Not only does signing up give you a shot at being among the first players in the world to build, raid, and experience Meet Your Maker, but you’ll also have the chance to help us shape the final version of the game with your feedback.
Also, any player who takes a few moments to complete the registration flow is guaranteed to receive an exclusive free cosmetic when Meet Your Maker launches – whether you took part in the Playtest or not.
Adapt to the ever changing battlefield with the introduction of the Customization and Progression system. Personalize your soldier with over 450+ newly available cosmetic items. Strike fear into the hearts of your enemies with German and French forces deploying Flamethrowers. Effect the landscape of the battlefield with the addition of dynamic environmental effects. Engauge in close quarters combat and defend your teammates with the new Melee Blocking System.
Contents
Gameplay
Changes
Progression System: Complete strategic objectives on the battlefield to unlock unique items to customize your soldier
Environmental Effects: Damage and destroy foliage with flamethrowers, explosives, artillery strikes. Flames from flamethrower have a chance to spread to nearby leaves, grass, and bushes. Crawling through mud and being near explosions will cause dirt to attach to player's uniform and weapons. Improved volumetric fog effects
Reworked the XP gathering rate, and adjusted the prices for Universal Roles
Introduced “Flamethrower Role” to the German and French Faction
Iterated on melee blocking system to now ‘stun’ a player who is successfully blocked in melee combat, providing an advantage to the defender
Added ability to destroy window glass
Adjusted the distance of Château-Thierry frontline spawn points so they’re similar from each objective on both teams.
Stopped “Longest Kill Streak” from contributing to players Combat Score
Implement Picture-In-Picture Scopes for all sniper rifles
Made available spawns be re-selected automatically
Added camouflage netting to machine gun & fortification emplacements to improve occupants' survivability
Poison gas now uses volumetric gas volumes
Removed sidearms from Sniper Leader roles
Adjusted sensitivity for scoped weapons and binoculars
Added additional sector 1 spawns on Ansoncourt 1915 GER vs FR assault layer
Added Gewehr 88/05 to German HMG crewman roles for all years
Players no loner receive ‘Ammo Supplied’ score when supplying themselves
Level Design
Complete level overhaul for Zonnebeke, Séchault, and Frise. With additional level revisions for Combles and Poelcappelle
Adjusted minimaps to reflect level changes
Vimy Ridge: Added vehicle spawns to CEF vs GER assault layers
Vimy Ridge: Fixed issue where climbing some hills would cause players to get stuck behind collision
Vimy Ridge: Fixed players being able to glitch ontop of tunnels and shoot through walls
Combles: Fixed GER vehicle spawnpoint in last sector from being Out of Bounds
Frise: Fixed middle sector from being enterable during round preparation on Frontline
Poelcappelle: stopped HQ spawn being available in sector 3 during Frontline
Zonnebeke: Adjust water near trenches
Zonnebeke: Night layer for CEF vs GER
Séchault: Fixed HQ spawns only being available during their last defending sector for frontline
Reworked Underground Bunkers
Reworked damaged farmhouse buildings
Art
Implemented 450+ cosmetic items that can be unlocked through the progression system
Darkened German uniforms to be more historically accurate
Improved 3rd Person clothing textures
Adjusted position of the Leather Jenkin
Adjusted offset of the tunic and the officer jacket
Added medical & signaler arm band to the ANZAC roles
Added the Officer Saber and Bayonet to ANZAC roles
Adjusted clearance of the leather bandoleer
Adjusted offset of the Greatcoat
Improved bloodied textures on soldier limbs
UI
Fixed the Winchester 1897 texture
Added Faction and Year to team info
“Work In Progress” HUD notice removed
Display a warning when trying to claim tank and the team’s tank limit has been reached
Optimization / General Fixes
Fixes
Patched server crash related to using ‘AdminEndMatch’ or ‘AdminChangeMap’ while on certain layers
Patched server crash related to operators leaving HMG or Field Artillery section, while operating respective emplacements
Patched server crash when attempting to leave a section, while being spawned in as that section
Patched Windmill collision exploit
Resolved artillery projectile issues when firing only a few meters away from operator’s own emplacement
Stopped players from receiving full ammo while alive and being promoted to Section Leader
Fixed both teams not having forward spawns on Vimy Ridge during Frontline
Fixed both teams not having forward spawns on Zonnebeke during Frontline
Can’t enter seat 2 without a crewman role message being shown for seat 2 of the Renault FT while not using the Field Artillery SL/ Crewman roles
Number of shots remaining not displayed for the Mauser Tankgewehr 1918
Added additional vehicle spawn points to prevent them from spawning on top of each other.
