Everyone that ever wanted to try the game out is invited to join in. Between 20th and 23rd of June players will have the full catalogue of weapons, strikes, gadgets and equipment at their disposal and will get a chance to play on one of the newest maps, Polyarny, in it’s Warzone variant.
Hi there! We're happy to report that the Free Weekend patch is ready and should be available on the servers now. Remember that some patches, just like this one, require us to restart the servers, so it could take some time. It's a bit bigger than expected, but that's a good things - not only the new players will have something to check out!
Update 0.6.5 Free Weekend Patch Notes
[GAMEPLAY]
New Vehicle - Commando 4x4,
New Weapon - M417,
New Grenade - Impact,
New soldier camos - Winter, Winter Digital, Uraghan, Woodland, Camogrom LE, Olive, Disruptive Pattern, Flectarn, Shadow, ICU, Partizan Spectre,
French uniform added,
Packs with resources are now spawned in special places on maps,
Decreased the penetration values across the board - values are now much closer to real life,
Dropped weapons are now visible for 90 seconds,
Tweaked the UAV timings,
[IMPROVEMENTS]
Added an option to enable and disable GPU Buffering - it should improve GPU performance up to 30% with the cost of tiny input lag,
Default vehicles on Polyarny now have winter camo,
More battlepoints for destroying vehicles with Airstrike,
Interaction with other players is now based on collision with body, not only marker - you can request anything just by targeting collider of the player,
New default settings for marker colors and other,
Multiple HUD clarity improvements,
Drones and Air Strikes balance improvement,
"Fog Enabled" option replaced with "Volumetric Fog" changing between better quality and performance,
Disable muzzle flash fire when silencer is on,
Improved world-space icons visibility (shadow added under icons and texts),
Improved loading screens,
Free look camera in Heli Combat Drone will now keep body pitch rotation,
Better vaulting over Destroy Packs,
Removed marker of a vehicle while driving as a passenger,
Separated headshot and killing headshot marker color,
Mouse scroll in vehicles changes ammo,
All ally soldiers icons are now visible throughout the level (same way as squad icons),
Giftcodes system added,
Bullets penetration tweaks,
Better player suppressors,
Better collisions of dropped weapons,
Fixed not working lasers,
Longer visibility of marked soldiers,
Better player suppression sounds,
Tweaks to vehicle movement speeds and overall handling,
4 configs are now visible per page in the menu,
New West and East default configs,
[BUGFIXES]
Fixed a configuration bug that lead to some players being unable to connect to the game,
Sounds bugfixes,
Fixed problem with passing damage to vehicle - you should no longer be able to destroy vehicles by shooting damaged RCWS,
Level streaming and soldier falling under map bugfixes,
Fixed how long the minimap was available after calling in UAV,
Fixes for muzzle positions,
Fixed crash reporter not working,
OTV crash fix,
Updated item stats for airstrikes,
Multiple vault fixes,
Minor fixes for loading screen scaling,
Fixed MCS reload issue,
Fixed markers flickering when marked with instant and impulse UAVs at the same time,
Fixed Berlin B2 not being capturable from within the Mobile Spawn Point,
Fixed language selection on welcome wizard,
Welcome wizard now waits for server confirmation before letting you proceed (fixes getting stuck in the wizard),
Multiple crash fixes, including server crashes,
Hundreds of small texture, collision and other fixes,
[MISC]
Changes to strike naming for more clarity (for example: Loitering Ammo is now called Suicide Drone).
The World War 3 Free Weekend will commence on June 20th - 23rd. For a few days only, you will be able to download the game from our store page and play it until the weekend is over. If you have any questions, please ask in our Discord or Steam Forums!
Available in following languages: PL | RU | DE | FR
We’ve got a date! The first World War 3 Free Weekend is happening on the 20th of June and will end on June the 23rd. We’ve chosen this date for a few reasons, but as we’ve outlined in previous Weekly Reports, this is the best time to start inviting more and more players to the game. We think that it’s important to show the massive improvements we’ve made since the release of Early Access version of the game.
