World War 3 - [F51] Rozmo
Hello Soldiers,

As we've written in our last week's Weekly Report, we're now accepting submissions for our Breakthrough Trailer. We’ll create a montage of best clips we get and publish it alongside our internal Breakthrough trailer when the game mode is available for everyone.

Clips that make it into the trailer will be awarded World War 3 PC Steam keys, so there’s something to work for – and it’s so easy! Below you'll find the details on how to correctly send your videos.

Community Trailer Submission Details
Length

If you don’t want us to chop up your footage, keep the clips to as short as possible. If you can show what happened in 5 seconds, that would be the best. We realize sometimes the action needs some more time, but we want to include as many creators as possible.

Quality

Custom .ini settings and Low Quality settings will impact the chance of your submission to be included. It doesn’t mean there’s no chance, especially if the action is awesome, but try to make your footage look as good as possible.

Resolution

We’ll be taking footage with minimum resolution of 1080p, higher obviously preferable. Again, if you have some epic 10-man kill with artillery and you play 720p – send it in, just be aware of this limitation.

Upload

The best way to get the files to us will be to upload them to an online hosting service and send us an email with “Breakthrough Community Trailer” in the topic and links to the files in the message. The contest email address is contests@worldwar3.com. In the case of streaming footage, download it and do the same.

Please, don’t send us the files directly, there are limits to our inbox size and we will ignore those emails!

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!

It’s been another week of hard work on World War 3, so let’s see what we’ve been up to since last week’s Report. We’ve talked about how 0.8 testing is going on the PTE, work on the new Infantry HUD, how the Breakthrough fixing is going, the optimization effort and other things.

Let’s give you an update on what changed and how we’ll proceed in the future.
0.7.2 Live Patch
We’ve updated the Live version with some improvements we’ve done for 0.8. Those are mainly bug fixes for some annoying bugs that were introduced with the engine switch and some optimization changes.

We’ve fixed most of the replication issues that were left, namely the problem with some players not having a team set properly. This resulted in people having no markers and not appearing on the scoreboard - this should be fixed now and work as intended.

Another big change were the optimization changes. We’ve changed how the player profiles and characters/weapons/strikes are loaded in to save on the load times and reduce stuttering caused by loading on the fly. It should smooth out the gameplay and make the game more enjoyable, especially on slower machines.

This is by no means the fix for all issues, but after the engine switch is complete, we can focus more on optimizing the game now. Further optimization changes will be coming in small batches - goal being having enough small fixes that make a huge difference for 1.0.

Optimization is not something you can do in an evening, it’s hours and hours of work for every tenth of a frame, every one stutter eliminated, so it will take some time and effort, but we know it’s worth it and we’re committed to delivering as smooth of a game as it’s possible.

Next on the list for this are more fixes for loading (which is the main reason for stutters) and continued work on all facets of the optimization.
0.8 on the PTE
We’re continuing to get a lot of valuable feedback and support from the community, which we’re grateful for and we are listening. The testing has been doing great, we can see the game mode is a big hit with the community, with some things that need to be fixed, which brings us to the next point.
Breakthrough Progress
Breakthrough is being fixed up according to our observations and community feedback. We’ve improved the information layer available for the player, so you’ll be notified about charges being planted and defused much more clearly. We’ve changed spawns around, shuffled some point locations and polished the mode a bit overall. You’ll have a chance to test the changes as soon as we’ve made sure thy work as intended and they’re ready for PTE.
Other improvements
We’re also working on a lot of other changes and features, like making sure spawning works well once and for all, fixing armor bugs in vehicles, taking a look at balancing and player progression, more HUD changes and bug fixing and so on. There’s a noticeable increase in how quickly we’re able to work after 0.7 was finally released and that bodes well for the future.
Breakthrough Community Trailer
We’re opening up the email address that you can send your clips to! A few weeks back we’ve announced the contest for creators and players alike, to record the best Breakthrough clips and send them our way. We’ll create a montage of best clips we get and publish it alongside our internal Breakthrough trailer when the game mode is available for everyone.

