Get ready, commander. It is going to be a glorious day!
We hope you are as excited as we are because today is the much-anticipated launch of our new World War III battle simulator, WARNO! Strap in, stock up, prepare the troops, and get ready to deploy!
There is a whole bunch of info we have prepared for today’s post. Let’s see what you can expect from WARNO’s Early Access launch, including all the features, details about the first two starting battlegroups, what to expect at a later date, and some features that are still knee-deep in development.
WARNO is Out Now!
Get your WARNO while it’s hot off the press! Our new game has now launched and is live.
To celebrate, and welcome as many Wargame and Steel Division veterans and new players as possible, we have decided to released WARNO with a 25% discount! This temporary launch discount is like we did with the launches in our Wargame series; it will give everyone the opportunity to step into our new game and start playing.
We are ready to hit the road with you, our players, and make the best possible WARNO - something we can’t alone! And remember: WARNO’s launch is only the beginning in terms of content, features, mechanics, and game experience!
What is in this Early Access?
All right, here is the WARNO Early Access launch lowdown. What can you find in the very first version of our game?
We bring you the old-time favorite Skirmish mode. This mode is playable from 2 (1v1) to 8 players (4v4).
Skirmish mode can also be played Solo (single player) versus the AI and online - of course.
We feature 4 different Skirmish maps with illustrious names such as Chemical, Death Row, Two Ways and Danger Hills.
The launch version will contain 2 Divisions from which you can create your own battlegroup: the U.S. 3rd Armored Division and the Soviet 79-ya Gv. Tank. Div. See what these Divisions got to offer further below!
A wide range of units, from infantry to tanks, self-propelled artillery, recon, helicopters, aircraft, etc.
The Armory is fully functional (but only with the units available to the featured battlegroups).
What can you expect next?
Of course, the launch is just the start of all the fun. What can you expect during WARNO’s time in Early Access? We can’t be pinned down with an exact date or number of features, but rest assured, the following are all incoming!
More maps.
More divisions.
More nations.
More units (including units for the two available battlegroups, which are missing some).
More planes and helicopter loadouts.
Crew-served and towed weapon systems (infantry ATGM, field guns, mortars, etc.).
Might be delivered, but unsure
We know you will ask, so we wanted to be upfront. The following features we aim to deliver during the Early Access period, but when, how, or in what form depends on overall progress and development. We cannot make any promises!
This includes:
Some Army General campaign(s).
Some Scripted Scenario(s).
Some tutorials.
WARNO Divisions Highlighted
Let’s dive deep into the two starting Divisions featured in WARNO. From these Divisions, one on NATO’s side and one on the Warsaw Pact side, you will be able to create and customize your battlegroup.
Our Steel Division 2 veterans should be knowledgeable of the process, but with each new Division, we showcase not only the units in-game but also provide some additional historical context. This will also be useful for returning Wargame fans and new players.
Before we kick-off, we will highlight some overall changes that might be useful. Note that most are still under review, subject to change.
To make the selection of an anti-aircraft unit easier - especially when you need one the most in the heat of battle - we split up the SUPPORT tab into two new categories: AA (Anti-Aircraft) and ART (Artillery). The former category covers all AA units, from MANPAD teams, SAM units to AA helicopters. The latter, the big indirect fire guns, including MLRS units.
The TANK category now includes both main battle tanks and dedicated anti-tank units, such as ATGM vehicles and specialized squads.
Command units can be found in the LOG (Logistical) category but now only contain unarmed units (jeeps, M577, helicopter, etc.). These represent battalion commanders and officers. The combatant Command units, including tanks and infantry, are now in their respective categories, TNK and INF.
The old Wargame’s VEH (Vehicle) tab, which was an umbrella group for a host of units we couldn’t fit in other categories, has been removed. Instead, these units have been divided across other categories:
Anti-Tank (AT) units are now featured in TNK, as mentioned above.
Armored Personnel Carriers and Infantry Fighting Vehicles are now also featured in TNK. Unarmored jeeps and truck transports are nested in INF. This only affects the Armory, not the actual battlegroup deck building, where transport vehicles can only be chosen when selecting your Infantry units.
Engineer armor (including flamethrower or spigot mortar-equipped tanks) can be found in the TNK category.
U.S. 3rd Armored Division’s Background
It’s time to get the dirty details. What does NATO’s U.S. 3rd Armored “Spearhead” Division has to offer in WARNO?
This division might ring a bell to our Steel Division 2 veterans. The very same ”Spearhead” division landed in France in June 1944 and fought its way from Normandy all the way to Eastern Germany before being deactivated at the end of World War II. This was only as a brief respite in the formation’s history.
Reactivated as a training unit in the late 40s, the 3rd Armored Division was brought back to operational status in 1955 and from there stationed in Germany. Headquartered in Frankfurt am Main, Hesse, it would call the country home during the Cold War, returning to the United States in 1992.
