WWII Online - Xoom
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WWII Online - Xoom
Become a PREMIUM subscriber now and get 15% off your first month! This offer will last until February 19th and is available now. Check our main store page and click this offer now! Or click here to get Premium now!
WWII Online - Xoom
It goes without saying that our current User Interface is not only difficult to navigate for new users, but it's actually overwhelming and un-necessarily complicated (yes, we know). As part of the entire 1.36 hybrid supply plan, we also want to work towards making the User Interface extraordinarily more simplistic and sensible. Today I wanted to share with you a teaser of what our interface may look like in the future to generate discussion and thoughts. Do note there's a lot of detailed planning happening within that expands way beyond this screen.

Let me go to say that our team at CRS refactoring the entire process of how users load up the game and determine where it is that they'll be "clicking." A major goal being, reduce un-necessary clicks and clutter, and try to simplify getting to where the action is for the users benefit. If we can do that (get new players into quality WWIIOL combat), then we'll fight our biggest battle of retaining them. Because very simply, that is why we're all here, that epic grand scale WAR that we see and desire to create. Some if not most of our new users never get to experience that, so we have to do better.

Right now the big goal is to have phases, where we present information to users that is relevant at that moment and then it expands to more information depending on that path, with the intent to better guide the player. 

One thing you may notice right off the bat is map dominates the screen, and we'll be working to make Attack / Defense objectives more pronounced as well to show users where the actual battles are (though this illustration does not cover that part).

You'll also see the INSTANT ACTION button, we've all been talking about it for awhile, we're serious about implementing something like that.

Have a look down below and let us know your thoughts or questions. 

THIS IS A WORK IN PROGRESS AND MAY NOT RESULT INTO THE FINAL OUTCOME. THIS IS ONE OF SEVERAL SCREENS BEING REDESIGNED.



Later this coming week we have a big announcement coming to press our 2018 objectives, particularly 64-bit. Stay tuned for more details.

That's all for now, SALUTE!
WWII Online - Xoom
It goes without saying that our current User Interface is not only difficult to navigate for new users, but it's actually overwhelming and un-necessarily complicated (yes, we know). As part of the entire 1.36 hybrid supply plan, we also want to work towards making the User Interface extraordinarily more simplistic and sensible. Today I wanted to share with you a teaser of what our interface may look like in the future to generate discussion and thoughts. Do note there's a lot of detailed planning happening within that expands way beyond this screen.

Let me go to say that our team at CRS refactoring the entire process of how users load up the game and determine where it is that they'll be "clicking." A major goal being, reduce un-necessary clicks and clutter, and try to simplify getting to where the action is for the users benefit. If we can do that (get new players into quality WWIIOL combat), then we'll fight our biggest battle of retaining them. Because very simply, that is why we're all here, that epic grand scale WAR that we see and desire to create. Some if not most of our new users never get to experience that, so we have to do better.

Right now the big goal is to have phases, where we present information to users that is relevant at that moment and then it expands to more information depending on that path, with the intent to better guide the player. 

One thing you may notice right off the bat is map dominates the screen, and we'll be working to make Attack / Defense objectives more pronounced as well to show users where the actual battles are (though this illustration does not cover that part).

You'll also see the INSTANT ACTION button, we've all been talking about it for awhile, we're serious about implementing something like that.

Have a look down below and let us know your thoughts or questions. 

THIS IS A WORK IN PROGRESS AND MAY NOT RESULT INTO THE FINAL OUTCOME. THIS IS ONE OF SEVERAL SCREENS BEING REDESIGNED.



Later this coming week we have a big announcement coming to press our 2018 objectives, particularly 64-bit. Stay tuned for more details.

That's all for now, SALUTE!
WWII Online - Xoom
An all new type of game play has been introduced into the game as we are now releasing TANK BUSTERS to WWII Online! Fortified Mobile Spawns have some rule changes and are also now destroyable ONLY by high explosive satchels and bombs dropped from aircraft. We've also got a couple of other things relating to Tutorials and Gun Sights to address. CRS is looking for volunteer devs, check out our volunteer page here.


README: Version 1.35.11.0 - Update: (January 2018)
 
This Production Update serves to include yet more NEW content into World War II Online by the addition of the “Tank Buster” aircraft to all countries.