Clips that make it into the trailer will be awarded World War 3 PC Steam keys, so there’s something to work for - and it’s so easy!

Community Trailer Submission Details
Length
If you don’t want us to chop up your footage, keep the clips to as short as possible. If you can show what happened in 5 seconds, that would be the best. We realize sometimes the action needs some more time, but we want to include as many creators as possible.

Quality
Custom .ini settings and Low Quality settings will impact the chance of your submission to be included. It doesn’t mean there’s no chance, especially if the action is awesome, but try to make your footage look as good as possible.

Resolution
We’ll be taking footage with minimum resolution of 1080p, higher obviously preferable. Again, if you have some epic 10-man kill with artillery and you play 720p - send it in, just be aware of this limitation.

Upload
The best way to get the files to us will be to upload them to an online hosting service and send us an email with “Breakthrough Community Trailer” in the topic and links to the files in the message. The contest email address is contests@worldwar3.com. In the case of streaming footage, download it and do the same.

Please, don’t send us the files directly, there are limits to our inbox size and we will ignore those emails!

That’s it for this week, we hope to see you in the next Weekly Report.

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!
We're currently working on 0.8 patch on the PTE, with our newest Breakthrough game mode, but there are some things that the current live version could benefit from, namely fixing the problems with replication of players (resulting in missing markers or having wrong marker color) and, of course, performance. We have a few fixes coming your way, so let's dig in.

Update 0.7.2 Patch Notes
[DEBUG]
  • Added TeamManager debug printing on server and client side to find more problems,

[BUGFIXES]
  • Multiple fixes for team replication (missing markers, wrong team colors),
  • Changed how actors replicate to reduce server crashing,
  • Fixed a server crash related to debugging data,
  • Fixes for audio occlusion and spatialization,
  • Fixed destructible objects not having particles at the start of the match,

[OPTIMIZATION]
  • Fixed OnVideoBasicSettingsChanged() hitches on the render thread,
  • Fixed hitches on the render thread when updating material scalar parameters,
  • Fixes for reloading assets that were already loaded (reduced hitching),
  • Disabled ticks on multiple actors,
  • Disabled DoF calculations for remote vehicles.

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!

This week we wanted to let you know how things are going and what the current development tasks are going on. It can be pretty obvious for us involved with the game on a daily basis, but it’s easy to forget not everyone spends 50 hours a week working on World War 3, so letting you know what we’re doing from time to time is a good thing.

0.8 Testing
0.8 has been in public testing for a while and the newest gamemode, Breakthrough, has gotten a fair share of feedback. We’re very happy to see that people love the game mode in general, but also see some problems worth addressing. We agree with this wholeheartedly and we’ve started fixing some things.

For starters, the plant/defuse visibility will be increased, so you really know when they happen. Secondly, as we wrote last week, the Retreat mechanic is now fleshed out further: the attacking team won’t be able to rush the next objective until the retreat is finished. We will rebalance the points that attackers and defenders get, move some stations around and fix some bugs that make Breakthrough a bit less enjoyable.

You can catch up on the BRE feedback in this topic and throw your two cents in - we encourage you to do so! The overall 0.8 feedback topic is here.

Some of those changes are already done or are being done, so keep training on PTE so you can help new players once 0.8 hits Live. Yes, help. Not crush.

Vehicle armor poll
Our design team asked the players about the current armor system. The main idea behind this is to know what makes sense for the players and what is still not explained well enough. Because the time for balancing is coming soon, we want to be prepared and know what our players want and need, so we can make better decisions, so log in and let us know where you stand!
https://forum.worldwar3.com/index.php?/topic/10826-poll-vehicle-armors-system/

HUD Improvements
We’re also working on the new HUD a lot, with changes to the strike bar on the bottom, some icon redesigns and implementing feedback we got on it from you. It seems to be a big hit in general, with a few points of contention, which we’re addressing.