The formation was stationed in Frankfurt, close to the V. Corps (commanded in ‘86-’87 by a certain Colin Powell, who had previously served as an officer in the 3rd Armored Division in the 50s). Several of its battalions were posted further east, near the Inner German Border.
In the event of a conflict, the 3rd Armored Division’s battalions would have been the first responders to any Soviet offensive - and most likely its first casualties. In some terms, its mission was one of near-sacrifice: hold off any hostile elements in the Fulda region as long as possible so that reinforcements could deploy from the rear and allied nations. In WARNO, at the first warning of the 11th Armored Cavalry Regiment, monitoring the frontier in this sector, the 3rd Armored Division mobilized and engaged the Soviet spearhead.
Expected to do some of the hardest fighting, 3rd Armored Division was one of the best trained, equipped, and combat-ready divisions of the U.S. Army during the Cold War.
U.S. 3rd Armored Division’s Game Overview
What can you expect of the 3rd Armored “Spearhead” Division in WARNO?
TNK
The division will have access to a lot of cheap tank slots, as well as the most powerful ones: plenty of M1A1 Abrams, but also a few of the brand-new M1A1HA (HA standing for Heavy Armor) with its depleted uranium armor.
A handful of M728 CEV engineer tanks bring heavy high explosives to bear, able to dislodge infantry entrenched in urban terrain.
You’ll also find ATGM carriers and squads in this category, such as the M901A1 ITV (TOW-2).
INF
The 3rd Armored doesn’t lack in soldiers, but with all its mechanized battalions equipped with Bradley IFV, this means that almost all its infantry are half-squads. This is due to the limited passenger space in those infantry fighting vehicles.
These so-called Fire Teams are 5- or 6-man strong squads, one fielding two LMGs and a LAW rocket launcher, while the other is equipped with one LMG and a Dragon II ATGM.
Only a few full-sized 11-man Mechanized Rifles squads are available, being deployable in either trucks or M113 APCs.
Engineer squads are either equipped with Satchel demolition charges (explosives) or Dragon II ATGM. Engineer half-squads are called Assault Groups, and they come with M202 Flash incendiary rocket launchers.
A handful of Aero-Rifles (10-man squad with two LMG and LAW) can be brought to the battlefield with UH-60A Blackhawk transport helicopters.
Finally, some lighter Military Police’s 5-man groups complete the roster, armed either with an M60 machine gun or more rarely an M67 90mm RCL recoilless rifles. While recoilless rifles may have been outdated by 1989, they have more range than LAWs and can fire either HEAT or HE rounds, making them less powerful but more versatile than an ATGM.
ART
The artillery category features the M106A2 107mm mortar carrier, the M109A2 self-propelled 155mm unit and the fearsome M270 MLRS with both a cluster and HE loadout.
AA
This category includes the M163 PIVADS (autocannon) and M48A1 Chaparral (missiles) self-propelled anti-air vehicles.
You will also find infantry Stinger teams and Stinger-armed OH-58C/S helicopters.
REC
The 3rd Armored offers quite a bit of choice in the reconnaissance category. Slot allocation, though, is limited. Better choose wisely!
For instance, you can deploy 4-man infantry Scouts, M113 ACAV (with LMG, HMG, and recoilless rifles - some things never get old). Or an M150, which is an M113 with a single TOW launcher. These were assigned to recon companies after being replaced by the M901 in an anti-tank role. Or the OH-58C Scout with a minigun or its successor the OH-58D Kiowa Warrior with its Hellfire ATGM. You can always opt for a Bradley CFV.
HEL
Helicopter support includes the AH-1F Cobra with rockets or the AH-1F TOW Cobra with mixed rockets and TOW loadout.
You can also choose for the AH-64A Apache in three different variants: full (76!) rocket loadout, mixed Hellfire/rockets, or full (16!) Hellfire payload.
AIR
Aircraft featured include the F-4E Phantom, as well as the F-4G Phantom II. You can also deploy the F-111E Aardvark tactical bomber and the A-10A Thunderbolt II ground attack plane.
These aircraft are available in no less than 10 different loadouts, including HE, cluster, napalm, ATGM, or SEAD roles (Suppression of Enemy Air Defenses).
F-15C Eagle fighters complete this list, contesting the Soviet planes for air superiority.
The 3rd Armored “Spearhead” Division is a well-balanced formation with plenty of armored fighting vehicles, mechanized recon, as well as potent helicopter support. It might lack anti-air defenses but can dominate on the battlefield as a hard-hitting offensive battlegroup.
