack, for it meant modeling (almost) ALL the Bundeswehr’s units in two weeks. MURAT will be different, for it will make use of many of the same equipment, which should give our overworked 3D artists a respite. As planned, we will use this opportunity to introduce towed & crew-served weapons, not only for the new divisions, but for all of them.
Divisions from release and NEY & DAVOUT milestones will also see their ranks beefed up with mortars, field guns, anti-tank or anti-aircraft guns, … Missile weapon systems might take a bit longer though.

Upcoming patch


But much closer from us, we have been working on a major patch, currently being tested by the strike team ... and which should be delivered to you very soon™.
Among other things, it fixes dozens of bugs reported by the community, but also brings the following changes & features:

  • 3 new maps ... which we'll showcase to you soon.
  • Time limit options in the multiplayer lobby.
  • Increased infantry HEAT weapon’s efficiency (similar to WRD’s calculation).
  • ECM rework.
  • Decreased mortars’ RoF.
  • Repricing of transport helicopters.
  • MMG & HMG can now engage helicopters.
  • New Soviet SEAD plane.


See you on the battlefield!


That’s all for this week!
Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

See you, commander!

Milestone DAVOUT Preview: 5. Panzer (BRD)

Hello commander,

Last week, we had a sneak preview at the NVA’s 7. Panzerdivision, the first of the two new divisions soon to be featured in the upcoming German-focused Milestone DAVOUT.

This week, let’s have a look at its NATO counterpart, the Bundeswehr’s 5. Panzerdivision.

Bundeswehr


Just like its Eastern counterpart, West-Germany was forbidden to possess armed forces since the Wehrmacht had been dissolved in 1945. Although a new German state, the Federal Republic of Germany, had been founded in 1949, it was still officially completely demilitarized and dependent on NATO for its defense. Yet, an embryo of army existed since 1951 as the Bundesgrenzschutz (meaning Federal Border Guard), a 10.000-strong paramilitary force patrolling the German Inner Border.

Due to increasing tensions with the Eastern bloc in the early 1950, the USA, UK & France decided to rearm Germany, which they couldn’t hope to defend against a Soviet offensive without the Germans themselves. France was particularly reluctant to agree to the rearmament of a neighbor with which it had been at war three times in the past 80 years, but finally accepted.
The Bundeswehr (meaning Federal Defence, a name coined by WW2 veteran general Hasso von Manteuffel) was officially created on November 12th, 1955, the 200th birthday of general Gerhard von Scharnhorst. He was the man who rebuilt the Prussian army into a modern military machine after its crushing defeat at the hands of Napoléon (and especially Davout! 😉) in 1806. The Bundeswehr was to be a new military force, without ties with the Wehrmacht: instead, it looked toward the military reformers of 1806-1813 and the military resistance against Hitler for models & traditions.



Over the ensuing Cold War years, the Bundeswehr expanded to three corps, each of three divisions, plus three other independents divisions and several smaller units. Being stationed on their own soil, Germany, which was considered to be the most probable WW3 battlefield, the Bundeswehr was the backbone of NATO’s defense plans: with the few combat-ready US or British divisions, it would have to bear the brunt of a WarPac offensive while its NATO allies mobilized and built up their forces.

5. Panzerdivision


Like the US 3rd Armored Division, 5. Panzerdivision isn’t new to Eugen Systems’ games’ veterans, being also featured in Steel Division 2. Yet, there is no connection between Bundeswehr units and their Wehrmacht predecessors.

The new 5. Panzer was created in Grafenwöhr (Bavaria) in 1956, as part as Heeresstruktur 1, the first iteration of the newly created Bundeswehr. It was initially structured around three Kampfgruppen (battlegroups), on the model of the US Army at the time. In 1959, a first reorganization converted the three Kampfgruppen into Panzerbrigade 14 & 15 and Panzergrenadier 13, a structure it will retain, despite some transfer or renaming, for the rest of the Cold War.



