Community Announcements - KTG_DEV_MESSENGER
Thanks for playing “DEAD OR ALIVE Xtreme Venus Vacation!”

The following will be held from 01/20 (Thu). Click the links above to jump to their corresponding notification.

For more information, please check this week's Update Info.


Thanks for your support, and please continue to enjoy “DEAD OR ALIVE Xtreme Venus Vacation!”
文字三国 - 956352094
《三国华章》1月21日更新公告 维护时间:10:00,具体时间以游戏内实际为准
1、大型节日活动【欢度新春】即将开启
开放全新大型节日活动【欢度新春】,内容包括
①新春登录:欢度新春活动期间登录游戏,免费领取大量爆竹
②新春连充:欢度新春活动期间每天充值1000元宝即可领取大量灯芯
③新春商城:欢度新春活动期间,爆竹可用于新春商城兑换红色碎片
④新春直购:灯芯,资源宝箱限时抢购
⑤新春灯笼:大量进阶材料及红色碎片,点亮灯笼即可获得
⑥新春排行:新春灯笼点亮达到一定次数有机会获得新春排行大量红色碎片奖励
⑦年兽出没:年兽幻境内存在大量进阶材料及爆竹,击杀年兽即可获得
2、新增红色灵兽:睚眦-洞见无常,第二回合开始时,有几率驱散敌方增益效果~
3、新增红色坐骑:绝影-流光掠影,放逐敌人,放逐目标2回合内无法行动~
4、修复已知bug
Community Announcements - 那那那那那那蒲汀.
大家好,好久不见,十分想念,现在杀戮地城正式版即将到来!!!话不多说直接开始介绍:

1、地图模式:
杀戮地城正式版实现了我之前每个地形生成专属事件的想法,不再是过去那样随机生成,现在的地图样式如下:



每一关行动前,要计算好行动路线,比如缺队员就多找城市多的路线,缺装备可以多去沙漠和遗迹获得装备,缺词条可以去狂野寻找传承,缺经验可以去山里等等自由选择,关于地形还有更多内容等待探索。

2、按照成员构成不同的分支路线选项:直接看图就懂了
分支路线不在那么死板了,而是根据队伍出现不同的选择,比如盗贼可以闷棍选项,术士可以魅惑选项,骑士可以演讲,巫师能看懂遗迹文字和听到怪物的语言,狂战士可以单挑,死灵法师可以和亡灵沟通并且雇佣他们
如下图,有游侠和盗贼就可以触发陷阱诱杀,有盗贼和剑士就可以触发暗杀选项,没有则常规选项。



在比如下图,有巫师就能听懂斯芬克斯的语言,没巫师就只能蒙选项了更多事件正式版都改动了。



3、专属词条获得事件!!新内容(很多强力词条整合到事件中去了)
具体触发条件就不发布了,玩家可以自行正式版探索,我发一些结果吧
例子:终身不笑者词条(只能通过事件获得)





其他的还有专属事件后,通过各种方式击杀血族领主获得的血族血液,可以转变为血族,获得血族诅咒这个词条,还有完成完成死斗后,获得死斗冠军的词条(正式版有威压效果了),还有接触神秘生物克总获得疯狂词条或者克总的凝视词条

4、怪物新增能力和专属种族天赋和思维,结尾有动态演示视频。详解——彻底改变战斗规则方式:


怪物从第三层以后,开始有专属能力和分工,具体如上图,有的怪物速度快,会推条拉条,有的怪物速度慢但是生命高,会嘲讽,有的怪物可以回复,有的可以加盾,有的可以击破护盾,有的可以眩晕打断,还有的可以群体混乱们还有沉默等等各种能力,按照职业设定不一而足。



关键的来了,玩家可以看到这些怪物的思维变化,从而知道怪物下一步要做什么,提前打断针对他们,注意看上面两张图,怪物思维是不一样的,如果怪物思维是下次群体攻击,并且还是三次,并且还附带强力控制这种行动方式,玩家看到了一定要学会打断他,正式版打断方式多种多样,推条,拉条,眩晕,嘲讽,沉默,混乱等等,这样游戏更加有策略性。

5、单人模式和二周目和自走模式
这三个放一起说,正式版不会最初就放这个模式,因为正式版相当于新游戏了,我得改改bug,这些内容放在之后的更新里面开放。

6、酒馆功能整合



现在酒馆可以不断地进入和出入,包括商店和招人,都整合在一起了,页面也重做了,在商店页面可以随时退出来更换买卖的装备,不至于像现在这样不记得自己买了什么装备。
7、角色潜能显示优化
角色潜能重新回归显示页面,并且优化了潜能的计算,现在可以根据不同职业分别计算有用属性的潜能,并且优化了显示。



8、战斗页面优化,这个就不多说了,下面看视频,另外新增很多事件专属词条和遗物效果的改变,还有很多技能效果的改变,请正式版自行探索,先来个gif预览,之后是完整游戏视频







还有更多正式版内容,我一时描述不清楚,到时候请大家体验,目前在内部测试中,全部测试完毕就会发布。

感谢大家的支持,提前祝大家新春快乐
Jan 20, 2022
Love Delivery - OnfireGames
Bug fixed
Jan 20, 2022
A pirate quartermaster - Iniour
Hello everyone!