Speaking of more players, we’ve been hard at work this past few weeks to make sure the game is ready for the influx of additional soldiers. The most significant improvements were made in the readability of markers and performance. We’ve taken some time to optimize the game further, especially all the maps, including the map that will be used for the free weekend - Polyarny. It should run much better now and give everyone a better experience. In addition, there was a huge performance gain unrelated to the maps as well. With the marker improvements, it should be much easier to spot friendlies and make sure your target is the enemy. Some balancing was done as well, so hopefully the game is as fair as possible to everyone.
We’re not taking this free weekend lightly, we’re trying to make sure everything goes smoothly and works our well. That’s why we’ve taken additional steps to make sure we have no problems during the event.
On the networking front, we’ve secured a lot of additional servers from our hosting partner Zeuz.io, with the guarantee of being able to add even more in less than 12 hours, so we should be prepared for anything when it comes to player numbers.
As you already know, we’ve also limited the game to one map only, which was also done to limit the number of failure points we have - be it matchmaking or simply restarting servers with a new map - all of this is not a problem.
Of course, we can’t really predict how many players will join us and how much stress there will be on the systems, so we’ll be monitoring everything closely during the event.
There’s a new weapon that you’ll be able to try out and have fun with: the M417 is our newest battle rifle. Now, with the SCAR-H, we’ve got two battle rifles for our players to choose from. There’s a new vehicle, the Commando 4x4 highly mobile armored vehicle with a grenade launcher and a machine gun on top. You can find it spawning on the map while playing.
We’ve also added a new grenade type, and a lot of improvements and bug fixes that you can read about here.
Those changes are now being tested on the PTE and from the initial feedback we can see that it’s looking good!
Like always, we’ll be playing over the weekend, so see you there, Soldiers!
Here we have another update with some new stuff to test. We've got a new weapon, vehicle, grenade and winter camouflage skins. There is also a bunch of improvements and bug fixes. Also, the issues with users stuck at authenticating screen should be solved for Asia.
PTE 0.6.10 Patch Notes
[GAMEPLAY]
New Vehicle - Commando 4x4
New Weapon - M417
New Grenade - Impact
New Camos - Winter
Packs with resources are now spawned in special places on maps
[BUGFIXES]
Sounds Bugfixes
Level streaming and soldier falling under map bugfixes
Fixed length of minimap available after calling UAV
[IMPROVEMENTS]
More battlepoints for destroying vehicles with Airstrike
Drones and Air Strikes balance improvement
"Fog Enabled" option replaced with "Volumetric Fog" changing between
better quality and performance
Improved world-space icons visibility (shadow added under icons and texts)
Improved loading screens
Better vaulting over Destroy Packs
Dropped weapons stays on ground for longer time
Separated headshot and killing headshot marker color
Mouse scroll in vehicles changes ammo
Ally soldiers icons are now visible through level (same way as squad icons)
Giftcodes system added
Bullets penetration tweaks
Better collisions of dropped weapons
Fixed not working lasers
Longer visibility of marked soldiers
Better player suppression sounds
Thank you all, we sincerely appreciate your endless devotion to World War 3!
Available in following languages: PL | RU | DE | FR
This last week has seen a lot of progress towards the Free Weekend and we’re closing in on the changes we wanted to make to World War 3 to best accommodate the influx of new players. Changes we’re planning focus on ease of understanding what to do and teammate visibility among other things and we think it will help to get the new players acquainted with the game. Remember to help them as well!
We’ve also had a small patch on friday that fixed two major issues, thanks to the community bughunters for letting us know quickly about the problem resulting in quick fix.
We’re presenting to you selected questions from the AMA we’ve announced two weeks ago. Rest of the questions will be answered and posted to our website and forums.
Q: Are you planning on adding on existing maps a game mode Editor? - Ammax
A: Sure, but first we need to finalize World War 3 early access. It could be great to give players the opportunity to create their own levels/map and see the results (even if they are crazy). In fact, lots of WW3 team members were a part of modding community in the past and we see a great modding potential here :) But to make it happen, first we need to finalize World War 3 and after that stage, we can prepare a special dedicated tools for modders.
