Released September 6th, 2021), version 1.36.13.0 focuses on several production related fixes ranging from vehicles, ammunition and terrain, and it also includes a couple of small fixes for Mac users. CRS remains hard at work behind the scenes preparing big updates for the fall and winter seasons, with a strong emphasis on roadmap deliveries.
World War II Online Version 1.36.13.0 - September 2021
This release incorporates multiple terrain related fixes and features and also includes bug fixes for some 20mm rounds.
Features
Wildhund and Wittmann added to the Fallen Soldiers
Updated the game’s Credits
Underwater beaches have been added to the coast line
Some river banks have had their textures updated
Airforce 20mm round penetrations have been updated to align with historical numbers
The Church and Chapel have been updated
Fixes
Corrected some armor errors within the M4 Sherman Series tanks
Fixed a broken bush LOD
Replaced the Dusseldorf Airfield Bunker
Corrected a bug that caused an over penetration of 20mm rounds against some tanks
Fixed a few floating and mismatched terrain tiles
Radial engines should now show the proper smoke colors for their current damaged state
The GMC Truck’s weird shaking should now be fixed
The invisible collider around some trees has been reduced to fit within the trunks of those trees
Fixed the cause of the Mac minimap sometimes coming up as black
Mac players should now be able to utilize the numpad enter key to effect the chat bar
WWII Online has recently reduced its subscription from $17.99/mo to $9.99/mo. This was done to open the doors to a lot more players, new and returning. Please get the word out about this and how it continues to help push game development forward. As we are 100% community funded this is a critical reminder to boost efforts here.
Since we announced our intention to move WWII Online over to the Unreal Engine (aka: WWII Online 2.0) in the "Future of WWII Online" article, CRS has been working behind the scenes to address our initial milestones to help make that possible. Today we wanted to focus on Vehicle Conversions, which is one of our first major objectives to accomplish. Continue reading for a work in progress screenshot and some additional commentary.
OVERVIEW: VEHICLE CONVERSIONS
One of our primary goals is to bring over existing assets that we currently have into the Unreal Engine and include all of the fidelity that comes with it - you know, those deeply detailed things that make WWII Online's physics and damage models so compelling, not to mention all of that historical data associated with them. Thousands of man hours over the course of 20 years have gone into developing all of these data points and the path of least resistance for getting into Unreal is to bring them over. Once we've brough them into the engine, that is the point we can then start to improve the assets themselves over time and leverage the engines amazing graphics capabilities.
But even then, as you saw in our brief demo what our existing assets look like by comparison is quite an improvement with a 1:1 conversion alone (lighting engine, shadows, etc). So again once we get the assets ported in, updating them is much more tangible. However unlike our demo (which used static objects alone), now we're talking about vehicle assets which of course having moving components and a whole lot more under the hood going on with them.
DIFFICULTY IN THIS TASK
We knew that this was going to be a difficult task in general, because no conversion kit is on the market (not even from Presagis - the company that owns Creator and the FLT file format). So we've had to build one in-house and work through the difficulties of just getting to the point we're sharing today. The thing is, WWII Online's vehicle files contain lots of proprietary comments and DOF (degrees of freedom) data. All of which have to be categorized, accounted for, and ported over. Then we have to get Unreal's engine to work with our code.
But for now, just getting the assets into the Unreal Engine and retaining that data is our current focus.
PROGRESS TO REPORT
We're pleased to let you know that tremendous progress is being made here. The screen shot below is evidence of the "Opel Blitz - SPAA" within the Unreal Engine with its materials attached to it (LOD1) and several data points retained (as seen on the hierarchy to the right side of the shot). This task is no doubt a heavy work in progress and will take some time to complete.
SETTING EXPECTATIONS
We said we would keep you in the loop as progress comes along, and we know it's been a little bit since we've reported much on WWII Online 2.0 progress. We'd like to kindly remind you that this is going to take a long time to achieve, and the above screenshot does not mean that this task is complete or will be done very shortly. What we're doing has never been done before (we seem to have a knack for doing things like that), and we'll need your ongoing support to get the job done.
