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Thread: War of Rights - Patch Notes

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    War of Rights - Patch Notes

    November 7th - Update 85 Released!


    - Added an additional skirmishing buff. It requires 3 players within 12 meters of each other in order to activate. The morale cost of the various buff states has changed slightly. If you die while In Formation, the morale cost is 20%, if you die while Skirmishing, the morale cost is 60%, if you die while Out of Line, the morale cost is 100%.The other effects of the skirmish buff are generally the same as the In Formation buff, they are just not as strong as strong. You can't have both types of buff at the same time. The In Formation buff takes priority if your formation allows for it. We are still to add the correct death screen when killed while skirmishing, right now it just displays the normal In Formation death screen.
    - Changed the way the ticket costs are calculated upon a death when theres below 20 players on a server resulting in matches lasting longer.
    - Minor updates to the Drill Camp.
    - Updates to the Mumma Farm scene of Antietam.

    November 4th - Update 84 Released!



    - Players will now be sliding less if moving very slowly.
    - The sun flare now deactivates as the sun sets, fixing the moon having a flare.
    - The time of day automatically gets set to 6 o clock in the morning as the servers do their daily restart or as an update has just been deployed.
    - Attempting to adjust sights on the Sharps Rifle or Sharps Carbine no longer causes aiming to not work.
    - Reduced CSA starting morale by 20% on the new Pry Grist Mill skirmish area.
    - Small fixes on the Pry Grist Mill skirmish area.
    - Replaced the old rocks on the Drill Camp with the newly added 3D scanned rocks.



    November 2nd - Update 83 Released!



    - Added Pry Grist Mill skirmish area. This area located on the northern part of the battlefield will have players battle it out across Little Antietam.

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    - Improved server performance.
    - Improved player interpolation. Players will no longer jitter back and forth when trying to stop or stand still.
    - As each skirmish area starts. The artillery will now randomly pick between 4 strength states. Heavy, Medium, Low or none. This should make the artillery feel different on each skirmish area.
    - Morale for the attacking team has been increased by 20% and 30% for the defending team. The morale ratio for the defending team is now back to what it was before the formation buff system was introduced.
    - The clouds will no longer dissapear by setting the ingame "Smoke" setting to low. Clouds are now controlled by the "Shading" settings.
    - Updated the grass, making it look much more varied and natural while at the same time improving its performance.
    - The grass now casts shadows, resulting in a more contrasty look.
    - Fixed an issue with the Free Look system where the camera would suddenly appear in odd places.
    - Minor tweaks to freelook.
    - Added a 4 second delay before the formation buff deactivates, if you are no longer in a formation.
    - Fixed a few client crashes.
    - Added a particle effect when a bullet hits water.
    - Updated some of the visuals on the Drill Camp to correspond with their look on Antietam.

    October 28th - Update 82 Released!



    - Experimental feature to reduce CPU load on both clients and servers by delaying the update of distant players by X amount of frames based on their distance to the client.
    - Fixed a bug that caused the reload animation to be hidden if the player started reloading while sprinting.
    - Replaced the last old rocks on Antietam and some of them on the drill camp map.
    - Reduced artillery barrage shell amount by 20%.
    - Increased Miller's Cornfield skirmish area capture area size in an effort to bring a wider range of possible outcomes and tactics to the area.
    - Tweaks to the time of day settings around noon.
    - Updated melee movement animations for bayonetted weapons.
    - Fixed a server crash.



    October 23rd - Update 81 Released!



    - EXPERIMENTAL. The new player limit is 80 players. This new player count is highly experimental and lots of client crashes or server crashes may occur.
    - Increased server performance slightly.
    - Fixed some animation glitches.
    - Possible fix for dead bodies frozen in Shoulder Arms.
    - Added an impulse to players when they get hit, slightly pushing them in the direction the bullet was flying.
    - Fixed faction selection screen not disabling a locked faction, allowing you to select CSA but presenting you with Union regiments.
    - Increased the starting morale amount for both the defending and the attacking team by 30%.
    - Decreased point capture speed by 50%, giving defenders more time form up in a last effort to retake it instead of rushing in one at a time while being Out of Line.