Optimization
On the optimization front, we’re starting to move more and more resources into making the game smoother as we’re nearing the 1.0 slowly. This will ramp up greatly before release and we’re expecting big changes in the last patch or two. Right now we’re optimizing the loading order of things (especially levels) and moving more and more things to be loaded asynchronously (or “on-the-fly”), so the freezing related to loading assets when playing (streaming, player or vehicle customization etc.) should be reduced. It requires some changes to the item database, so there’s no ETA, but we’re constantly working on optimizing the game and making it work better.

Movement system
We’re currently still in the process of merging the movement system into the newest version of the game. It will take some time, because since we started working on it, the game changed a lot and we have to make sure we’re not breaking anything and the system works as intended once merged together. It’s more of a tedious and repetitive work, so it takes some time. It’s getting close, and we can’t stress how excited we all are to show it to you. Remember - we can’t wait as much as you do!

Other work
The other work is progressing as always: more vehicles, more attachments, more weapons, more maps, the new UI is progressing nicely - we’re also working on a firing range in tandem. There’s some cool things coming to the player progression, constant bug fixing and so on - there’s a lot of cool stuff coming to World War 3 in the coming weeks and months.

We won an award!
We've also received another award for our game - this time from a polish magazine. The award took a bit to get here, but it finally arrived and now we can present it to you. World War 3 is the Best Polish Game, as voted during the IThardware for Gamers 2019 plebiscite! Thank you for the recognition - the coming year will be even more exciting!


Next Week
As we wrote in last week’s report, we’ll be creating a community trailer for Breakthrough game mode. Keep recording, make sure you’re ready when we open the submissions up!

One more small thing: November 11th is a national holiday in Poland, so the Weekly Report will be late by about 24 hours, so don’t be alarmed, when the report is not out on Monday.

See you then and thanks for reading!

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!

Last Friday we’ve pushed the 0.8 update to the Public Test Environment. It includes the brand new community game mode and a new player HUD. Both those are still being worked on, so this is the perfect time to submit your suggestions and bug reports to our forums!

Breakthrough has been a game mode that our community wanted to have in the game for a long time. It was you, the players, that came to us with a request for a password protected server to test a game mode. You organized the testing, got everyone on the same page, we all got together and played a number of matches, slowly finding problems and strong points of the gameplay. After that, we took what we learned during playtesting and here we are a few months later - with a brand new game mode, directly influenced by the players.

You can read more about the Breakthrough Community Game Mode in one of the previous Weekly Reports.

It’s playable on all current Warzone maps, features a 20 player cap, full strike support and some intense firefights and rushes for the bomb plants. Some of you might see the 20 player cap as low, but it can get pretty insane when all of those 20 players are on a single point. We want to try a larger versions as well, but first we want to see how it plays out with you!

With 0.8 now on the PTE, we’ll be refining the gameplay and HUD elements further, going into future patches. For now, what you can see on your screen is a work in progress.

Finally, there’s also the Napalm Strike we showed a few weeks ago together with Artillery Smoke. We wanted to keep it in a bit longer for performance reasons. It’s still not 100% there, but it’s working well enough to start testing its gameplay viability and usage in the war zone.

If you are not aware of how to join the PTE, you can find it as a separate game in your Steam library named World War 3 PTE.

The full 0.8 Patch Notes are available here!

Last Week at the Office
When it comes to the HUD, the last week at the office was filled with Breakthrough testing and information layer improvements. We’ve added on screen messages about defuses and plants, all the timers and a few additional things to let people know better what is happening around.