Everything that you see happening with WWII Online: Chokepoint is a supplement to WWII Online 2.0 as we have announced several times - and will continue to so that it sticks. All assets being created there will be transferrable and we are unlocking new knowledge and opportunities with our all-new "Wing 2" section of CRS. Emphasis there is intentional because Chokepoint is not taking away from WWII Online 1.0 or 2.0's conversion in any way.
SUPPORT FOR DEVELOPMENT
On that note we should identify that WWII Online's premium subscription price was reduced to $9.99/mo. This was done to encourage all of those folks who were concerned about the price point to step up and become part of our community once again (or for the first time) and back the RATS to fulfill "The Future of WWII Online."
Congratulations to the Axis side who has won campaign 183 after almost a full month continuous battle, and a total of 374 567 sorties.
Campaign 184 has started so we are back to Tier 0 equipment. The only changes to this campaign are to the supply numbers for Air units. We found errors to when some units enter the war. We made these fixes and lowered the amount of supply to make them more valuable.
Now is the time to experience the command side to WWIIOL. Can you rally boots to achieve field objectives? Can you direct a bombing raid to raze the factories? Can you lead a patrol to clear the air of the enemy and give our boys air supremacy below? Sign up, now. Do it!
If you are interested in joining the High Command please submit this form
There are now two types of HC roles:
1) High Command
The High Command is our standard entry level program that puts you in an active position to grow in rank, command position, and take priority as an active officer.
Full time officer
May become Branch Commander or Commander in Chief
No rank limitation
Powerful .allied / .axis communication tools
2) Reserve Program
The reserve program is for squad leadership and members who want to help support the High Command program without the full-time requirement. This is beneficial to help improve game operations, but there are limitations.
Limited to rank of Colonel
Any active officer has command
CHAPEL BUILDING UPDATE
A long time ago, in a WWII Online client far - far away... a Chapel building was introduced and is quite heavily placed throughout our game world. However around 2010 (when a new character model was introduced) the ability to climb the ladder was broken. For sometime that has been the case, but now we're very close to releasing a game update that adds in a new staircase that will once again return the former glory of fighting in this building back. Shout out to TR6AL for taking the initiative here! Screen shots of the building inside.
You see the Chapel throughout WWII Online, but you probably don't use it much anymore because well... you haven't been able to go up to the roof top for a bit. With our upcoming version 1.36.13.0 you will be able to. Pictured here is a US rifleman at the top of the tower. And yes you can jump out the back and get on the main building roof as well. So if you see this building, watch out!
We'd like to let you know that there are many continuing developments taking place here at WWII Online. You've seen progress updates on WWII Online: Chokepoint quite a bit as of late, but we wanted to show our flagship game some love and let you know that there's a lot more than this happening behind the scenes and we look forward to sharing some more news on those items shortly. This particular building will expand the footprint of play space options available and we wanted to give a shout out to everyone who really used to enjoy playing here, and let you know, it'll be valuable once again.
Thanks for your continuing subscriptions - they are helping make WWII Online development carry on with forward momentum.
Thank you, and SALUTE!
Patch Readme: Version 1.36.12.0
This patch has brought a massive Terrain Patch, which includes many new features and a ton of player reported fixes. A big thanks to TR6AL (our Terrain guy) for the countless hours grinding away at providing the WWII Online players continued content delivery. You'll want to read all of these notes carefully because it will have an effect on map strategy.
World War II Online - Version 1.36.12.0 - 21 July 2021
This update reintroduces the terrain release from 1.36.9.0 plus some additional items. Keep on using the .bug function in-game to report on known terrain related issues and TR6AL can fix them faster.
Features
New and improved type of pillbox's added to the game (see Lier - Aarschot FB).
New ketch object added for extended early warning on some coastal towns.