Q: When will the large map game modes come back? - Smok3
A:We believe that Warzone in current scale is close to perfect ...but for your information, you will find larger maps and more players in Recon game mode :)
Q: Will there be options for custom games with custom settings? To make game modes like headshots only, 200(+)% health, etc. - Matt_dOvale
A: Yes, we are considering custom games & private servers in future. Any suggestions are more than welcome :)
Q: Do you have any plans to run the battle royal mode? Your graphics and playability is much better than in PUBG, and the Smolensk map is perfect for this game. Please, do it, this mod will provide you with hundreds of thousands of players! - rossoner1>Olo
A: Yes, we are planning to add new gamemode RECON, which in fact is our own battle-royale, but more tactical and squad oriented ...stay tuned!
Q: Will we see more SMGs? Or PDWs? Like obvious "iconic" stuff like P90, MP5/7/9, CZ Scorpion, HK UMP and etc.- BeatriceJohnes
A: Yes, more SMG will come soon and make you happy :)
Q: Will flying vehicles be a thing? Not jets maybe, but transport or attack helicopters? - BeatriceJohnes
A: We have helicopters in game, for you information - we add new combat helicopter MQ-8C Fire Scout in Giga-Patch, who serve as an attack helicopter... and we will probably add more helicopters in future. Airplanes & Bombers serve as a support strikes, because our goal is to recreate essential elements of modern combat experience from infantry perspective, where drones or precision airstrikes are crucial in combat.
Q: Will there be progress resets/wipes? If yes - why and can you not do that pretty please? - BeatriceJohnes
A: There will certainly be progress wipes, at least one. But don't worry - we will compensate wipe by giving players something like extra XP, extra cash etc. We’re not doing it for fun, it’s sometimes required if we make big changes to how the XP or other parts of the system work. We have some big changes planned, that’s why we know at some point it will happen - we’ll try to save as much progress as we can though.
Q: What "playstyle" or "role" you intended for tanks and vehicles? Why you balanced them the way you did? (Are they supposed to be this weird "force to be reckoned with but not really" as currently they are good for standing on points providing some cover and firepower. Is that all they supposed to do? They are pretty hard to destroy, unless you have a whole team of RPGs, as they can easily avoid artillery/air strikes and singular RPG strikes do not that much damage. But besides taking punishment? It seems like they can't do much) - BeatriceJohnes
A: Vehicle’s role depends on their combat designation, for example IFV main role is to support infantry in achieving their combat goals, MTB key role is to fight against other vehicles, AFV general role is to support MTB and IFV in combat. Any vehicle will be vulnerable if don't have proper support or cover in combat, that's how the way it is in real life and in our game.Our intent was to encourage cooperation between infantry and vehicles for better combat efficiency against enemy forces. Our main principle in balancing Battle Points was that an Airstrike/Bombing/Artillery cannot be cheaper than a maxed out vehicle if it can destroy it. We would not agree that vehicles are that static; however if the drivers chooses this playstyle, perhaps it is the most efficient way to score.
Q: Do you have any intention to have a "dedicated sniper" "class" in this game? Like a full back line support that can provide some info, pick some targets, drive some drones around from safety and etc. Because right now I can't get rid of the feeling that most of the maps are deliberately designed to prevent any kind of camping - there are no good elevated/covered position, no good lines of sight, no places where you can hide to use drones and etc. While I see how "anti-camping" map design is a very good thing I still wonder if it's intentional? - BeatriceJohnes
A: It is intentional as we don’t think camping is a good thing for the overall game - great teamwork is something what we want ! There’s nothing fun in getting sniped from afar, we’d much prefer snipers to provide covering for and support for their squad, not just find a good spot and lie down there for the whole match - this is not teamplay and it’s not helping your team win since there’s no ticket bleed.
Q: Are you planning on changing/updating weapons stats and descriptions? Because right now they are very very basic, vague and in general hard to understand and distinguish between different weapons/strikes. - BeatriceJohnes
A: To be honest, weapons have lots of stats but they are not displayed in the menu at this moment. We’re planning a total overhaul of the customization UI and it will also change how we show stats.
Q: Are you going to be on E3 with WW3 ? - tommac
A: Yes, we have a small squad on mission at E3!
Q: The dates for final release are still valid (the end of this year / the beginning of 2020)? - tommac
A: Yes, we’re still on track, but if the game needs a few weeks or months more we’re not going to rush it out.
