We're pushing a third hotfix to address some bugs that were causing confusion for players amongst other issues and bugs. Hopefully we've got the goldeka tournament running a bit more smoothly too, though we will likely do a large overhaul of it in an update soon.
Changelog:
Fixed Card Beast tokens not going above 1, they now get added to your inventory correctly.
Changed pricing of booster packs in goldeka tournament tent and tournament rewards.
More fixes to the goldeka card beasts tournament events, they should now get stuck and behave weirdly less often. It may still be a bit buggy, but hopefully more stable.
Fixed player jumping instead of ant girl during "Queen of Ants" quest, causing player to stop colliding with obstacles.
Updated description for "Queen of Ants" quest as there seems to be some confusion about the ant girl. Recruiting an ant girl in the cave is NOT what the ant queen is asking you to do.
Added more dialogue to Queen Ant before she gives you "queen of ants" quest to make it clearer that the missing ant girl you are looking for is not in the cave.
Added more dialogue to Queen of Goldeka where she explains the lamia thralls are disguised as guards in the city.
Fixed Millenia and Reyna not disappearing after the dialogue with the S-Guard by the gate (may still show up in old saves)
Fixed quest objective that displays how many thralls you need to find not showing up for "Sneaky Snakes" quest (speak to the guard by the door inside the palace on older saves)
Note regarding Sneaky Snakes Quest: The Thralls in the sneaky snakes quest are disguised as city guards, you'll need to find them in different areas around the city by talking to them. There is five in total.
Note Regarding the Queen of Ants Quest: The missing ant girl is different from normal ant girls, she is hiding outside of the cave in one of the new areas. You need to find her and talk to her.
Thanks as always for reporting bugs and for enjoying our game!
Windows: 1.1.3 Functional Improvements and Adjustments - Added the large-scale battles with 12 or more units from both forces. - Added twelve new battlefield maps, including large scale maps. - Added a setting to expand the area where units can join the battle at the start of a battle.
Bug Fixes - Fixed an issue that made betrayal difficult to occur. - Fixed some issues regarding ability increase of some traits, including "Eccentric" and "All or Nothing." - Fixed other minor issues.
We hope you are well. Let’s get cracking with today’s DevBlog. It will feature an assortment of tidbits about a variety of things, including a sneak peek at Army General tutorials, an update on Destruction mode maps and an Abrams unit model rework.
Let’s get to it.
Army General Tutorials
First things first: Army General. Yes, we know you are all passionately waiting for this major new mode - just hold on a bit longer!
What we can share in today’s DevBlog are more details on the Army General tutorials. Much like the current tutorials in WARNO, the Army General tutorials will be four fully scripted missions.
These missions will cover the first hours of our World War III scenario as it unfolds around the Fulda Gap, much like the game tutorials that are already present. The Army General tutorials will showcase operational strategy as experienced through the eyes of 1st Squadron, 11th Armored Cavalry Regiment based in Fulda.
Roger Dodger, over and under! All the tutorials’ dialogues will be translated and dubbed in various languages for easy understanding. The different Army General mechanics will be explained and illustrated in detail, from simple to complex. These include such things as the interface, attacking and defending, formation composition (the pawns), combat and auxiliary battalions, unit fatigue, terrain modifiers, air attacks and interception, encirclement strategy, and so on.
We felt that delivering the Army General in your lap with no explanation might overwhelm players. Army General works on a strategic level, with the new mode combining that with the tactical battles we all know and love by heart. We made an additional effort to make the interface between the two fun and engaging, and while complex, not incomprehensible. Hence the new tutorials!
Now, some delays encountered with Army General have to do with production. Everything needs to be designed, voiced, tested, balanced, and written. Any major update to overall balance or game mechanics along the way have an effect on the mission (and the dialogue), meaning more changes. There is no ill will behind it, just the realities of game development for a small, independent studio.
An Update on Destruction
Leading us to Destruction mode and upcoming maps. During WARNO’s Early Access, we have noted that the Skirmish and Conquest modes have been particularly well-liked by the community. This is why we decided to prioritize the development of this mode, including new map delivery.
However, we understand that many of you eagerly await more Destruction versions of existing maps. And the time has come to refocus our efforts on the swift production and delivery of new Destruction variants of existing maps. So, for all you Destruction fans out there, get ready!
Abrams Rework
The Abrams main battle tank resulted from decades of middling programs by the United States combined with the threat of high-tech armored Soviet doomstacks in East Germany. After the catastrophic failure of the MBT-70 and XM803 programs, with some conceptual wandering through the M60A2 Starship, the United States decided to pull out all the stops and create a new tank “to end all tanks.”
Technology was pushed to the limits of what was possible in the era and used to design a main battle tank with unparalleled mobility, excellent protection, and a cutting-edge fire control system. Room for future modifications and upgrades was built in, allowing the Abrams to really get stronger and stronger with each new iteration.