Two new types of lake and pond tiles added near Aarschot and Zandvliet.
Small graveyard has been added to some churches.
Polders terrain tilesadded, a very common form of field structure with ditches around it filled with water.
Logs and stumps added as obstructions in some terrain tiles.
Welcheren Causeway added to the map southeast of Veere.
Road and bridge landings added to some tiles.
Cows have been added to the game.
New climbable crane objects added to some of the ports.
Adjusted some map images to suit terrain styles (dunes).
Dyle river added around Brussels.
Amiens and Gilze airfield's have been upgraded.
Fixes
Chimay empty AI MG pit has been repaired.
Dunkerque southwest bridge model corrected and is now crossable.
Fixecourt has infantry spawns moved so the stairs are no longer blocked.
Frevent- St.Pol FB has had a berm removed from the infantry spawn.
Havelange warehouse has had 2 trees removed from inside.
Ieper-Diksmuid spawn has had a tree removed.
Ijzendijke-Terneuzen FB has had trees removed from vehicle and infantry spawns.
Jodoigne- Gembleau FB has had a tree in the infantry spawn removed.
Kaisersesch vehicle spawn no longer clips out of the AB walls.
Knokke-Brugge FB has had a berm clipping into the infantry spawn removed.
Landrecies floating building has been grounded.
Lillers floating berm has been grounded.
Merbes - Maubeuge FB infantry spawn is no longer buried.
Montreuil - Bernay FB has had a berm removed from the infantry spawn.
Northeast of Knokke has had a water tile gap fixed.
Piennes barracks rear exit has been unblocked.
Ronse-Tournai FB has had a tree from the infantry spawn removed.
Rotterdam North Harbor floating building has been grounded.
Roulers-Ieper FB has had a tree in the vehicle spawn removed.
Roye empty AI towers are now fixed.
Roye North AB vehicle spawn moved to fit in the AB better.
Schilde tree clipping a building has been relocated.
St Quentin oil tanks removed from inside a building.
Stekene no longer has buildings sunk into the ground.
Tielt-Kortrijk FB had a large berm removed from the infantry tents.
Tielt-Roulers FB has had a tree in vehicle spawn removed.
Valenciennes-Tournai FB has had a berm removed from both spawns.
Verviers - Spa spawn rear exit unblocked.
Vireaux - Couvin FB infantry spawn no longer floats.
Waalwijk-Oosthout capture point berm has been removed.
Zeebrugge-Brugge FB has had the tree removed from the vehicle tent.
S! Cornered Rat Software
Original Pricing Unlocked - $9.99/mo
From our President XOOM:
As we announced in our, "The Future of WWII Online", article/videos (which places all the plans on the table) - we have now completed all elements of our transition with consolidating our subscriptions and we're back to having a "Premium" subscription only. With that, we've unlocked the games original pricing of $9.99/mo (USD), this is the first time it has been at this retail rate in over 15 years. As we said in our original announcement unveiling this plan, this is a big risk for us to take and in order for us to keep it at this rate, we're going to need to see a growth with this new rate (free players or returning players subscribing). We've done it to meet customer requests and remove as much entry barrier as possible, we can't go any lower than this. We do reserve the right to roll this back if required, as we have briefed everyone upfront.
This isn't just about keeping the lights on, or focusing strictly on what content and features you get... it's much bigger than that. It's about the FUTURE of the game. I want you all to think of this like an internal funding campaign ~ because it really is. Help us innovate and bring the next 20 years of WWII Online to the masses. We need 100% of your support - right now. Spread the word about this exciting and big news and help us get everyone involved, let's go!
This patch removes the "Mission Target" changes which we believe are directly responsible for the recent server crashes (sorry about that everyone). We've collected a lot of feedback from you all, and the server logs to get back to work on refining that for future deployment. WWII Online development continues and we sure appreciate your support!