    October 22nd - New experimental update released!


    - The new player limit is 80 players. The ingame server browser still displays that each server is capped at 64 players though that is false as you will eventually see it write 78/64. This new player count is highly experimental and lots of client crashes or server crashes may occur.
    - Increased server performance slightly.
    - Fixed some animation glitches.
    - Possible fix for dead bodies frozen Shoulder Arms.
    - Added an impulse to players when they get hit, slightly pushing them in the direction the bullet was flying.
    - Fixed faction selection screen not disabling a locked faction, allowing you to select CSA but presenting you with Union regiments.

    October 21st - Update 80 Released!



    - Dying while out of line now costs 4 times as much morale as dying while in formation.
    - Rebalanced all morale counts to reflect the new formation buff morale effects. Defending teams have had their starting morale count decreased by 75% while attacking teams have had their starting morale count decreased by 65% due to the fact that it is quite a bit easier to maintain a formation when being relatively stationary while defending. Players should expect the current balance changes to be very rough as such dramatic changes such as these will require play testing in order to fine tune.
    - Added death screens to show whether or not you were killed while being in formation or out of line.
    - Fixed aiming animation issue while being in melee mode with a bayonet attached.
    - Fixed animation loop issue of aiming while being in an emote stance.
    - Possible launch issue introduced in update 79 fixed.
    - Reorganized game files to allow for smaller download sizes of updates in the future.
    - Updates to 3D voice code.
    - Server code optimizations.
    - Added "Joining server" UI message.

    October 17th - Update 79 Released!



    - Formation buff bug fixes. should be reliably kicking in when intended now.
    - Switching active weapon, saber, carbine, pistol, as 4th PA Cavalry should now work more reliably.
    - Small server performance optimization introduced.
    - Reduced game size.
    - Initial fix for joining a full server - would previously give the user a black screen. It now returns the user to the server browser. A more elegant solution with proper UI messages will be added soon.
    - If the join server fails the main menu will be loaded instead of trapping the player in a black screen.

    October 14th - Update 78 Released!



    - Added 4th Pennsylvania Cavalry (dismounted). The 4th PA was used as dismounted skirmishers in support for other regular infantry regiments in the center (and some in the northern part) of Antietam during the battle. The 4th PA was quite heavily engaged throughout the day, losing its commander Colonel Childs to a cannonball during the fighting.
    - Added new skirmish area Pry Ford: This skirmish area represents one of the most north-eastern parts of the battlefield. Between Union commander McClellan's headquaters at P. Pry House and the S. Pry farm and grist mill at Little Antietam lies Pry Ford. The skirmish area itself offers a very open playing field with plenty of possibility of massing fire by lines.
    - Added M1859 Sharps carbine.
    - Added M1860 US Light Cavalry Saber
    - An icon in the lower right corner of the screen now pops up, indicating whether or not you have the formation buff (In Formation / Out of Line).
    - Fixed various bugs with the formation buff not enabling while in formation.
    - Banning should now be more persistent between server restarts until the ban is revoked.
    - Made capturing of the capture zone scale on the amount of players on the server. With a scarcely populated server, a max of 3 players can capture the zone at the same time. On a full server, 12 players can capture the zone at the same time, but the capture effect of each player is reduced, so get your men in that zone and capture it!
    - Added WIP improved melee movement animations.
    - Slightly increased player proxy to avoid some of the clipping issues presented in the last patch.

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    October 6th - Update 77 Released!