The Bundeswehr during the Cold War was organized around three army corps: I. Korps with NORTHAG, controlling 1. & 7. Panzerdivision and 11. Panzergrenadier-Division ; II. Korps in the South (de facto with CENTAG, but would have passed under SOUTHAG control shall the later be revived) with 10. Panzerdivision, 1. Gebirgsjäger-Division and 4. Panzergrenadier-Division ; III. Korps finally, with 5. & 12. Panzerdivision and 2. Panzergrenadier-Division.
5. Panzer & 2. Panzergrenadier were CENTAG’s northernmost divisions, liking it to NORTHAG. They were also the two German division closest to the Fulda Gap and trained to operate in close cooperation with the US V. Corps.

What to expect ingame?


Germany’s Bundeswehr was smaller than some other NATO members, but it was very well equipped. Besides, save for a few M113-based vehicles, most of its equipment is either indigenous or European, making it quite distinct from the US Army.
  • 5.PzD will feature the trademark German Leopard tanks, and more precisely the Leopard 1A5 (Panzergrenadier-Brigade 13) & Leopard 2A3 (Panzerbrigade 14 & 15). There are also a few older Leopard 1A1A1 with Panzeraufklärungsbataillon 5. Finally, the Panzerpionier held on to a few obsolete M48A2CGA1 (M48 Patton with 90mm gun!).



  • Infantry weapons are mostly G3A4 rifles, MG-3 machine-guns & Panzerfaust 44 RPGs, as featured currently with 8th Infantry Division’s Jäger, but other less widespread ones include MP-2 (= license-built Uzi) & MP-5 SMG, Carl Gustav & Armbrust bazooka, HK-21 LMG or even the weird Handflammpatrone, a disposable flame-shotgun.
  • The division’s infantry rely not on Jäger (although still present in small numbers) but on Panzergrenadier, riding into battle in either IFV or APC. IFV squads are down to 5 or 6 men, just like American Bradley infantry, to fit these vehicles’ space ; while APC-borne ones are up to 9 men. The Bundeswehr famous IFV is the Marder, coming here as either Marder 1A2 or up armored Marder 1A3, both with and without MILAN missiles. APC infantry comes with the ubiquitous MTW M113. Engineers & scouts come either in soft-skin vehicles, or the fast but lightly armored Fuchs wheeled APC.
  • A German Panzerdivision fields less tank & foot soldiers than a US one, hence a bit less and/or more costly INF & TANK slots. On the other hand, W-German units bring a LOT of divisional artillery in comparison: Panzermörser 120mm (= M113-borne mortar), FH-155-1 field gun (= FH-70 howitzer, to be added later), M109A3GA1 155mm & M110A2G 203mm SPG, LARS 2 & MARS (= M270) MLRS. Lots of choices, lots of slots …



  • On the other hand, 5.PzD, as any other German division and unlike American ones, has no helicopter squadron of its own, save for a few Alouette II unarmed recon ones. We’ve attached a few Bo-105 PAH-1 (HOT 1) & Bo-105 PAH-1A1 (HOT 2) from III. Korps's organic Heeresflieger-Rgt. 36. But slots are few and expensive!
  • Air defense is provided by the already featured (and outdated) Redeye MANPADS, but also the much heavier & effective Gepard B2L SPAAG & Marder Roland SAM.
  • Finally, the Luftwaffe provides cover and support with three different planes: the infamous F-104G fighter, the modernized F-4F Phantom II multirole & brand-new Tornado IDS strike aircraft. The latter will feature its trademark MW-1 cluster dispenser.



  • Other indigenous vehicles include Iltis jeep, Unimog truck, Jaguar 1 (HOT) & Jaguar 2 tank destroyers, Luchs armored scout car, …
  • Currently missing units, but to be added later: MILAN infantry, FH-155-1 field gun, FK 20 20mm light AA gun, ...


See you on the battlefield!


That’s all for this week!



Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

See you, commander!

Patch 5 "DEAD ZONE"


Hey Commanders,

Here's the fifth patch "Dead Zone".