Adjusted lighting for team selection screen on Zonnebeke night layers for better visibility
Updated “NEWS FROM THE FRONT” Section
Adjusted minimap for defending team on Assault, so it appears blue
Players not receiving warnings and remain able to use weapons when out of bounds in enemy sectors
Infantry receiving the wrong countdown warning when entering enemy sectors early
Fixed MP18 unexpectedly not firing after reload
Choosing a new equipment loadout after starting a match, would occasionally default to the first equipment loadout
Patched issue on Sechault where players would occasionally be teleported in they’re in the underground tunnel
Stopped tanks from leaving collision behind at spawn point
AEF Automatic Rifle section missing an automatic rifle role
Implemented several fixes to improve client stability and resolve multiple reported client crashes
Patched players from receiving XP for other players healing themselves
Fixed German team defaulting to the A7V Tank instead of the Officer Role
Tanks were blocked from driving. Press SHIFT+SPACE to unlock breaks
Patched tanks from being visible on minimap and enterable by both teams when unmanned
Fixed players from claiming a tank by entering a tank that’s in use
Player deaths not being counted when dying to environmental damage
Stopped “Assist” from counting on the scoreboard before all conditions are met
Fixed “Melee Kills” being added to players personal scoreboard after “Death” instead of after the kill
Stopped “Melee Kill” stat from increasing due to a variety of unrelated weapons
Fixed some Players spawning as Infantry when claiming a tank role
Fixed player from being able to claim tank roles with an insufficient amount of XP
Stopped Tank’s parking break from being turned on and staying active when driver switches seats and firing a weapon
Fixed players from being able to continually spawn tanks if they claim the “Tank Role” after respawn
Stopped tank's parking brake from turning on when switching seats or firing weapon
Fixed Tanks from spawning ontop of one another when free spawnpoints are available
Patched players from being able to continuously spawn tanks if they reclaim tank role after getting killed/ respawning
Removed invisible collision volumes left by tanks at their spawn location
Fixed tank roles from being able to spawn on infantry spawnpoints without a tank
Stopped infantry roles from auto selecting vehicle spawn points on compatible layers
Patched players from being able to select vehicle role while alive
Adjusted admin commands effecting XP system
Resolved issue where players were earning XP from blocking friendly melee attacks
Patched players gathered XP during current life being granted to the next player that died
Added Faction and Year to Team Info
Sections with more than 9 roles will now show all available roles
Fixed issue where players instantly lost XP when being incapacitated VS when they give up
Fixed players from not being able to claim tank roles when team tanks are destroyed after tank limit is reached
Stopped role limits from no longer applying once the player can afford the universal role
Starts:Thu. 18 Aug. 18:30 CEST (UTC+2) Ends:Tue. 23 Aug. 07:30 CEST (UTC+2)
Combat Missions and Rewards
You can earn Community Tokens by progressing through combat missions on the Public Test Server. These Tokens can be exchanged for various rewards in the Armory, including rare permanent camouflages, containers, and other in-game items.
The rewards for activities on the Public Test Server may differ from those on the Live Server.
Round
1
2
Earn 250 Base XP in a single Random or Co-op Battle.
Reward on the Live Server: 100 Community Tokens.