    - Added first version of the formation buff system. This system (to be expanded upon in the future) is part of our ongoing efforts at making tight group play a viable strategy and, hopefully, eventually the norm in-game. In order for the formation buff to kick in - players will have to gather in a tight group or formation. The specific numbers of players required to activate the formation buff and the area covered by the formation buff will be tweaked upon during the next several updates. We will also soon display on the UI if you're "Out of Line" or "In Formation" to give you better feedback. If the formation buff is active you will recover faster from the effects of incoming artillery and gunshots. You will also get affected less by said effects. In the near future morale cost when dying will also be heavily reduced when being under the effect of the formation buff.
    - Added first version of our dynamic player speed system. This system is being built with the goal of easing general formation movements. Its initial version will check for player positions a few meters in front of you. If a player is detected, your speed (at quicktime or double quick) will be sped up slightly until you've cought up with the person in front of you. The system will also lower your speed if you're getting far too close to the person. In the future, we'll experiment with the possibility of tracking players to your sides in an effort to help with line movements also.
    - Reduced player collision area size, meaning tighter formations will be possible.
    - Added initial banning system. While not complete, we now have the option of banning offenders on our servers.
    - Aiming in melee animation transitions fixed.
    - Animation transition going from at the ready to charging improved.

    October 2nd - Update 76 Released!



    - Further tweaks to remote player interpolation, resulting in a smoother experience while playing on a stressed server.
    - Aiming will now cancel most transition animations, allowing the player to aim slightly faster when for example exiting the reload animation.
    - Other players should no longer grab their rifle repeatedly while at the double quick or sprinting.
    - Extended the loading screen all the way to the point when the player is able to select a faction as well as made the music play throughout the loading screen as well.
    - Fixed a bug causing the left hand to sometimes twitch in random directions when walking.
    - Fixed the officer sometimes pulling the revolver down while moving.
    - Fixed a slow blend bug while viewing an officer starting to walk with the sword.
    - Added descriptions for all playable regiments in the regimental/class selection menu.
    - Added fourth War of Rights track "1862" to the main menu.
    - Added the latest patch notes to the main menu.

    September 29th - Update 75 (released)


    - Made other players transition more naturally from idle to sprint.
    - If the player is sprinting while doing a sharp turn, causing the player to lose speed, it will no longer look like the player is sprinting in slowmotion.
    - Officer draw line by pressing Q has been reenabled.
    - Made the text chat activate and deactivate a little more reliably.
    - Updated strafing animations.
    - Tweaked server interpolation settings resulting in a more smooth experience during heavy server load instances.

    September 28th - Update 74 (released)

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    - The morale cost of each player death now depends on the amounts of players on the server. If the server is scarcely populated, you no longer have to kill roughly 200 enemy players in order to win the game by enemy team morale loss. For example, if the server has 64 players, the morale cost of a death is 100%, if the server has 32 players, the morale cost is 200% and so on.
    - Camera effects will now only trigger if you were actually hit by a minieball or a melee attack on the server. Previously they would sometimes trigger if you actually werent hit, and sometimes they wouldnt trigger, even though you got hit.
    - Reduced the blackness effect when getting stabbed by a bayonet.
    - Added a special WIP sound when yourself and other players gets shot in the head.
    - Blood pools from dead players will first spawn when the dead body is lying still, causing blood pools to always spawn underneath dead players.
    - Decal pass on the buildings of Antietam.
    - Added more destroyed sections of cornfield on various skirmish areas.
    - Updated the Slouch hats, giving them a more worn / out of shape look.
    - Improved the LODs for the equipment.
    - Fixed a crash immediately after pressing Join Game in the server browser.
    - Reduced the amount of force applied to a killed player in melee, reducing the amount the bodies are being pushed back.

    Known Issues

    - Pressing Q as an officer to draw a line is currently disabled until the crash fix is implemented.