Features


  • We've reworked the deployment zone mechanic. From now on, the zone(s) you start with and can deploy in won't stay once you hit the "Launch battle" button. They disappear at the start of the game, and can't therefore be subjected to "CV sniping" or "CV hunting" tactics to deprive one player from its reinforcements. Reinforcement arrows can't be captured or neutralized anymore.
  • Overhaul of the deck editor. Note that it's still "work in progress".
  • Added more informations in the unit info panel. Note that we still need to improve some hints.
  • AI avoid producing capturable units in threatened spawn points

Fixes


  • fixed some unit/weapon names
  • fixing a bug occuring when saving or loading a game
  • fixed text overflowing the manual in chinese
  • fixed not being able to click view profile in the end game screen for players who abandonned
  • fixed a rare crash during loading
  • fixed a crash when importing an invalid deck
  • fixed some case where "Fire on position" wouldn't work properly

Model Fixes


  • fixed the M60A3 TTS' missing optics + oversized pen... gun.
  • fixed the BMP-3's scale.
  • fixed the M151 FAV's wrong MG model.
  • fixed SU-22's pylons position.
  • fixed F-4G WILD WEASEL's model.

Generic


  • reworking all tank gun, ATGMs & infantry AT weapons' AP value on a same scale (which wasn't the case) + bringing all ordnances to 1989 standards.
  • reworking infantry AT weapons' ranges.
  • reworking all howitzers' rate of fire: the bigger the gun the lower the RoF + adjusting ammunition stocks
  • all helicopters will now fire their missile in quicker succession once the previous one has missed or hit (no more reload time)
  • overall pass on unit availability to normalize it over all divisions
  • improving some air-air & air-to-ground weapons sounds
  • increased all AA/SAM vehicles' turret traverse speed by 50%
  • some repricing over the board, according to the generic changes above ...

NATO


  • increased STINGER C's price from 35 to 40
  • decreased M109A2's price from 180 to 160
  • decreased M110A2's price from 280 to 180
  • decreased all M151 & M35's HP from 10 to 5 (some remained after last patch's change)
  • adding MECH. RIFLES (LAW)'s its missing 3rd LMG
  • (8ID) reroling RANGERS as elite infantry with M998 HUMVEE as transport option
  • (8ID) adding LRS (standing for Long Range Surveillance) as new elite scouts (replacing the previous Rangers) with M998 HUMVEE as transport optioM
  • (8ID) adding M3 BRADLEY CFV
  • (8ID) adding FIRE TEAM (LAW)
  • (8ID) adding new FIRE TEAM (AT-4)
  • (8ID) adding new W-German KAN.JAGDPANZER

WARPAC


  • increased SHTURM-S' price from 60 to 135
  • changed BRDM-2 KONKURS' price to 120
  • changed OSA missiles' guidance system to Radar (for real this time)
  • MT-LB STRELA-10M now carries 8x missiles (4x ready ones & 4x reload)
  • increased DDR MiG-23MF's ECM from -10 to 10%
  • setting all SU-22's ECM to 30%
  • (39GvMSD) adding new OTDELENIE PODDERZHKI (meaning Fire Support) with RPG-29

What we are working on ...


We are currently focusing on several items, to be delivered to you soon:
  • infantry weapons' balance
  • infantry AT weapons' efficiency
  • several reported issues (PIVADS efficiency, RoE behaviour, attack order bug on AA, ...)

As always, we are waiting for your feedbacks.
Remember that this is an Early Access, and therefore we are taking that opportunity to test some things which can be reverted ifi it doesn't suit the community.

Milestone DAVOUT Preview: 7. Panzer (DDR)

Hello commander,

Let’s have a first look at our third milestone, Milestone DAVOUT, named after the “Iron Marshal”, Louis-Nicolas Davout, undoubtedly Napoléon’s ablest lieutenant. Never defeated on the field of battle, Davout is best remembered as the bane of the Prussians, which is most fitting with that milestone featuring WARNO’s Germans. 😉

Today, we will focus on one of the two upcoming German divisions to be featured in DAVOUT: the East-German 7. Panzerdivision.

Nationale Volksarmee


The Nationale Volksarmee (NVA), East-Germany’s army was created in 1956 in response to West-Germany’s rearmament and foundation of the Bundeswehr a few months earlier, although the KVP (Kasernierte Volkspolizei, or Barracked People's Police) was already an embryo of army without saying so openly. Just like its West-German counterpart, most of the cadre were former WW2 Wehrmacht veterans, ideologically selected to suit the new communist regime. An 20.000-strong all-volunteer force at its creation, the NVA increased to over 170.000 with the introduction of mandatory conscription in 1962, in the wake of the Berlin Wall’s construction.