We have a few more things we’d like to add, but we’re waiting for you feedback, since there are a few ways we could go about it. We want to show the current contested area on the map better and direct people more into the proper place. Also, the retreat mechanic will get some additional features, like bonuses for defenders if they retreat successfully and for attackers if they stop the retreat.
Movement
One of the questions you might have is about the movement overhaul. Next big milestone on our Roadmap is the Movement Overhaul - this is still the case, but we decided to not wait until it’s 100% done and release the Breakthrough patch in the meantime. Its release is somewhere in-between the milestones. This is why we’ve decided to not put numbers on them knowing we could have something like this happen.

We figured that it’s better to give the players something that’s nearly done right now rather than make you all wait for the movement and bunch it all together. This is mainly why we were able to release 0.8 to the PTE so soon after 0.7 hit Live - it’s only been a little over 2 weeks!
Breakthrough Community Trailer
While we’re working on an internal trailer for Breakthrough, we had an idea, that since it’s a community game mode and a lot of you took your time to help us make it, we want to give you an opportunity to have your gameplay in an official trailer. For now this is not set in stone, nothing is concrete, but this is how we would see it happening:

The trailer would be a montage of cool stuff from the Breakthrough PTE testing - clips of great actions and all that fun things you can do in this game mode. There are way more of you than us at the studio, so there’s a good chance you can record more of the sweet destruction than we do. We would also take stream footage, if the compression won’t abysmal. We’ll tell you more about this in the coming weeks.

We are currently planning to keep 0.8 on the PTE for a few weeks to refine it and make sure there are no big exploits and problems and to release it to the Live servers soon.

See you in the next Weekly Report!

-World War 3 Team

Oct 25, 2019
World War 3 - [F51] Rozmo

Here we go again! After the 0.7 technical update, we can now start sharing content we've been working on during the technical work on the engine. Easily the biggest one is the new Breakthrough game mode, about which you can read more here. It's a very dynamic, quick-paced mode, with no time to stand around. Your split second decisions matter and one soldier can win the game with a good plant or last second defuse. It's available on all Warzone maps, some of them in the Large variant - so you'll be fighting in places that are normally not available in Warzone - like the school and train station on Warsaw or shopping mall on Moscow.

Important: Breakthrough is going to have the Retreat mechanic expanded in the coming weeks to make it something unique and cool.

Supporting this game mode is the new infantry HUD. It's not finished yet, the Strike Bar, Chat, Kill Feed and Score Feed are going to be refreshed as well, but it works a lot better and has a couple new features, like markers on the compass and animated icons with progress bars for gadgets.

The respawns are also a lot better finally, but bear in mind that there's a few things coming to the respawning system during the time in PTE that will make this a lot better (like marking people that you can't spawn on and possibly people under fire being marked as dangerous spawns).

Let's all test the new game mode, especially when it comes to spawn placement, station placement, possible exploits and overall balance for attackers and defenders.

Be sure to post the feedback in the comments or on our forum : https://forum.worldwar3.com/index.php?/topic/10797-feedback-on-update-08/

PTE 0.8 Patch Notes

[KNOWN ISSUES]
There's no warmup on PTE (so testing is easier) - this means that Breakthrough match balance will be skewed,
If clicking Deploy on another player doesn't do anything, keep trying - this means that the game didn't find a suitable spawn for around them. If this happens on a point, report!

[CONTENT]
  • New game mode: Breakthrough,
  • New Infantry HUD (WIP),
  • Napalm Strike is in,
[BUGFIXES]
  • Fixed spawning in a wrong place when there's no space to spawn around selected player,
  • Fixed being able to look inside a building with Mini Done gadget,
  • Fixed lasers staying while throwing grenades,
  • Other bugfixes.

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE |

Hello, Soldiers!

Last week we’ve told you a bit about how to repair vehicles in World War 3 and how our Hunter/Killer system works. We want to continue the streak and tell you a little more about some of the systems we have implemented in our game, so let’s dive into another set of gameplay secrets. As we said previously: there’s a lot you might not know about our game, but we’re here to help you out!

