Jan 28, 2022
WARNO - [EUG] Gal Marcel Bigeard
Hello there,

What a week! WARNO is out in the wild, and it’s been a heck of a ride. Safe to say that we have been working around the clock, here at Eugen, to fine-tune, balance, and address any concerns. Hotfixes are dropping almost every other day, and we got plenty of incoming Early Access updates, some major, to keep you occupied for the foreseeable future!

What better ways to tell you what is in the works than through a roadmap of the next couple of weeks?



Keep reading to find out what to expect!

A brief message to our community

Before we start, we wanted to share a brief message. Thank you for your help and continuous feedback and comments! Without your support, we wouldn’t be able to make WARNO nearly as kick-ass as we want it to be!

WARNO is in Early Access. This means things will change, updates will be made, divisions and mechanics to be added or tweaked - this takes time and resources, and we fully intend to grow our game from “good” to “great”! But bear with us: we are limited in number, and we are working as hard as we can to get everything to you as soon as possible. We are only a bunch of passionate developers, designers, artists, historians, etc. dedicated to making impressive, realistic, authentic strategy games (that look amazing)!

We know that any game release, especially something as cherished as WARNO, the spiritual successor to Wargame, elicits heartfelt responses from all our players. Do not worry: we check and take all the feedback into account. Some things might not happen, some others might come later, and some are impractical or not aligned to our vision of WARNO. Regardless, as we said before, we’d like to affirm that you remain respectful towards your fellow player, the community, and the team. Play it cool!

With that out of the way, let’s get down to business.



WARNO’s roadmap

First things first: we are planning to release new content every two weeks. Each milestone will be named after a Napoleonic Marshal. This might (but not always be the case) consist of two new divisions, new maps, new features, mechanics, etc.

Keep in mind that the two weeks is an estimation: if an update is ready before that, we could launch it in advance. If it requires more work (a real possibility in game development), it might be delayed. And also very important to note that these major milestones are independent from patches and hotfixes, which we will keep producing, taking into account your feedback as fast as we can.



Starting in February, with the upcoming milestone Ney (officially our Second after the Early Access launch) will include two new divisions and a new map!

  • NATO - The 8th U.S. Infantry Division (Mechanized)
  • WP - The Soviet 39th Guards Motorized Rifle Division
  • A new 10v10 map.
Looking beyond, our Third milestone Davout will feature two new German divisions (one on each side), as well as more maps.

And after that: the Fourth milestone Murat will contain again two new German divisions and more maps.



More milestones are still in the works: we’ll update you with their details in due time.

More roadmap details

Some more information we can share, next to the divisions and the maps, is that depending on development, the Third or the Fourth milestone should also include the first batch of towed weapon systems for both sides. Think of mortars, howitzers, anti-tank guns, and the like. Note that towed (or crew-served) missile units might take a little bit longer.

We are working on a series of new load-outs for planes and helicopters (especially for the Warsaw Pact Mi-8 and Mi-24). This includes may helicopter-dropped bombs, which we are currently testing for the engine wasn't thought for that initially.

Note that throughout WARNO’s Early Access period, from one update to the next, we will revise the divisions in-game if necessary. Earlier battlegroups might receive new units or different load-outs for aircraft, or, when they become available, towed units. We are also designing new models, so expect a lot of action in the Armory.

As noted, the voice acting still uses older Steel Division 2 voice lines. These are placeholders. We are busy translating or recording new files - the voice lines will be added before full release.

Lastly, we are actively working on an Army General campaign. We likely will not release it too soon, but we hope to deliver one during WARNO’s Early Access period.

A brief history of the two new divisions

Let’s get down to business. Next week’s milestone Ney will feature two new divisions: the 8th U.S. Infantry Division (Mechanized) and the Soviet 39th Guards Motorized Rifle Division. A brief history for both.



The 8th U.S. Infantry Division (Mechanized)

Having fought with distinction during World War II, this division was reactivated and sent to West Germany in the 1950s. Seeing various reorganizations, including an earlier experiment as an Airborne Pentomic division and a later eight-year stint as the U.S. Army’s only four-brigade division, by 1989 it had reverted to a typical mechanized infantry formation.

Though originally envisioned as a temporary stay, the division was headquartered at Bad Kreuznach for the full duration of the Cold War. This would put it under V Corps command, the same parent formation to the 3rd Armored division. In case of war, the 8th U.S. Infantry Division (Mechanized) would rapidly forward deploy to the border to stem any Soviet offensive.