By 1989, the NVA standing divisions amounted to two Panzerdivisionen (7. & 9. ) and four Motorisierte Schützendivision (1. ,4. ,8. & 11.), or MSD, as well as several smaller units (engineers, SAM, helicpopters, …), including the airborne/special forces Luftsturmregiment 40. Five more Motorisierte Schützendivision (6. ,10. ,17. , 19. & 20.) and an airborne regiment could be raised from reservists in just three days.
With its combination of old Prussian discipline and extreme loyalty to the communist regime, the NVA was regarded by friends or for as the most disciplined and best trained force among Warsaw Pact nations. And for NATO, among the toughest opponent to be faced in case of war.
Even the Soviets recognized that fact, with some suspicion, which might be the reason why they granted the NVA much less of their modern weaponry than other WP armies such as Poland or Czechoslovakia. Thus, although divisional organization & TO&E were based on Soviet ones (save for the parachute regiment), the NVA had to fight with much older equipment.

NVA divisions were split between “Military Districts”, Militärbezirk III & Militärbezirk V, which would have become the III. & V. Armee in case of war. Yet, it is believed that they wouldn’t have been allowed by the Soviets to act as independent armies, but instead been affected to Soviet ones. Militärbezirk V was in the North, facing NORTHAG, with 1. & 8. MSD and 9. Panzerdivision ; while Militärbezirk III was located in the South of East-Germany, facing CENTAG, with 4. & 11. MSD and 7. Panzerdivision.
This is the latter which is of interest to us today …

7. Panzerdivision


7. Panzerdivision was formed in Dresden from the creation of the NVA in 1956, with the city’s KPV mechanized detachment as its core.
For six years, the division trained relentlessly to “protect the peaceful life of the citizens of the DDR” before Cold War caught up with it for the first time: on October 1962, at the height of the Cuba Missile Crisis, the division was placed in combat alert and draftees reaching the limit of their service where kept under arms for another month before being released.



From 1961 to 1984, 7. Panzer took part in no less than ten major manoeuvers alongside other Warsaw Pact members, as well as many national exercises.
In the Summer of 1968, 7. Panzer & 11. MSD are earmarked for deployment in neighboring Czechoslovakia, as part of Operation Danube, a Warsaw Pact intervention to quell the Prague Spring. But on August 20th, while ready to march, the order was countermanded and the division placed in reserve.

While 9. Panzerdivision, facing the might of the British Challengers in the North, had priority over T-72 allotment, 7. Panzerdivision only began receiving that model in … 1987. By the end of the Cold War, barely 25% of the division’s old T-55 had been replaced, leaving its Panzer-Regimenten with a mix of T-55 & T-72.

What to expect ingame?


Although theoretically organized on the same lines as a Soviet Tank division, 7. PzD brings some specific features:

  • In a few words: older equipment with better training over the board.
  • 7.PzD most distinctive feature lies in the nature of its tanks: T-80 (and still missing T-62) are replaced here with T-72 and T-55. More specifically, NVA fielded “vanilla” T-72 & T-72M, as well as T-55A and modernized T-55AM2 & T-55AM2B. The latter two are identical, but with the “B” variant being able to fire 9M117 Bastion ATGM.
  • The NVA only ever received a dozen BMP-2, which were all affected to 9.PzD. Therefore, 7.PzD’s main IFV is the BMP-1 SP2, with Malyutka on the gun (the same model currently inappropriate for the Soviet BMP-1P).
  • NVA attack helicopters were Mi-24D & Mi-24P variants. The only difference between the “D” variant & current Soviet “V” one is the former’s inability to use Kokon missile, being instead restricted to Falanga-P older missiles. The “P” variant on the other hand is quite different, removing the twin 23mm nose turret and replacing it with two side-mounted 30mm autocannons. Like the Soviet variants, it carries more modern missiles.
  • Although Mi-8 are in service in the NVA, the main helicopter workhorse is the Mi-2, used in both transport & recon roles.