79-ya Gv. Tank. Div’s Background
The Soviet 79-ya Gv. Tank. Div, known as the 79th Guards Tank Division, traces its glorious military history back to the Battle of Stalingrad, where it was one of the veteran (and decimated) infantry divisions (the 284th Rifle Division) elevated to Guard status for its part in defending the city. Later on, during World War II, it fought in Crimea, Poland, East Prussia, and then Berlin, where it was the first division to receive and relay the German request for a cease-fire.
The 79th Guards Rifle Division remained on occupation duty in Germany after the war, and would do so until 1992. It changed its name and organization several times during the Cold War, being converted to a tank division in 1965. Being part of the 8th Guards Army, the 79th Guards Tank Division is the sole organic armored division available.
The formation was earmarked to spearhead any Soviet offensive into Western Germany near the Fulda sector. Its role was to brush aside the 11th Armored Cavalry Regiment’s delaying screen and clear the way - heavy casualties were expected… and accepted. Upon reaching more tank-friendly terrain, it was straight to the Rhine from there for the division.
Much like the American counterpart, and for the exact same reasons, the 79th Guards Tank Division was one of the best-equipped and trained divisions in the Soviet Army.
Soviet 79-ya Gv. Tank. Div’s Game Overview
What can you expect of the 79th Guards Tank Division in WARNO?
TNK
As with all 8th Guards Army formations, the 79th Guards Tank Division had priority with the latest tank shipments. This means you can deploy the advanced T-80BV with reactive armor bricks or the plain T-80U.
With the replacement rate of tanks being quite slow, older variants such as T-80B can still be encountered in the division.
Also available in this category is the BRDM-2 Konkurs ATGM tank destroyer.
INF
The Infantry category features 3 variants (notwithstanding the Command one) of Motorstrelki: 8-man BTR- & 7-man BMP-transported ones, both with one LMG and an RPG-7, and a second BMP-transported one with Metis ATGM. There is also a BMP variant with the Metis light ATGM.
Saperi (engineers) squads come with a satchel or RPO thermobaric launcher. There is also a Command variant.
Transport choices range from BMP-1P and BMP-2 infantry fighting vehicles, BTR-60 APCs, and unarmored UAZ-469 jeeps and GAZ-66 trucks.
AA
There is a large amount of choice in the AA category, from small Igla teams to Strela-10M medium and OSA long-range SAM units.
That’s not all: Buk heavy SAM and Tunguska SPAAG complete the list.
ART
You can field the self-propelled 2S1 Gvozdika 122mm and the 2S3M Akatsiya 152mm units.
The BM-21 Grad rocket launcher is also available.
More units will be added on a later date!
REC
The 79th Guards Tank Division has lighter recon units compared to the American counterpart. They are 4-man Razvedka infantry scout teams in UAZ jeeps,7-man Razvedka heavy squad or 7-man Spetsnaz GRU special force squads in an armed Mi-8TV helicopter.
Vehicles include BRDM-2 armored cars and BRM-1 recon.
Finally, an unarmed recon helicopter can also be deployed.
HEL
Let’s be honest, some of the coolest helicopters came out of the USSR! However, on a divisional level, they were few and far in between. A handful of utility Mi-8 and the fearsome Mi-24 are available in a transport or close air support role.
Regardless, the helicopters that can be deployed will come in a variety of loadouts, with different weapon sets and combat roles in mind. The helicopter slots will, unfortunately, be limited and expensive.
AIR
While helicopter support might be limited, aircraft choice will be plenty. There are no less than five different SU-25 loadouts, including rockets and ATGM, for instance.
Furthermore, you’ll get to deploy three different types of SU-24M, as well as MiG-23ML and MiG-31 for air cover.
The 79th Guards Tank Division is a top-notch armored division, fielding some of the best equipment the Warsaw Pact has to offer. It might lack helicopter support but makes up for it with its combined air assets and ground units.
See you on the battlefield!
Before we say goodbye, we would love to ask you, our dedicated player, to please help us make a better WARNO together. We can’t do it without your help and input! Don’t hesitate to drop us a line and leave us your feedback and comments. We aim to iron out any technical issues and bugs as soon as possible but have patience.
We also want to ask you to treat your fellow player and the development team respectfully. We are working as hard as we can. Some features might change, while others will be added. We do not tolerate any flame wars, hate speech, trolling, rants, or anything else untoward the community or the studio. Play it cool, commander!
It’s been a while since our last update. Most of the team took their well-deserved holiday break so the development for Goblin Stone is a bit slower than usual last month. Now that we are all back refreshed and full of energy, we’re ready to work our way towards the Early Access release.
Before 2021 ended, we did a lot of big and small fixes and of course game optimization. Even with the increasing number of assets and features being implemented in the game, we managed to reduce the game’s build size to almost one-third the size of its previous builds. This is an impressive feat as this will allow us to do more performance improvements later and make the game run better, smoother!