39th Guards Motorized Rifle Division

Much like the preceding 79th Guards Tank Division, the Soviet 39th Guards Motorized Rifle Division was likewise formed by fire in the brutal Battle for Stalingrad in World War II. It took part in the heroic defense of the Red October steelworks, bleeding the Germans dry, and ultimately contributing to the Red Army’s success in subsequent encirclement operations. Reformed and refitted afterward, the 39th Guards Motorized Rifle Division fought in Ukraine and Poland, and participated in the Battle of Berlin.

After the war, as part of the 8th Guards Army, the 39th Guards Motorized Rifle Division was reformed as a mechanized division. Compared to a tank division made for breakthrough operations, a Soviet motorized rifle division was structured to be used against heavily defended positions. However, thanks to its organic armored transports, infantry could still keep pace with the breakthrough armor.

The 39th Guards Motorized Rifle Division was located directly opposite the Fulda gap, one of the nearest Soviet formations, and as such, scheduled to be part of the first offensive waves.



See you on the battlefield!

That’s all for this week!

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.

See you, commander!


Project Warlock - rvmarcin
Hey everyone!

We’ve just released a patch that updates Project Warlock to version 1.0.5.1. This build introduces highly requested balance updates to the Tank boss in the Industrial world and the Sphinx boss in Egypt.

Tank boss is probably the one area that is being tweaked the most of all Project Warlock. It already underwent three major changes in the past years, from adjusting its stats to adding enemy spawns around it. We wanted to make it a formidable foe and its previous iteration was the closest to Kuba’s original vision. Today we make an additional adjustment based on your feedback and hope it will make this boss fight a more balanced and fun challenge both to new and returning players.



Project Warlock now also features Steam Trading Cards. You can collect them while playing, craft them into badges, and unlock unique emojis and profile backgrounds as rewards.

Finally, we want you to know that we’re already working on the next update to the game while continuing our work on the sequel.

Thank you for your patience, continuous feedback, and support.

https://store.steampowered.com/app/1640300/Project_Warlock_II/


Order of Battle: World War II - Death
Hello everyone!

The Winter 2021/2022 Tournament of Order of Battle is over.

After 3 rounds of close battles we have a winner, weizhinaihe!

1st place:
weizhinaihe – 649 points

2nd place:
AdmiralYamamoto – 636 points

3rd place:
Pinkelephantis – 627 points

It was a close one, and it was very exciting for us to follow it.
We want to thank everyone of you for playing in this tournament and congratulate once again with our champion weizhinaihe.

See you next!
Jan 28, 2022
SMASH LEGENDS - jiyoon1021


Greetings, Smashers!

Get excited!!!
As many of you guys have asked, here is our QnA video! ✨
SMASH LEGENDS' Director and PD have gathered here to answer some of the most frequently asked questions from our community.

Find out more in the video!​

💥 Developer Q&A
https://www.youtube.com/watch?v=oEhZgMUddXE
Serena: Dark confessions - leonizer
We've just started to prepare the STEAM build and soon we're going to send it to the review.
If everything will went right we plan to launch the game in February (the second half).

SDC is an erotic visual novel full of meaningful choices mixed with adventure game elements, non-linear story resulting in 9 diverse endings. Multiple narrators and characters you care about. All with 4k visuals, sex animations and awesome cumshots with some samples below.







What's interesting in it?

MULTIPLE NARRATORS
Everyone is the hero of their own story, and so, for the first time, we will allow you to see all the different stories hidden in a single game. You will step into Julian’s shoes and choose his actions, yes, but you will also do so with Serena, Jade, and other characters, so that you may experience their tales as they unfold and as they touch one another. Follow all the threads, and step back to look at the tapestry.





VISUAL NOVEL GAMEPLAY
In the past, Julian and Serena’s story has been told as a dating-sim, where you raised the appropriate stats and repeated the available actions till you achieved the desired combination. This time around? No grinding.
The game will play as an alternating mix of visual novel, with interactive scenes whose choices will be felt further down the line, and classic adventure, interacting with the environment until you decide to trigger the next section of the narrative. This doesn’t mean there won’t be room for fun asides: having Nicole model her outfits for no reason whatsoever during an adventure segment is not only possible, but highly recommended.





CHARACTERS YOU CARE ABOUT
Serena, Jade, Nicole… Names you have known for quite a while, stories to continue from old memories - but that is just the tip of the iceberg. There will be new characters, new gorgeous faces and intriguing personalities that will allow you a glimpse into their life. You will have control of all of them, and, once you take the wheel, you will discover… Well, that would be telling, wouldn’t it?





What kind of fetishes are you going to find here?