    September 20th - Update 73 (released)

    - Added first version of a directional based melee system. When attacking you will always hit the center of where ever your screen is pointed at, making it possible to aim your hits.
    - Changed bayonet & sword stabs required to kill someone from 1 to 2 in order to bring the non vital areas being hit into the damage equation. It is the plan to replace this with a hitbox damage system that will determine whether the player requires 1 or 2 hits to take down (for instance torso, head = 1 hit to kill, legs, arms = 2 hits to kill) and thus bring in a higher amount of player skill to melee as well as a higher degree of uncertainty as to the outcome of the fight.
    - Added screen effects when the player gets hit by the bayonet or hit by a rifle swing. Additional sounds for the effects will be added in a future update.
    - When the player gets hit by a rifle swing, the amount of available stamina gets somewhat capped. When stabbed by the bayonet, the amount of available stamina gets severely limited.
    - While in melee mode with a bayonet attached, if the player starts aiming and left clicks just before being fully aimed, the player will no longer unintentionally thrust with the bayonet.
    - The player can now only move at the quicktime speed while thrusting the bayonet or swinging the rifle.
    - When reload or fix/unfix bayonet is cancelled, the player can immediately start moving, without having to wait for the soldier to shoulder arms.
    - The soldier no longer pulls the rifle up to the chest when double quicking in melee mode. While in melee mode with a bayonet attached, the bayonet is always pointing forwards.
    - Added a new sprint animation for the officer when wielding the sword, when not in melee mode.
    - Fixed an animation glitch when reloading a long arm rifle while kneeled, the rifle would spin 360 degrees. The fix will soon be applied to short arms as well.
    - Added footstep sounds when double quicking with a sword.
    - Possible fix for a potential crash when joining a server.
    - All screen effects and stamina related sounds now resets when respawning or a new skirmish area starts.

    Known issues

    - It is still not possible to melee attack through the gaps in a fence.

    September 17th - Update 72 (released)

    - Added a new spawn system eliminating the long lasting issue with spawning inside eachother and thus getting stuck.
    - Minor updates to Sherrick & Otto farm area.

    September 14th - Update 71 (released)


    - Added the 9th skirmish area: Sherrick & Otto Farms. This skirmish area features both Otto & Sherrick farms with the point of contention in between them. While no combat took place at the farms, they did have a centric role during the battle as they were located right between the lines of the two armies (in close proximity to Lower/Rohrback/Burnside Bridge). This resulted in them being looted (their civilian occupants having fled before the battle) by soldiers of both sides as well as eventually being used as hospitals after the battle as well as having many bodies buried on their grounds.

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    Sherrick farm in-game and 4 days after the battle.

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    Otto farm in-game

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    Otto farm

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    - Fixed the weapon bone spinning when starting and stopping strafing.
    - Made the blood from dead players a little brighter.
    - Tweaked the smoke column from the burning Mumma Farm.
    - Updated the look of the chat menu.
    - Updated the look of the player status in the lower right corner.
    - Added a new splash screen when starting War of Rights.
    - Added new player submitted images for the Main Menu background.
    - Fixed camp, bayonet and shooting range icons not working on the Drill Camp.

    September 10th - Update 70 (released)

    - Added an icon above the Form Line order given by the officer.
    - Increased the lifetime of the Form Line from 7 seconds to 20 seconds.
    - Fixed a crash on server join.
    - Further tweaked the Time of Day, making the lighting more natural.
    - Made the screen shake slightly when players close to you get killed.
    - Attacking in melee mode consumes a little bit of stamina. If your attack also hits another player you will consume additional stamina.
    - Fixed a bug where the capture circle didnt automatically pop up if the point was being captured.
    - Fixed a bug where the compass didnt spin if the compass automatically popped up.
    - Fixed an animation glitch with the charge with bayonet animation.
    - Added the new rocks to the forest of the Drill Camp.

