We hope you are well. Though we were officially off for a couple of days, we haven’t been sitting on our hands - and neither have you!
Let’s get to it. Today’s post will all be about the next WARNO milestone, LANNES, and the U.S. 82nd Airborne Division.
A whirlwind of feedback
We turn away one minute and a whole brouhaha explodes about units that should be included WARNO, units that shouldn’t be included, prototypes, more rocket launchers, fewer rocket launchers, Humvees. Guys… relax!
Let’s take a breather together. WARNO’s development continues at pace, and lots of the improvements, suggestions, feedback, or comments are being taken into account. We kindly ask you to keep it calm, cool, and collected - to us, and your fellow players. And keep in mind: certain units. mechanics or features make the grade, while others may not. At the end of the day, we aim to make a kick-ass World War III battle simulator that is realistic, authentic AND fun to play.
But for those clamoring for AT-4s and Humvees... we got you covered. Let’s welcome to the stage the daring-do troops of the U.S. 82nd Airborne Division.
A little history
Up to the release of the (excellent) Band of Brothers series placing the 101st under the spotlight, the 82nd Airborne Division was THE American airborne formations to wargamers and History buffs.
Raised for WW1, 82nd Infantry Division fought with distinction at St-Mihiel & the Argonne. Not disbanded, it was placed in reserve after WW1, but only really reconstituted in 1921. It was therefore among the few professional standing divisions of the USA when it entered WW2 in late 1941. For six months, it trained back to war shape under command of Omar Bradley, future American field commander in Europe right under Eisenhower. On August 15th, 1942, the 82nd Infantry Division was converted to 82nd Airborne Division, the first of its kind in the US Army.
From then on, 82nd AB will perform almost all American combat jumps in the European ETO: Sicily, Italy, Normandy & Netherlands. The only one it missed was Operation Varsity in March 1945, performed by the less-known 17th Airborne Division. It also took part in the battle of the Bulge where it famously turned German weapons against their former owners. By all account, 82nd AB was the best American division in the entire ETO. Its assault crossing of Rhine river at Nimjegen was regarded by many witnesses as the single greatest feat of arms on the Western front.
After WW2, its was briefly deployed in the Dominican Republic, then sent its 3rd Brigade in Vietnam. Aside from this detached brigade, 82nd AB was almost the only combat ready division left in the USA during the Vietenam War, alongside a few understrength divisions, while the rest were deployed in Korea, Vietnam or Europe. It was basically the USA’s last reserve stateside. With the 101st Airborne being reorganized as an Airmobile, then Air Assault (meaning heliborne) division from 1968, 82nd AB was also the last true US airborne division.
It is in that role that the 82nd AB made its last two combat jumps in Granada (1983) & Panama (1989).
Bringing new weaponry to the Americans
We all know that the U.S. divisions in the late 80s were in the process of replacing their LAW rocket launchers and M151 jeeps with the newer, superior AT-4 and Humvee respectively. The big question remains the actual scale of this replacement in WARNO’s timeline of 1989.
As a result, we have decided to make a clear distinction between light and rapid reaction forces, such as the 82nd and 101st Airborne, 10th Mountain, and 9th Motorized, based in the U.S. and mechanized formations in West Germany. The former received a higher priority in new equipment, while the latter were at the tail of the replacement programm. From a gameplay perspective, it allows us to classified all Humvees as “para” regarding the Forward Deployment trait (see below).
This means that the new 82nd Airborne Division will be lavishly equipped with both AT-4 and Humvees. Our boxy light utility vehicle will come in many shapes and sizes, including:
Command
Transport
Recon with HMG
Recon with Mk.19 automatic grenade launcher
ATGM carrier (TOW-2)
... and a SAM variant in the form of the M998 Avenger (equipped with a quad Stinger launcher and a .50 cal). Although not part of any TO&E in 1989, the Avenger had been in production since 1987 and was in operational testing in 1989. Right on time for our “two years of march to war” timeline that we have laid out in WARNO.
And even more weapons!
Another unique feature of 82nd Airborne Division was that it was the last formation to retain the light M551 Sheridan tank. This armored vehicle could be airdropped, last used in this role during the U.S. invasion of Panama in 1989. During this short conflict, ten Sheridan were delivered by parachute (one failing to open!), and four others were airlifted by a C-5 Galaxy.
With barely any armor, only designed to withstand 20mm rounds, it came with a low-velocity 152mm gun. Perfect for infantry support, this gun was much less effective against tanks. As a solution, the problematic Shillelagh ATGM was developed, which could be fired, much like Soviet tanks, from the gun barrel.
