To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from July 4, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:
[Gameplay and Function Updates]
Added Advanced Sticky Explosive Can
Added new sitting postures in chairs
Added New Meat Chunk and Refined Meat Chunk for carnivore animals to eat
In PVE Mode, the burning bonfire can prevent constructions from being attacked by wild animals
Added ice probe to the Minerals Probe at mask nodes
The ice cubes in the bag can slow down the spoilage of food
Added the Weapon Intro interface to showcase the basic skill of weapons. (like Light Strike, Leap Slash, etc.)
Upgraded anti-cheat system: Enhanced the detection of cheat codes (For fair competition, please allow the installation of GameSecurityService when you first enter the official server)
GM Command for increasing other players' Mask EXP: AddMaskExpToTarget
[Experience Optimizations]
The duration of the animals summoned by Nature Enlightenment has been increased to 30 minutes from 10 minutes
Optimized the effect of Nature Enlightenment - Nature's Heart: The summoned animals heal for 1% of Max HP per second additionally
The animals summoned by Nature Enlightenment can now enter the combat mdoe more rapidly upon spotting enemies.
The follow distance of flying units summoned by Nature Enlightenment is more reasonable now
The animals summoned by Nature Enlightenment now can go through large portals while following
Added anomaly protection to tribesmen. Players can now control the tribesmen to prevent them from continuously lying on the groud
Logic optimization for picking up animals and placing them on shoulders
Adjusted default facing of the placed wooden man
Reduced food consumption speed of the Piranha Pool
Optimized collision of the portal
During the Single Sacrificial Ritual in Barbarian Barrack, the tribesmen of the same player can only be captured once by the Tribute Capturer NPC
Optimized tips of Barbarian Barrack on the map. Added a time reminder for monster spawning.
Honey can be used from Shortcut now
The Stone Brick needed for building Piranha Pool changed to Stones or Flints
Greatly increased the EXP from finishing the Tablet exploration. The tablet in areas of a higher level yields more EXP
The changed game coefficient that is different from the default value is marked in red
[Upcoming AU&SA Official servers]
Official PvP and PvE servers for Australia and South America are coming soon. The first official servers in Australia will be available to players on July 5, 2024, at 08:00 UTC. The first official servers in South America will be available to players on July 5, 2024, at 23:00 UTC. For detailed server launch plans, please refer to the online document
The list of servers with the cross-server feature enabled is as follows:
Fixed the issue where the animals summoned by Nature Enlightenment could use some skills to catch the master Fixed the issue where gate frame items couldn't be switched to Wall Beacon Fixed the issue where some special buttons can close interfaces like Clan, [J] Tribe, [K] Hunting, [L] Travel, etc. Fixed the crashing issue when fighting with Vajra Ape in a game or a private server on some computers with the 12th Gen Core CPU Fixed the issue where the execution would stop playing if the attacker was affected by an Superarmor talent while in execution Fixed the issue where some items not released were displayed in the categorized list Fixed the display anomaly of tribesmen's above-head panel after hiding the UI by pressing + Fixed the issue where when players hide the UI via '+' button while mounted and then dismount, couldn't press + again to restore the UI display Fixed the issue where Archery Target wouldn't decay
<2024.07.11> The commemorative gifts for our 100-day celebrations have been revealed in the D-7 silhouette.
As part of the 100-day celebrations, we’re honored to bestow our Masters of the Book with gifts beyond imagination, including a coupon from the Director containing the 5★ Knight of Veda ‘Death Crown’.
■ Coupon Code: DirectorsCoupon
※ Provided coupon can only be used after the July 11th Update. ※ Additional information such as coupon usage period will be announced at a later date.
We hope to provide you with more exciting content in the future so please stay tuned!
In the height of the summer season, specially for you, we are opening a new beach location! You can expect loud parties, boat rides around the island, night orgies in the water, and even a water park!
Hello, Masters of the Book. This is Youngmo Kim, the director of “ASTRA: Knights of Veda.”
Looking back on the hectic days since the game's launch, I am deeply thankful for your enthusiastic support and engagement, which have helped us reach our 100-day milestone.
Even though the game has had its flaws, I sincerely thank all the Masters of the Book who have enjoyed playing and provided valuable feedback and encouragement.