    September 4th - Update 69 (released)

    - Faction selection now correctly disables a faction if the faction is full.
    - Added inertia to the compass rotation.
    - Readded the cock hammer sound when entering Ready.
    - Fixed glitchy aiming while in doublequick with a bayonet fixed.
    - Fixed muzzleloader reload sound playing on the sharps rifle while doing kneeled reloading.
    - Added a bit of grass to the new destroyed parts of Millers Cornfield.
    - Fixed a reload issue with Revolvers and Rifles which caused the player to not being able to directly aim and fire after having reloaded.
    - Fixed a bug which caused the player to exit Ready if moving left, right or backwards while at the DoubleQuick. Now the player only immediately exits ready if moving forward at the DoubleQuick or Charging.
    - Fixed known audio issue from patch 68 where gunshot sounds didn't echo in the environment.

    September 2nd - Update 68 (released)

    - Added new skirmish area: Miller's Cornfield: An hour after the early morning actions of General Hooker and his division near the Miller farmstead, the damaged cornfield was subjected to a new infusion of blood to its soil, this time from the men of Hood's Confederate division. While at first successful in their attempt to take the cornfield back, a withering fire from several sides mean that terrible casualties are wrought.

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    - Added destroyed cornstalks for Millers Cornfield.
    - Removed a bit of the fence at the CSA side of Burnside Bridge.
    - When pressing A or D, instead of having the character walking to the left or to the right, the character will now walk sideways in the desired direction (Though they do still have a few issues with the rifle twitching for a splitsecond, which will be fixed soon). This greatly reduces animation twitching. After strafing for 3 seconds, the character will twist their whole body and walk left or right to make strafing for longer periods look more natural.
    - Added better WIP movement animations while at the Ready.
    - Minieballs being fired were too large, their size have been reduced to better fit the size of the muzzle they were fired from. This is purely a visual change and doesnt affect hit mechanics.
    - Readded bullet trails.
    - Made the artillery explosion particle effects seem more violent to better fit with the new shell fragment whizz sounds.
    - Reduced various crashes when joining a server (though some still persist).
    - Fixed a bug which caused the ambience sounds to play at 10% the volume they were supposed to play at.
    - Tweaked the level lighting during the night, morning and evening hours.

    Known issues


    - Gunshot sounds have been reset to how they previously sounded.
    - Work in progress strafing & ready movement animations - expect rifle glitches.



    August 22nd - Update 67 (released)


    - Fixed invisible players.
    - Fixed a potential server crash.
    - Time left as well as the new morale system, will automatically show up if either is critically low.
    - The capture circle will now automatically pop up as soon as the attacking team is in the process of capturing the area.
    - Added partial cover to the Union spawn point at Hagerstown Turnpike.
    - Made the night and morning a lot more foggy and awesome.
    - Further increased the amount of fog in Millers Cornfield.

    Known issues
    - Dynamic Depth of Field currently not working.

    August 19th - Update 66 (released)

    - New skirmish area introduced: East Woods. This skirmish area is part of Confederate General Hood’s counterattack into Miller’s Cornfield and the East Woods in the early morning hours of the battle.The push would push the advancing Union forces back through East Woods & Miller’s Cornfield before stagnating due to heavy losses by the flanks. This skirmish area marks the first time the Union is on the defensive.

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    - Introduced regimental & class limitations. Two regiments per side per skirmish area will now be available with limited class slots: 1 officer, 2 NCO’s & 1 flag bearer available per regiment. This system will eventually include rank selection & weapon limitations in a regiment based on a percentage (50% P53 Enfields & 50% Springfield 1861’s for instance).
    - Introduction of morale states: combat ready, engaged, taking losses and breaking to replace tickets. This change masks the exact status of the two teams and lays the foundation of several morale-centric mechanics to be implemented in the future.

