The first playtest showed some unexpected player behaviors that required me to scrap 20% of the level design and completely rearrange the levels .
Player Side:
New menus Better tutorials Making the UI animate in order to improve the "notifications" the player receives New HUD with item icons instead of text and many new warnings Players are now warned if they are flying/drifting away from the map Prompt fixes for multiple items - making it way more understandable and context sensitive New Icons for story specific malfunctions Game stability and cohesion - updated multiple systems to initialize correctly Player can now use or scraps items without picking them up , streamlining te the following steps :See Item you want to scrap> Inventory full cannot pickup > selection item in inventory > dropping the item to free a slot > picking up the new item > using it
CUT the ball puzzles- where the player plays a 3D pool and ricochets between surfaces - I really wanted to keep it and improve it since it was a major part of the first game and I can imagine it being cool once or twice , but upon replaying the original I found it unpleasant and just way too much. If there is a place where it will work well I will bring it back but I will not actively seek to do so.
Players now can Opt-in to recycle every item and risk not being able to progress but being rewarded with extra materials. Its more fun replaying the game this way.
Reworked the way parts are explained to the player :Player now has a smart device where there is a catalog with all the legal parts shipped to the station and how they look
The Max scrap is smaller but upgraded with each new suit - this is to stop the players from vacuuming all the objects
Simulation of atmosphere when opening doors to space will now suck the player and items into space A placeholder debris belt round the station
You can no longer eat while you are in space with your helmet on
Very Updated levels post the player test feedback New endgame concept that should be more fun and challenging Amazing new reflections
Developer Side:
I created a lot of proprietary tools that help me work faster Refactored the way time passes to be better in every way Created a tool to take pictures of all the objects I made a really smart way to hide and show the cheat menu without any risk of it being "forgotten on" when shipping the game updated the cheat menu to have 3x the amount of debug options Refactored game saves to improve startup and reset consistency but still not satisfied with the way progress is loaded for the scripted parts of the game new physics glitch detection , which allows for more player agility Started transition to Niagara for the particle system Tweaked some materials so I can later implement raytracing natively
Make way for the DAVOUT update coming hot to WARNO, bringing you two new nations (Cold War-divided Germany on either side of the coin), two new divisions, and a brand-spanking new map, Geisa!
We know you have been eagerly awaiting this moment. So while waiting for downloads and updates, keep reading for a recap of all the good stuff coming in hot with DAVOUT!
DAVOUT Recap
First things first: as we previously explained, one reason for the DAVOUT milestone coming a little later than excepted was because of a large chunk of modeling that had to be done. All the Bundeswehr’s units needed to be readied within a very short amount of time.
All done and dusted, what can you expect? Of course, the Germans have arrived in full force. Some individual units were teased in our previous NEY milestone, but DAVOUT features the first complete pair of German divisions, armored no less, from both NATO’s Bundeswehr and Warsaw Pact’s Nationale Volksarmee.
The West German 5. Panzerdivision brings a host of new units, from the Leopard 1A5 to the powerful Leopard 2A3 MBT, Marder IFV, Panzergrenadier infantry, Alouette II recon helicopters, Unimog trucks, Marder Roland SAM and Gepard 1A1 SPAAG amongst other. The Luftwaffe deploys its share of airplanes, including the F-104G fighter and the state-of-the-art Tornado IDS strike aircraft.
The East German 7. Panzerdivision is well-trained but uses slightly older equipment, including “vanilla” T-72 and T-72M, as well as T-55 variants such as the modernized T-55AM2 and T-55AM2B. Other units are ZSU-23-4 Shilka SPAAG, Czech-made RM-70 MLRS and T813 supply trucks. Air support is provided by Su-22M-4, MiG-21PFM and MiG-23MF.
The West German M113GA1 currently uses the American counterpart model. We are aware and will fix this as soon as possible; the specific model is still being worked on. Another known omission is the WarPac Mi-2 helicopter: this model is currently not ready. In the meantime, it is being replaced by an armed Mi-8 in the transport role.
