We are back with another DevBlog! As teased in last week’s WARNO Roadmap, part of the team is working on a visual overhaul of several unit models.
As you might know, we previously reworked the Soviet tank models (T-64, T-72, and T-80) because they were the first done for WARNO but didn’t have the high level of detail we originally envisioned. With those out of the way, it’s time we started repainting some NATO units.
Let’s look at what’s happening in WARNO’s paint and model workshop.
M60A3 (TTS)
One of the models we worked on over the summer is the American M60A3 (TTS). The original M60 was an older generation main battle tank that, during the 1960s and 1970s, was a mainstay in the American and allied forces. By the late Cold War, the tank had been superseded by the more modern M1 Abrams. However, the M60 received continuous upgrades and a host of different variants during its service life, with the M60A3 introduced in 1978. Top brass saw this particular version as a stop-gap measure until the more advanced Abrams could be fielded in sufficient numbers. The M60 kept being in service in the U.S. Army and Cold War allies, including other NATO countries, for the duration of the Cold War and beyond.
The M60A3 was one of the most modern variants fielded in the 1980s, with the (TTS) designation meaning Tank Thermal Sight. This sighting system is also one of the more notable visual upgrades we implemented in our in-game model. The AN/VSG-2 Tank Thermal Sight with its new “eyelid” sight cover, coupled with the prominent weather sensor in the rear, exemplifies the significant updates linked to the M60A3 (TTS).
The AN/VSS-3 spotlight was removed, and its power outlet on the turret roof was welded down. In its place, a spare bogie wheel is carried in case of mines. The tank bogies themselves were upgraded, being lighter, smoother, and without structural ribs. Furthermore, the gun barrel is covered in a thermal wrap. The updated tracks stem from the RISE program, enabling better performance on asphalt. The new visuals of the M60A3 (TTS) will also be paired with a balance pass favoring the medium tank meta in WARNO.
Bradley Series Update
While working on detailing the Soviet tank models, we already eyed the Bradley series of Infantry Fighting Vehicles as one of our next targets. We found that these well-known units looked less than stellar compared to some of our models.
We also realized that the main variant in-game, the M2A2, only represented under 10% of the total Bradley fleet deployed in Europe. Its predecessor, the M2 (aka M2A0) and M2A1, were much more widespread.
To better reflect this reality on the ground, we will significantly boost the Bradley series. We currently only feature the M2A2 IFV and M3A1 CFV (Cavalry Fighting Vehicle). After the rework, WARNO will have:
M2 Bradley, with the same stats as our current M2A2, but only capable of firing the I-TOW.
M2A1 Bradley, which will have the same stats and weapon load-out as our current M2A2.
M2A2 Bradley, which will have been heavily up-armored compared to the current stats.
M3 Bradley, which will feature the same stats as our current M3A2, but only fire the I-TOW.
M3A1 Bradley will remain unchanged in stats and weapons.
M3A2 Bradley which will be a heavily up-armored variant compared to the M3A1.
The M2A1 Bradley will replace the current M2A2 version. This is just a nomenclature change, as the unit will feature precisely the same stats. Meanwhile, we’ll also reintroduce a new, remodeled, and up-armored M2A2 to be featured in limited quantities with our NATO U.S. 3rd Armored Division.
FX Improvements
Next to the new visual models, we have also put some time and effort into improving the FX and special effects. Such as?
Removal of older 2D textures (as requested and promised) and updating volumetric FX. This means we replace a single animated particle with several smaller ones for better rendering. We will also rework all impact/crater FXs alongside this.
New fire and napalm effects.
New unit death effects.
Reworking planes and helicopter crash FX.
Reworking tracer bullets for machine guns and autocannons.
Additional variety with cluster weapon impacts.
Optimization of some bombs FX.
Please note that some of the above FX improvements have already entered the game. We are keen to know if you’ve noticed them. Adding the other special effects is, of course, an ongoing task!
New M240B model
Another not-entirely-cosmetic change is the introduction of the American M240B squad machine gun. Although already in service with the USMC, it was in the process of replacing the M60 “Pig” in U.S. Army squads as well in the late 80’s. How fast? To which extent? Hard to tell…
At first, we decided to retain the good ol’ M60 for all American squads, but we’ve given it a second thought. That’s why we modeled the new M240B, a variant of the Belgian FN MAG, and replaced the M60 for all American squads except (Army, not Airborne) Engineers and MPs. The M240B gets the same stats as the current M60 or the British L7A2 (itself a variant of the FN MAG), so this is mostly a cosmetic change.
Meanwhile, the old M60 still used in infantry squads (not the tripod-mounted HMGs) will get a small RoF nerf. Although its performance was roughly the same as the M240B, the M60’s main issue was unreliability, being much more prone to malfunction and in need of rearming manually.
Until next week
That’s all for this DevBlog. Let us know what you think!
We would like to conduct a survey regarding the color of the cursor during puzzles.
In the future, when prioritized implementations like controller support are settled, we plan to consider adding a feature in the options menu to change the cursor's color.
For the time being, we would like to gather your opinions on what color the default cursor should be.
The survey deadline is until 9/17, and we will strive to reflect the most popular choice. Please let us know which color you prefer by using the numbers ① to ③!
As the development team, we are leaning towards option ③, which is purple. What do you think?
This time, I was working on improving features that I had found to be difficult to use. I think it has become somewhat better.
First, the position and angle of the 'poses' that can be selected are now natural, even when 'Fix In the air' is turned on. For example, if you select the 'Doggy' pose, the doll will now crawl on the floor properly. This application was designed to be played without fixing the hip in the air. However, without fixing the hip in the air, it was inconvenient for casual play, although the degree of freedom was increased. Therefore, this modification has been made so that it can be played with the 'Fix in the air'.
In addition, I worked on fixing a problem where the body would spin around on its own depending on the pose chosen when 'Fix in the air' was turned off. I believe it is less likely to happen than before because of the modification of the physical constraints of the body and poses.
Below are the specific modifications. - Adjustment of the position and angle of poses. - Fixed a problem where the body would start to spin on its own. - Fixed a problem where a part of the spine muscles were not set and the body was always swaying back and forth. - Some poses have been added (e.g., Flat on back, Open, etc.). - Fixed a problem with gravity being enabled in the character creation room.