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    - Added morning fog in Miller’s Cornfield & East Woods.
    - Tweaks to smoke - less bright against the sun.
    - Tweaks to time of day.
    - Several LOD updates to characters.
    - Increased CSA morale by 25 at bloody lane.
    - Added more loading screenshots.
    - Added the correct overview maps of the current active skirmish area in the deploy menu screen.
    - Added preliminary casualty reports in the victory/defeat screen.
    - Added numbers next to the regiments, indicating the amount of players in each regiment.
    - Added several new ground textures (such as muddy patches in the drill camps).
    - Updated most of the rocks (they were in dire need of an overhaul).
    - Increased the speed of the animation of thrusting the bayonet & entering melee mode with no bayonet attached to make it feel more natural. Delay between melee attacks is unchanged.
    - Added movement animations while aiming with a rifle.
    - Added revolver aim idle animation.
    - Fixed an animation issue where other players would drop their rifle to their knees when moving while being at the ready.
    -Tweaks to artillery shrapnel whizzes to make them feel more “3D” (the sensation of chunks of metal flying past your head).
    - Gunshots resonate more in the environment.
    - Added first person & third person fire sounds.


    Known issues

    - Ambient sounds don’t work as intended.
    - Character models sometimes fail to render.



    July 25th - Update 65 (released)


    - Renamed 9th Lousiana Zouaves to just 9th Lousiana which is the regiment they are.
    - Tweaked the sky during the sunrise/sunset.
    - Fixed a bug from yesterdays patch which sometimes caused players to spawn at the wrong skirmish area.

    July 24th - Update 64 (released)

    Sixth skirmish area: Hagerstown Turnpike The next skirmish area up for release is the continuation of the 5th skirmish area to be released, Union General Hooker’s push down through the cornfield in the morning hours of September, 17th, starting the Battle of Antietam/Sharpsburg. Upon leaving Miller’s Cornfield, the Union regiments 2nd United States Sharpshooters, and the 6th & 2nd Wisconsin attacked the Confederates (Starke & Taliaferro Brigades, of Jackson’s Division) consisting of Louisiana & Virginia regiments, who were defending the Hagerstown Turnpike, a road running next to the cornfield. Its fenced in sides and the road itself functioned as a clear line between Jackson’s forces located in the West Woods and Hooker’s just south of the cornfield.

    The Hagerstown Turnpike skirmish area is an open battle area, fit for line battles. It’s a small area compared to some of our bigger areas and thus should ensure carnage and action from the start of the match until the end. The skirmish area will also mark the last time the Union is to be on the offensive for a while - we look forward to be seeing how well our Union players are at defending in the next skirmish areas to be released!

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    - Added 9th Louisiana Zouave unit
    - Made the Union and Confederacy be on the same side on the compass and on the tab view.
    - Made the camera shake in more directions from artillery shell impacts
    - Cloud shadows are more accurate
    - Readjusted the colors and shading of most assets, resulting in a more natural look
    - Made the night time lighting slightly brighter so it's a bit easier to play if its daylight at your location.

    July 5th - Update 63 (released)

    - Added shrapnel whizz sound to artillery explosions.
    - Further tweaking to the Ambient Occlusion settings.
    - The character is now taking a smaller step when walking backwards while aiming.
    - Added a new tab menu which lists who's an what team as well as time left and tickets. The list can be scrolled with the mouse wheel.
    - Furnished Roulette & Rohrback farm houses

    June 20th - Update 62 (released)

    - Heavily reduced microstutter of other players on populated servers.
    - Extra tweaks to the Ambient Occlusion.
    - Reduced various animation glitches while other players were moving.
    - Slightly increased the speed at which a capture zone can be captured.

    June 19th - Update 61 (released)

    - Released the 5th skirmish area of Antietam: Hooker's Push. In the early morning hours of September 17, Union General Joseph Hooker pushed southwards with his 1 Corps, starting from the edge of North Woods, past the R. Miller Farm and through the Miller Cornfield only to be engaged south of it by defending Confederate General Ewell's Division at about 7 AM. This marked the beginning of the Battle of Antietam and it is the first skirmish area of a number of areas focused on the northern fighting of the battle (Hagerstown turnpike fighting and Miller's cornfield & East Woods CSA countercharges to be featured in several other skirmish areas).