Earn 1,000 Base XP in Random or Co-op Battles.
Reward on the Live Server: 200 Community Tokens.
Earn 8,000 Base XP in Random Battles.
Reward on the Live Server: 1x Special Tactical container.
Earn 8,000 Base XP in Operations.
Reward on the Live Server: 1,000 Community Tokens.
Cause 700,000 damage to enemy ships or help your team cause 250,000 HP of damage upon your spotting in Random Battles or Operations.
Reward on the Live Server: 500 Community Tokens.
Complete 10 secondary tasks in Operations.
Reward on the Live Server: 450 Community Tokens.
Hit enemy ships 1,500 times with main battery shells or torpedoes in Random Battles, or complete 40 secondary tasks in Operations.
Reward on the Live Server: 250 Doubloons; 1,600 Community Tokens; and 2x Special Tactical containers.
Each Special Tactical container drops 1 day of Warships Premium Account; 2x expendable economic bonuses, each granting +300% Free XP per battle; and 3x Juliet Charlie signals.
In addition to the usual missions during the 0.11.8 Public Test, players will have access to special recurring missions that provide rewards on the Live Server.
Recurring Combat Mission
Earn 1,000 Base XP in Random or Co-op Battles.
Reward on the Live Server:1,000 Coal; 2,500 Free XP; 200 Community Tokens; and 500,000 Credits.
The recurring combat mission is available only on the second and third days of each round of the Public Test. The mission is updated at 02:00 UTC.
Chain of Combat Missions
Part 1
Win two battles.
Part 2
Earn 1,500 Base XP.
Part 3
Deal 150,000 damage to enemy ships.
Part 4
Destroy three enemy ships.
Reward on the Live Server for completing the chain:5,000 Free XP; 700 Coal; 800,000 Credits; and 10,000 Elite XP.
The combat mission chain can be completed in Random Battles or Operations and is available for completion three times per day at the following times: 12:00–14:00 UTC; 18:00–20:00 UTC; and 00:00–02:00 UTC. You can complete the mission all three times and obtain the rewards three times during the day.
Starting Bonuses
The research prices for ships and ship modules will be substantially discounted.
You will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.11.7, you'll be awarded the following additional bonuses:
At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
500,000,000 Credits; 30,000 Doubloons; 250,000 Coal; and 90 days of Warships Premium Account.
Sets with expendable economic bonuses and 50 combat signals.
If you played at least one battle on the Public Test Server during the 0.11.7 Public Test, your account will be copied from the Live Server to the Public Test Server.
Hey everyone! We pushed a new version of Zardy's Maze out - version 3.02. There was an error preventing one of the endings from showing up, so it is now resolved!
This minor update contains some bugfixes, and new stuff targeted at both ends of the player skill spectrum:
For newbs
A hint system was introduced to help you figure out enemies. Many enemies in this game, especially early on, have puzzle-like solutions that completely disarm them. Ofc the power of your deck still matters, and RNG can still mess you up, but if figuring out the correct counterplay by yourself wasn't what you play cardgames for, use the hints.
For pros
3 new achievements for completionists, including the beginning of a new, ascension-style scaling challenge. Only one level for now, but it's very much the start of a srs bsns difficulty grind, as opposed to more funky modes.
Also there is now an enemy powered by food analogies. I don't know how that wasn't in the base game.
0.96.9 is now live and brings some nice QOL updates to replays and skins! Easily select your weapon and arm skin from the pause menu, see other users settings and more when viewing their replays and plenty of bug fixes!
Replays
Added task info in the play viewer
Added users game settings in the play viewer
Replays now show what visuals someone else is using when comparing runs. (This option is turned on by default, but you can toggle it in play viewer settings.)
Settings
Added a new "skins" tab under the settings menu with options to select arm & weapon skins, along with an arm opacity slider.
