War of Rights - [CG]TrustyJam

Hello everyone,

Today we’re happy to be bringing you the first alpha update of 2025 to War of Rights, titled Update 198: Scopes, Sights & Ballistics!


The primary focus of today’s update is to overhaul the ballistics of all small arms fire within the game, improve rifle zeroing handling and sight pictures, and introduce highly limited scoped variants of the Whitworth and Sharps rifles to the game.

Let’s dive into the details below!

Scoped Sharpshooting Rifles



Although they will be exceedingly rare, rifles with mounted scopes make their debut in War of Rights with the introduction of the four-powered scoped Whitworth and six-powered Sharps rifles. These technological marvels of their day are currently limited to the NCO ranks of 1st Sergeant and Sergeant Major of the regiments deployed with either Whitworth or Sharps rifles;

CSA

1st North Carolina Sharpshooters
5th Alabama Battalion
Palmetto Sharpshooters

USA

1st U.S. Sharpshooters
2nd U.S. Sharpshooters
42nd Pennsylvania
5th New York



The Union exclusive 6-powered long-rifle Malcolm telescope available on the Sharps rifle is a direct replacement of the iron sights of that rifle, while the Confederate exclusive 4-powered scope on the Whitworth rifle is a side-mounted scope, allowing you to not only change views between the scope and iron sights by pressing Z while aiming, but also to adjust the zeroing on the iron sights of the Whitworth.

Bayonets are not issued to either of the two scoped rifles.

Overhauled Sight Handling


All rifle sights in-game now work as intended, mimicking their real-world counterparts. Changing your rifle zeroing is now accomplished by using the mouse wheel (up or down) while aiming your rifle. The zeroing of the sight is now visually maintained even when you do not aim and networked so that other players can see your zeroing adjustments.

Overhauled Ballistics

In Update 198: Scopes, Sights & Ballistics, the ballistics of the rifles have received a major overhaul to ensure range zeroing is precise and functional. Furthermore; the randomized bullet spread, representative of variance in ammunition qualities, has been drastically decreased in order to more closely mimic the characteristics of the ballistics of the real-world counterparts to the in-game rifles.


Left: old random bullet spread vs right: new 60% decreased random bullet spread.

Other ballistic changes include a damage dropoff to buck and ball pellets and pistol balls at distances beyond 33 yards. In short, this means that you may be able to survive a hit at a distance of a smaller round if you are at full health.

Update 198 Patch Notes
  • Added scoped variants of the Whitworth and Sharps rifles, available to 1st Sergeants and Sergeant Majors of the units issued with the non-scoped variants of the weapons in question.
  • Decreased the random bullet spread of the M1841 Mississippi, M1853 Enfield, M1854 Lorenz, M1855 Springfield and M1861 Springfield rifles by 60% to more closely mimic their real-world counterparts.
  • Decreased the random bullet spread of the M1859 Sharps rifle by 70% to more closely mimic its real-world counterparts.
  • Decreased the random bullet spread of the Whitworth rifle by 90% to more closely mimic its real-world counterparts.
  • Slightly reduced the muzzle velocity of the Sharps carbine.
  • Added a dropoff damage to buck and ball pellets and pistol balls related to distance travelled.
  • Overhauled zeroing the rifle sights, resulting in a cleaner gameplay experience.
  • Re-added the removal of the powderbag when loading double or triple canister.
  • Lowered the chance for the broken twig sound to play to 10%
  • Optimized and improved a number of wallpaper textures.
  • Tweaked the revolver sprint animation.
  • Increased defender starting morale by 10% on Larsen Homestead, South Woodlot & Union Camp skirmish areas, Drill Camp.
  • Added interactable flag poles to the Drill Camp game mode.

  • Changed the front sight post of the Whitworth rifle to match earliest known models in Confederate use.
  • Fixed up several snake rail fence rotations for better vaultability on Smith Field skirmish area, Drill Camp.
  • Various minor vegetation fixes, South Mountain level.
  • Added more environmental props to the game.
  • Overhauled the R. Miller farm.

  • Various detail updates to the farms of Antietam.
  • Fixed landslide materials.
  • Added unique skeletons to all weapons which will allow them to better represent their real life version.
  • Changed 12th New York Militia to 12th New York National Guard with new uniforms.

  • Fixed a number of fences on Antietam.
  • Updated all of the affected barn prefab doors to lessen the chance of players being able to exploit them to glitch onto the roofs.
  • Overhauled all NCO chevrons for the USA and CSA.

  • Added footstep sounds to artillery tool walk animations.
  • Added footstep sounds to melee mode aim walk animations.
  • Fixed the fingers and hands ceasing to play animations at a distance.
  • Increased the texture budget on low and medium graphical presets.
  • Made the low and medium graphical presents less aggressive in culling objects.
Steam Spring Sale: War of Rights 50% Off!



Starting today, War of Rights is 50% off for the next week as part of the Steam Spring Sale!

Considering joining the ranks? Now is the time to grab a copy for yourself or your friends at:

https://store.steampowered.com/app/424030/War_of_Rights/

That’s all for now - we look forward to be setting our sights on you on the fields of glory!

- The Campfire Games Team
War of Rights - [CG]TrustyJam

Hello everyone,

As the year draws to an end, we’re excited to be bringing you the 197th alpha update to War of Rights titled Drill Camp Skirmishes today!

The last major update of 2024 includes several new additions that are bound to shake up the game and a fair few improvements, as well. Let’s dive into the content of Update 197: Drill Camp Skirmishes below!


13 New Drill Camp Skirmishes


Today’s update expands the ever popular Skirmish game mode by introducing 13 additional Skirmish areas situated on the Drill Camp level. Each of the 13 new Skirmish areas are roughly the same size as that of the Dunker Church Skirmish (one of the 3 very first Skirmish areas ever released). When playing the new Skirmish areas, players can expect the same attention to detail as found throughout the rest of War of Rights thanks to the diverse nature of the Drill Camp level; Farms, roads, fields, forests, army camps and much more are all part of the Civil War experience awaiting you.

Victory screens make a return to these new Skirmish areas, however instead of showing generic ranks of men and their officers at the conclusion of the round, this skirmish rotation will feature the actual players who participated on the winning side of the battle, complete with their customized appearances. This new variation is a work-in-progress and only features infantry, at this time.

Last, but certainly not least, is the return of the historical narration and flybys between each Skirmish area. Our two historians, George & Bradley, have written as well as narrated a series covering 13 different topics detailing the life of the soldier during the Civil War. We hope you’ll find them interesting while you ready yourself for the next battle!

Please note that the initial balance of the 13 new Skirmish areas is subject to change as mass testing gets going, starting today.

Snake Rail Fence Destructibility


Update 197 expands the destructibility system of the game to also include snake rail fences. These were often used by farmers to keep livestock out of their fields at the time of the Civil War and are thus prominently featured within War of Rights. The snake rail fences can be destroyed by artillery fire as well as rifle fire and will undoubtedly shake up the flow of many battles to come!

That’s Some Yankee Wallpaper!