Vehicles in World War 3
We wanted to strike a balance between complexity and ease of use with our vehicles. They’re easy to control and operate on a base level, but also have a lot of quirks and features - and we think some of them will interest even people that think they know everything about vehicular combat in the game.

We’ve decided to bring those to the spotlight and let everyone know about what and how to use in WW3.

Weight and centre of mass
First, the most obvious part is the customization. Our vehicles, just like characters and weapons, are created by combining lots of attachments. Each attachment has not only its cost in Battlepoints, but also weight and other properties. Attachments can, and some do, change the weight and centre of gravity of the whole vehicle. For example, a heavy turret can make a vehicle unstable by raising it’s centre of mass and make it drive slower due to the added weight.

Armor
Second important part of customization is armor. It’s heavy, yes, but also can really help with those pesky RPGs. Since 0.7 you can check how good your armor is against RPGs in the customization menu:


Those values (Front, side and rear armor) are representing the number of normal RPGs you need to destroy an armored vehicle by shooting it in any particular armor section. As you can see, the difference is huge - shooting tanks in the front armor is going to take a long time.

Conversely, a well placed Tandem (which deals around twice the normal RPG damage) can take down even a well armored vehicle in a couple of shots.

As a tank driver, you have to be conscious of this weakness and position your vehicle in a way that prevents enemies from surrounding you. Your vehicle is well armored and can take a lot of punishment before being destroyed, but if you’re outsmarted - that’s it. The slow and unwieldy beasts are no match against a swarm of little guys with well placed grenades to the back of your machine.

This is why the best squads will protect their vehicles and take down any RPG carrying enemy soldiers before they can take the vehicle down and won’t let anyone get behind. It’s called “combined arms” for a reason - even the most armored tank is weak when operating alone.

Below you can see a rough approximation of damage zones you can expect on vehicles in World War 3.


Weapons
Some vehicles can carry more than one weapon. With MBTs and some other vehicles having the main cannon, the auxiliary machine gun and RCWS possibly having 3 different ways of defending and attacking. You can change between weapons by pressing [1], [2] or [3] depending on your customization. A small tip for everyone not familiar with this: if the main cannon is reloading: you can switch to the other gun while the main is reloading and switch back to continue firing.


Vehicle Locking
Another rarely used feature is vehicle locking. You can toggle between the states by using [L] key. This is useful when you’re trying to give your vehicle to your team or lock your team out of using your vehicle, because you want to fit all your squad members in.

The values this can be set to are:
  • Locked (Only the owner can get in),
  • Squad (Only squad can get in),
  • Team (anyone from your team can get in).

Additional subsystems
We’ve also got a few additional attachments you can equip your vehicle with. Depending on the platform, there’s smoke grenades (default [G]) to potentially cover your escape or smoke up a street to help your team cross it under fire.
https://www.youtube.com/watch?v=AmajcTFcM9U
There’s APS - automatic protection that triggers when a missile, grenade or tank shell is coming your direction, shooting it down and going into cooldown.

CEEGA 2019

As we said in the last Weekly Report, we’ve been nominated in Visual Art category for CEEGA 2019. We didn’t win that one, but we got different award - China’s Choice! Thank you for the recognition!


That’s it for this week, we really hope this helps you out during fights against the enemy. See you in the next report, soldier!

- World War 3 Team
Oct 18, 2019
World War 3 - [F51] Rozmo

Just a small update while we're working on the bigger issues, to make the game just a bit better. It also includes a lot of debug additions that will help us hone in on the problems better.

Update 0.7.1 Patch Notes
[BUGFIXES]
  • Fixed mesh for US ARMY uniform,
  • Fixed camos for US ARMY uniform,
  • Unlocked skins for US ARMY chest,
  • Fixed a crash related to Steam Platform Manager,
  • Probable crash fix for Movie Streamer,
  • Fixed crash on player logout,
  • Fixed community emblems not working properly,
  • Fixed potential crash with challenges initialization,
  • Fixed some serialization issues (for network transfer),
  • More fixes for map rotation sending people to the main menu,
  • Fixed some vehicles not having sounds,
  • Brought the Smoke Artillery back as it should be.