As a parachute and airdroppable formation, the 82nd Airborne Division also relies on light towed weapon systems for support. These include:
M102 105mm howitzer
M30 107mm (4,2-inch) mortar
M167 Vulcan AA. This is basically an M163 PIVADS’ turret on a trailer.
Airborne’s air support
Like most U.S. divisions after 1986, the 82nd Airborne Division featured its own small, organic helicopter wing, deploying the usual OH-58, AH-1 and AH-64 helis.
We have included a few original load-outs to these helicopters, in the form of the AH-1 Heavy Hog (with Zuni 127mm rockets) and the AA AH-1 ATAS (which stands for Air-To-Air Stinger), as well as the lightly armed AH-6 Little Bird.
Heavier aircraft support includes F-111F bombers, most of the F-16C family (including SEAD), F-15C and F-4E fighters, as well as the new A-10A with rockets.
Forward Deployment
As an airborne division, the formation’s infantry and some of its crew-served weapons will be available in Forward Deployment. This means you will be able to push fast and grab some ground ahead of the enemy.
With most divisions of this type being lightly equipped, they will have a hard time pushing forward. As such, with Forward Deployment, they start out with an advantage but might find it more challenging holding the ground, or even pushing forward.
The few heliborne paras of the division are classified as Aerorifles much as the mechanized divisions. This avoids having these units access to Forward Deployment with helicopters - which we all agree is a recipe for unsportsmanship behaviour. All units that can Forward Deploy will be identified by a parachute symbol in their labels.
Like recon units, this is a deployment-only advantage: once the game is launched, any remaining airborne units will come as reinforcement as any other.
Please note that due to recent feedbacks with the previous milestone, recon units’ forward deployment has been reduced, leaving only paras units able to deploy as far away as recon could before.
Some heavy-hitting support
The quick reaction force XVIIIth Airborne Corps of which the 82nd Airborne Division was part of had two “separate” heavy brigades attached to it, the 194th Armored Brigade and the 197th Infantry Brigade (Mech.).
In order to give the 82nd Airborne Division some armored teeth, we’ve attached a few elements from the former. The 194th Armored Brigade was (alongside the U.S. Berlin Brigade) one of the few outfits identified as transitioning from M1 to IPM1 (uparmored M1 Abrams, but retaining the original 105mm gun) instead of directly to M1A1.
As such, the 82nd Airborne Division will have access to a handful (rarely more than a single card) of IPM1, M125 mortar, M109 SPG and mechanized infantry in M113. None of these heavy units will have access to forward deployment.
◆ Bug Fixes - Fixed the bug that "Enchanging Scroll" with the enchantments, which couldn't be applied to the selected item, would be consumed even though you couldn't apply enchantments. - Fixed the bug that the release note in home screen couldn't be closed by clicking outside of it.
Hi everyone, welcome to another week's developer's diary.
It has been more than 3 months since Putin's invasion of Ukraine. It has been about 2 months since Shanghai Lockdown. And George Soros just told everyone in Davos that the human society may not survive. Meanwhile, I just ran out of ice cream this week and am still unable to get out of the neighborhood.
Do you have the feeling that even after all that we've done, trying to save the world, it may still be on the path to the end? Well, at least I do. It's somehow pretty much part of this game's story. We live in a twilight world.
Yet, it may not be the time to give up. During the lockdown in Shanghai, it's surprising how creative people can develop so many green technologies to counter material shortages in this once luxury city. Vegetables are grown on the ballons of apartment buildings. Extremely long fishing rots are invented so that people can fish from the 2nd or even 3rd floors of the buildings. Delicious foods are made from previously unthinkable materials (totally no strange meats involved.) We have some sanity lost more or less during the lockdown. But, overall, people survive.
I hope nobody else in the world will have to endure the same fate. But, this is a unique experience. It can be a memory to be remembered. Thus, it's recorded in this developer's diary. Thus, a new life skill of recycling has been introduced. With the new recycling life skills, you may now gain additional raw materials from anything you melt down in the smelter. And then, you can use those materials to build something else. Maybe, sometimes you can find the raw materials can be even sold more than the previous items in the store. It's not a bug. It's what happens in real life. It's what some people make their lives. After all, having an environment-friendly life may have its own reward.
Meanwhile, we shall not forget our Ukraine friends who are still fighting for the nation and freedom. A new mini-game has been added based on a meme.