The development of War of Rights began more than 12 years ago, and thus a lot of graphical iterations have been required throughout the years in order to keep the game up to date visually. One of the areas that haven’t seen much if any visual improvement for the past decade is the wallpaper textures of the game. In update 197 this is remedied by an introduction of 8 era appropriate wallpaper designs for the Sherrick and Roulette farmhouses.

We’ll continue to push for visual improvements throughout the lifetime of the game, no matter how small or insignificant they might seem individually as they all add up in time.

Steam Winter Sale, Snowy Wonderland & So Long ‘24


Starting today, War of Rights is part of Steam’s Winter Sale and 50% off for the next two weeks! Now is a perfect time to jump in and experience the new Skirmish areas, complete with historical narration and area transitions.

You can pick up the game HERE

The big Winter Sale is certainly upon us, but that is not the only wintery event that is happening in War of Rights; The Christmas event is currently active, turning the lush countryside of Maryland into a bitterly cold and snowy winter landscape until the end of Christmas.
So head in-game and experience the snowy winter weather and a chance of getting a present from Santa - if you’ve been nice this year, that is!


As 2024 draws to an end we’d like to thank everyone within the War of Rights community for making it possible for us to continue into the 13th year of developing the game in an effort to make it the best possible 19th century warfare game that it possibly can be. We’re really excited for what’s to come in 2025 and we look forward to experiencing it with all of you.

Here’s to many more years of WoR with you all!

Update 197 Patch Notes
  • Added 13 new Skirmish areas to the Drill Camp level.
  • Snake rail fences are now destructible by both small arms and cannon fire.
  • Updated the interior of Roulette farmhouse.
  • Updated all barn prefabs.
  • Added more interior props,wallpapers and tiles to the game.
  • Added outhouses to most of Harpers Ferry.
  • General vegetation detail updates, Harpers Ferry.
  • Minor Antietam detail level updates.
  • Various character item updates.
  • Updated WA artillery uniform customization.
  • A few visual fixes for the customization level.
  • Slightly reduced tree bending.
  • Made the deep mud/snow footprints a little more distinct.
  • Removed a tire tread from one of the dirt textures.
  • Removed the invisible walls from the firing ranges on the Drill Camp level.
  • Fife and bugle spin animation fix.
  • Playing the fife while quicktiming should now look better.
  • Added hit particle effects to the wheat bundles.
  • Bullet impacts are now slightly louder.
  • Added gun and equipment rattle sounds to the game.
  • Added a breaking twig sound to the game.
  • Detail work, Drill Camp level.
  • Fixed the missing tree trunk on one of the oak tree LODs.
  • Replaced 1st USSS with the 2nd USSS on Hooker’s Push Skirmish area, Antietam.
  • Updated all distance terrains throughout the game for a more immersive and seamless transition.
  • Fixed Fence5 LODs.
  • Improved the cornfield billboard LODs and made them draw at much longer distances at an overall lower polycount than the old shorter range ones.
  • Fixed the landslide model’s material.
  • Added a new work-in-progress victory screen version to the 13 new Skirmish areas on the Drill Camp.
  • Modified Sherrick House and added new wallpapers to it.
  • Updated the texture of the national flag of 1st Delaware, with many thanks to the curators of the Delaware Historical Society for their assistance.
  • Added a new 5th Texas regimental flag.
  • Darkened and widened the text chat background for better readability.
  • Made the winter grass more snowy.
  • Added drum textures for 1st and 5th Texas as well as 1st Delaware.
  • Removed a number of unused ground textures from the game.
  • Added new quicktime movement animations for artillery soldiers when holding a sponge/rammer.
  • Fixed some bad door rotations.
  • Updated the 4th US Artillery flag.
  • Possible fix for a particle crash that sometimes occurs when changing levels.
  • Improved resource lifetime management logic on various resource types to allow for pre-caching global data once during game startup, as well as geometry, materials and textures persisting from level to level instead of requiring redundant reloading every time the level is changed.
  • Made muddy footprints leave mud behind for a few footsteps after exiting a muddy surface.
  • Fixed headbobbing mostly disappearing when having about 30% health and fixing it going crazy at 1% health.
  • Fixed a bayonet-related reload exploit.
  • Enabled the voice chat volume in the sound settings to go to 0.
  • Geometry level of detail and texture mipmap streaming priority update is now executed asynchronously, resulting in an up to 5% performance improvement in CPU bound scenarios.
That’s all for today. We hope you’re enjoying the holidays as well as the new Drill Camp skirmishes and wintery visuals of the game. We look forward to be seeing both green and veteran players alike take on the latest additions to the game!

- The Campfire Games Team
War of Rights - [CG]TrustyJam

Hello Everyone,

For the next week, War of Rights is 50% off as part of Steam's Autumn Sale. Now is a great time to pick up the game and join the ranks, partaking in massive 350 player first person 19th century warfare!

https://store.steampowered.com/app/424030/War_of_Rights/

We look forward to be welcoming all of the new recruits on the fields of glory!

- The Campfire Games Team
War of Rights - [CG]TrustyJam


Hello everyone,

We’re excited to be bringing you the 196th alpha update titled Decaying Autumn to War of Rights today!

Today’s update includes several major visual overhauls to the game, a completion of the infantry unit customization, additional musician tunes, the return of autumn as well as a few spooky treats just in time for Halloween.. Let’s dive into the content of Update 196: Decaying Autumn below!

ATTENTION: Harpers Ferry To Be Quarantined!
Attention! A mysterious sickness has been reported to have been spreading throughout the town of Harpers Ferry in recent weeks and as such we expect the governor to issue a two-week long town-wide quarantine beginning on Thursday, 31st of October in order to evacuate the area. We hear reports of an unparalleled emergency requiring the aid of blue, brown and butternut clad soldiers alike!


Due to popular demand, the undead return to War of Rights in a revamped zombie mode. This update introduces multiple new types of undead, a shop for character and weapon upgrades, and an exciting new defense-based game mode “Onslaught” set in Harpers Ferry.

The core objective in this mode is to hold successive key points strategically, fending off the approaching zombie onslaught. Every point you lose pushes you back to the next, until you will be forced to make a final stand against the oncoming horde.


Teamwork is more crucial than ever with the introduction of a new undead type that can only be damaged after being stunned by a well-coordinated volley. This new horror will challenge even the most disciplined regiments and strike fear into the most stalwart of soldiers.


Returning for this event is the 'Torch Bearer' class. In lieu of the flag bearer class, the ‘Torch Bearer’ is armed with a signal torch. In addition to serving as a remote spawn point, the 'Torch Bearer' is the literal guiding light of the team, crucial for spotting the incoming risen dead and preventing them from overwhelming your position.


Additionally, a shop (accessible via the F key) is now available between waves, allowing players to purchase stronger, upgradable equipment. Earn money by defeating zombies and use it to unlock upgrades such as faster reload speed, reduced weapon sway, increased melee speed, and more. But be careful, you will lose all your equipment and upgrades should you perish!

Get ready for all the new spooky fun when it goes live tomorrow!

Global Illumination Overhaul
A big feature of Update 196 is a major overhaul of the lighting system (SVOTI) of the game. Expect much more realistic light bounces and less lighting and shadow artifacts as we continue to work on ensuring that War of Rights features cutting-edge tech and immersion.