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Greetings, Soldiers!

It’s been a long week for us at the studio. A lot of work needed to be done in order to release the much-anticipated update on our LIVE version of the game, but in the end, we’ve made it. The 0.7 has finally arrived on Thursday last week and from what we’re seeing, it works well without any major hiccups. Some players even reported an improvement in performance, and while this update was not aimed at improving this area of the game, we’re happy at least some players already see the benefits of the new engine version.

Performance is still very important to us, and with all the work needed with switching engine versions, we can now go back to steady improvements of the framerate count and frame pacing - both of which are not where we want them to be yet.

We would like to ask you, though, that if you notice anything out of the ordinary, bugs, problems, as well as something you like, please inform us in the proper section of our forums! We want to make sure that World War 3 runs as smoothly and without problems on as many machines as possible, but without your feedback something might slip our attention. For your convenience, HERE’S a link to our general forum, from where you can get into the appropriate segment in your preferred language.

You can read the patch notes for 0.7 here.

We’d like to thank everyone who participated in the PTE testing of this update, as it was very buggy and unstable at the start. You soldiered through and gave us awesome reports full of details, that let us hone in on the bugs much easier. If you didn’t report any bugs, but just played - that’s also worthy of a thank you, we appreciate the time our community gave us and the game we’re trying to make.

You’ve already dropped a ton of videos from the new update, and we especially like a video by Atway, Russian creator, which you can see here (it is, of course in Russian, but there are English subtitles available, too!):
https://www.youtube.com/watch?v=hdwWtysT8k4
Apart from the release of 0.7 update, we’ve also been nominated for an award in Visual Art category for the CEEGA 2019. For those of you who might not know about it, it’s Central & Eastern European Game Awards is an initiative to recognize best games from Central and Eastern Europe every year, and the big gala to choose the awardees is hosted by Poznań Game Arena at Games Industry Conference. This year the awards show will be held on October 19th, so keep your fingers crossed - though the competition is tough and being even nominated is an honor in itself!

Now, let’s dive into another batch of gameplay secrets - last time you liked it, so now is the time to show and tell what some of you might not know yet!

Repairing vehicles
Not many players know this, but anyone can repair any ally vehicle in the game, by simply getting near the vehicle and pressing [4] to take the repair tool from it. It will show a (very temporary) menu, telling you what you are trying to repair:



You can switch between the main body and subsystems by pressing RMB, and using LMB start repairing.

First icon represents the main body armor of the vehicle. We’ve changed it in 0.6 from repairing the additional armor to the base health due to ease of use and making sure that if you repair your tank at least a bit, it will be able to take a shell or an RPG and get back to base safely.

Second icon is optics. Fixing the optics up is a lot faster than the armor, so if you need to get your optics back up to be able to get back for a proper repairs - this is the way to do this. A small tip: if your main optic gets destroyed, you always have a backup one. After the first one is destroyed, the TPP view is disabled, so you are forced to use one of the viewfinders. Remember this for the next time you’re facing against another vehicle.

Third one - RCWS will repair the RCWS health pretty quickly. Also very useful, especially in a defensive position, when there’s more than the driver in the vehicle.

Last one is the APS - pretty self explanatory, but important nonetheless.

The repair tool has some heat capacity and will require a cooldown after a few seconds of repairing, so make sure to prioritize the subsystems you want repaired the most first. Also, an unlimited number of people can repair a vehicle at once - very useful when trying to keep a Mobile Spawn Point alive.

If we’re talking coming back for repairs - there’s a repair platform in every main base for each of the teams. It will not only fully repair all subsystems, base armor and additional armor, but also refill all consumables - like ammo, grenades and APS charges.