  • cheating the partner you love
  • swinging with other partners
  • prostitution / sex for money
  • dress up and sexy role playing
  • voyeurism
  • wild sex in the public places
  • blow jobs, anal sex, and creampies


https://store.steampowered.com/app/1806120/Serena_Dark_confessions/


GUILTY GEAR -STRIVE- - f.muramatsu
An update to Version 1.13 is released today for Guilty Gear -Strive-, with the addition of a new playable character, a new battle stage and fixes for bugs.


Please refer to the following GGST Homepage news post for multi-platform details on the update:
https://www.guiltygear.com/ggst/en/news/post-1437/
NEEDY STREAMER OVERLOAD - WSS_CM
“WSS playground” (Managed by Why So Serious, Inc. https://whysoserious.jp/ ), an indie game label known for producing individuals/small teams and strives to make the world a “playground”, is pleased to announce that “NEEDY STREAMER OVERLOAD”, which was released on Steam on January 21 2022, has sold over 100,000 copies worldwide.
To commemorate this milestone, the production of the game’s LINE stickers and the distribution of emojis have been green lit.

■Collaboration with the action rhythm game “Muse Dash”
“Muse Dash”, the popular action rhythm game that is available on various platforms, is currently running a collaboration with “NEEDY STREAMER OVERLOAD”.
The theme song “INTERNET OVERDOSE” is included in the game and players have the opportunity to obtain a collaboration illustration by completing the song. Please give it a try.



■To celebrate selling 100,000 copies, production of “NEEDY STREAMER OVERLOAD” LINE stickers has been green lit!

Stickers that players can send in-game will be produced as actual LINE stickers.
Details including the release date and price will be announced on a later date by the official Twitter account (https://twitter.com/infowssJP).

■In-game emojis that can be used on Discord will be released!

The emojis that “Ame”, the game’s main character, uses in the game will be available to download as a whole set of Discord emojis from “BOOTH” ( https://needy.booth.pm/ ).
Jan 28, 2022
Cyberfrags '69 - Dayeed
New gun! New maps! Significant movement refinements! Lots of stuff happened since the last dump of patch notes, sorry for the delay. If you want more current info join the Discord ( https://discord.gg/Z2mJcmJGRR ) where I post all this live, it's also a great way to find other players! Thanks for all the support, and keep fraggin'!



1/11/2022
Quick update

-increased size of projectile on Cyber-Deagle, Sharpshot-420 primary, and Singularity
-Improved look and function of damage indicator.


01/12/2022
New Update!

Whenever I'm in a bit of a creative block, I make a gun.

-the new gun, the "Zip-Gun", is a chonker of a movement weapon.
1. Primary fire: Single-shot railroad-spike that fucks. shit. up. It deals more damage than any other damage source in the game, but is relatively slow-moving. In multiplayer it is strictly worse than the Sammy primary and Sharpshot-420 alt, but in PvE it gets crazy. Bodyshots will kill cats in one shot, and headshots will kill literally anything in the game so-far.
2. Alternate fire: Zip-line! You need to have a solid anchor both in front and behind, just right-click and you'll move in a straight line in the direction you fired, accelerating up to 35m/s at a rate of 75m/s^2.


01/12/2022
Quick Hotfix!

Surprise, surprise, There was a bug on the new gun. Well, two bugs. They're fixed now.


01/13/2022
Quick Update!

New Zip-gun art and stuff

-New Zip-Gun art. It's pretty FAT now
-Fixed a kill plane in level 2.


01/14/2022
New Update!

fast stuff and tweaks

-Added speed settings to multiplayer! The host can now set the max horizontal speed of players! There are 4 settings:
1. Slow: 25m/s
2. Normal: 35m/s
3. Turbo: 50m/s
4. HyperTurbo: 100m/s


-Added self-destruct timer on Big Fuck-off Gun. After 30 seconds of use, you die!


01/14/2022
Quick hotfix:

Fixed Sharpshot-420 scoped FOV bug


01/15/2022
Quick Hotfix

Fixed door to final room in Level 2


01/16/2022
Quick update!

Alright, Quakers, you got your damn wish. Thank the QoL fairy.

-You can now type a specific value into FOV and Sensitivity fields.



01/17/2022
Quick Update!

Added message in server-browser for when no servers are available. It points people toward the discord to find players!


01/18/2022
New Update!

New Map and stuff.

-New map, Hills, is one of the largest maps yet. It's an attempt at some really simple environment design, with a "biosphere" look. Available in FFA, TDM, CTF, GG and OB.
-It turns out the rotation of pickups is a significant performance hog (300+ fps in Hills before adding them, ~120 after, on a fairly beefy system). So the rotation now happens at only 12fps. I chose that because it has that old-school animation look.