Game play related:

Fortified Mobile Spawn (FMS), UMS & Truck EWS Changes

Fortified Mobile Spawns may now only be destroyed by:
  • Aircraft Bombs
  • High Explosive Satchels available with:
    • 1 per bolt action rifleman
    • 2 per sapper
    • 4 per engineer
  • FMS placement timer reduced from 3 minutes (180 seconds), down to 1 minute (60 seconds).
    • This change is to add more forward spawn options across the campaign
  • UMS placement timer was reduced from 90 seconds down to 60 seconds
  • Trucks that place the FMS have had their EWS range decreased to increase survivability
    • New EWS trigger range is 700 Meters, down from about 1-1.5KM
    • Trucks affected include:
      • Opel
      • Sdkfz 7
      • Sdkfz 251
      • Morris
      • Bedford
      • Laffly
Client related:

New Content: Tank Busters (available in Tier 3)

  • For the Axis forces it’s the 37mm armed, Junkers Ju87-G2.
  • For the Allied forces, the British have the 40mm armed, Hawker Hurricane Mk II D. While the French receive the 37mm armed Bell mle 26 (the French version of the US P39-N).
  • The US Bell P39-N Airacobra has also been created and will be added once the USAAF is included in World War II Online in the future.
  • 5 tank busters will be available per air flag.



Bug fixes:
  • The following vehicles and guns have had their gunsights revised to make them more consistent with their appropriate historic counterparts: M10, M4A2, ROQF 17pdr, M5A2 3” and the M1 57mm.
  • It was found the Sapper had been mislabelled as an Engineer. This has now been corrected.
  • Player Placed Objects (PPO) have been re-examined, specifically the Fortified Mobile Spawn (FMS). The FMS can now ONLY be damaged by Aircraft Bombs and HE satchels. All other weapons will have no effect on FMS’s only. The other PPO’s are unaffected by this revision.
  • The Tutorials have now been completely revised. The Basic Armour and Fighter Tutorials have also been reintroduced.
WWII Online - Xoom
An all new type of game play has been introduced into the game as we are now releasing TANK BUSTERS to WWII Online! Fortified Mobile Spawns have some rule changes and are also now destroyable ONLY by high explosive satchels and bombs dropped from aircraft. We've also got a couple of other things relating to Tutorials and Gun Sights to address. CRS is looking for volunteer devs, check out our volunteer page here.


README: Version 1.35.11.0 - Update: (January 2018)
 
This Production Update serves to include yet more NEW content into World War II Online by the addition of the “Tank Buster” aircraft to all countries.

Game play related:

Fortified Mobile Spawn (FMS), UMS & Truck EWS Changes

Fortified Mobile Spawns may now only be destroyed by:
  • Aircraft Bombs
  • High Explosive Satchels available with:
    • 1 per bolt action rifleman
    • 2 per sapper
    • 4 per engineer
  • FMS placement timer reduced from 3 minutes (180 seconds), down to 1 minute (60 seconds).
    • This change is to add more forward spawn options across the campaign
  • UMS placement timer was reduced from 90 seconds down to 60 seconds
  • Trucks that place the FMS have had their EWS range decreased to increase survivability
    • New EWS trigger range is 700 Meters, down from about 1-1.5KM
    • Trucks affected include:
      • Opel
      • Sdkfz 7
      • Sdkfz 251
      • Morris
      • Bedford
      • Laffly
Client related:

New Content: Tank Busters (available in Tier 3)

  • For the Axis forces it’s the 37mm armed, Junkers Ju87-G2.
  • For the Allied forces, the British have the 40mm armed, Hawker Hurricane Mk II D. While the French receive the 37mm armed Bell mle 26 (the French version of the US P39-N).
  • The US Bell P39-N Airacobra has also been created and will be added once the USAAF is included in World War II Online in the future.
  • 5 tank busters will be available per air flag.



Bug fixes:
  • The following vehicles and guns have had their gunsights revised to make them more consistent with their appropriate historic counterparts: M10, M4A2, ROQF 17pdr, M5A2 3” and the M1 57mm.
  • It was found the Sapper had been mislabelled as an Engineer. This has now been corrected.
  • Player Placed Objects (PPO) have been re-examined, specifically the Fortified Mobile Spawn (FMS). The FMS can now ONLY be damaged by Aircraft Bombs and HE satchels. All other weapons will have no effect on FMS’s only. The other PPO’s are unaffected by this revision.
  • The Tutorials have now been completely revised. The Basic Armour and Fighter Tutorials have also been reintroduced.
WWII Online - Xoom
In our ongoing effort to improve the game and the experience of our players, we have evaluated the way the game has been presented on the Steam store and we have decided to make some changes. We are always evaluating the player experience and are listening to the feedback that players are giving.

So, today we're announcing a change in our [Steam] Subscription Offerings. Our new standard "Base Game" will be the Starter Subscription, we'll also be adding a couple of cool things for our Starter Subscription that we think they'll approve of. We will also continue to offer our "All Access" Premium Subscription to get the very best of WWII Online.