The new Global Illumination has no fixed ambient color term and thus preserves the color of the bounced lighting much better, without washing it all out.


The new Global Illumination provides much more vivid bounce lighting due to the better color preservation of the particular surface the light bounces off of. It also allows small objects to occlude around them much more easily, where the bounce light can't reach, such as underneath the bed and around wooden furniture.

Grass & Terrain Improvements
For the first time since releasing on Steam, update 196 includes a major vegetation overhaul in the form of new grass, weeds, flowers, wheatfields and more. The bending of the grass has also been updated to simulate waves of wind blowing through the grass. The view distance of most vegetation assets (including trees) has been vastly increased for a more immersive battlefield experience (especially when spectating):


The new grass of War of Rights has a much longer draw distance than the old grass. Each individual blade of grass is also uniquely 3D modeled for a much better parallax effect when walking through the fields. All weeds and flowers have also been replaced by highly detailed models. The bending of the grass has been updated to show the various waves of wind blowing through the grass.


The dirt fields have been updated to display the plowing tracks at much longer distances and the dirt color has been changed to more closely match reference photos.


The sun rays that reach the forest floor now more easily bounce onto nearby objects in the forests as can be seen on the nearby trunk on the right that's colored somewhat orange, compared to the trunks further back in the more shaded part of the forest having a more neutral dark blue/gray color. Small objects in the forest now also more easily occlude the light underneath them, as can be seen on the nearby pile of rotten wood.


Cornstalks and other high density small to medium sized vegetation objects are now able to both occlude and bounce back the light on a need by need basis resulting in much more naturally looking cornfields at certain lighting conditions.


New max view distance of trees.


Overhauled all distance terrain textures for a much more realistic blend and look in the game.

Autumn Returns to War of Rights
The countryside of Maryland is once again clad in vibrant colors as autumn once more falls in War of Rights. Enjoy the golden spectacle in this time limited event starting tomorrow and lasting throughout the month of November!






Update 196 Patch Notes
  • Added the following new fife and drum tunes (available in the drill camp mode) to the musician class:
    • Campbells Are Coming
    • Dixie
    • Downfall
    • Fishers Hornpipe
    • Larry OGaff
    • Minstrel Boy
    • Old 1812
    • Oyster River
    • Pease Upon A Trencher
    • Yellow Rose
  • Added the last of the remaining infantry units featured in the game to the character customizer:
    • 22nd Virginia Battalion
    • 39th New York
    • 42nd Pennsylvania
    • 51st New York
    • 51st Pennsylvania
    • 52nd New York
    • 126th New York
    • 65th Illinois
    • 87th Ohio
    • 89th New York
  • Added new trouser boot variants to the customizer and removed sashes from corporals, sergeants and flag bearers.
  • Added 13th Virginia national flag.
  • Changed the 1st Virginia Cavalry national flag to a guidon type flag.
  • Added 30th Virginia missing trouser rank stripes for officers.
  • Added unique snare drum textures for:
    • 13th New York
    • 23rd New York
    • 42nd New York
  • Replaced the old and incorrect Nicodemus farm model with an accurate representation of a log house as per the historical records.
  • Added a wagon shed to the nicodemus farm scene as per the historical records.
  • Implemented corporal and officer trouser rank stripe variants for all uniforms/regiments.
  • Added an open variant of the shell jacket of the columbus depot type.
  • Added new flour sack models to the game.
  • Removed animation sliding issues tied to Order Arms, Parade Rest, In Place Rest and Present Arms.
  • Tweaked the distance shadow biases for better distance shadows.
  • Added specific vaulting and climbing animations for when using the rifle as a club in melee mode.
  • Added the 18th Georgia national flag to the game. No known details of this flag exist. It is therefore a generic estimation.
  • Removed the US plate on the baldric belt for the US sergeant Major rank.
  • Fixed up a bad river wall collision mesh at Harpers Ferry.
  • Overhauled the foot/leg alignment code of the game resulting in more realistic poses on slopes:

The new foot alignment blends the feet to nearby objects and terrain, both while moving, standing still and also during various action animations such as stabbing with a bayoneted rifle.
  • Added a chicken coop to Nicodemus farm scene as per the historical records.
  • Several minor visual fixes to the stonewalls of the game.
  • Fixed the Sibley tent collision mesh.
  • Various smaller uniform corrections.
  • Overhauled the campfire models.
  • Fixed the collision mesh of Roulette farmhouse.
  • Updated barrel models.
  • 10 new ceramic bottle models were added.
  • Tweaked several ground texture materials.
  • Updates to the gloss values on hair materials and added gradients to hair normals in order to fix the plastic sheen at a distance.
  • Removed a number of unused vegetation assets and terrain materials.
  • Replaced an outdated barn on the drill camp level with an up to date one.
  • Added 6 new outhouse models to the game.
  • Fixed the LOD of the fence_11 mesh.
  • Fixed Roulette farmhouse model and uv.
  • Several time of day updates and tweaks.
  • Various minor level fixes and updates.
  • Updated the embankment model textures to match the new terrain textures.
  • Added a number of new prop models, including crates and pots.
  • Modified and improved a number of prop placements in building interiors:
    • Log cabin
    • Rohrback farmhouse
    • Sherrick summer kitchen
    • Piper farm
    • Nicodemus house
    • Otto barn
    • Sherrick barn
    • Piper barn
    • Otto farm
    • Pry barn
    • Rohrback barn
    • R. Miller barn
    • Nicodemus House
    • Roulette barn
  • Musicians now stop playing their instruments when knocked down.
  • In an effort to make error reporting easier, crash dumps now save to the diagnostics root rather than version numbered directories.
  • Experience gained throughout a match cut short by leaving the server is now saved and rewarded to you if you reconnect to the server before the match has ended.
That’s all for today. We hope you will enjoy the overhauled visuals as we continue to work on keeping the game up to date and increasing its immersive aspect as best as we can. We look forward to be seeing you all on the golden fields of glory in Maryland.. As long as you have steered well clear of Harpers Ferry - something’s wrong with that place…

- The Campfire Games Team
War of Rights - [CG]TrustyJam

Hello everyone,

Today, we’re pleased to be bringing you the 195th alpha update to War of Rights!

After more than 2 years of testing player counts at 400 on the Official War of Rights Test Server and countless of optimization focused updates brought to you, we are now - at long last - at a point where we feel confident about raising the officially supported max player count on a server from 300 to 350. We opted to go with an incremental increase of an additional 50 players for this update because, as it stands, client performance for the last 50 players from 350 to 400 takes too big a toll, especially when not using the latest and greatest of hardware. However, fear not if you long for additional increases in the future: Our march towards a bigger and better performing digital battle will continue on throughout the lifetime of the game.

The new 350 player cap is now live and accessible via your server settings page at the G-portal site.

Update 195 contains a host of updates and tweaks to character models, buildings and animations, as well as several quality of life additions. Let’s dive into the details!