World War II Online - Version 1.36.11.2 - June 2021
Removes the new addition that allows for updating the Mission Targets
S! Cornered Rat Software
Readme: Version 1.36.11.0
Monday - June 21st 2021 - 1.36.11 will be released to the live campaign server around 3-4PM Server Time (expect minimal downtime around then).
Version 1.36.11.0 re-introduces two critical roadmap deliveries that have since been fine tuned and improved upon, which are 1) Bomber Loadouts and 2) Target Change for Mission Leaders. Stutters that were occurring when large quantities of bombs were being dropped have been cleaned up nicely thanks to a joint effort between our Development and Production teams, along with a pretty rigorous test cycle by our QA team. Continue reading to see additional features and fixes.
World War II Online Version 1.36.11.0 - June 2021
Features
Bomber pilots can select their payload choice (Bomber Loadouts)
Mission leaders may now adjust their "TARGET" while on the same mission
Updated Playnet address within installer text and terms of service
Updated Antwerp river mouth bridge texture
Capture Point exterior textures updated
Updated textures for AB vehicle spawn stairs and balcony
Dinant hill has a new pathway for infantry
Fixes
Invisible collider removed from docks
Bofors no longer able to penetrate Churchill armor
Deuce and a half wheels may now be blown off independently
Several enhancements to mission target change made from 1.36.9 feedback
Users can no longer hover their mouse over a town to see Bomber EWS
Bombs overloading CPUs resulting into crashes has been fixed
Missing road texture added
Riverbanks are more climb-able
Map now shows larger airfields correctly
Several SpeedTree fixes
Corrects and issue that caused the Primary Ammo and Health HUD windows to be not movable
Remind that from 1July the Premium monthly subscription is going to be reduced at $9.99, and in counterpart the Starter subscription will no longer be available.
The Future of WWII Online: Unreal Engine, price drop and new franchise
From our president XOOM:
"Soldiers, Sailors and Airmen of WWII Online. I'd like to congratulate you all on making it to our 20th Anniversary of WWII Online, which is an extraordinary accomplishment that you should all be proud of. With that being said, we need to be looking at the future. For sometime, CRS and the Community has desired innovation into the future, so as to create the next 20 years. 87% of you said we need to do something bold - and innovative to stay relevant. Today, we have a series of extraordinary announcements to share with you that help bring us in that direction. Please watch the videos in order contained in this article."
Main Announcements
During our 20th Anniversary virtual convention, this 6th June, there were four key announcements we covered, which included:
We are rapidly approaching internal testing phases to validate IVC. For the longest time we have wanted to bring voice comms into WWII Online, without relying on any third party software to accomplish this. We are on the brink of finally achieving this extraordinary achievement which will dramatically improve player retention and overall quality of game play. This is an exciting an immersive feature with tons of benefits.
Full Steam Release
For sometime now, WWII Online has been in "Early Access" on Steam, and it has been really valuable for us to get feedback and make important changes to set us up for the most success. Several changes have since occurred, which has made us confident that upon the completion and implementation of IVC, we will be in a position to transition from Early Access --> Full Release on Steam. We anticipate this will generate another large wave of players joining the game, populating our virtual battlefield tremendously.
Pricing And Subscriptions
The following subscriptions will no longer be available in WWII Online as of July 1st, 2021:
Starter
All Infantry
All Air Forces
All Ground Forces
All these active subscriptions will be transitioned to the Premium account at a rate of $9.99/mo.
Our public line up for subscription plans as of July 1st 2021 will look like the following:
Technology Advancements: migration to Unreal Engine
During our convention we announced our intention to bring WWII Online into the Unreal Engine 4 (and eventually UE5). Our demonstration (within the above video) shows the conversion progress that we were making, that is bringing over our existing assets and popping them into the Unreal Engine to see how it'd look like.
We have a working plan that specifically states we need to bring over what we have into Unreal and then expand forward from there. We anticipate that this will take a few years to accomplish and there is some unknowns we are working to get past. The idea of getting into the Unreal Engine and then publicly announcing it to you now, is a really exciting and bold proposition.