01/18/2022
Quick update!

stuff

-Added Co-Op wave survival to Hills
-Players can now switch spawn weapon without dying during pre-match countdown.


01/18/2022

Quick update!

Tweaks and fixes

-Fixed issue where manually entering FOV or Sensitivity while in multiplayer caused the values to be set to zero. Ever tried playing CF when you can only see one pixel? Performance was amazing, though 🤣
-Slightly tightened up hip-spread of M6a9 Carbine
-Slightly decreased heat-per-shot on Zip-Gun, allowing you to just barely squeeze off 2 shots before overheating.


01/18/2022
Quick update

Fixes and tweaks

-Removed shadow cast by first-person meshes.
-I got tired of seeing how @AprO butchered my crosshairs by setting the radius to 0, so now if you set it to 0, it just replaces the whole crosshair with a dot. Anything higher than 0 will show the weapon-unique crosshair.


01/20/2022
New Update!

New map and some tweaks

-New map! Still riffin' with the landscape sculptor. Plum Bluffs is another large map available in TDM, FFA, CTF, GG, and OB.

-Hyper-turbo is gone for now, sorry. I couldn't find a way to make things feel good at those speeds. More importantly, I don't want to give new players the wrong impression when joining a random match. 35m/s isn't the easiest to maintain or achieve, and can be very intimidating already. For now, the highest setting is "Turbo" at 50m/s. Perhaps when the player-base is more substantial we can revisit this, but for now it gets the boot.

-Fixed issue where the empty browser message breaks when refresh button is spammed.


01/20/2022
New update!

Map changes

-"Plum Bluffs" is now "Verdant Bluffs" because purple isn't far enough from red, and it hurt visibility.
-Removed Megatower from the map-list. This was a long time coming; it was a map that hindered the fun, rather than helping it. Around here, bad maps get the boot. Other maps are on my radar, too, particularly Hangar.


01/20/2022
Quick hotfix!

Fixed issue where certain gameplay settings didn't load on game-start.


01/21/2022
Quick Update

Crosshair improvements

-Made hit-markers less obtrusive.
-Changed crosshairs to look better at 1.0 scale for:
Sickness and Health
Jackhammer
Mini-Gat


01/22/2022
Update!

Movement improvements.

-Increased air-control
-Improved corner handling while wall-running:
Corners could easily cause some jank while wall-running. Running face-first into an angle <90 degrees could cause players to get stuck, which feels shitty. Now when hitting a tight corner one of two things will happen:
1. The run will more-reliably transfer the next wall if you are facing away from the corner.
2. If you face the corner, preventing the wall-run, you'll begin going up and (if there is room) over the obstacle (yes, this means you can use sharp corners as elevators, but that's a fast way to die in PvP).

This should significantly reduce hitching in the movement.


01/23/2022
New Update!

Tweaks, fixes, and improvements

-Turns out, Ue4 has mouse-smoothing on by default, and I'm the big dumb idiot who assumed I had to do that myself. Welp, it's a dumb setting, so it's off now.
-hopefully fixed issue where trade-kills wouldn't work with bullets due to latency in PvP.
-Added a "wind" effect while at high-speeds. I tried to make it unobtrusive, if it's getting in the way let me know!
-Added a damage vignette to better convey when you're at low health.


01/23/2022
Quick Hotfix

-Fixed issue where wind effect would appear on spawn.
-Fixed issue where flags wouldn't appear through walls on very large maps.


01/24/2022
Quick Update!

3d damage indicator!

-Added 3d damage indicator. If you prefer the 2d indicator, you can swap back in the settings menu under gameplay.


01/24/2022
New Update!

Stuff

-Reworked recoil system. If you wait for the weapon to reset, the recoil will return to where you were previously aiming, instead of just rapidly rotating the camera up. The recoil effect is also much smoother.
-Remade the art of the Tri-Hard. The previous art just didn't feel like a rocket launcher. It was puny, especially compared to the Zip-Gun and Sickness & Health. Now it be phat.


01/26/2022
Hotfix... maybe

-So something added in the last two days has caused intermittent crashes. I don't know what the problem is, but I went over everything I changed during that time and made some minor tweaks to improve them. Maybe it's fixed, if it isn't hopefully I'll be able to narrow it down further with more information.


01/26/2022
Hotfix:

Fixed issue where slide toggle setting wasn't saved.


01/26/2022
Hotfix!

Boy, I fucked things up.