Right, we can recycle some captured tanks and repurpose them into something more useful to humanity. The world may not be ready for the bravery of the Ukrainian people. Some politicians are intentionally delaying the support to Ukraine for their unknown agendas. But, I will stand with Ukraine to the end of this war. Because I live in China. A nation where freedom and liberty are luxuries. I know what it is like in Shanghai's lockdown. Thus, I certainly don't want anyone on this planet to lose their freedom and liberty. That also includes the Russian people. I feel sorry to see their nation slowly turn into a huge North Korea. When the people in the free world complain about the high fuel price, they shall be grateful for still having the freedom to drive their cars. Meanwhile, I'm in Shanghai, unable to get out of even the neighborhood. I have no complaints about the gas or fuel. Because I can't drive. Everyone who does not want this world to be turned into a huge prison one day shall take action to support the Ukrainian people right now. They are fighting for every one of us in a world where democracy is losing its ground over the past years. Can you feel it?
Other updates of this week include further development of the main story, new item prefixes, new skills, new enemies, new mining depots, system improvements, and bug fixes.
That's for this week. Life goes on and the game updates on. Maybe, in the end, memory is all that matters. Even though I walk through the valley of the shadow of death, I will fear no evil, for you are with me.
Today's changelog: ##########Content############### Plastic Shirts and Plastic Pants dropped human-like mannequins in the basement of the 3D Printing Store can now have prefixes. [The Church Hall]Added a switch in the secret room on the left side. It will reveal a hidden door. New Skill: Double Attack. (A generic skill for both humans and pets. It can be learned from caretaker pet service.) It launches 2 normal attacks with reduced attack value in the same turn. It has great potential if you combine the skill with equipment that has on-attack effects. (Such as the Sadism prefix.) It also makes Elf King's Bow extremely powerful. (You can attack the entire enemy group twice.) For balance reasons, it cannot be used with guns for now. (I rarely limit the freedom of using a skill. But, this is just way too overpowered.) ##########System################ Improved the repeat command in the battle. The system shall now store previous combat commands in a new memory location and load them when needed. ##########DEBUG################# Fixed a bug that certain Boss Enemies may always have their max amount of MP. (Now we can also try to develop strategies to kill their MP and disable them.) The function changed is "pay_sp_for_skill" Fixed a bug that the attack value of player group members is not affected by states. The change is made to atk function in Game_Actor
V1.06 -Enhanced the price when you sale objects in Inferno mode -Added a info panel in powers when you hover on powers in the toolbar -Changed the price of craft objects when you sell them, so that it's more fair -The critical hit bonus wasn't showing on a yellow sword
From now on, every morning at sunrise you can grab your board, head out through the sand to the biggest of dunes and roar down in style, humming 'Surfin' Starsand', and leave your multi-legged adversaries baffled!
You may be surprised now, but sandboarding is real, the Nazaré is called Monte Kaolino or Pilat and we thought a little sand sport would keep your blood pumping going.
We also have a nice little quality-of-life improvement for you, you can now create multiple saves! Speaking of quality: Your dwellings still need new building parts? Now you can get them. Almost free delivery to your desert home!
How many camels watched your daring shoot down the dune? Tell us here or on our social media channels!
Tunnel Vision and Toplitz Productions
Starsand - Version 0.8.0. – The Sandboard and Saves Update
ADDED
Multiple save slots.
Canopy as a base building item.
Column as base building item.
Arch as a base building item.
Double doorway and double door as base building items.
Hatch and hatch door as base building items.
Curved junction as a base building item.
The Sandboard (discoverable).
FIXED
The loot chest in new locations.
Wrong text for the camel whistle.
The preview of the standing torch and the fireplace light.
Dismounting from camel and falling under the terrain.
The second sandstorm making items inside the base disappear.
Arrows stuck on beetles.
UPDATED
Base building menu categories.
Braziers at the pyramid's entrance can now be ignited.
The reload time for spike traps increased from one sec to three seconds.
This week has been busy, with a huge amount of quality of life improvements across the board. These are aimed at smoothing out the price curve of things in the mid game. I've also tried to respond to some feedback by adding a bit more spice to the early game, these changes can be experienced in the demo.
Additionally there's a range of new upgrades and unlockables, some are a bit obscure but they are there to reward unusual playstyles as well as encouraging exploration and experimentation.
There's also been a rework of the way stats are tracked and displayed, now coming in categories that unlock at appropriate times. And a wider range of stats are available to check now too.
As well as a new minigame, new areas, and of course new secrets.
See more about the game on the Final Profit website. Or join the Discord where I post live updates on development progress.