  • While some Soviet divisions use the improved ZSU-23-4M3 Biryusa, 7.PzD fields older ZSU-23-4 SHILKA.
  • Instead of using the BM-21 Grad as divisional MLRS as the Soviets, 7.PzD fields the better Czech. RM-70 ones. Although they both fire 40-round salvos, the main difference is that the latter carries one extra salvo ready for reload.
  • Czech.-made heavy T813 supply truck also advantageously replace the Soviet Ural-4320.
  • Infantry RPG-7 doesn’t feature the latest ammunition, hence the lesser (but with more range) RPG-7VL is the main ordnance.
  • It is to be noted that while even the best-equipped Soviet divisions hadn’t enough SPG and had to still relied on towed guns in 1989, the NVA equipped its two Panzerdivisionen with SPG in priority. Thus 7.PzD’s artillery will be entirely self-propelled.
  • Air force support include several loadouts of Su-22M-4, MiG-21PFM & MiG-23MF.



  • Currently missing units, but to be added later: SPG-9 fire support squad, FAGOT & KOKON ATGM infantry, PM-43 120mm mortar, …


All quiet on the Western front


West-Germany and its first division will be the topic of next week’s DevBog. But we won’t leave you without a few treats …
  • US 8th Infantry (Mech.)’s German arsenal has been increased with the KANJPZ (standing for Kanonenjagdpanzer).


  • As spotted (and reported) by many, the ALPHA JET was missing its ventral gun pod. This has been fixed …


See you on the battlefield!


That’s all for this week!

Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

See you, commander!

Live from the workshop

Hello commander !

With Milestone NEY now released, let's have a look at what we are currently working on for the next patchs & milestone.
The program includes: new map, model corrections, Germans, ...

Keep reading for more details ...

Welcome to Geisa, your new playground!


Geisa will be the 6th map to be deliver to the community as part of the Warno early access. It's a beautiful baby, a very big baby! 108 km² of playground for this map which will be the largest available in the game at the time of its release.



Geisa features several specificities:
  • The map is deep! 12km wide and 9km deep. As a comparison, Loop (featured in Milesetone NEY) is 6km deep. We wanted to bring such depth to give players a different experience, especially when it comes to using artillery & helicopters.
  • Geisa is made up of a fairly flat surface, but with three large elevated areas at its centre. The map has been designed in such a way as to offer different terrains: open country, wooden area & mountains.
  • Also, the map's topology offers many tactical possibilities which you will have to find out and take advantage of to obtain victory. Will you choose to adopt a frontal approach by sending your troops to the centre of the map? Will you try to bypass the front line by taking the pass to the east? Or do you want to control the heights of the map?
  • From a visual point of view, you'll be walking through Geisa on a late summer's day.



However, don't spend too much time contemplating the settin sun reflecting on the lakes of Geisa: your troops will be waiting for your orders!

Model corrections


Although we've got a "strict" planification for modelization, with upcoming new units for the next milestones having priority, we are keeping tab of your feedbacks about issues regarding currently released models. And our modeling team is doing its best to squeeze some corrections within its tight schedule.
Here are a few of the errors we have noted and have or will adress as soon as possible:
  • M60A3 Patton missing the TTS optics & having too big a gun.
  • M151A2 FAV's wrong MG model
  • Abrams family's turret.
  • BRDM-2 Strela-1's wrong chassis
  • BMP-3's tiny size
  • various planes' pylons position
  • and more ...



Zee Germans


Our next major Milestone DAVOUT will, as announced, feature the first German divisions, one for both sides.
As such, we are presently busy up to our neck with German models: Leopard, Marder, T-55, ... and more. But we won't spoil it and deprive you of the pleasure of waiting one full week to learn more about it ... ;)

In the meantime, here's a preview:



Major work


There are issues we are aware of, and are working to fix them over the board once and for all:*
  • MG stats
  • bringing all main gun's ammo to a 1989 standard, many still having an AP corresponding to the tank's acceptance into service, as was the case in WRD.
  • ...

See you on the battlefield!


That’s all for this week!

Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

See you, commander!