Mind you, the German dialogue and acknowledgments are currently not fully integrated. However, this is planned to happen soon!
A small disclaimer
Please note: the national squad leader's names are presently placeholder and will remain so until WARNO’s official release. We will open recruitment lists for each nation at a specified time in the future.
If you are unfamiliar with this practice: the recruitment list is a nice little Eugen tradition harking back to the Wargame series and which we continued with Steel Division 2. It means that players can provide their name suggestions - with some caveats and only if they are authentic to the requested nation. It also means you get to have your own name in the game! When the recruitment drive spins up, we’ll let you know!
New Geisa Map
DAVOUT update also brings a new battlefield for you to play in. The new Geisa map is featured in 4v4 only for now, but we are testing it in 10v10 too. We'll keep you updated. We previewed WARNO’s 6th map previously in this blog post here.
Geisa is massive, it being 12 kilometers wide and 9 kilometers deep (Loop 10v10 is 6 km deep in comparison). It is relatively plain, but with three elevated locations in the center. We designed the map to give you plenty of different tactical options depending on the topology: from mountains to forests and some small lakes. Don’t be lulled by the swooning late summer atmosphere (and lightning) - some brutal battles are bound to happen.
DAVOUT patchnotes
Check out DAVOUT’s patchnotes here!
MAPS:
New map Geisa available in 4v4.
FEATURES:
Changed the icon of command points in the zone to match the one at the top of the screen.
Added more audio cues in the menus.
FIXES:
Fixed unit labels being invisible when multiple units are in the same building and when using the "Diplay unit names only" option. Note: right now we're displaying the icons. We're working on displaying the names instead.
Fixed some units not stopping to fire on targets when in Hunt mode and when Smart Hold Fire was enabled.
Fixed helicopters not taking into account their altitude to determine their line of sight.
Fixed "Short" on-foot pathfind being the fastest route instead of the shortest. Infantry will now follow straighter paths instead of avoiding forests.
Fixed pinning a unit in the Armory not working as intended.
Fixed most cases of helicopters flying through forests. It will still happen on short distances (<500m).
Fixed a rare bug that would make it impossible to select units.
Fixed disappearing decks at first launch after an update when a used unit had some changes (for instance, Veteran XP not available anymore to a unit). Now only the affected unit will be deleted from the deck.
Fixed the Mi-24V [RKT]'s rocket loadout from 10 to 20 (as fitting the model) plus price changed from 130 to 160 accordingly.
Fixed Su-25 [RKT]'s 80mm lodaout from a wrong 64 to the proper 80 rockets plus price increased from 95 to 115 accordingly.
Fixed the MG-3 gunner's manner of holding the gun.
GENERIC:
Normalization pass on units' optics.
Normalization pass on supply vehicles' load, in order to even it across al unit cards plus some price changes.
Overall adjustements on helicopter prices.
Decreased all F-111/Su-24/Tornado tactical bombers (HE, cluster, napalm) max card per deck to 1.
See you on the battlefield
Enough reading, time for some much-wanted action! Get ready to deploy, commander. Let us know what you think of DAVOUT. We can’t wait to hear your feedback and comments.
The latest PC build of Chuck’s Challenge 3D 2020 can detect if a pair of Tilt Five Glasses are connected. Allowing you to choose the holographic augmented reality version. The game and graphic user interface has been redesigned to work especially on Tilt Five. So, you can now draw levels with the wand or pat Woop on the head with your hand, when he has done a good job.
ːcc3dwhoopː We hope you enjoy the latest version of Chuck's Challenge - CC3D 2020 ːcc3dwhoopː
- Fixed an issue where the spectator controls were showing when you were a player - Reworded MOUSE INVERT AIM to INVERT MOUSE AIM - Better visibility for options in custom lobbies - Matchmaking Deathmatch games should no longer wait for players to connect - Fixed a bug where extra profile icons were showing in Deathmatch at the top of the screen - Note about queues added to the matchmaking modes - Describe game sesssions getting stuck on custom lobies now fixed - If matchmaking fails, it will automatically try the request a few times before ending - Cancelling matchmaking search will now be done instantly - Fixed a bug where starting a match in a custom game wouldn't actually connect you to the server - Added multiple calls for where certain server calls would fail to show to the user
Character information for a new game is now saved temporarily after a new game is started, and prefilled if you attempt to make another new game in that same session. This should make seed searching easier with a set character description.