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    - Fixed a crash bug related to the capture area.
    - Added new aim animation while moving.
    - Improved the look of the Ambient Occlusion / Shadows.
    - Added the first batch of interior props to some of the buildings, it is still very much a work in progress.
    - Added a new type of very young trees, making the forests slightly more dense.
    - Improved the hair models.

    June 9th - Update 60 (released)

    - The camera should no longer suddenly snap 90 degrees upwards after having finished a melee attack or certain other actions.
    - Made the sword salute not clip through various hats.
    - Made the sword move a bit a in first person while saluting, allowing you to see more parts of the sword.
    - Enter Ready / Exit Ready, can be cancelled halfway through the animation by tapping the right mouse button again.
    - Improvements to the facial hair.
    - Reduced the distance at which the sound for bullet impacts travels.

    June 6th - Update 59 (released)

    - Added Fix/Unfix bayonet animations while kneeled.
    - Adjusted the way the artillery explosion sounds, change over distance.
    - Reduced the volume of the reload sounds from other players.
    - Made the blood pools look better in the shadows.
    - Added feedback sounds when stabbing players with the bayonet.
    - Fixed not being able to respawn on the Drill Camps.

    June 4th - Update 58 (released)

    - Drill Camp servers back up and running!



    June 3rd - Update 57 (released)

    - Updated reload sounds for muzzle loaders.
    - Updated explosion sounds.
    - Updated breathing sounds.
    - Various character material tweaks.
    - Various weapon material tweaks.
    - Fixed invisible CSA NCO bug.
    - Fixed a bug causing a high amount of screen blur whenever the Dynamic Depth of Field setting had been set to off.
    - Small tweaks to West Woods Skirmish area, Antietam.

    June 2nd - Update 56 (released)
    - Released 4th Skirmish area of Antietam: West Woods inspired by General Sedgwicks 1st Division push into the West Woods at 0930 hours.



    - Major overhaul of specular values resulting in a much more consistent visual look.
    - Fixed kneeled reload animation.
    - Overhauled a number of facial hair styles (rest to be completed later).
    - Reduced CSA tickets from 175-150 on Burnside Bridge skirmish area.
    - When you stop crouching, the character will now be at the Ready.
    - You can now walk for 2 seconds at the ready instead of the previous 1 second.
    - Aiming from Right Shoulder Shift will no longer result in the character playing the Enter Ready animation twice.

    May 31st - Update 55 (released)

    - Added time left and ticket information to the deployment screen.
    - The server browser now displays the maximum amount of players on each server.
    - Added auto kick functionality for team killing.
    - Improved the performance of the grass.
    - Tweaks to the hair and eyes of characters.
    - Reduced the amount of bloom making the rendered image seem sharper.
    - Tweaked the look of the clouds, and changed the overall lighting of the level resulting in a more natural look.
    - Fixed various animation glitches while aiming and cocking a revolver while kneeled.
    - Overhauled Kepis.

    May 25th - Update 54 (released)

    - The blood can now spawn on top of objects, such as burnside bridge.
    - Introduced a small delay between each melee attack so a single soldier cant stab an entire line of soldiers in the back in only a few seconds. Now you have to put a lot more effort into timing your attack properly, reducing the previous spamfest of melee combat.
    - When fixing/unfixing bayonet, the camera now looks slightly down towards the bayonet shieth.
    - Fix/Unfix bayonet can now be cancelled by hitting B again, as long as the bayonet hasnt been taken off/attached to the rifle.
    - The camera should be a lot more stable when using Free Look while reloading.
    - Most animations, except for kneel, reload, fix bayonet, will now automatically be cancelled whenever you enter Melee Mode or start aiming with the rifle.
    - Improved the recently added Officer salute with a sword.
    - Various other improvements to how animations are triggered.
    - The Colt M1847 Walker revolver have had its sound replaced with a much more beefy variant.
    - CSA tickets on Burnside Bridge increased from 125 to 175.
    - CSA tickets on Dunker Church increased from 125 to 150.
    - The Dynamic DOF system have in some causes bbeen overblurring the screen. This have occured if players have generally been looking slightly down in the ground while moving around, causing Dynamic DOF to focus on that particular point in the ground. This should no longer be an issue.
    - The restricted area for USA on Bloody Lane have been tweaked to no longer allow USA to come at the Confederates from behind, through the cornfield.