Milestone NEY available

Finally, Milestone NEY (version 68032) is here!

Features



  • 2 new divisions: US 8th Infantry Division (Mechanized) & Soviet 39th Gds. Motorized Rifle Division
  • 1 new 10v10 map: Loop.
  • new units: M60A3 Patton, M110A2, MT-LB Shturm-S, BMP-3, Biryusa, ...
  • new loadouts, especially for Soviet Mi-8 & Mi-24, some of them retrofitted to 79th Gds. Tank Division.
  • new Russian acknows (thanks to AmberT)
  • manual translated in FR, SPA, SC and RU (thanks to Pixy)

Fixes



  • fixing some units/variants' name
  • fixing M1A1(HA) & T-80U's AP values
  • fixing oil tanks on Chemicals not blocking vision
  • fixing a rare crash when loading Steam avatars
  • fixing not being able to buy a unit after loading a save
  • fixing mortars not causing chassis knockback
  • fixing vehicle machine guns causing chassis knockback
  • fixing a bug occuring when changing nickname
  • correcting German infantry weapons' caliber
  • swapping missiles positions on Mig-23

Improvements



  • adding a shortcut "K" for LAND order for choppers
  • shortcut for the Sell order is now visible in the options
  • improving feedbacks sounds

Generic



  • decreasing infantry damages by about -15%
  • decreasing tanks' aiming time by 1s
  • overall pass on infantry squads' AT weapons' penetration
  • unarmed jeeps & trucks standardized at 5HP & 15$
  • fixing some units/variants' name

PACT



  • BRDM-2 KONKURS' price changed to 120
  • OSA is now radar Guided
  • MT-LB STRELA-10M now carries 8x missiles (4x ready ones & 4x reload)
  • DDR MiG-23 now have -10% ECM
  • BIRYUSA is now radar guided (+ correct weapon picture)

Disclaimer


Those are issues we are aware of but aren't fixed yet, or what we are already planning to change soon. Therefore, no need to report them:

  • MT-LB SHTURM-S's price is (way) too low
  • W50 LA/A's truck price is (way) too low
  • there are discrepancies between two same cards in different divisions, especially infantry cards between 3rd & 8th US divisions. It will be normalized.
  • MGs stats need rehaul as a whole

Milestone NEY Preview

Hello commander,

Get ready! The launch of two brand-new divisions, NATO’s 8th U.S. Infantry Division (Mechanized) and the Warsaw Pact Soviet 39th Guards Motorized Rifle Division, as well as the new Loop 10v10 map, is around the corner.

These two new battlegroups will form part of the Mileston NEY, our second milestone, described in last week’s blog post. And named after "the Bravest of the Brave", legendary Napoleonic Marshal Michel Ney, of 1812 fame.

Strap in and read up on all the new goodies and units you’ll soon get to play with!

The 8th U.S. Infantry Division (Mechanized)


Although an American mechanized infantry division, the 8th U.S. Infantry Division is built with the same composition of infantry and tank battalions as an armored division. It has a different ratio, though, deploying more infantry. In terms of WARNO gameplay, this battlegroup features more and cheaper infantry slots and fewer (and more expensive) tank slots compared to the 3rd Armored.

The new American formation doesn’t use any Bradley IFVs. Instead, its soldiers rely completely on the more venerable M113A3 armored personnel carrier - but also more spacious! This means no fire teams, but fully equipped Mech. Rifles squads. These can either be deployed with Dragon II ATGMs (the same as found in low numbers in 3rd Armored) or as a lighter squad fielding a LAW but transported to the battlefield with the M113A Dragon variant (which carries both a .50 call Heavy Machine Gun and a Dragon II ATGM).



The newest main battle tanks were destined for the 3rd Armored, with the 8th U.S. Infantry Division relying more on the M1 Abrams, with only a few M1A1 available (but no M1A1HA). One of the division’s tanks battalions even kept their M60A3 Patton up to our war year of 1989; this tank unit is therefore also available. In the artillery category, the new division has more choice compared to its armored predecessor, being able to field the M125 81mm self-propelled mortars and the M110A2 heavy self-propelled 203mm howitzer.