We promised to keep you posted on the progress of these developments and need you to realize that making this move comes at a cost in some areas, some off hand would include:
WWII Online 1.0 (current version) will receive primarily - production updates (vehicles, textures, terrain, etc)
1.0 will have almost no development taking place once IVC is completed
All developers are to be transitioned to the WWII Online 2.0 (UE4 conversion) initiative
We need the players to embrace this fully, as 70% of you requested we do this, and 87% of you said we need to do something bold and innovative
So we need 100% of your support in this effort, by subscribing - immediately - and going with the maximum plan that you can. You aren't just subscribing to keep the lights on, you are now backing us up to do some significant innovation that we must do.
We're hoping that by being this transparent and putting all the cards on the table that you have a renewed commitment - and stick with it long term. This will take years, it will not be simple and it comes at a cost as outlined above. But it IS the right call to make and we need to make the move, NOW.
Here are some before and after screenshots (1.0 vs UE4 Demo) - Please remember that this is a heavy work in progress and may not reflect the final result.
And here we have some night time screen shot tests that put together to test out lighting effects. Do note, these are only tests and may not include the full engines capabilities - yet.
Introducing, "WWII Online: Chokepoint"
https://www.youtube.com/watch?v=m-QRY_h9Wlk
In order to accelerate our migration towards Unreal Engine, we have acquired the company "Talos Interactive". They have been developing a game under UE4 called "Resistance & Liberation," which has now been re-branded to WWII Online: Chokepoint and is now a part of the WWII Online family / community. They are now part of Cornered Rat Software as Wing 2, specializing in future development of 2.0 within the Unreal Engine 4 - soon to be Unreal Engine 5.
WWII Online: Chokepoint is an authentic F2P WW2 Multiplayer Tactical Shooter, driven by teamwork and built-in voice comms. Join 1 of 4 fireteam size elements as either an NCO, Rifleman, Support Gunner, Machine Gunner, Sniper or Engineer - all who are performing a variety of essential tasks leading to the success of your team. Chokepoint focuses on making experiences authentic and enjoyable, without making things gamey and unrealistic. Expect methodical play and enjoy a minimalistic HUD for maximum suspension of disbelief.
Chokepoint will be offered as a standalone game, where we can validate new assets, tools and concepts, to be ultimately used in WWIIONLINE 2.0 as well.
Here are some important benefits through this:
We have a new team working on this - it doesn't take away from WWII Online 1.0-->2.0 conversion
It will be F2P, with extras for players subscribed to our franchise
We've been able to develop new content, assets and IP to support future growth into the Unreal Engine - the destination for WWII Online 2.0.
Intellectual Property created in Chokepoint will be available for WWII Online 2.0
Each game supports one another
We'll attract more development personnel to bolster efforts
We are tapping into a different demographic who can still appreciate our game
This acquisition represents the creation of the WWII Online Franchise where users will access content in both games. So one account will open privileges in both games simultaneously.
WWIIOnline.com will host both WWII Online and WWII Online: Chokepoint under a single banner, and they will help attract players to one another and advance our technology forward in a big way.
Here's the short teaser trailer we plan to have on our Steam Store page (coming in June 2021). https://www.youtube.com/watch?v=Y-d1qGy1hmw
Let's march into the future, together!
Now more than ever is a great opportunity for everyone who has ever been a fan of WWII Online, to embrace all of this exciting news as a call to action, on your part and ours. CRS is putting ourselves out there, listening to your feedback and now making an extraordinary high number of commitments to do the best we can. But it's not all on CRS, we need the community's support - 100% of it to pull this off. And we promise to keep you appraised of developments on a monthly basis (this isn't one of those things we announce and go quiet on).
Pick up your original yellow game box, and realize this is our moment to do that again, and this time we'll be doing it openly - with you.