Update 195 Patch Notes
  • Increased the player cap from 300 to 350 for even bigger and more immersive Civil War battles.
  • Added Nicodemus barn to the game, replacing the placeholder Pry barn model used up until now. No photographs or drawings of the Nicodemus barn exist, and we have only the vaguest description of the structure, that it had a thatched-roof. Fortunately, journalists photographed and sketched both the exterior and interior of the nearby Smith barn while it served as a field hospital following the Battle of Antietam. Our model is inspired by these photographs and sketches of Smith barn, which also featured a thatched-roof.
  • Updates to Sherrick Farm.
  • Overhauled the Sherrick Summer Kitchen model and interior.
  • Added some new glassware filler props to the game.
  • Fixed LD Moore House Proxy: You should no longer become stuck in the stairwell.
  • Fixed the cellar doors of R. Miller Farm missing their collision.
  • Removed the legacy collision setup still present in some of the bushes at Harpers Ferry.
  • Tightened up the auto kick feature whenever a player is AFK for a set period on time while on a server in order to lessen the amount of server slots wasted by inactive players and to reduce the admin workload in clearing them out manually.
  • After more than a month of continual use with no downtime, it is now time for the backend server to replace the steam server browser in the game.
  • Fixed up a few potentially exploitable console commands that would give the user an unfair advantage.
  • Artillery canister team damage punishment effects now behave identically to artillery case and shell team damage as intended.
  • Joining a server mid-game will no longer result in bayonets not getting correctly updated, and thus appearing as if everyone in bayonet melee mode was in fact in rifle club melee mode for the joinee.
  • Fixed up the bullseye steam achievement not working reliably.
  • Artillery is no longer pushed when getting hit by small arms projectiles.
  • Artillery elevation screw inputs are now only applied when the player is fully seated and not during the enter/exit transition.
  • Exit melee mode animation fixes for when using the artillery sponge/rammer.
  • Animation corrections for fixing bayonets when standing and kneeling as well as when using shorter rifles.
  • Added artillery sponge/rammer melee idle exit animations.
  • Added sword and revolver specific fall and stand up animations, instead of just using the rifle ones.
  • Added a fall animation when you are kneeled and too close to an artillery blast.
  • Animations updates and tweaks for selecting/deselecting binoculars, pistols & swords.
  • Tweaks and fixes to the following animations: In Place Rest, Melee Mode Bayonet, Melee Mode Rifle, Order Arms Rifle, Parade Rest Rifle, At the Ready Rifle.
  • Animations updates to changing into Melee Mode using the rifle as a club while in sprint and back out of it again.
  • Animation fixes when standing up/kneeling down while wielding a pistol, binoculars, sword, sponge/rammer and colors.
  • Adjusted several movement animations while using a fife, bugle and drum.
  • Overhauled the 4th Alabama National “Bread flag” following a research trip to the Alabamian State Archives and personally inspecting the real world artifact.
  • Added the 20th Georgia and 20th North Carolina to the customizable units roster.
  • Several animation issue fixes related to canceling a reload mid-reload, resulting in spinning rifles (some issues are still present).
  • Added vault specific animations for vaulting while wielding a pistol, binocular, sword and flag.
  • Updated hair textures and materials (darkened the texture, sharpened the normals, increased the gloss, adjusted mipmap and alpha coverage). Also darkened the eyebrow materials.
  • Improved the McDowell cap model, matching its real world counterpart to a greater degree. Embroidery for officer’s McDowell caps will be added at a later time.
  • Updated the uniforms and kepi textures of the 8th Florida.
  • Various CSA rank insignia clipping issue fixes.
  • Changed the rank insignia shoulder board color of the 20th New York from sky blue to green.
  • Fixed artillery rounds being rotated 90 degrees in mid-flight.
  • Players now ragdollize and become corpses rather than disappear when they disconnect.
Bradley’s Bread Flag Recipe/State Archives Research Trip

Many folks will shrug at an updated texture, but a good deal of work and history can sometimes go into these ostensibly minor changes. Today, I want to bring you along on a recent research trip to the state archives in Montgomery, Alabama. From February to May 1861, Alabama's capitol served as the first capitol of the Confederacy before it was moved to Richmond. The Department of Archives & History and the Museum of Alabama are located across the street from the capitol.
Alabama’s state capitol in Montgomery

The museum spans all of Alabama history, with artifacts associated with the earliest Native Americans of Alabama, the War of 1812, World War One and Two, Hank Williams, and so on. A very large portion of the museum covers the American Civil War, and visitors will encounter several uniforms and accouterments, muskets and revolvers, shells, and flags on display.
The Museum of Alabama

I spent most of the day not in the museum, but in the archives and specifically in the state’s massive collection of Confederate battle flags. It was surreal to see the scars of combat on many of these flags. Bullet holes, shrapnel tears, powder burns, and even blood stains testify to the horrors of war. Men died horrible, violent deaths carrying these flags. Again, an updated texture may seem superfluous until one considers what these artifacts witnessed.
A detailed look at a Confederate battleflag.

My primary objective was to inspect the Marion Light Infantry, carried by the 4th Alabama Infantry at First Manassas and as late as Summer 1862, and update the existing texture many in our community (lovingly or mockingly) refer to as the “bread flag.”
The old “bread flag” of the 4th Alabama.

The 4th Alabama Infantry’s “Stars and Bars” was one of the first flags that I produced for War of Rights and because of the unavailability of high-resolution reference photographs, it was one that we had always planned on improving upon whenever a research trip to view the flag in person became possible.

The reverse of the flag features three lines of text and each line is a unique, highly decorative font style. In the updated texture, this text is no longer a placeholder font style but is now entirely hand-painted, ‌like the artifact. We also knew it would be necessary to consult with the archivists about what they knew of the general features of the cotton bale painted on the front of the flag, as the image has completely faded from the artifact. Much of the detailed work in the cotton bale is educated guesswork on my part, but the proportion and general outline are exact to the artifact. Lastly, I had questions about the construction of the flag itself, and was able to see just how this banner is assembled. Curiously, I discovered the canton was sewn onto the flag after the text and the cotton bale had already been completed.
The decorative text on the artifact, compared with the updated texture.

We’re very pleased with the updated texture and hope you enjoyed this behind-the-scenes look.
The updated flag of the 4th Alabama.

Celebrate the +50 with 50% off!



War of Rights is part of the Steam summer sale so there is no time better to join the ranks on the battlefields than now!

You can grab the game for yourself or your friends at a major 50% discount for the next two weeks. We look forward to be greeting the many new faces within the community and we hope that you will have a great time here.

https://store.steampowered.com/app/424030/War_of_Rights/

That's all for this time.

See you on the fields of glory!

- The Campfire Games Team
War of Rights - [CG]TrustyJam
Service Records

In today’s field report, we are introducing a new upcoming community focused feature: Service Records. Service Records are the successor to the Company Tool and the next stage of the “Veterancy” update.

In the soon-to-be overhauled War of Rights website at: https://www.warofrights.com/ you’ll be able to login to your all-new Service Records profile using your Steam account in order to dive deep into your War of Rights stats, match history, rewards, seasonal leaderboards, units and more. Let’s take a closer look at how!
Profiles, Stat Tracking, Match History and Rewards

Service Records are the central hub for showcasing your involvement in War of Rights. They provide a detailed history of your achievements, participation, and connection to the community.