Subscription plans available for WWII Online on Steam

Starter Subscription (Base Game)
Cost: $7.99/mo Recurring (USD)

You'll receive TWO premium items each campaign (items rotate)
Includes all other pre-existing access continuously

Awards (to come in the future / being developed):
1. Upon each renewal, you'll get 1 FREE week of Premium Access
1. This will allow users to consistently evaluate what premium access offers
2. This is also our way of rewarding you and saying THANKS for subscribing

Premium Subscription (ALL ACCESS)
Cost: $14.99/mo Recurring (USD)

Includes full and complete access to the game as per usual, no changes here.

Category changes for WWII Online

WWII Online will henceforth be available in the following Steam categories:
  • Massively Multiplayer
  • Simulation
  • Action
  • Indie
  • Strategy

Other Important Information

All previous players who have signed up with our FREE PLAY option will be grandfathered in and will see no change in their access or ability to play (continued play). You will also be able to upgrade to our Starter or Premium plans as per normal.

The Premium 3 month prepay option has been discontinued to simplify the upgrade process for Steam users seeking to join the all-access premium ranks.

These changes better reflect what our product is and provides maximum development capabilities to help us further the mission of growing and improving World War II Online.

We'd like to thank all of you who have been playing our awesome game and participating in discussions in our forums.

We'll see you in the field, SALUTE!
WWII Online - Xoom
In our ongoing effort to improve the game and the experience of our players, we have evaluated the way the game has been presented on the Steam store and we have decided to make some changes. We are always evaluating the player experience and are listening to the feedback that players are giving.

So, today we're announcing a change in our [Steam] Subscription Offerings. Our new standard "Base Game" will be the Starter Subscription, we'll also be adding a couple of cool things for our Starter Subscription that we think they'll approve of. We will also continue to offer our "All Access" Premium Subscription to get the very best of WWII Online.

Subscription plans available for WWII Online on Steam

Starter Subscription (Base Game)
Cost: $7.99/mo Recurring (USD)

You'll receive TWO premium items each campaign (items rotate)
Includes all other pre-existing access continuously

Awards (to come in the future / being developed):
1. Upon each renewal, you'll get 1 FREE week of Premium Access
1. This will allow users to consistently evaluate what premium access offers
2. This is also our way of rewarding you and saying THANKS for subscribing

Premium Subscription (ALL ACCESS)
Cost: $14.99/mo Recurring (USD)

Includes full and complete access to the game as per usual, no changes here.

Category changes for WWII Online

WWII Online will henceforth be available in the following Steam categories:
  • Massively Multiplayer
  • Simulation
  • Action
  • Indie
  • Strategy

Other Important Information

All previous players who have signed up with our FREE PLAY option will be grandfathered in and will see no change in their access or ability to play (continued play). You will also be able to upgrade to our Starter or Premium plans as per normal.

The Premium 3 month prepay option has been discontinued to simplify the upgrade process for Steam users seeking to join the all-access premium ranks.

These changes better reflect what our product is and provides maximum development capabilities to help us further the mission of growing and improving World War II Online.

We'd like to thank all of you who have been playing our awesome game and participating in discussions in our forums.

We'll see you in the field, SALUTE!
WWII Online - Xoom
We have a new website live chat system for supporting our players better that has just gone live this week. For Steam customers, this is especially valuable and we'd like to help you. Simply go to our website at www.wwiionline.com and you'll be able to talk to someone LIVE.

We're seeing a lot of traffic and people asking for help, which is awesome! Merlin51 will give us some information about Terrain and how that is progressing, and I'll go into some brief information about production (vehicle and Italian development progress). CRS is looking for volunteer devs and marketing personnel, check out our volunteer page here. And finally we'll do a follow up on the feedback we've been receiving on our Roadmap released last week. Happy Friday Everyone, S!

SUPPORTING OUR CUSTOMERS MORE

After some consideration and coordination with our customer support team here at CRS we're going to be expanding our support into LIVE CHAT on all of our web pages. We currently have a widget for customers to place questions and support tickets, but we don't currently have live support. That will be changing here fairly quickly and we're looking forward to helping more folks who may have questions and need support.

CRS takes supporting our players very seriously and we recognize that with great service it's one of the ways we can stand out and be sure to have that continued personal connection we have with our player base. So this should be a great addition to the whole support work flow - WOOT!

TERRAIN NEWS FROM MERLIN51

Terrain work had begun for the first time in well over a decade. It has been a challenge getting tools that were written some 15 years ago working and making sense of them from the sparse documentation, but we have accomplished that and learned the secrets to terrain and strat object creation.