To celebrate our 100-day anniversary on July 11, we have planned a major update featuring the large-scale content “Thierry's Portrait” along with various other updates. We are also preparing a generous 100-day event to make your gaming experience even more enjoyable.
We have prepared a truly meaningful surprise gift for you. We’re going to be tying the ASTRA and Dragon Blaze worlds together in the way teased through the main story.
"Death Crown," the iconic symbol of the two worlds will be added to the game! All Masters of the Book can meet 'Death Crown,' the true protagonist and the first dual-attribute hero, through a special coupon.
Furthermore, to enhance the quality and design of the Knights of Veda, we plan to release new Knights and regular updates every three weeks, starting from the July 11 update.
The content that we previously announced for the second half will still roll out in stages according to the promised schedule. We thank you for your patience and understanding.
We are committed to providing continuous updates and improvements to make your experience more convenient and enjoyable. We will share more details in the next developer note.
We sincerely thank all the Masters of the Book who have supported us over these 100 days. Your continued support and encouragement mean a lot to us.
Nemesis: Air Assault’s release featured the first unit with the fabled 4th weapon slot. This was not an error or a one-off. In today’s DevBlog, we’ll shine the light on an upcoming new feature coming to WARNO on a broader scale in the near future: the 4th Weapon Slot.
Keep reading for all the juicy details!
A Mystical Beast
The 4th Weapon Slot is a mystical beast that has long been sought after, but after tweaking the UI and some engine changes, it is finally within reach. It might not look so on the surface, but adding an additional weapon required development and extensive testing. Mind you, that the addition of the 4th Weapon Slot will be implemented wherever useful (not all units will gain this extra slot).
In order to check if it works (and we didn’t blow up WARNO in the process), it was decided that the guinea pigs of the 4th Weapon Slot were going to be a new nation in active development: the Poles! This also gives us the cheeky opportunity to show off some of the new units of the upcoming NORTHAG expansion.
Keep in mind that the following is all work in progress.
The 4th Weapon Slot In Action
So, why the 4th Weapon Slot? It holds several advantages:
It allows us to distinguish between different infantry units better. For example, the Polish motorized infantry (SKOT-borne) was organized as 9-man squads, although a tenth hot seat in the APC was reserved for “hitchhikers” which could include the platoon’s lone DMR marksman. The regular Polish squad will be organized in WARNO as per regulation, with 9 soldiers, which will include one PKM (the Poles didn’t use a magazine-fed SAW) and one RPG-7. However, we will create another unit (see below), representing the one-out-of-three squads in each platoon that housed the DMR - thus adding one soldier equipped with a SVD. Since Polish platoons held an extra PKM at platoon level for discretionary use, it will also be given to the latter squad, in effect forming the “fire base” element of the platoon.
Some armies still used SMGs or short-carbine versions of assault rifles for officers and second-line troops. The new 4th weapon slot lets us feature this on top of the “holy trinity” currently featured: assault rifles, LGMs, and AT weapons.
But it also lets us correct some historical small arms and weapon distribution we couldn’t model accurately until now. For instance, the American MECH. RIFLES field 3x SAW in-game, though in real life it was 2x SAW plus 1x LMG (and other weapons).
We can also now model disposable anti-tank rocket launchers with those engineer units deprived of them due to having maxed out their assault rifle, SAW/LMG, and explosives loadout.
This allows us to add a 4th weapon to the squads where this was the case, such as a DMR in an infantry unit already fielding assault rifles, SAWs, or LMG, plus an AT weapon.
Featuring the 4th Weapon Slot
As you can see, the upcoming Warsaw Pact’s new communist-led Ludowe Wojsko Polskie or Polish People’s Army will also benefit from this 4th Weapon Slot. It will be retroactively added to all other armies in WARNO wherever necessary or we see fit. This will come as part of a future patch. We will also use this opportunity to add a new weapon and mechanic to some specialized infantry units, including commanding units and assault squads: the smoke grenade.
And yes, the 4th Weapon Slot will also find its way to select vehicles. In certain cases, we had to delete a machine gun on a main battle tank as it exceeded the number of weapon slots available. This was most often the case when we had to feature an ATGM, chiefly on gun-tube-missile-firing Soviet tanks.