To achieve these goals we need to solve our #1 problem: Getting full time developers working on WWII Online 2.0. If you are a C++ programmer with the time and commitment, step up and volunteer with us so we can do this together, www.wwiionline.com/volunteer. If you're not a programmer, become a subscriber right away.
The future is bright and has tremendous potential. It's what we do now that makes the difference. Subscribe, right away, and support this. Standby for future funding initiatives which were requested during this convention.
One last thing: Please spread the word. There's so much news that we're spilling out here for you that we need folks to really understand the magnitude of it. Share this article, the videos and let's rally around this.
We hope you are as excited as we are about the prospect of WWII Online's future. It's in our hands now - let's DO THIS!
Subscribe to WWII Online (account pages).
S!
Matt "Xoom" Callahan President and CEO Playnet, Inc. / CRS mcallahan@playnet.com
Patch Release: 1.36.10 (Readme)
Happy Patch Day! We're rolling out some important features and fixes from the recent version 1.36.9.0 that we had to fallback on. It will include the AMD user fix (50% faster or more game load times), the Panzerjäger1, and several more items. As we announced before, we've gone through a more rigorous testing cycle, made some structural changes within our QA team to boost performance, and we will continue to provide consolidated release cycles to re-introduce all other items (and potentially more) going forward. Thanks for your support everyone!
World War II Online - Version 1.36.10.0 - May 2021 This is a controlled release to ship a consolidated version of features and fixes from 1.36.9.0. More features and fixes will be rolled out going forward.
Support WWII Online by subscribing!
Features
Panzerjäger1 added to game
Heads Up Display (HUD) Transparency has been added (in preferences)
Truck EWS range increased to from 700m to 1k
Jettison command removed from bombers, except the Blenheim
The Multicrew button has been temporarily disabled
Bug Fixes
A major HE Shrapnel bug has been resolved
A massive audit of recently added textures has improved game performance
A-20 will now trigger Bomber EWS
A-20 air speed indicator adjusted for maximum vehicle speed
Hawk75 prop speed corrected
US M3 ATG now has third person firing audio
US GMC truck audio levels are now the same as other trucks
Matilda Mk II smoke charger LODs resolved for smoother transitions
Stug III G MG34 gunner LODs updated and is now killable at longer range
Pz 38T commander is now vulnerable to small arms and shrapnel fire
Water reflection CTD bug has been squashed
Sign up to our 20th Anniversary convention!
Little reminder to sign up to our virtual convention. Want to understand our past? Join on June 5th! Curious about our future? Join on June 6th!
Starting Sunday, May 30, 2021 through June 6th we are offering a Welcome Back Soldier promotion in celebration of our 20th anniversary. All active and inactive accounts will receive FREE PREMIUM ACCESS. We are hosting several short duration special events on the days leading up to our virtual convention on June 5th and 6th. More details about these events were given in this previous update: https://store.steampowered.com/news/app/251950/view/3048351062955289898
Welcome aboard, Kempi!
As we aim to refine and improve our release process, I am happy to announce that I've appointed "KEMPI" as our newest RAT and Quality Assurance team lead. The QA team provides a critical function for CRS as it tests all changes made that our Development and Production team is making, and ensures that the final end product is the best as possible. Kempi has been a long time player of our game and knows it inside and out, both as a player and a High Command officer. We are very lucky to have him onboard.
Some of his new responsibilities include:
Recruitment and training of Quality Assurance testers
Managing all incoming release cycles as-needed
Planning and reporting feedback on play tests
Documenting new or known issues with reproduceable behavior
Acting as a liaison for community reported tech issues to dev team
"I would firstly like to say thank you to CRS for giving me this opportunity to be a part of the team. I have been a part of the amazing community since 2002, over the course of 19 years I have made some amazing friends along the way, many of which still play to this day. Over the course of my time playing, I have been involved in HC and various player run community events. This game has been a huge part of my life over the years and although I have not been around for all of them due to real life issues, this game and the players are always what brought me back.