Q: Why UE 4.21 and not the latest 4.22 ? - tommac
A: Because changes in 4.22 rendering pipeline require a lot more work and don’t give us very much - we’ve tested it and there’s a minimal performance upgrade from 4.21 to 4.22. 4.21, on the other hand, includes very important updates for us, mainly replication graph, which should reduce the server CPU usage by a lot.
Q: Any chance for RTX support in WW3? - zucker_rdrg
A: We’re in talks with NVIDIA about using some technology, but we’re still very much in development of the base game and we’ve decided to wait with adding features like this.
Q: Are you going to add weapons progression system? daily missions or something like that? - francolt
A: There are some plans for this specific case (weapons) and for a global challenge system. First iteration should be in the Technical Update.
Q: What can we expect as content wise? What can you tease? - spacesoldier117
A: A lot more guns. The Battle Rifle category is quite empty at the moment and you’ll see a few more added. With Recon we’ll introduce some really interesting weapons, some of which were never done in games before - Can’t wait for you to see them!
Q: Max playercount per server increased in 0.7 or 0.8 and will warzone large come in 0.7 or 0.8? - Salt Lord
A: We’re aiming to have bigger servers back as soon as possible, but we can’t promise a solid date on that one, there’s just too many variables.
Q: After the game launches will there be more guns,vehicles,etc added? - PointShootActionTTV
A: As long as there’s an interest in World War 3, we intend to add content and features.
Q: What's been your favorite thing or moment so far developing the game and what has been the worst? - PointShootActionTTV
A: This is probably different for everyone, but for a lot of us the best moment was showing the game at Gamescom for the first time and seeing how easily people understood what we wanted them to do. Watching people that have never played before covering each other, working together and just playing exactly like we designed the game to play was a great feeling and will probably be with us forever.
As for the worst, I think we’re all aware of that one :P
Q: I heard there will be a customization revision, is it possible to get more detail? - HondoUnicorn
A: Yes, we’re currently working on a brand new customization, that’s both from the technical point of view (so it’s more responsive) and the usability point of view. The basic idea is to split the customization into creating and equipping: this means a ‘Workshop’ of sorts, in which you create the weapons, soldiers and strikes and then a separate area in which you equip them. This equipment section is also planned to be available in a match, so you’ll be able to switch out the visual customization, equipment and strikes, not only the whole loadout like it is now.
Q: Spectator mode and video editor? I think for content creators it will be useful. - HondoUnicorn
A: Spectator mode is being made, we’d also really like to create a replay system, but for now this is not being implemented.
Q: What is going on with recon mode? Any release date? Could I sign an NDA and play recon mode, I've been wanting that mode for a long time.- MrMrMr
A: We’re all waiting for it, but it doesn’t make sense to release it unfinished. We’re also testing it behind closed doors, because it changes a lot and we don’t want false information to mislead people.
Q: When game will start using the new version of the engine? - ೞoℓf✌
A: We have it planned for the next update after the Free Weekend, so not far off.
Q: are there any plans to change the players animations in the near future for example the funny running *moonwalk* - Pyroclutch
A: Yes, one of the upcoming milestones is the Movement Update - we’re redoing the movement system from the ground up to make it look better, feel much smoother, less buggy and easier to expand.
Q: Weather change and day / night system? Even not-dynamic, but just different variants of maps? - mrocznydrwal
A: We have different variants for different game modes and we’re thinking about a good way to make this happen. Due to us using pre baked lighting, each lighting scenario is requiring a lot of HDD space for the lightmaps and we don’t want the game to require 100GB+.
Q: When do you think server performance will be fixed?- nubbits
A: Optimization is not something that’s ever done, we know engine update will make a big difference, but that’s not the end. There’s always something to be improved or tweaked, so it’s going to get progressively better with time.
Q: What plans are there for improving the metagame? - nubbits
A: With the new customization menu the metagame will also get an overhaul. It’s going to be less convoluted and easier to use than right now, but we can’t give any details as of yet.
Q: Any plans to rework the squad management. Would be nice to be able to see the names of the teammates on map while in squad menu or to see where each specific teammate is located on the map. Atm you can only see the dots on the map, without knowing who is who.- Gutshot
A: Deployment screen rework is coming and some of those ideas will be in - definitely a way to see where someone is.
Q: When Recon will be released it will be on all maps? If not, which ones? Is it worth waiting for it on all maps? I really want to see it on Polyarny. - Akan
A: It will be on all maps!