We can now fix modify and add buildings, towns, trees roads etc. We can even bring home the missing AI. We are currently working on finishing a reliable method of building that terrain out in client form so we can get it out to you, the players, and once we have all these things working smoothly together we will be able to greatly expand the playable map and even look to expanding the map beyond its current borders.

Many terrain fixes have actually already been actively worked on and are already in place in the terrain data files and once we finish a bit more work on the assembly tools should be making their way out into the world.

CREATOR / VEHICLE DEVELOPMENT

We have a new 3D Artist onboard (Urkenstaff) who is learning the way of the Creator software and all of its glory. We're trying to get him up to speed as quickly as possible to help SADGUY deliver more variants of vehicles and help increase production speed of new vehicles to be entered into WWII Online. Salute to him for learning a difficult program and gaining some results.

ITALIANS GETTING POLISH - ALMOST READY

The Italians needed a couple fixes prior to entering Quality Assurance testing and got handed back to our Artists for corrections. We've also improved the production pipeline as it relates to anything to do with infantry so that these fixes can be caught more early on and projects (tasks) can be delivered faster. Stay tuned, they're not too far away from release!

----------------------

We've had an overwhelmingly positive response from the community as it relates to last week's Roadmap being released, and we're thrilled about that! We've had two threads made in the forums that may be worth your time in reviewing as they go into some more detail and commentary. You're welcome to expand on those as I'll be actively communicating in those threads.


There's a lot of great activity still underway here at Cornered Rat Software and it's going to be a kick-ass year! We'll continue to share our progress with you and bring new fixes and content to WWII Online. See you next week, SALUTE!
WWII Online - Xoom
We have a new website live chat system for supporting our players better that has just gone live this week. For Steam customers, this is especially valuable and we'd like to help you. Simply go to our website at www.wwiionline.com and you'll be able to talk to someone LIVE.

We're seeing a lot of traffic and people asking for help, which is awesome! Merlin51 will give us some information about Terrain and how that is progressing, and I'll go into some brief information about production (vehicle and Italian development progress). CRS is looking for volunteer devs and marketing personnel, check out our volunteer page here. And finally we'll do a follow up on the feedback we've been receiving on our Roadmap released last week. Happy Friday Everyone, S!

SUPPORTING OUR CUSTOMERS MORE

After some consideration and coordination with our customer support team here at CRS we're going to be expanding our support into LIVE CHAT on all of our web pages. We currently have a widget for customers to place questions and support tickets, but we don't currently have live support. That will be changing here fairly quickly and we're looking forward to helping more folks who may have questions and need support.

CRS takes supporting our players very seriously and we recognize that with great service it's one of the ways we can stand out and be sure to have that continued personal connection we have with our player base. So this should be a great addition to the whole support work flow - WOOT!

TERRAIN NEWS FROM MERLIN51

Terrain work had begun for the first time in well over a decade. It has been a challenge getting tools that were written some 15 years ago working and making sense of them from the sparse documentation, but we have accomplished that and learned the secrets to terrain and strat object creation.

We can now fix modify and add buildings, towns, trees roads etc. We can even bring home the missing AI. We are currently working on finishing a reliable method of building that terrain out in client form so we can get it out to you, the players, and once we have all these things working smoothly together we will be able to greatly expand the playable map and even look to expanding the map beyond its current borders.

Many terrain fixes have actually already been actively worked on and are already in place in the terrain data files and once we finish a bit more work on the assembly tools should be making their way out into the world.

CREATOR / VEHICLE DEVELOPMENT

We have a new 3D Artist onboard (Urkenstaff) who is learning the way of the Creator software and all of its glory. We're trying to get him up to speed as quickly as possible to help SADGUY deliver more variants of vehicles and help increase production speed of new vehicles to be entered into WWII Online. Salute to him for learning a difficult program and gaining some results.

ITALIANS GETTING POLISH - ALMOST READY

The Italians needed a couple fixes prior to entering Quality Assurance testing and got handed back to our Artists for corrections. We've also improved the production pipeline as it relates to anything to do with infantry so that these fixes can be caught more early on and projects (tasks) can be delivered faster. Stay tuned, they're not too far away from release!

----------------------

We've had an overwhelmingly positive response from the community as it relates to last week's Roadmap being released, and we're thrilled about that! We've had two threads made in the forums that may be worth your time in reviewing as they go into some more detail and commentary. You're welcome to expand on those as I'll be actively communicating in those threads.


There's a lot of great activity still underway here at Cornered Rat Software and it's going to be a kick-ass year! We'll continue to share our progress with you and bring new fixes and content to WWII Online. See you next week, SALUTE!
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