Announcement! Gatedelvers is rapidly approaching! Here it comes!
We're releasing to Early Access on February 20th (unless something goes terribly wrong)!
The initial Early Access release will have a few more worlds to explore than the demo, and online multiplayer will obviously also continue to be here, if still a little bit on the buggier side (we're working on it). Also Librarian is playable, for any mobile glass cannon mage enjoyers around!
To prepare for the release, we've also updated the demo to include improvements made to the game since November; the content is still mostly the same, but things look, sound and work better!
As always, if you want to chat or throw opinions at us, feel free to drop by our Discord or just leave a message on our Steam forums!
In today’s DevBlog, let’s go full ACRONYM and take a deep dive into FOBs and LOS. Yup, we got some interesting details to share both about a new structure and an updated (and very important) game mechanic coming to WARNO.
Both the FOB and revised LOS system will deploy in a patch soon!
Keep reading to find out more.
First up: FOB
Let’s begin with the new Forward Operating Base. This structure was introduced back in Wargame: European Escalation. Many of you veterans of our earlier games have been asking for the FOB’s inclusion into WARNO.
We are getting very close to introducing FOBs in the game, so let’s get down to brass tack logistics and explain what’s moving, where, when, and how.
The FOB in WARNO is a single supply depot that can be placed at the beginning of a game in your deployment zone. And ONLY during the deployment phase. Supply vehicles will be able to enter a FOBs area of effect and automatically receive supplies (“health” repair, ammo, fuel). Not only that, FOBs can resupply any type of unit if they are close enough.
There is more: you have to be careful defending a FOB. These are very hardy structures, but they can still be destroyed. But a greater prize is to capture one! If an opposing player places enough units in the zone of influence of a FOB, they will gain control. If you want your FOB back, you need to have more units than your opponent in its radius.
Visually, we wanted to ensure WARNO’sForward Operating Base was a bit more realistic than its Wargame: Red Dragon predecessor. Gone are the reinforced concrete walls and watchtowers (which, realistically, would take several days to build).
Instead, the new FOBs are made of weapon and ammo stock, military equipment, and fuel barrels, all urgently transported to the forward edge of the battlefield. This reinforces the core theme of WARNO, pushing the idea that the FOB is a scratch-built base of operations deployed in a rush when your game - the battle - begins.
Let us know what you think!
A new Line of Sight tool
We have also worked on an updated and revised Line of Sight tool. As you know, during a tactical battle in WARNO, a player can press “C” to display the Line of Sight, either on the cursor (useful to check locations on the map) or centered on a unit.
We have improved the Line of Sight tool to make it faster to use, easier to understand, and more accurate. We have done this by differentiating better what cannot and what can be viewed.
Faster to use With the updated tool, when selecting a unit in the game, you will see how their field of view holds up.
If we compare two examples:
We have here an M1A1 Abrams tank, with poor vision, and a dedicated recon M3A1 Bradley CVF.
The former can see more of the battlefield than the latter.
Easier to understand Check out the screenshot. As you can see, the new Line of Sight tool now displays two different colors:
In white transparency, the “true” Line of Sight. That is to say, the unit cannot see beyond the white line. A unit’s field of view on the battlefield is cut by buildings, forests, or other obstacles or simply limited by distance.
In blue, we show intermediate areas in which your unit is unable to detect any potential enemies. However, if an allied unit detects a hidden enemy, they will appear in this region, even if the selected unit can’t see any foe directly.
More accurate We have also incorporated the functionality to simulate the detection of any type of unit by clicking on the LoS icon. By doing this, you can immediately tell which units can be detected in the blue area depending on their level of Stealth.
Wondering if you can spot that towed AT gun? Click. Or an enemy Spetnaz recon team? Click.
The tool also lets you distinguish all the environmental elements that influence vision and detection. See how it works in the screenshot below.
What we are aiming at
Our main objective is a high Time to Kill (TTK), promoting a more deliberate and tactical pace of playing WARNO, which would appeal to all of our players, regardless of level.
That’s not all: we also want to reduce as many cheesy tactics as possible. On a strategic level, nothing should come for free or be done in such a way that it is annoying. We wish to create a comfortable, worthwhile atmosphere in WARNO that doesn’t promote any feelings of injustice or frustration.
WARNO is a game of strategy and tactics, brains and daring, set in the late Cold War, and we would loathe seeing simplistic techniques that allow players to win effortlessly with no thought.
Make no mistake, we are on a never-ending quest to provide you with the deepest, most fun, and most authentic experience possible in WARNO!
What can you expect to be rebalanced in the near future?
Aircraft, helicopter, and AA
When it comes to aircraft, helicopters, and anti-air adjustments, we will enter a cycle of experimentation. At the moment, we are not fully satisfied with this aspect of WARNO. We are studying various ways how we can update the mechanics involved. Planes are too often used as suicide “jokers” that prevent the deployment of heavy tanks, while also allowing some players to win a game within the first few minutes.