Being in the position of Quality Assurance I have already learned a lot about how much dedication and hard work all members of CRS put in, the amount hard work everyone puts into this game is astonishing.
When I joined QA I just wanted to do my part in helping a game I am passionate about. I am humbled to be picked as a team lead for QA, and never thought for one second that I would ever have had this opportunity.
I would like to say thank you to CRS for giving me this opportunity and thank you to the amazing community that has kept me entertained for almost two decades S!"
- Ian “KEMPI” Kemp
S! Cornered Rat Software
20th Anniversary Events and Virtual Convention
Announcement from our Marketing manager CHIMM:
There is roughly 5 weeks until we celebrate WWII Onlines' 20th Anniversary. As you can imagine, we have HUGE plans including several events, prizes, and a very special First Ever - Virtual Convention! This will be a historical event that you will not want to miss! Please sign up to each day below, which will be hosted through Zoom Webinar (all details contained on links). Do us a favor and share these convention links to fellow squad members and on social media, simply click the link and see at the top of each sign up page special links (including a direct e-mail option) to spread the word.
Before we dive into the details, CRS would like to thank everyone for your continued support. Every subscription, every DLC purchase has kept the game afloat - even through the rough times. We have said it before, "There is no gaming community as great as our WWII Online Community!" For this years' Anniversary we have scheduling things a bit differently than years past, and honestly, a few "things" have never been done in the history of WWII Online - prepare to be BLOWN AWAY!!!
Welcome Back Soldier!
Sunday, May 30th through Sunday, June 6th
All WWII Online accounts will receive premium subscription including inactive and free play accounts. Login and connect/fight with your old squad mates!
Here's an old school photo of the 644th Wild Boars (who are still in-game today) posing for a squad pic!
Anniversary Player Events
Anniversary player events will be conducted on the Training Server, June 1st through June 4th. The winner of the following events will receive a 20th Anniversary XXL gaming mat. Events will be live streamed/recorded on WWII Online social media sites. All times listed below are "Server Time" (US Pacific Time, GMT-8)
Tuesday, June 1st 10:00 AM - 11:00 AM "Poseidon's Wrath"
Naval destroyer event is open to all players
Allied players will spawn from Calais, and Axis will spawn from Dunkerque
Player with the most kills in 1 hour will be named "King of the Sea"
Wednesday, June 2nd 5:00 PM through 6:00 PM "Thou Shalt Not Cross"
Signup page will be posted (32 player elimination)
Lots will be drawn for individual matchups
Vickers vs 232 at Antwerp-Schilde FB and Rail bridge
Objective is to get your piece of armor, alive, across the bridge
Round robin until one tank stands
Thursday, June 3rd 5:00 PM through 6:00 PM "Ace of Aces"
Signup page will be posted (32 pilots elimination)
Round 1) 32 pilots, use Antwerp vs Gilze airfields. Spit 1a vs BF109E-1. Both planes use MG only
Round 2) 16 pilots left. Use airspace Knokke vs Vliss airfields pilots use SpitV vs 109F4
Round 3) 8 pilots left, use Reims and Etain airfields. Spit VX vs FW190a
Round 4) 4 pilots left use Montfaucon and Brussels. Pilots choice of aircraft
Round 5) 2 pilots left. Use Hatert and Aachen airfields. Pilots choice of aircraft
Friday, June 4th 12:00 PM - 1:00 PM "Last Man Standing"
Knife ONLY infantry event is open to all players
Players will battle in the historical Willemstad castle
Player with the most kills win the event
Friday, June 4th 3:00 PM though 4:00 PM "Grand Prix"
Truck race event is open to all players
Allied truck race will be held in a special "track" in Ameins
Track layout will be crafted with obstacles
Player who finishes first will be the winner
First Ever - Virtual Convention
Historically our Anniversary events were players gathered in game as CRS discussed and celebrated WWII Onlines' past and the path going forward. This monumental Anniversary will be conducted virtually via Zoom Meeting. Our virtual convention is free and open to all who wish to attend. Please note, the event items below is only a fraction of what is planned and all times are US Pacific time GMT-8. Be sure to attend our monumental event!