Hunter/Killer Modes
This is somewhat of an advanced feature, but similarly to the look around function as a soldier, you can look around without moving your turret. By pressing the [ALT] button, you can toggle between Hunter and Killer modes in your vehicle, Hunter mode will not move the turret with your camera movements. This is helpful to catch people by surprise and fool other vehicle drivers into thinking you’re not aware of their position. It’s also a good feature if you just want to look around, but still continue to fire forward or just make sure you’re not losing targets.
https://www.youtube.com/watch?v=q1mX75B0OwM
Final Thoughts
There’s still more to playing vehicles in World War 3, but we can’t spill all the beans, some things should be discovered. In 0.7 we’ve also changed a few things regarding vehicle differences and movement, so be sure to tell us what you like and what you don’t like. We’re slowly starting to move towards final balance and this is the time to start steering our vehicles to the best place they can be.

Thank you for reading and the continued support - and see you in the next week’s report!

- World War 3 Team
Oct 10, 2019
World War 3 - [F51] Rozmo


It's finally here! 0.7 took a while, because we had a lot of internal work on the networking and many changes to the rendering and lighting. We're over those hurdles, and now we can resume the normal operation of patching more frequently and with more content.

0.7 had 11 patches on the PTE and thanks to our community support we were able to test it thoroughly during the last few weeks. Special thanks to those that organized playing together and reported bugs to us via the forum and Discord - we really appreciate your work and we know how much time it takes to test properly!

While this is certainly more of a tech update than content update, there's still some new stuff to play with.

Let's go over the changes we've implemented quickly, and there are a few of those.

First of all, we've switched over our Unreal Engine version from 4.19 to 4.21 to take advantage of the Replication Graph. You can read more about it here. In short, it should let us put more people on each server, lower the latencies and make the netcode even more robust. We've also got a more physically accurate lighting now, which makes the workflow better and faster.

We've redone the VOIP implementation. Now you can use the tilde ( ~ ) key for push to talk and bask in the glory of our new VOIP system. There's a cool radio-like effect on it and it really makes you want to roleplay a soldier. Remember! You still have to set it up in Steam, though most options are available from inside the game. You also turn it off completely, naturally.

There's also a Challenge System in place now, with daily challenges to complete, for which you'll be earning cash and XP. This is the beginning of a bigger system, read more about it here.



New Vehicle HUDs - We've changed the vehicle HUDs for completely new ones - this is the beginning of the complete UI overhaul, with both Customization and in-game HUDs getting a new look to make them more usable and just look better.



We've also got a new Death Screen. More information for you to know what killed you and from where:



There's a lot more smaller improvements, some of which were greatly anticipated and some of which you didn't even know you wanted. And finally, the Helicopter Drone is no longer the most OP thing in the game!

Update 0.7 Patch Notes

[KNOWN ISSUES]
If you see parts of the level streaming in too slowly, this is the CPU not handling GPU Buffering + level streaming. Disable GPU Buffering to fix this (it will lower your FPS, though!),