This takes us to the M1(A0) Abrams, one of the earliest variants of this American main battle tank.
The visual highlights for the uninitiated include the 105mm M68 gun, mantlet peculiarities, and “shorter” turret compared to later variants (the M1IP and M1A1). Furthermore, 105mm-armed M1s had an unusual three-piece blow-out cover over the bustle. Early M1s lacked the turret basket as well. Finally, the sprockets were also different.
Camouflage Camouflage of U.S. vehicles stationed in Europe entered a tumultuous period in 1989. Tanks could be seen in MERDC Forest Green single-color, MERDC Winter Verdant pattern, or, more popular, three-color CARC camouflage patterns. We opted for Forest Green for the M1(A0).
The historical markings on U.S. tanks were kept relatively simple. Let’s take the following as an example:
As you can see, we are dealing with a vehicle of the 8th Division, 5th Battalion of the 77th Armored Regiment, Alpha Company, 1st Platoon, 3rd tank. Not too tricky, right?
Another marking is the military load classification in Europe. Many quaint and rickety bridges on the old continent do not handle the latest generation of armored vehicles well, not to speak of an entire armored division equipped with heavy tanks rolling over one. NATO implemented the Military Load Classification system to avoid collapsing bridges left and right. Each vehicle had to present its combat weight, but to avoid confusing the average American servicemen, this weight was in imperial short tons. No wonder France almost left NATO in disgust.
Until next week
That’s all for this week’s DevBlog. Let us know what you think.
Previously, the public investment command was unfriendly as it did not show the effect of the investment, but we have made it a little more friendly by displaying the results.
Some public investments will now display changes in values after the investment.
In addition, to prevent wasteful investments, investments will no longer be allowed if they are not expected to have any effect at all.
Bug Fixes
In rare cases, the dialog window becomes transparent, Fixed a bug that caused the dialog window to become transparent in rare cases and could not be fixed without restarting the game.
Fixed an issue where the dash ability would be disabled if you entered the final gate with your dash. The gate would force you to walk toward the edge of the screen without properly handling the dash state, resulting in the player not being able to dash. This has been fixed.
Increased the speed of enemy spawns in the timed level mode.
Added a frame buffer between enemy spawns in the waved level mode.
Added an indicator to check which save is equipped.
Improved the legibility of the time and seed number by adding spaces and outlines to the texts
In celebration of the A.V.A x Brave Nine(Brown Dust) collaboration, X4A1 Granhildr, which can be purchased through medals in the in-game capsule shop, has been released!
Seize this opportunity to wield the exclusive Brown Dust firearms proudly!
[X4A1 Granhildr] - Rifleman Capsule
[Open Schedule] Time (UTC): Dec 07, 2023, 06:00 am ~ Until further noticeDec 14, 2023, 06:00 am *Please note that the skin capsule shop schedule may be subject to change. *X4A1 Granhildr will be available to be modified in the Weapon Modification System after release.
Lastly, we've received a lot of feedback about Unique Soldier Box regarding to distribution of a specific skin! Therefore, we've prepared a wonderful chance for all users to experience specific Unique tier skin during the event schedule!
Click the coupon icon on the top right of the game lobby and type: ---------------- ECATEPROJECT ----------------
[Reward] Hecate PROJECT 3 (3 Days) *1 Premium Box * 5 *Please note that You will have 3 days to use the Unique tier skin Hecate PROJECT 3. *After the 3 days from receiving the item, Hecate PROJECT 3 (3 Days) will be disappeared.
[Coupon Open Schedule] Time(UTC): 2023. 12. 07, 06:00 AM ~ 2023. 12. 08, 00: 00 AM
Attention HAAKers, !"HAAK" has been updated to the new version V1.4.0.18054M. This update primarily improves the gaming experience and fixes several known issues.
Here are the detailed updates:
Corrections
1. Fixed the black screen issue after completing the "Black and White". 2. Fixed the disappearance of bombs and sea urchins in the Black Door. 3. Prevented infinite teleportation in the bishop's room of the "Black and White". 4. fixed the issue where conversations with Baak could not be triggered in "Black and White ". 5.Fixed the issue where conversations with Baak could not be triggered in the 444 Bunker. 6. Corrected the conversation issues after encountering Fuming in the library area of the 444 Bunker. 7. Fixed the problem of doors not opening in the Brewery DLC area. 8. Fixed the story bug at Antony Hills. 9. Corrected the dialogue after achieving the maximum score in the Coin Challenge.
Optimizations
1. Added more first aid kits in the Black Door parkour. 2. Additional abilities can be acquired at the birdman statue in "Black and White ": maximum first aid kit limit and full-level healing effect, full-level energy bar, and eight-directional dash. 3. Smash can always be interrupted by gliding, regardless of whether you're crossing ice water. 4. After completing the game, the rating by Wang is adjusted according to the current game.