Service Records will be available to view in-game and on our website.

All official matches will be recorded, with replays accessible to all. Your profile will keep a comprehensive history of your matches, enabling you to review statistics, analyze replays, and see details about participating players and units. To ensure fairness and prevent team swapping, you will be marked on whichever team you spent the most time on during the match. Additionally, a minimum playtime is required to be recognized as a match participant.

With Service Records, we will also be gradually rolling out new kinds of unlockables. This could be anything from Service Record specific rewards, such as profile pictures, borders and banners, to in-game rewards like additional character customization options, emotes, and more.

Leaderboards & Seasons
With the introduction of Service Records, we are also rolling out leaderboards to enable players to compare progress and statistics. To ensure fairness and provide opportunities for all players, including newcomers, we will track progress across different seasons. This seasonal approach allows everyone a chance to compete effectively.

Top performers will receive end of season rewards to commend their commitment and accomplishments.
Units

Units are the evolution of the Company Tool and serve as the central hub for each War of Rights regiment, company, or clan.

This feature allows your group to be managed effectively and tracks your collective progress as a unit in Service Records. By playing and collaborating as a unit, you can unlock additional rewards and content. Your unit will also be placed together on the leaderboards, allowing you to compare your teamwork skills against others.

Like your personal Service Record, the unit hub can also be customized by your unit leader with unlockables earned together as a unit.

Units have a range of new features compared to the Company Tool:
  • Level: Just like players, Units can play qualifying matches together to earn experience and increase in level signified by a special unit green wreath.
  • Automatic Tags: Customize your unit tags to automatically display on unit members' names in-game, with options to include their rank and unit number.
  • Ranks: Manage your unit members effectively by assigning ranks or groups within the unit. During events, you can configure settings to restrict members to their respective ranks.
  • Match History: Games played with a sufficient number of unit members will be recorded in your unit's match history. This will impact your unit’s statistics and position in the unit leaderboards. Passworded matches will also be recorded and marked specially as event games.
  • Unit Achievements: Collaborate within your unit to unlock achievements together.
  • Challenges: Your unit leader will be able to select from a pool of bi-weekly challenges which if completed collaboratively will reward both the unit and the participating players with service record and in-game unlockables.
  • And more…
Toxicity
We are committed to improving the gaming experience in War of Rights and addressing the ongoing issue of disruptive players. To achieve this, we are introducing a global ban system and an offense tracking mechanism.

Key changes will include:
  • Global Bans: Bans exclusively issued by developers will now apply across all servers, not just specific ones. Each ban will be permanently recorded on the player's profile and will impact their standing within the community. A record of when they were banned, for what reason and who by will be stored.
  • Offense System: After accumulating five bans (serious offenses), a player will face a permanent ban from the game, and will not be permitted on any server official or otherwise. Minor offenses can also be issued which are for minor infractions that don’t constitute a strike on your profile and while recorded won’t affect your profile standing.

    Community server admins are not able to issue any serious or minor offenses to anyone. Those are strictly developer issued strikes to the Service Records profile of the offender. Community server admins can continue to kick and ban on their server as they have been able to do up until now without any of those penalties showing up as any kind of offenses on the offender's Service Records profile.
  • Report Mechanism: We recognize that we can't be everywhere at once, so players will now have the ability to report others for inappropriate conduct. Our team will review these reports thoroughly.
Additionally, community server administrators will continue to have the authority to manage their own ban lists as they see fit.
Crowdfunding Rewards

We recognize that our crowdfunding backers are eagerly awaiting their rewards. While all rewards won’t be fully available until we exit early access, we are taking steps now to begin fulfilling our commitments.

If you are one of our 14.414 crowdfunding backers (first off; thank you for supporting the development of the game at such an early point in time!), using the game key you received during the crowdfunding campaign you will soon be able to redeem rewards and link your pledge tier to your Service Records account.

Crowdfunder Cockades

During the secession crisis and into the early months of the American Civil War, enthusiastic citizens in both the north and the south made a public display of their unwavering patriotism by fashioning cockades to adorn their jackets and caps. Cockades worn by the rank-and-file had likely become exceedingly rare by the Maryland Campaign of 1862, but we believe the cockade is the perfect icon to represent our player base’s “early volunteers,” the players of War of Rights who have been with us from the very beginning phases of development.

Additional rewards for your Service Record, which are yet to be announced, will also be provided.

Thank you for your patience and support as we work towards delivering all promised rewards.
Server Tokens
As part of the service record update will come the previously announced introduction of self-hosting and community server tools. Alongside these developments, we are also introducing a new system known as server tokens.

Here's a quick refresher:
Server owners who wish to maintain standard Campfire Games content and balancing can request a token. Servers with these authorized tokens will have access to Service Records, match recording, progression systems, and will be officially listed in the server browser.

On the other hand, servers without tokens will have the flexibility to customize the game experience, including mods, balancing changes, and broader access to console variables. However, please note that matches on these servers will not be recorded under Service Records, nor will stats be progressed. They will also be marked as unofficial servers in the server browser.

Campfire Games will exercise its discretion in token distribution, and access may be revoked at any time for violations.

These changes are designed to provide both structure and freedom within our community, catering to a variety of player preferences.
Community Feedback
We are excited to announce that Service Records represent our largest community-focused update yet. To ensure it meets the needs of both individual players and our larger communities, we are inviting community chosen representatives and regiment leaders to join us for a discussion and to hear your thoughts. This will help us tailor the update to provide the best possible experience.

Details about the discussion, including the date and how to receive an invitation, will be announced on the War of Rights Discord. In the meantime, we encourage you to continue sharing your ideas and suggestions in the designated channel on our community Discord.

Furthermore, to make sure every voice is heard you are also invited to fill out our survey on the upcoming Service Records HERE. We are not ready to announce an exact release date as we want to tailor this update to the community’s preferences, but you can expect it to release later this year.

Thank you for helping us make War of Rights even better!

- The Campfire Games Team
War of Rights - [CG]TrustyJam


Hello everyone,

We're thrilled to announce the release of the 194th update for War of Rights today, with a major focus on enhancing overall server performance to future-proof the game. Additionally, we aim to broaden the selection and scope of available game server hosting options. War of Rights truly shines when immersing you in massive battles with hundreds of players on-screen. Therefore, we consistently strive to push boundaries, improving both client and server performance to increase the server player cap. The networking overhaul in Update 194 is another crucial step in our ongoing quest to support even larger battles.

Traversal : Phase 2
Building upon the previous traversal update, which introduced climbing, knockdowns, and variable-height vaulting, the second phase of the traversal content brings two significant additions to the way your character moves through the world.

Deep Water Wading


With deep water wading, water areas are no longer restricted from play. As your character enters the water, your options become more limited. Once the water depth reaches knee height, it becomes impossible to load your musket, as attempting such an action would wet your powder and render your weapon useless. As you venture deeper, your character raises the weapon gradually, holding it above their head to keep it and the powder dry. Consequently, you'll eventually lose the ability to aim, fire, engage in melee, or kneel when deep enough in the water. If you persist further, your character will begin to flail their arms in a desperate attempt to stay afloat and will eventually drown if you do not turn back.