Decreased the rate at which AI gangs make gambling dens.
Bug fix: Check for quest completion was happening too infrequently in the quest "Casino Construction"
Bug fix: The name of Custom Cities were not appearing in the Crew Info UI.
Bug fix: In train stations, seasonal opportunities in passenger stations would rarely cancel each other out after availability periods changed
A map and compass has been added to the PDA changing gameplay. Key items(food, ammo clips, gems, gold, treasure chests) are shown on the map helping you know what areas to search. The map always shows the location of Gideon, the game story guide, but the game is setup sandbox so he does not have to be followed.
Dr. Professor Scientist's Weapons Testing Facility - CSG Vlue
Quality of Life - Balance and Fixes
A whoopsie we had turned the frown upside down. First five levels shouldn't have you losing anymore.
Quality of Life
Shift Click / Double Click
You can now double click or shift click to move your items around. We have only added the current hierarchy of moves:
If it isn't in weapon it goes into an empty weapon slot
If the weapon is full it goes into the inventory
If the item is in the weapon it goes to an empty inventory slot.
Simple but useful. We will keep improving and adding usability improvements like this in the coming times.
Optional Damage Numbers (Beta)
We added a beta functionality of seeing stacking damage numbers on the enemies. It is off by default and can be activated in the menu. Expect this to change and be improved. Feedback is welcome.
Research Right Way Around
New research finished window where the finished research is at the top and the rest at the bottom. New art too!
A bigger thing about research is the completely new Research compartment on top with much more legible text. Its gggrrreeat (insert tony the tiger voice).
Icons, we got em
Added four new icons, and oh how lovely they are. Go-go find them :)
Balance
Projectiles
We have talked before about more uniqueness to components... Again more changes to their hidden modifiers. Later versions of all projectiles are improved. (Except for the nerf to everyone's favorite the wooden barrel)
Buffed:
Brass Ball
Energy Shard
Energy Ball
Cabbage
Sawblades
Weird
Metal Barrel
Firebolt
Nerfed: - Wooden Barrel
Modifiers
Quite much the same treatment as on the projectiles, each and everyone unique strengths have been modified. Well they don't have as unique modifiers, but about 50% of modifiers were changed. Pretty much every single one has had their higher tiers buffed.
List:
No List (Test out new builds ;)
Well one thing I can mention because it is hidden in the game files. Projectiles sticking to wall should now live double the amount compared to before. Making themselves much more useful in other applications than lightning.
Boss and Speedup
Speed up should now more properly keep knockback scaling
Bosses have 0,5 seconds of freeze immunity every 3s (requiring knockback)
Fixes
Numerous fixes to many things. Including:
Desired/Undesired cheese prevention
More Upgrade Cheese Prevention
A dupe glitch
Some intended functionalities re-introduced
Afterword
Weekend is coming in and we have great plans for the future. As everyone does. We have some things we want to fix/add in the short term making DPSWTF have more staying power. More interesting things to play and test out. After that we would like to take some more time to build on something bigger. A bigger change. While its never safe to say what you are working on in case it doesn't pan out (doubly for my lines above), I'll shift the curtains a bit and give just a tease.
Run Modifiers are on their way. More playstyles as well. Run modifiers are planned to be a changing modifier(s) that gets randomized each run. For example: You have to always have 2 projectiles in your weapon; Or Every projectile is affected by sticky; Or every wave consists of only one enemy type.
This is only what we are thinking now and are tinkering with, nothing is final, but I hope it gives you just enough of a tease to be excited for the future.