Please be patient, as the coming weeks will see some different meta-approaches being implemented. It will take time, and we will consult your feedback and comments on the official Discord server. If problems arise, we’ll react as soon as possible!
Artillery and MLRS changes
Much like helicopters and aircraft, we will also take a good look at artillery and MLRS. Some recurring issue with multiple rocket launcher systems is the tactic in bombarding access routes and spawn points at the start of a game. We need some time to find the right balance here. And, once more, we can use your feedback to identify the most useful gameplay solutions possible.
In the next patch, we will preemptively decrease the damage output of a howitzer while increasing the area of suppression. This would allow team games, from 2vs2 to 10vs10, to be less dependent on artillery. Once this change is in, we’ll likely slowly adjust the damage and suppression variables until we find the right balance.
Stabilizing the meta
Once we have addressed the above gameplay areas, our aim is to get a stabilized meta that is viable and fun over the long term. This will guarantee a fair and strategic experience, and to make WARNO a balanced and exciting game, for beginning players to veterans and military experts alike!
See you on the battlefield
That’s it. As mentioned before, the new FOBs and updated LoS tool should make it to WARNO shortly, maybe even as quickly as next week!
Thank you for enjoying RealityMinds. In consideration of the operation of Reality and SteamDeck, we have made the following improvements.
■improvements
Added "Start in Full Screen" option and "Shutdown" in the title and "Leave Game" command in the menu. Full screen status will be saved from the next startup.
Controller call function is now supported. Progress Hint: L1 Sub-event hint: L2 Move (released under certain conditions):R1 Formation (released under certain conditions):R2
Note that volume, cutin, voices, difficulty, and other settings may change due to the update of "config.rpgsave". Please check the value of your options after the update.
Thanks to everyone who has supported the game and given their valuable feedback to improve Star Survivor. I have been adding new features that will be open for public testing in the upcoming Prologue.
New Updates:
Endless mode - to test the limits of your deck design and piloting skills
Hardcore option - if you want double credit gain and ain't afraid of permadeath in the campaign
Dynamic spawn - now no OP build could save you from. Adapt or DIE!
New weapons - New tech to broaden your weaponry:
Plasma Cutter. Short-range beam weapon that is always firing. Tractor Beam. Collects gems in the quadrant as well as locks enemies in position. Tesla Coil. Close-range chaining ion weapon that jumps between targets. Rocket Barrage. Fires a cluster of missiles at an aimed location.
Other Changes / Fixes:
- improved deck-builder Interface so buttons don't shift around~ - adding or removing cards now saves selected cards so you do not have to re-click - tagging module now has an upgrade option to give additional exp from killed tagged enemies
Miscellaneous:
- background planets in the campaign will change per campaign - background ship in the campaign will reflect the chosen ship - added limits to triggers so they should not infinitely loop - added weapon timer to indicators via fade
YOUR FEEDBACK IS APPRECIATED
Please check out the new content and let me know what you think. Especially with the difficulty changes and new enemy spawner — is it too hard? Too easy? I see feedback faster here on Steam OR on my Discord
Star Survivor is showcasing new features in its upcoming Prologue, coming Feb 17th
Thanks to everyone who has supported the game and given their valuable feedback to improve Star Survivor. I have been adding new features that will be open for public testing in the upcoming Prologue.
New Updates:
Endless mode - to test the limits of your deck design and piloting skills
Hardcore option - if you want double credit gain and ain't afraid of permadeath in the campaign
Dynamic spawn - now no OP build could save you from. Adapt or DIE!
New weapons - New tech to broaden your weaponry:
Plasma Cutter. Short-range beam weapon that is always firing. Tractor Beam. Collects gems in the quadrant as well as locks enemies in position. Tesla Coil. Close-range chaining ion weapon that jumps between targets. Rocket Barrage. Fires a cluster of missiles at an aimed location.
Other Changes / Fixes:
- improved deck-builder Interface so buttons don't shift around~ - adding or removing cards now saves selected cards so you do not have to re-click - tagging module now has an upgrade option to give additional exp from killed tagged enemies
Miscellaneous:
- background planets in the campaign will change per campaign - background ship in the campaign will reflect the chosen ship - added limits to triggers so they should not infinitely loop - added weapon timer to indicators via fade
YOUR FEEDBACK IS APPRECIATED
Please check out the new content and let me know what you think. Especially with the difficulty changes and new enemy spawner — is it too hard? Too easy? I see feedback faster here on Steam OR on my Discord
Why are we doing the Valentine's Mini-Event early? Find out next week. Anyway, We've tried something a little new with the competition tiers in this mini-event (and we'll test it in a big event too), so we'd like to know what you think of it.
The payouts for the tiers haven't changed, nor have the harvests required for each tier. Each successive tier in the mini-event will get harder. Give it a try.
Find out what it’s all about and join the competition for a chance to win hefty prizes in em$!