While this will open up new avenues of approach on many maps, your movement will be severely impacted, and your ability to defend yourself will be diminished. Therefore, you will have to pick your routes carefully, lest you become target practice for the opposing team.

Falling & Fall Damage


Another, and frankly overdue, addition with this update is falling and fall damage. Falling from a reasonable height will result in your character's death upon impact, and while falling, you will no longer be able to use your weapons or equipment. This also applies to hitting a surface of water at speed.

The traversal updates have been important milestones towards the community editor, eliminating some of the more burdensome aspects of level creation, such as placing vault areas, falling killzones or invisible walls to prevent water access. We want to ensure that when the editor goes live, the only limit is your creativity.

New Customizations
Players enjoying the ability to customize their favorite regiments and batteries are likely to have a good time with Update 194 as it includes customization for 19 additional units as we continue to chip away at our target of making each and every single unit in the game customizable:

2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.

Networking Improvements
The network compression and serialization code was entirely rewritten in an effort to minimize bandwidth and CPU time required, while also fixing some hazards inherited from the default CRYENGINE networking. For example, previously, if a client were to send a message for an entity that was already being destroyed on the server, the client would have been kicked with a RMI:Entity error.

Voice Chat
We've replaced the previous TeamSpeak voice chat integration with our own in-house system directly integrated into the game engine. This update offers several advantages: Player voices now seamlessly integrate with the game audio, subjecting voice chat to effects like interior reverb and suppression, resulting in a more immersive and consistent audio experience. Moreover, this update significantly reduces server and player bandwidth usage for voice chat. Additionally, the new system addresses some longstanding issues with most Bluetooth audio devices and also ensuring the correct detection and usage of audio devices.

Roadmap: Community Self-Hosted Servers
We've invested significant effort in optimizing server performance for various reasons, not just to approach the possibility of accommodating more players per game server. Enhanced server performance now enables the game to maintain a good tick-rate with a high player count on a broader range of hardware.

We're excited to announce the upcoming release of community self-hosted dedicated servers. With this upcoming release to War of Rights, we will provide server tools that allow anyone to host a War of Rights server on hardware of their choosing. While we have been proud to partner exclusively with G-Portal since the early days of the development of War of Rights, providing centralized access to all servers for analytics, crash reports, and bug fixing, we are now confident in the game's stability, making centralized access no longer necessary.

To preserve the highly tailored and deliberate gameplay of War of Rights within community self-hosted servers, we will be implementing a server token system. Server owners desiring to maintain traditional Campfire Games authored content and balancing can request a token. Servers which hold authorized tokens have access to veterancy, achievements,other progression systems and special events along with being an official server listing on the server browser. Those opting for modified content or balancing are welcome to do so, but it's important to note that these servers will not be authorized for progression and will not be filtered by default on the server browser. Campfire Games will exercise its discretion in token distribution, and access may be revoked at any time for violations.

We'll keep you updated on any new developments regarding community servers, and rest assured, those who prefer to continue using G-Portal or any other third party server host provider can continue as usual!

Retiring The Company Tool
A while back, we invited all of you to participate in a survey regarding the various features of “War of Rights” and your preferences towards them. We extend our gratitude to those who took part in the survey, as it greatly assisted us in restructuring tasks based on your likes and dislikes. The Company Tool, our antiquated and rudimentary attempt to effectively perform tasks now better handled by third-party web-based apps like Discord for player organizations such as clans/guilds/regiments, received significant negative feedback in the survey. Very few of you are utilizing it due to its extremely limited usability and lack of any connection to in-game mechanics. Therefore, we are announcing the shutting down of the Company Tool.

We have as of yet not set a final date for the closure of the Company Tool but it is likely to be closed without additional notice after the end of March. However, this does not mean that we have given up on integrating player organizations into the game. We are continually striving to improve and enhance organized play, and we will share more details about a successor to the Company Tool as development progresses.

Update 194 Patch Notes
  • Rewrote the network compression and serialization code of the game in an effort to minimize bandwidth and maximize server hardware performance.
  • Added deep water wading and drowning to the game.
  • Implemented fall damage.
  • Integrated voice chat directly into the game instead of relying on a TeamSpeak plugin.
  • Added customization for 19 additional regiments: 2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.
  • Updates to 72nd Pennsylvania uniforms to better match their real world counterpart.
  • Added a gray Georgia Depot shell jacket to the game.
  • Updated the M1832 artillery sword idle animations.
  • Updates to the movement animations while aiming a rifle.
  • Updated the farming wagon’s model and textures.
  • Added destructible shutters and doors to most farm buildings in the game.
  • Adjusted the walking animations while aiming with a bayoneted rifle while in melee mode.
  • Updated the exterior of Pry House.
  • Reworked the proxy of the stonewall model.
  • Fixed a hole in the Henry Rohrback barn model.
  • Fixed LOD popping on Dunker Church.
  • Added a 2nd standing and kneeling reloading animation when using the short rifles (Mississippis and Whitworths).
  • Fixed the missing textures of the rear doors of Otto Barn.
  • Updated the kneeling revolver animations.
  • Improved the end segment of the long and short rifle reload animations.
  • Fixed the Y-axis offset for Kepi LODs.
  • Bluetooth headsets when using VoIP should now be supported.
  • Improved Kepi LOD mesh.
  • Better facial hair LODs.
  • Updates to NCO insignias.
  • Various uniform details such as belts, sashes and insignias that have been invisible in the first person view are no longer hidden.
  • Shell jacket improvements.
  • Fixed R. Miller Spring House proxy.
  • Added falling animations.
  • Implemented various animations used when in water.
  • Various minor level updates.
  • Removed most of the invisible collision walls from the game now that deep water wading and falling damage are supported.
  • Corrections to the sprinting animations while carrying a rifle.
  • Updated the rifle melee club hit sounds.
  • Reduced the percentage of downvotes in a server from 10% to 7.5% required to trigger a demotion.
  • Reduced the percentage of mutes in a server from 10% to 7.5% required to trigger a global mute.
  • Increased the experience level that is required to reach before the officer class unlocks from 4 to 10.
  • Increased the experience level that is required to reach before the NCO class unlocks from 3 to 7.
  • Increased the experience level that is required to reach before the artillery branch unlocks from 2 to 5.
That’s all for now. We look forward to playing in the shallow end of the pool with you all!

- The Campfire Games Team
War of Rights - [CG]TrustyJam


Hello everyone,

Today, we’re happy to introduce base update 193 to the game as well as detail two soon to be released Autumn time limited events for War of Rights! It’s been a few months since the last game update was released, and so this one contains many fixes and additions to the game - as well as a few surprises.

Let’s start off by detailing the upcoming time limited events and then continue to dive into what is included in today’s update.

Autumnal Splendor - Limited Time Environment

Just two days from now, come November 1st, Maryland will undergo a mesmerizing autumnal transformation for the fall season. The trees are shedding their leaves, painting the landscape in a vibrant symphony of oranges, reds, and golds. This enchanting metamorphosis, for the duration, will cover every map and mode, embracing the beauty of fall.






But that's just the beginning...