-Fixed issue where players could shoot their invisible player player-model, which obliterated hit detection. Who knows? Maybe it'll fix the crashing too.


1/27/2022
New Update!

Wall-running changes, and I FOUND THE THING CAUSING THE DAMN CRASHES!

-The crashes are fixed. The reasons are dumb, and I don't know why it fixed it, but it did, so I'll take it. Now I can sleep.


Wall running!

So I've had many comments that wall-running feels "sticky", "linear", and other adjectives. I was hesitant to implement gravity, since I felt the infinite wall-running worked with the goofy and arcade-y feel I was going for. However, I've made a lot of changes recently to further smooth the movement, and the wall-run feels a bit abrupt now. So I've implemented some changes, and I think they feel pretty good! They are as follows:

-Vertical velocity is now taken into account when initiating a wall-run. This only works if you are moving up, not down, and allows you to gain a little extra height than you normally would from a jump.
-When you initiate wall-run, if your horizontal velocity is less than 25m/s, you will accelerate through the wall-run up to 25m/s. If greater, you maintain any extra velocity. This joins slide-hopping as an easy way to reach 25m/s.
-Gravity will now take hold after a brief period of sustained wall-running. This happens ~300ms after you level out. This means you can wall-run a bit longer if you jump into it. Falling into it will still take you quite a ways, but the 300ms countdown starts immediately.

In summary, wall-running now grants extra speed and verticality, and hopefully more fun, while limiting it abusability (as fun as that was 🤣)!


1/27/2022
New Update!

Tweaks and improvements

-Fixed issue where rocket-jump stopped working

-Removed wind effect until I find a better solution

-Adjusted slide:
1. Reduced acceleration on downward slopes. (you could previously accelerate faster than gravity... on the ground. It's less dumb now.)
2. Reduced decelleration on flat-ground and upward slopes.

-Improved audio for double-jump and wall-run. There are now unique sounds for jumping from a surface vs air, and a sound for intiating a wall-run.


1/28/2022
New update!

New map!

-Asteroid Rig is a wall-running playground; available in FFA, TDM, CTF, GG, and OB.
Shardpunk - rvmarcin
Join Slawek on Tuesday, 1 February, at 10 AM PST / 1 PM EST / 6 PM GMT / 7 PM CET to see him work on Shardpunk: Verminfall and share his design approach when it comes to making a turn-based tactical RPG.

The live stream will be available on Twitch, YouTube, and our Steam card.

Conqueror's Blade - Booming_dingyi.shu



Hello there Warlords,

The Music Week has come to a perfect conclusion. We have received plenty of wonderful creations, but as there is a limit to the number of winners, we will be unable to issue rewards to everyone. Even so, thank you all so much for your submissions! And to encourage everyone to take part in more of our community events, we will be issuing an extra reward of 600 Sovereigns to those who submitted videos but didn't end up being one of those awarded.

Thank you, everyone! You are the lifeblood of Conqueror's Blade! May your victories be plenty!

* Item rewards will be issued within 7 working days and titles with the Feb. 17 update.
* Check whether you have received any bonus Sovereigns within 7 days. If we have missed anyone, send us your video link to cb_support@boomingtech.com and we'll check it out.

Check out this link or more info on the rewards:

https://steamcommunity.com/games/835570/announcements/detail/3101291279867807351

Shoutout to Bangers Award List (Nickname//ID//Server):

碧蓝航线总指挥官 // 135759204556 // JC
태양전사 // 38988780224 // JC
Torao // 666431261004 // DI
Zurr // 340749784353 // EF
无限剑制 // 18202354552 // DI
ひきだし // 403117154552 // LA
破军丶丸丸丸丸子 // 339526564556 // LA
Undressed // 842084794552 // DI
maria // 59506790227 // DI
すーぱーはむ // 14599504552 // DI


Let's Hit the Vibe Award List (Nickname//ID//Server):

#1
赤備 // 925112044552 // DI
https://www.youtube.com/watch?v=gMEGpSaMbxM&ab_channel=%E8%B5%A4%E5%82%99

#2
TINBO // 904989254552 // DI
https://www.youtube.com/watch?v=WQFc8cJLyQs

#3
统公瑾 // 496015940227 // DI
https://www.bilibili.com/video/BV1kZ4y1f7JT?spm_id_from=333.999.0.0

#4
StadtfeldKallen // 544801094553 // LA
https://youtu.be/G1zk_N4BQqE

#5
夢顏֍餘暉映闕廷 // 731010794552 // DI
https://youtu.be/py9SAVa6ajY
...