Bug Fixes
Leaderboards stopped working after viewing page 1 of Yearly or All-Time
CS: Bot changes could propagate to other scenarios unintentionally
Watching a Rhythmshot Die For You replay crashed Aim Lab
"PLAY NOW" button didn’t work when viewing other users replays
Game didn’t work when Steam was set to Offline Mode and you were logged out of an Aim Lab account
Returning to the lobby could make skins preview decrease in brightness
Fixed notification feed when returning from task
Fixed weapon model in notification feed
Default button on the Skins tab also saved settings
Revert button didn’t work on the Skins tab
Dunkin Run Challenge/Connorball Gridshot - On results screen, interacting with replays made Aim Lab unresponsive
If you aren't already following us, check out @aimlab on Twitter & Instagram for more awesome events, memes, and training tips. Don't forget you can report any bugs in-game and join us on Discord or check out the subreddit to let us know of any feature requests you have or to just come and hang out with the community & our devs!
Starts:Thu. 18 Aug. 18:30 CEST (UTC+2) Ends:Tue. 23 Aug. 07:30 CEST (UTC+2)
Combat Missions and Rewards
You can earn Community Tokens by progressing through combat missions on the Public Test Server. These Tokens can be exchanged for various rewards in the Armory, including rare permanent camouflages, containers, and other in-game items.
The rewards for activities on the Public Test Server may differ from those on the Live Server.
Round
1
2
Earn 250 Base XP in a single Random or Co-op Battle.
Reward on the Live Server: 100 Community Tokens.
Earn 1,000 Base XP in Random or Co-op Battles.
Reward on the Live Server: 200 Community Tokens.
Earn 8,000 Base XP in Random Battles.
Reward on the Live Server: 1x Special Tactical container.
Earn 8,000 Base XP in Operations.
Reward on the Live Server: 1,000 Community Tokens.
Cause 700,000 damage to enemy ships or help your team cause 250,000 HP of damage upon your spotting in Random Battles or Operations.
Reward on the Live Server: 500 Community Tokens.
Complete 10 secondary tasks in Operations.
Reward on the Live Server: 450 Community Tokens.
Hit enemy ships 1,500 times with main battery shells or torpedoes in Random Battles, or complete 40 secondary tasks in Operations.
Reward on the Live Server: 250 Doubloons; 1,600 Community Tokens; and 2x Special Tactical containers.
Each Special Tactical container drops 1 day of Warships Premium Account; 2x expendable economic bonuses, each granting +300% Free XP per battle; and 3x Juliet Charlie signals.
In addition to the usual missions during the 0.11.8 Public Test, players will have access to special recurring missions that provide rewards on the Live Server.
Recurring Combat Mission
Earn 1,000 Base XP in Random or Co-op Battles.
Reward on the Live Server:1,000 Coal; 2,500 Free XP; 200 Community Tokens; and 500,000 Credits.
The recurring combat mission is available only on the second and third days of each round of the Public Test. The mission is updated at 02:00 UTC.
Chain of Combat Missions
Part 1
Win two battles.
Part 2
Earn 1,500 Base XP.
Part 3
Deal 150,000 damage to enemy ships.
Part 4
Destroy three enemy ships.
Reward on the Live Server for completing the chain:5,000 Free XP; 700 Coal; 800,000 Credits; and 10,000 Elite XP.
The combat mission chain can be completed in Random Battles or Operations and is available for completion three times per day at the following times: 12:00–14:00 UTC; 18:00–20:00 UTC; and 00:00–02:00 UTC. You can complete the mission all three times and obtain the rewards three times during the day.
Starting Bonuses
The research prices for ships and ship modules will be substantially discounted.
You will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.11.7, you'll be awarded the following additional bonuses:
At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
500,000,000 Credits; 30,000 Doubloons; 250,000 Coal; and 90 days of Warships Premium Account.
Sets with expendable economic bonuses and 50 combat signals.
If you played at least one battle on the Public Test Server during the 0.11.7 Public Test, your account will be copied from the Live Server to the Public Test Server.