- Fixed a bug that allowed multiple clicks to start a game, and therefore launched the loading several times
- An oversight has been corrected: female captains and sailors will now be in favor of the law on allowing women on board, increasing the chances of accepting the pirate code
- More chances that the tavern keeper will offer a tool adding a work station, but it will now cost more than before

Have a good day or evening.
King’s Bounty: Legions - maria.abramovich



Glorious knights!

⏳ Join the game till 9 a.m GMT next Thursday and get the new companion via Royal Mail — Cleaning manager!

❗️Attention:

The quest will be available for one week only!
If you have not received the message via Royal Mail, please, log out of the game and then enter it again!
Zero-K - GoogleFrog

This is a balance patch on three fronts. On the ground, hovercraft have worse movement and nerfs to their most generic units, while spiders have cheaper early game units. In the air, light gunships receive some much needed attention and Raven no longer dives. Superweapons now require an energy grid, are much more vulnerable to being stunned, and Zenith swapped its cost with Disco Rave Party again. Other features include more options for line formations, better unit tracking and first person control, APM stats at the end of the game, and some fixes to do with saving campaign missions.

Ground

Hovercraft movement was buffed in v.1.9.11.0. This patch partially walks back the changes.
  • Speed maintenance while turning reduced from 85% to 80%. Other vehicles are still at 60%.
  • Slowdown while climbing hills is now halfway between the pre- and post-v.1.9.11.0 values.
Bolas is still a bit too much of a generalist so has minor nerfs to health and damage.
  • Health 720 -> 680
  • Reload time 0.333 -> 0.367
  • Slow damage reduced by 1/6.
Scalpel gained a lot of power from improved movement and overkill prevention, so has similar nerfs.
  • Health 680 -> 650
  • Damage 660 -> 620
Ronin is a bit smarter.
  • Now steps back while reloading (with Attack Move or or idle without Hold Position).
Flea is harder to spot.
  • Decloak range 160 -> 130.
Venom is cheaper to help spiders expand safely.
  • Cost 200 -> 190
Redback is cheaper to help spiders field armies early.
  • Cost 240 -> 230
  • Speed 1.8 -> 1.85
Pyro deals slightly more damage because some people just want to watch the world burn.
  • Main DPS increased 3.3% (lingering damage unchanged)
Air

Wasp is now only slightly less efficient than the average constructor.
  • Buildpower 7.5 -> 10
Blastwing now deals enough damage to kill a Metal Extractor.
  • Explosion damage 80 -> 40
  • Ground fire initial damage per second 18 -> 25
  • Ground fire duration 20 -> 25
Locust has more raiding uptime.
  • Idle regeneration 5/s -> 10/s
Harpy has noticeable buffs as it been outclassed for a while.
  • Health 1100 -> 1200
  • Improved brake rate by 20%.
  • Damage 200 -> 220.
  • Improved unit AI with preemptive breaking and better riot avoidance.
Raven no longer dives. Instead it has a guided bomb that glides downwards, homing onto targets in a cone below it. Raiders are fast enough to dodge by leaving the area before the bomb hits.
  • No longer dives.
  • Cruise altitude 330 -> 270 to fit under area shields.
  • Bomb speed reduced by 32.5%.
  • The bomb now has significant homing, but it cannot fly more than about 45 degrees off vertical.
Phoenix bombs hit slightly sooner and in a larger area, increasing its reliability.
  • Cruise altitude 270 -> 240.
  • Increased spread slightly.
Superweapons

Disco Rave Party must spin up to fire at full speed and swaps its cost with Zenith.
  • Requires a connection to a grid with 400 energy.
  • Cost 36k -> 40k
  • Initially spins 20% speed, reaching a maximum of 100% after about a minute of firing.
  • Maintains speed without firing, unless it is stunned or loses power.
  • Buffed the smoothing of Green Stomper slightly.
Zenith is less accurate when fired continuously and swaps its cost with DRP
  • Requires a connection to a grid with 400 energy.
  • Cost 40k -> 36k
  • Range 9000 -> 8400
  • Increased the effect of launch distance on meteor spread. A meteor launched while it is still high in the sky is significantly less accurate than one floating in the swarm.
  • Meteors wander down from space to the swarm faster, and are generally more energetic.
  • AoE 240 -> 256
  • Added smoothing. The radius is small but it can move structures.
  • Meteors are visually 40% larger.
  • Meteor reclaim increased 10 -> 20.
Starlight requires a large grid and resets its aim when stunned.
  • Requires a connection to a grid with 600 energy.
  • Glint falls and docks whenever the laser is not firing. This includes disarm, emp and low power.
  • Aim speed is now reduced by slow damage.
Singleplayer and Coop

Chickens now regenerate at 20 hp/s after 10s of idle time.