20 years in the gaming industry is rarely heard of. We have some amazing things planned for WWII Online and I guarantee you will be excited with what we have accomplished and what the future looks like!
Readme: Version 1.36.9.0
Today we released v1.36.9.0, our first release since Christmas 2020! However the wait was worth it, as this thing is packed with goodies including 4 Roadmap deliveries. Good news included for AMD users regarding loading time for the game, several new features and a big list of bug fixes. We will be releasing 1.36.9.0 this month once release candidate testing has concluded (currently in progress). This serves as your Friday update, please spread this around the community as it contains huge developments that everyone should be aware of! Thanks for your continued support, and be sure to subscribe for more game development.
World War II Online: Version 1.36.9.0 - April 2021 This release marks 4 Roadmap deliveries and a huge number of updates to mark a strong Q1-2021 development cycle. As per our 2021 Roadmap, the 32bit PC client has been discontinued as of this release.
Thanks to your subscription support, developments like these are made possible.
Roadmap Deliveries
Panzerjäger 1
Bomber Pilots may now select their desired bomb payload (loadouts)
Mission leaders can now change their target, without making a new mission
Heads Up Display (HUD) elements opacity may now be adjusted in Preferences Menu
Critical Performance Fix
AMD cards will now load the game much faster (up to 50%)
New Features
EWS range for trucks increased from 700m to 1000m
Dyle river added around Brussels
Causeway added to connect Vlissingen and Gravenpolder Island(s)
Polders have been added to several cities
Tankers at Oostende and Rotterdam are now able to be climbed by infantry
Some riverbanks updated to improve infantry climbing out of water (work in progress)
New lakes added near Aarschot and Zandvliet
New environment props: Ketch, port cranes, cow, graveyard, logs and more
Dinant hill now has a walkable path for infantry
Capture building has a new “destroyed state” texture
Several bridges and roads have received a texture update
Vehicle spawn staircase updated to show more realistic steps
A new pillbox has been added to the game (see Lier - Aarschot FB)
Game credits updated to show latest team members
Bug Fixes
A major HE Shrapnel bug has been resolved
A massive audit of recently added textures has improved game performance
Several buildings have had their Levels of Detail (LODs) fixed
Infantry who jump from a two story building will now be hurt
Entering the docks no longer forces you to go prone
A-20 will now trigger Bomber EWS
A-20 ventral gunner no longer fires while undeployed
A-20 air speed indicator adjusted for maximum vehicle speed
H75 prop was over performing, reverted to historical (correct) value
US M3 ATG now has third person firing audio
US GMC truck audio levels are now the same as other trucks
Matilda Mk II smoke charger LODs resolved for smoother transitions
Stug III G MG34 gunner LODs updated and is now killable at longer range
Bedford SPAA personal decal issue resolved
Added some various missing road textures
Terrain Fixes
Stekene: Set of buildings no longer sunk in ground
Kaisersesch: Vehicle spawns no longer clipping AB walls
Roye: Empty AI positions fixed, and AB vehicle spawn no longer clipping
Waalwijk-Oosterhout: Depot no longer has berm clipping into CP building
Lillers: Floating berm resolved
Schilde: CP building had a tree removed from it
Chimay: Has had an AI MG pit repaired
Havelange: Two trees removed from a warehouse building
Environment objects removed from fourteen (14) forward base spawn positions
Verviers: Spa spawn rear exit is no longer blocked
Landrecies and Rotterdam North Harbor floating buildings resolved
St. Quentin no longer has oil tanks inside of a building
Fixecourt infantry spawns spread out to avoid stairs blocking exits
Nijmegen and Piennes AB barracks moved to avoid clipping