In the past, we received a good number of inquiries from our community about gamepad controls as well as porting Goblin Stone to consoles. Implementing the gamepad controls is a good head start if we wanted to port the game to different platforms in the future. One way or another it’s killing two birds with one stone so we decided to step right into implementing gamepad support.
Gamepad support, however, presents an interesting challenge for us. Goblin Stone UI was originally designed with a mouse in mind and later in development was adjusted to include keyboard controls.
Implementing the gamepad support has required us to rethink the functionality of the game’s user interface to make sure that it does not exclude important features such as tooltips. Interface objects such as the buttons, texts, 3D objects, and such have been made selectable so a player using the gamepad can interact with the UI and have access to all the features that a player using a mouse interface has.
Selectable objects have been given highlights for easy navigation when using a gamepad.
For the most part, The basic controls for movements and interactions are already very straightforward for the gamepad. We assigned a dedicated “use” button to interact with world objects while on adventure mode, and other dedicated buttons for certain game features. For example, pressing the ‘Y’ button will let you access the inventory, the ‘left trigger’ button allows you to Sneak, ‘Left Bumper’ to access the Minimap, combat abilities can be selected with the directional pad, and so on.
The first iteration of the gamepad button assignment.
Navigating the tooltips, on the other hand, is especially tricky. Unlike selectable game elements, the way we went about tooltips is we require pressing a combination of buttons to access them. This may not be the ideal setup but it works, and we might go on and improve it further as we continue to work on the system.
Ability card tooltips
At the moment, we are simultaneously improving the gamepad and the keyboard support. Although players will not be able to customize the button assignments yet, they will be able to fully navigate the entire game with a keyboard or any gamepad controllers for Early Access.
The first iteration of the keypad button assignment.
There is a lot of learning and experimenting involved in developing the gamepad support. In particular, we are aiming for the user interaction to be a pleasant intuitive experience. So there might be some changes with the assignment of buttons and its overall functionality later on.
We would love to share more with you about the development of the gamepad support but in the meantime, we will save the rest of our progress for our next blog posts. Thank you so much for reading and look forward to our next game development updates of Goblin Stone.
If you haven’t followed and wishlist Goblin Stone yet, please click here. You may also join us on Discord for any major updates about our game.
We are happy to announce that our game will be part of the RPG Maker Day 2022! This event will contain sales, contests and other interesting things. To be up to date, visit: The RPG Maker website
1.Added a rune confirmation link at the end of the page to prevent players from clicking too fast and missing the collected rune information 2.Fixed an issue that caused mana cost to decrease when charging up 3.Spear armor penetration increased to 100% 4.Fixed an issue where the enchant "laser" could not hit ghost enemies, and slightly increased the damage done 5.Alysa's block has been modified: a successful block now has a short damage respite (previously, a successful block only cancels one damage, not frequent attacks) and restores a small amount of health 6.Add new blessing - Cure: 20% health is restored every time you switch stage 7.Dark Torch bonus - Dwarf craftsman: you can upgrade your weapon to one level for free, exclusive weapon and highest level weapon cannot be used, weapon upgrade will retain the original enchant status 8.Dark Torch bonus - Magic Box: gain several enhanced items 9.Added new world Tree project -Enchanted Weapon: Gain an additional initial enchanted item for each weapon -Enchant refused: Each weapon is cleared of initial enchantment -Equipped: Initial armor +2, initial Magic Resistance +2 -Expansion store: Items sold by Goblin merchants increased by 2 -Giant land: Player character becomes smaller -Ban regulations: All gold shields have failed -Magic draw: The character's initial mana is drained -Bad weather: Random thunderstorms occur -Alone at War: You can't get any summones or friends 10.Add new summoning items -Wasp Bomb: Gain 10 extremely fast wasp companions -Horror Music Box: Summon 9 doll army buddies (Doll swordsmen, Doll guard, Doll wizard) 11.Additional items sold by Goblin merchants: potion, function items, scrolls, weapons, summoning items 12.If you attack a Goblin merchant, there is a probability that he will change the goods he sells
1. [Database] Fix the problem that the list of character cards and the list of scripts can only display one page of content 2. [Script Editor] Fix the problem that the preview text may be out of UI range 3. [Multiplayer Room] Fix the problem that the audience's floor is not deleted simultaneously after the owner deletes the floor
We received a lot of demand from users who need tutorials, and the demand is being developed.
About local pictures, because of the audit and other issues involved, we can only use network pictures at the moment.
As a little preview: Tortuga will be the last city to be added first in Traveler of Artcaster. After Tortuga, Traveler of Artcaster is finally officially released!
FEATURES -Added option to play in full-screen or window mode -Added option to select resolution (widescreen/16:9 aspect works best) -Improved visuals for enchanted wizard staff
BUGS - Fixed several bugs related to wizard staff projectiles - Fixed a bug where enemies explode at the start of a zone - Fixed a bug where gibs would fall through the floor - Some smaller fixes