The Risen Dead of Antietam - Limited Time Event

In this limited time 100-player event, 'The Risen Dead of Antietam,' Confederate and Union soldiers must band together to confront relentless hordes of over 400 risen dead in a cooperative and adrenaline-pumping experience. Teamwork is not merely encouraged, it's the key to your survival. As you face wave after wave of the undead, you'll need to rely on each other's unique skills and strengths to endure.




The core objective in this mode is to hold successive key points strategically, fending off the approaching zombie onslaught. Your team's ability to work in harmony is paramount, as these points represent the last line of defense against the encroaching undead.


Exclusive for this event is the introduction of the 'Torch Bearer' class, which adds a unique dynamic to the mode. In lieu of the flag bearer class, the ‘Torch Bearer’ is armed with a signal torch (specifically, a Flying Torch used by signal corps in the Civil War). In addition to serving as a remote spawn point (the only active one during a zombie wave), the 'Torch Bearer' is the literal guiding light of the team, crucial for spotting the incoming risen dead and preventing them from overwhelming your position.


'The Risen Dead of Antietam' features a variety of zombie types, each presenting distinct challenges. The undead range from fast and relentless, to slow but overwhelming in number. Your team will need to adapt and strategize accordingly.

This mode is the thrilling result of extensive research and development into AI navigation and behavior, which also functions as a necessary test intended for our highly anticipated addition of horses to War of Rights - and what better way to ‘enliven’ a boring stress test than in a way that promises both valuable data and a true test of your survival skills? A 'War of Frights', if you will.

This immersive zombie mode promises an unforgettable experience where teamwork, strategy, and the guiding light of the 'Torch Bearer' are the keys to your survival. Do you have what it takes to hold the line and withstand the relentless undead in 'The Risen Dead of Antietam'?


This limited time event represents a groundbreaking first for War of Rights and Campfire Games. To say it's a departure from our usual updates is a vast understatement. We are extremely eager to hear your thoughts and sincerely appreciate all feedback!

Join in on the spooky autumn fun come November 1st at the moment both events go live by tracking the traditional main menu countdown timer signaling the events’ commencement!

Character Customization Improvements & Losable Hats

In this update, we have enhanced and expanded character customization for your character's head. Players can now finely adjust age, eye color, hair, and the newly introduced skin tone using sliders. Additionally, you can toggle the hat on and off for a better view of your character.

Skin tone and age will also influence other visual aspects of your character. If you increase your character’s age, his hair will naturally lighten and whiten. Moreover, selecting a slightly darker skin tone also will impact eye color and hair.


These changes also enable hats to become dislodged during battles. Any dramatic experiences the player encounters, such as being knocked down, can result in their hat being knocked off. To save on server performance, unfortunately you cannot pick them back up.

Procedural Dirt and Blood

In today’s update, we're also immersing you in a new way as blood and mud collect on characters as battles unfold. No longer will character dirtiness be statically assigned during customization and at spawn. Instead, it will dynamically accumulate dirt, blood, and debris based on your in-game experiences.


For instance, trudging through deep mud will muck up your trousers and brogans, while taking a tumble in the mud will cover your entire character in grime. And when it rains, nature will lend a hand by washing the blood and dirt away.


This transformation necessitates extensive changes to our asset setup. As a result, this feature will initially be available on specific clothing items, with a gradual rollout planned for the rest of our assets over the upcoming months.

Destruction - Doors

This update also brings further enhancement to our environmental destruction. Doors are now included in our growing list of destructible objects. In past interior combat scenarios, players could exploit doors for unrealistic protection from attackers by keeping them closed. This is no longer the case. Doors can now be broken down using artillery, small arms, and melee attacks - such as those made by the undead!. Doors will go through various destruction states, becoming more mangled, and soldiers hiding behind them become increasingly vulnerable to small arms fire at each stage of destruction.

As this is the initial implementation of the feature, not all doors will be destructible at once in this update. Expect to see more and more doors become destructible throughout the next few updates.


Quality of Life Improvements

In response to community feedback, long-awaited relief is on the way for 'T' spammers. In this update, we're introducing the ability to customize the game information elements that are displayed. You can choose from three settings:
  • Timer: This maintains the current behavior, appearing for a few seconds when pressing 'T.'
  • Always: The element will always be visible.
  • Never: Ideal for those seeking full immersion, as it prevents the visual aid from appearing at all."
For instance, you can now configure player name tags to remain visible regardless of whether you press the HUD display button. Furthermore, you have the ability to adjust the duration for which a chat message remains on the screen when a message is sent.



Update 193 Patch Notes
  • Added 10 artillery battery crews to the character customizer: Cooper, Edgell, Stewart, Cook, Richardson, Miller, Squires, Pelham, Balthis and Brockenbrough.

  • Fixed several character issues including artillery items, kepi materials, incorrect insignias, shirt textures and beard vertex normals.
  • Updated the straw hat geometry.
  • Added additional shirts and trousers for the 1st LA.
  • Added destructible doors.
  • Added more facial customization settings in the character customization menu.
  • Hats can now get knocked off of soldiers during knockdowns.
  • Added procedural blood and mud buildup on characters.
  • Updated the kepi and braids for the US sharpshooters.
  • Added feather options for the hats of the 6th WI.
  • Fixed inconsistencies with the sun angles across all of the levels in the game, resulting in longer and more interesting shadows at noon throughout the game but especially at South Mountain.
  • Resolved several animation issues tied to performing an action while at the double quick or charge speed such as aiming a revolver, entering right shoulder shift, stabbing with a bayonet and clubbing with the rifle butt that would result in a lot of tiny and very quick steps taken by the character.
  • Fixed the revolver’s idle animation, causing it to dip down towards the waist of the character each time movement was initiated.
  • Fixed officer haversack clipping through the baldric.
  • Fixed the Sgt. Major NCO rank of the 14th TN not having an NCO sword.
  • Added 1st VA cavalry, 2nd MD and 2nd WI infantry to the character customizer.
  • Added double breasted frock coats as an option in the character customizer for all CSA officers.
  • Made the text on the credits page white.
  • Updated the terrain shader of the game, resulting in us being able to seamlessly blend between detail terrain textures and distance terrain textures without any of the distance terrain texture colours bleeding into the detail terrain textures. In short: more colour accurate textures up close.
  • Updated the grass detail terrain texture.
  • Fixed the normals of the herringbone and concrete sidewalks of Harpers Ferry to eliminate any ugly seams.
  • Made the stone wall around the Mumma graveyard slightly slimmer so that it is consistently vaultable.
  • Added a new opened variation to the North Carolina Sack Coat and updated the skinning of the NC sack coat.
  • Fixed undershirts clipping with the open jackets.
  • Standing in close proximity to the muzzle or on top of the barrel of a cannon while it fires will now cause a knockdown and damage to your health.
  • Added several new settings in the gameplay options menu related to the in-game HUD such as always-on player names, text chat and compass/morale states. Also added a chat message display timer setting to prolong/shorten the duration that the chat is shown.
  • Overhauled the quartermaster wagon models of the game.
  • Added the following flags: 89th New York National Colors, 30th Ohio Infantry National Colors, and 1st Virginia Cavalry standard. The 1st Virginia cavalry flag is based upon a September 1862-dated eye-witness sketch by Alfred R. Waud. The sketch is now held by the Library of Congress.The 6th Wisconsin National colors have been revised to more closely match the surviving artifact, with thanks to the archivists of the Wisconsin Veterans Museum for their kind assistance.
  • Added regimental drums for the 4th Alabama Infantry, Hampton's Legion Infantry, 30th Virginia Infantry, 20th New York Infantry, 30th and 36th Ohio Infantry regiments.
  • Fixed the Pry barn door LODs.
  • Fixes to the R. Miller Tenant house model.
  • Fixed the Henry Rohrback farmhouse’s attic glitch.
  • Updates to the time of day settings, resulting in slightly less pitch black house interiors at night.
  • Minor Piper slave house scene fixes on the Antietam and Drill Camp levels.
  • Updated the Washington artillery hat insignias.
  • Adjusted the red colour on artillery uniforms.
  • Changed the material of the artillery gauntlets.
  • Fixed incorrect collar insignia for some of the double breasted frock coats in the character customizer.
  • Added a new backend master server separate from Steam’s server tools to more reliably populate all of the online servers within the server browser of the game. Once mass tested and verified to be working as intended, this new backend master server will replace Steam’s version.
  • Completely overhauled the main menu backend code to be much more modular and thus futureproof.
  • Implemented the first iteration of the new server browser, designed to offer up more information of each listed server.
  • Motion vectors for DLSS & TAA are now more accurate, requiring no more intermediate format to work with motion blur, reducing rounding errors.
  • Forward rendering and post effects are now able to sample sun shadow information past the first 4 shadow cascades.
  • Fixed an issue with glass materials resulting in them rendering through volumetric fog.
That’s all for now. We look forward to joining you all on the soon-to-be autumnal clad fields of glory!