Adjusted some campaign missions for the superweapon changes.
  • Added enough energy to reliably power the enemy Zeniths on planets Caderical and Pendust.
  • Added barely enough energy to power the player Zenith and Disco Rave Party on planets Caderical and Zhurou.
  • Added radar to assist the Disco Rave Party on planet Cipher, for difficulties Hard and Brutal.
Taught AIs about superweapon grids and updated the lower difficulty levels.
  • AIs can now build Starlight.
  • AIs know how to place Pylons around their superweapons.
  • Updated beginner and novice AI to use the latest build.
  • Added AI builds that are compatible with the latest engine, which is still being tested.
Features
  • Moved line formation settings to 'Settings/Interface/Line Formations'.
  • Added an option that turns right-click drag for selected commands (as opposed to context commands) into a line formation, rather than deselecting the command. Disabled by default.
  • Added an option to evenly distribute different unit types along line formations. Enabled by default.
  • Added an option to merge small categories of units for the purpose of evenly spreading unit types along line formations. Defaults to 1.
  • The previously hardcoded behaviour in COFC that disables unit tracking mode when the camera is rotated can be disabled under 'Settings/Camera/COFC Following'.
  • Icons that smoothly draw over models as you zoom out, rather than suddenly switching, can now be enabled under 'Settings/Graphics/Unit Visibility/Icon Zoom Transition'.
  • Added keep target command for Raven, since it now makes sense with its guided bomb.
  • Bombers can be now be set to retain the target of cancelled attack commands in 'Settings/Unit Behaviour'. This is how other units behave, but it was disabled for bombers to reduce accidents.
  • Starlight stops moving its beam when given a Stop command, rather than continuing on to its most recent target location.
  • Added direct unit control support (FPS mode). It can be enabled in the lobby in game options under 'Silly'. To enable in the campaign do /cheat, open the cheat sheet on the top left bar, tick the appropriate option, and do /cheat again (to reenable victory conditions).
  • Added a tab to the game over screen with command speed summaries, such as APM.
  • Added splashes for units entering or exiting water at speed.
Fixes
  • Fixed complete mission objectives being broken by save/load.
  • Workaround for the ramps on Lovaza Jira disappearing when the game is saved and loaded.
  • Fixed some bugs and jitters with COFC unit tracking mode.
  • Fixed icon distance and volumes not being carried over to externally launched games.
  • Fixed an issue with connecting to the lobby for a few players.
  • Improved unit movement for reclaim, attack move and repair commands.
  • Fixed some typos in the space+click unit guides.
  • Fixed Zenith space+click guide reporting incorrect reload time.
  • Fixed incorrectly reported cruise altitude in the space+click unit guides.
  • Fixed units with free cloak not listing cloak as an ability in the space+click unit guides.
  • Added translation for 'shields'.
  • Added startboxes for Coast To Coast Remake.
The Looter - rvmarcin
Hey everyone!

It’s a brand new year, so it’s time for a dev update about The Looter.

We’ve spent last month mainly polishing and testing things we had ready before, so this update will be a tad shorter. Still, we want to show you some new cool things we’ve been working on.

First up, new location - The Church. A sanctuary hidden within the deadly lands. It’s a massive building that we hope will be to your liking.



With the new location come new NPCs. Two of them will play a major role in your adventures. Can you guess which ones?



We’ve also tinkered with a new finisher animation. Turns out that an axe is a perfect replacement for a katana. A true samurai-esque addition.



Another thing we’d like to show you is a very short cutscene that we’re planning to add during a boss fight. It's not much but we think it adds some nice touch and improves worldbuilding.



Let us know what you think on the Steam forum and feel invited to join us on Discord.

See you next time!
Swords of Legends Online - [CM] Phaendar


Save up to 29% when you buy an elegant feathery costume set! For a short time only – between 20th January (10 AM server time) and 3rd February (9:59 AM server time) – the following costumes are discounted:
  • Black Feather Outfit
  • Light Blue Feather Outfit
  • Burgundy Feather Outfit
  • White Feather Outfit



Happy shopping!
The SOLO Team
Jan 20, 2022
WARNO - [EUG] Gal Marcel Bigeard
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.

https://store.steampowered.com/app/1611600/WARNO/

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!

Join the awesome (and passionate) growing WARNO community. You can check the latest news on the Steam News page or visit the Steam Forums. Join the excellent Discord server, the new Reddit page and Instagram.

The time has come. Lock and load. See you on the battlefield, commander!


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