The REC tab introduces the Rangers LRRP as an elite recon squad available with both trucks or helos as transport options. The rotary air wing of the 8th U.S. Infantry Division is completely filled with the Bell AH-1 Cobra, meaning no Apaches. Looking to the skies, the aircraft include the ubiquitous F-16 Fighting Falcon with various load-out variants, such as fighter and cluster bomber. There is also the improved F-111F as a tactical bomber and the EF-111 Raven SEAD.



Let’s welcome the Germans
In the event of a Soviet invasion in WARNO, the 8th U.S. Infantry Division would have immediately detached one of its tank battalions to reinforce the 11th Armored Cavalry to delay the offensive. To make up for this, West German territorial troops (this means they have a locked veterancy, and only basic trucks as transports) in the form of a Jäger battalion would be seconded to the Americans. The German units, and support weapons, are spread out over several categories. The 8th U.S. Infantry Division will be the first time you get to play with some German units, including:


  • INF - Jäger Füh (Commander), Jäger (light infantry) and Heimatschützen (home guard).
  • REC - Jäger Aufkl (heavy scout squad).
  • AA - FlaRak. Redeye (MANPAD team).
  • AIR - Alpha Jet - (light bomber).
  • Additional German units will be added later (these include Milan F1, Kan. Jagdpanzer, 120mm Mortar, etc.)

39th Guards Motorized Rifle Division in-game


Being at the forefront of the Cold War, the 39th Guards Motorized Rifle Division would be part of any invasion and march into West Germany as one of the first Soviet divisions. This formation is equipped with the usual complement of T-80 main battle tanks. Its infantry battalions were roughly equally distributed (three each) between BMP-1, BMP-2 & BMP-3 (tracked IFVs), and BTR-60 (wheeled APC).



In the Logistics category, the division receives an extra command unit with the fast (and armored) BTR-60PBK. You also get to play with the supply Mi-8TZ helicopter. No new infantry squads or teams, but there will be more BTR-60PB APCs as fast transports, as well as the latest of Soviet IFVs, the BMP-3, to counter the American Bradley. The BM-27 Uragan can be deployed as a new artillery unit.

Although the TNK tab loses its T-80U variant, it introduces the efficient MT-LB SHTURM-S self-propelled ATGM carrier. The division’s anti-aircraft forces see the Tunguska replaced with the iconic ZSU-23-4M3 Biryusa (also known by its older variant’s name, Shilka). They also receive the BRDM-2 STRELA-1 light SAM unit.
Just in 1989, the divisional helicopter squadron was increased to a regiment, providing 39GvMSD with much more helicopter support than another division. Ingame, it means more and cheaper slots than its predecessor, as well as a whole slew of Mi-8s and Mi-24s, with a variety of load-outs.



Say hello to the Germans
Just like its American counterpart, the 39th Guards Motorized Rifle Division gets some help from its own local German allies. With the proximity of the Inner German border, East German Grenztruppen (border guards) units are featured, including:


  • INF - UAZ-469 SPG-9 (fire support jeep)
  • REC - Grenzer (recon infantry)
  • AIR - MiG-23MF fighter and Su-22M-4 ground attack planes.




New 10v10 map


Loop will be the 5th map delivered to the community since the launch of this Early Access.
This map has been designed for intense 10v10 battles, covering a surface area of 90km²!



Loop is made up of a large river splitting in to smaller channels with a peninsula in-between. This area contain 4 command zones to be secured to control the battlefield.
The river first flows close to one side's deployment zone, then move away, acting as a real bissector of the map, then closes on the opposite side's deployment zone. Its layout creates many unique smaller battlefields.
It will be up to each Commander to select its attack lane depending on his battlegroup and planned strategy.

Urban or industrial areas have been distributed evenly all over the map. These areas have a high tactical value, be they in a command zone or not, and players will have to take them into account to achieve victory.



Regarding the map's topology, it is made of three central plateaux. Keep in mind that plateaux bring the defender a major advantage. Therefore, the one holding the center will be able to defend more easily.

We are eager to watch the first replays of the battles soon to be fought on Loop!

See you on the battlefield!


We’d love to hear what you think!

Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

See you!