Our intention is also to expand the 4th Weapon Slot to aircraft, but this is still under consideration. It requires more thorough model and engine changes, and we cannot be sure this will be feasible. We will update you, of course, but keep this in mind if, in the first batch, planes will not be updated with the new weapon slot mechanic.
Nemesis: Air Assault
As you might know, the Nemesis: Air Assault DLC dropped earlier this week. As one of the first Nemesis DLC for WARNO, it features two new divisions and a host of new units, models, weapons, and the like.
Nemesis: Air Assault features the hardy veterans of the Soviet 56-ya O.G. DShB, or 56th Separate Guards Air Assault, and the elite American 101st Airborne Division. Check out the dedicated previews to read all about the new weapons and units featured by these two new divisions in Nemesis: Air Assault.
Until Next Week
That’s all for this week. We’ll be back soon with more WARNO news.
The Paint Warfare Menu hasn't changed much since the game released into early access in 2019. It had a lot of issues—like for example it wasn't clear to new users how to equip/unlock different guns and abilities.
So I've spent a lot of time redesigning and organising everything better:
There's a lot more of course...
Another cool change is that when there is a new game modifier, a short description of it pops up for a few seconds to help new players.
Equip 3 Guns At Once
Paint Warfare has rocket/grenade jumping (which is a really awesome mechanic) and I want this to be available to you no matter what your loadout is.
So that's why I've created a new "Explosives" weapon class so you can switch between one of 3 weapons you have equiped.
Reduced the price of Abilities from 150 coins to 100 coins to make them easier to unlock without paying
Koto is now Team Deathmatch
Capture the flag wasn't very fun on Koto from testing so I've decided to make it a team deathmatch map. Hopefully this makes the map more popular as I think its super well suited for vertical movement. :)
Other
Added bots option to custom games
Fixed UI bug on AMD GPUs
Reinvested a bunch of money into some new assets—added a completely new water shader and birds on Mafia Island. The castle map also now has some ice on it
Added a new cursor
Added new screen VFX for burning, frozen and healing
Player names are now based on Steam username
Fixed issues with the keybind menu breaking and hidden UI
Added a trampoline on the top of one of the towers in the castle map
Player created templates for recipes are now available in the bait mixing machine.
The Romanian language is now available in the game.
Changed the condition of task 3 of stage 7 qualification "Bolognese and match fishing".
Fixed: If the 2nd task of stage 6th of the "Carpfishing" challenges has been completed before "Zig-Rig" was added to the game, the task may have been classified as not completed.
Fixed. When installing a "Dead Bait" on a jig, there was no check on the permissible hook size.
Fixed. There was an option to move to a boat when a character was sitting on a chair.
Fixed. When a character was on a chair while the water was rising in the tide zone, the character was not automatically moved to the starting point.
Fixed. It was impossible to return skill books bought in the store.
Fixed. There was no interaction with the water surface on the Ladoga Archipelago and the Norwegian Sea.
Fixed. It was impossible to unlock the achievements "It begins! Break the rod." and "For the long worm!".
The game world on Copper Lake has been reset. Fish may change habitats and preferences for baits and lures.
🐞 Fixed stacking issues when sending items to the fridge and storage bin.
🐞 Fixed an issue where Penelope and a few other NPCs couldn't progress past heart level 1, which also fixed an important issue not allowing you to view all of their talking dialog past line 6.
🐞 Fixed the "Bell" item pet commands when using a controller.
🐞 Fixed/Changed brushing to be X or Square on controllers.
🐞 Fireworks no longer trigger the bomb NPC achievement.
🐞 Removed a white pixel from Kerrin’s portrait art expressions.
🐞 Added a collider to prevent the player from getting stuck in the corner of the general store.
🎮 Gameplay Improvements
🍽️ Made it so the player eating animation works with your backpack open.
💣 Adjusted the bomb dropping delay to be slower.
🐾 Pets purchased from the vending machine are now automatically sent to the barn or coop.
🌱 You can now press any DPAD arrow when using a controller to until a soil plot.
🛒 Changed the Ctrl-click buy stack max amount at the shop to 10 items at a time.
🛒 On the controller, holding a D-pad direction and clicking on a store item will buy a stack of up to 10.