[FEATURES]
  • Daily Challenges added,
  • New VOIP system [Default: hold “~” (tilde - next to 1)],
  • New Unreal Engine version - 4.21,
  • Replication Graph implemented,
  • New lighting on all maps,
  • New Death Screen,
  • New Vehicle HUDs - still Work in Progress,
  • Sight profile preview in the menu - you don't have to play inside a match to see how it looks,
[CONTENT]
  • Added VAB - a Mobile Spawn Point variant, so it’s different for each team,
  • Added an US ARMY uniform,
  • Added a few new Community arm patches (hidden by default),
  • Added moderator patches,
[GAMEPLAY]
  • Changed reload hold time to change ammo type to 0.4s down from 1.0s,
  • Changed flashbang time to 7s to make them more useful,
  • ZUNI, FZ233, Hydra rockets - increased ammo capacity by one magazine, decreased blast radius and damage, increased BP price,
  • Reduced bounciness and friction when colliding with the environment and other objects for all vehicles,
  • Fixed acceleration, max speed and climbing for all vehicles,
  • Increased/adjusted HP and front, and side armor thickness (more info in updated menu stats),
  • Adjusted the blast radius curves damage on the edges for explosive ammunition,
  • Fixed 30 and 35mm AP issues,
  • Ajax - fixed suspension behaviour,
  • Attachment prices have been adjusted to better fit the progression system,
  • Added a new parameters to attachments: horizontal and vertical recoil (previously those were combined),
  • Attachment modifiers have been reworked to better reflect differences between individual attachments,
  • Weight difference between barrels of different lengths has been increased,
  • Weight difference between magazines of different capacity has been increased,
  • Added per barrel curves intended to alter the damage/distance relation,
  • Added different damage over distance for different barrel types,
  • Reduced mark radius - it should help with accidentally marking things you don't want to,
  • Moved resupply packs to between capture points,
  • Added map marker to refill stations,
[IMPROVEMENTS]
  • Added map rotation to the ending of the game,
  • Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen,
  • Vastly improved vehicle hit registration by implementing a server-side history,
  • Added synchronization status on loading screen for debug purposes,
  • Added Vehicle Kill Assist (community suggestion),
  • Blocked barrels without front post on M4 ironsight,
  • New Equipment meshes for UGVs,
  • Clipping while prone vastly reduced (needs further testing),
  • Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical,
  • Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality,
  • Network optimization - Claymore & Semtex C4,
  • Network optimization - action replicator,
  • Removed projectile distance check because it is checked inside Replication Graph itself,
  • Projectile cull distance setup for Replication Graph,
  • A lot of other adjustments and improvements,
[UI]
  • Fixed hit direction being broken on damage indicator,
  • Added location debug info on screen for better bug reporting (community suggestion),
  • Per attachment camos and color schemes now have icons,
  • Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions),
  • Lower and muzzle attachments descriptions added,
  • Added players in lobby info to summary screen,
  • Added armor stats for vehicles in menu and updated the previous to match the current balance,
  • Added counting vehicle shots fired and hit to statistics,
  • Deployment screen improvements,
[AUDIO]
  • Voip ducking, new warmate sound,
  • Local player voiceover effect,
  • Friendly gunshots will sound softer now,
  • Added more occlusion to sounds,
  • Many small audio fixes,
  • Soldier bark distance tweaks,
  • Other minor improvements,
[BUGIFIXES]
  • Fixed jump-skipping reloads,
  • Fixed shooting between rounds on TDM,
  • Fixed rebinding of the X button,
  • Fixed not displaying statistics during first launch,
  • Fixed a lot of exploit points on multiple maps,
  • Many visual fixes in weapon menu - socket positions, explode positions, attachment categories,
  • Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell,
  • Fixed direction prioritization when exiting a vehicle,
  • Fixed collision for RPGs on Berlin TDM,
  • Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn,
  • Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk,
  • Commando - Fixed driving issues,
  • Commando -  Fixed turret gibs,
  • Warsaw - Floating paper fixes,
  • Warsaw - Level streaming fixes,
  • Warsaw - Map holes fixes,
  • Warsaw - Draw distance fixes,
  • Warsaw - streaming volume fixes for TPP camera,
  • Polyarny - Decal scale fixes,
  • Polyarny - Collision / stuck point fixes,
  • Polyarny - Map hole fixes,
  • Polyarny - Streaming fixes,
  • Polyarny - Physical material fixes,
  • Polyarny - fixed collisions on Officers Club and few other buildings,
  • Moscow - stuck point fixes,
  • Moscow TDM - fixed draw distances on low settings,
  • Smolensk - added penetration feature through military nets,
  • Hundreds of other bugfixes.
...