Q: Are there any plans to record the match? As in Battlefield 2 on some servers it was possible to download the file of the last round. Or add a Killcam (A camera that shows on behalf of the enemy how you were killed.)? At least for TDM. - BadRussiaN
A: We’re not 100% sure about replay system (we’d like to add it, but it’s not that important compared to some other improvements), killcam not something we’re interested in. Having it in TDM only might be something we’ll take a closer look at, though.
Greetings Soldiers! Big thank you for sending reports with the issues. We are dropping small patch with fixes around C2 on Berlin Warzone and the RCWS.
0.6.4 Hotfix Patch Notes
[BUGFIXES]
Fixed missing collision around point C2 on Berlin Warzone,
Available in following languages: PL | RU | DE | FR
The last few weeks were really good for World War 3 - 0.6 Patch was a big success, people are really happy with the game and we can see a lot more movement and chatter in the community. One of the biggest requests we see now, is doing a Free Weekend for the game. We’ve decided to listen to our players and influencers, and make it happen, since it seems to be a good time to start inviting more people to join the fun.
For those that don’t know: Free Weekends mean just what it says on the tin: you can play the game for free over a weekend and decide if you want it - a demo version of sorts.
Our first Free Weekend will happen in June. We will inform you about dates very soon, we have a few things to button up and set in motion so things go as planned as much as possible - so make sure to keep an eye out for the date.
What will you get in a Free Weekend? You’ll have access to all the weapons, vehicles, characters, loadouts, customizations, settings and so on, and test the game on one selected map on Warzone game mode. This map will be Polyarny, our new arctic map set in the far north of Russia.
We've decided to go with one map only for a few reasons, the main one being that this is our first free weekend on steam in company history and we don’t want screw up this ! It easier for us to predict server usage and how to spool up additional machines easier if we only have one map setting.This is the first time we’re doing a Free Weekend and we want to make it as best as possible - and this means reducing things that could go wrong.
We want to give all players around the world, opportunity to try a World War 3 and judge the game and progress which we made since launch - in terms of gameplay, optimizations and improvements - we’re still here and going strong with updates and changes. Making the game free for some time also lets players that are undecided try it and form their opinions. Additional feedback we’re going to get is also potentially something very useful for us now and in the future. And speaking of the future - we plan to repeat Free Weekends from time to time, to presenting a project progress and invite more people to the game.
Right now the entire team is working hard to preparing the game as much as possible to free weekend. We’ve also prepared a few surprises for this event - one new weapon, new equipment you can take with you and a vehicle among other improvements and additions.
If you want to know more about our plans, check out the newly updated Roadmap for more information.
After testing on the PTE, we've got a patch that should help with the Heli Drone hitreg and some rebalancing. We've also got some cool fixes on top of that, so happy shooting!
0.6.3 Patch Notes
[GAMEPLAY]
Airstrike rebalance: prices and damage (Hellfire and Stormbreaker),
Decreased bonus points for vehicle destruction,
[BUGFIXES]
Hit registration from characters also applies to vehicles - Heli Drone should be now hittable with RPGs,
Waiting for level to load after spawn - Vehicle will not simulate physics in time of waiting, shouldn't fall through the world,
Fixed crash on strike drop,
Vehicles can no longer drive on surfaces that character can't step on,
Fixed VOIP audio volume slider not working in settings,
Incorrect positioning of sounds,
Added walkable slope to radar curb that was blocking player movement on C1 on Smolensk,
Added new material to collision meshes for correct grass footsteps sounds on Berlin and Warsaw,
Some fixes to Juno Grip availability in customization,
Fixed applying skins on Boxer,
Fixes for Leopard 2 PSO armor,
Updated Buggy's collision so it can't climb walls while driving backwards,
Fixed flickering markers,
[IMPROVEMENTS]
Loitering Ammo camouflage,
Quadrocopter now can fly through the windows on Smolensk,
Added extra covers on Smolensk,
Created some additional magazines for better fitment,
Proper HUD naming for vehicles,
[OPTIMIZATION]
Maximum texture size reduced on all levels for objects that had it set too high,
Added simplified version of bushes on Polyarny,
Foliage draw distance fixes and other fixes on Polyarny,