- The Campfire Games Team
War of Rights - [CG]TrustyJam


Hello everyone,

Today’s War of Rights alpha update is a relatively small one but we thought it best to get it to you all as soon as possible as it contains a few rather nice improvements, fixes and additions to the game.

Update 192 Patch Notes

  • Further optimized the game code, this time focusing on instancing the character attachments such as hats and bayonets as well as improved the river renderer efficiency, resulting in upwards of 30% performance improvements at isolated moments in the game such as when looking at the Shenandoah and Potomac rivers of Harpers Ferry.
  • Recapturing the point in skirmishes while overtime and counter attack is active should no longer result in a faulty end of the game round.
  • Added 4 new customizable units to the game: 1st and 2nd US Sharpshooters, 1st North Carolina Sharpshooters and 1st Virginia Battalion. These will now also be available at random in the Conquest, Contention and Picket Patrol game modes.
  • Fixed the artillery round smoke trails sometimes appearing to be wildly zig-zagging.
  • Fixed the 1st person camera jolts when returning to shoulder arms.
  • Tweaked the sunset lighting and sky colour for a more realistic look.
  • Getting headshot before entering the spectating camera should no longer result in VoIP being muted until you spawn back into the game.
  • Added the regimental flag of the 17th Michigan.
  • Added the national flag of 1st North Carolina Sharpshooters.
  • Updated the 14th North Carolina national flag, now matching surviving artifact.
  • Added the national flag of the 39th New York.
  • Added a regimental drum for the 39th New York.
  • Added the regimental flag of the 1st Virginia Battalion.

  • Fixed the flag snapping out of the hands of the flag bearer in 3rd person as he turns around.
  • Fixed the bigger Pry Barn doors being locked.
  • Fixed up all of the victory scenes of the Skirmishes game mode to once again include musicians.
  • The Mumma graveyard stonewall is now vaultable.
  • Added the flag of the selected flag bearer to the deployment screen.
  • Fixed the wrong rank, weapon and secondary weapon sometimes being shown on the deployment screen.

That's all for today's update. See you on the fields of glory!

- The Campfire Games Team
War of Rights - [CG]TrustyJam


Hello everyone,

Today, we’re happy to be bringing you another alpha update to War of Rights! Update 191 primarily features a sizable processor usage optimization pass within the game, resulting in up to a 20% overall FPS gain between update 190 and update 191 if you happen to be bottlenecked by your CPU in your setup.

Other notable features of update 191 include a complete hair and facial hair overhaul for much improved character-details, especially up close. This addition also paves the way for future character specific updates.

Lastly, we’d like to highlight a few new anti troll measures making their way into the game; carried flags and artillery rounds will now drop to the ground if a player disconnects while carrying them, thus making it much harder to disrupt flag bearer or battery play.

The update also includes several quality of life additions, tweaked rainy weather environment visuals as well as numerous bug fixes. For a complete list please read the patch notes below.

Update 191 Patch Notes
  • Optimized the CPU usage of the game by a considerable amount:
  • Benchmark results in update 190: 84 FPS
  • Benchmark results in update 191: 105 FPS
  • Overhauled all of the hair and facial hairstyles in the game for much improved details up close.


  • Disconnecting from the server while carrying a flag will now drop the flag at your last position.
  • Artillery rounds will now be dropped on the ground when artillerists are killed or disconnected while carrying one.

  • Knockdowns caused by artillery rounds now result in varying lengths of recovery: the closer to the round going off you are, the longer duration the resulting knockdown will last.
  • Knockdowns now cause suppression at a varying degree.
  • Small caliber rounds such as pistol rounds and the buckshot pellets in buck and ball loads are no longer lethal at extreme ranges. Instead, they are lethal up to a distance of roughly 40 yards and will then gradually lose the damage caused per additional yard traveled. The ball contained in buck and ball loads remains lethal (however inaccurate) at long range.
  • Implemented a potential fix for some of the instances where a user’s level would be falsely shown as 1.
  • Fixed the wobbling soldier animation issue.
  • Fixed a glitch caused by picking up a dropped flag while reloading your musket resulting in a ghost flag spawn point on the terrain.
  • Added the remaining missing weapon images to the class selection and deployment UI menus.
  • Added support for more letters and symbols in the game chat and name tags.
  • Optimized the main menu of the game.
  • Added an additional grass type to the game.
  • Updated the lingering smoke particle effect and increased its visibility and lifetime for added immersion on the battlefields.
  • Updated the bullet trail, bullet water impacts and artillery round trail particle effects.
  • Updates to the R. Miller Tenant house model.
  • Fixed the broken texture on twigs.
  • Updated the Mumma graveyard stonewall model.
  • Several minor fixes to Pry grist mill, Piper barn, R. Miller spring house and Pry barn models.
  • Updated the model of the Sherrick summer kitchen.
  • Hand fixes for various artillery animations.
  • Updates to the visuals of the rainy weather environment: the terrain will now darken much more realistically as it gets wet.
  • Darkened the name tags of the players that are not within your company to easier be able to tell them apart at a glance. This setting can be disabled in the gameplay options menu.
  • Coloured the name tags of your Steam friends green in order to be able to easily meet up in-game. We suspect this addition is going to be useful for new players in particular who will now have the chance to be green in more ways than one! This setting can be disabled in the gameplay options menu.

That's all for today's update. See you on the fields of glory!

- The Campfire Games Team
...

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