    May 23rd - Update 53 (released)

    - Possible fix for all players being dropped/crashing as a skirmish round ends.
    - Tweaks and improvements to the shading of flags.
    - Moved the confederate spawnpoints into the woods behind the capture zone on Burnside Bridge.
    - Fixed aiming bug if you started moving half a second after you had started aiming.
    - Improved Sub Surface Scattering on the faces of characters.
    - Made the battle shirt of union players whiter (less grey), to make it more obvious that this player is not a confederate.
    - Removed NCO insignias from a few Private player models.

    May 22th - Update 52 (released)

    - Experimental adjustment to the confederate playable area on the Burnside Bridge skirmish area.
    - Revolver aiming bug fixed.
    - Tweaks to ambient occlusion.
    - Minor updates to UI.
    - Added wip animation of officer salute with sword.

    May 19th - Update 51 (released)

    - Fixed regular server crashes.
    - If you are stunned by the artillery or a lot of gunfire, the volume of the voice chat will be slightly reduced.
    - If you get headshot and presented with a black screen. You will instantly be unable to hear the voice chat.
    - If you get gutshot, the voice chat will slowly reduce in volume.
    - Gunshots and bullet whizzes affects the desaturation of the screen as well as tinnitus, by 50% less.
    - The confederates have had their tickets reduced.
    - When joining a game in progress, the ticket count would display incorrectly (It would say your team had 250 tickets left, while it actually only had 149).
    - Capturing the objective is double as fast as before.
    - Corpses are easier on the performance while still having the same amount of them.
    - Aiming from Melee Mode and then stopping to aim will no longer put you into Ready, but rather back to Melee Mode.
    - Quick Time or Double Quick is no longer constantly displayed in the UI.
    - The text chat is easier to use while the objective is being captured.
    - Possible fix on the victory screen, showing the proper winner for all players.
    - The reload animation in first person should no longer glitch, causing you to be able to rotate the character with the mouse.
    - Fixed a server crash related to bayonets being fixed/unfixed.
    - Fixed aiming with the revolver while reloading.
    - Bayonet thrust sound, no longer players globally (it sounded a bit like men marching).
    - Fixed branch color clipping on the Shell Jacket.
    - Human skin color tones tweaked slightly.

    May 18th - Update 50 (released)

    - Skirmishes released: https://warofrights.com/Fieldreport35

    March 26th - Update 49 (released)

    - Added LeMat revolver to CSA officers (press 2 to change to buckshot (no animation for this yet)).
    - Updated officer frock coats.
    - Updated sack coats.
    - Character material adjustments.
    - Updated global illumination & screen space directional occlusion settings.
    - Altered glass material settings in order to avoid players shooting glass crashing the server.


    March 18th - Update 48 (released)

    - Characters produce sounds when hit by bullets and when vaulting over fences, you can currently only hear yourself doing it.
    - Readded breathing sounds when low on stamina. Still work in progress.
    - Fixed wierd revolver animation while moving.
    - Firing buck and ball ammunition, only affects the screen effects and tinitus as 1 shot, previously it counted as 4 shots.
    - There is a greater chance now that if the game does crash, it wont kill your entire computer, forcing you to reboot.
    - Forum moderators can now also kick players on official WoR servers as well as change the time of day.

    March 15th - Update 47 (released)

    - Readded blood effects and sounds when players gets hit.
    - Tweaked the lighting a bit, making it look slightly more natural with less blue fog.
    - Fixed an issue with 1st Texas.

    March 11th - Update 46 (released)

    - Reloading while moving no longer causes an animation glitch.
    - 1st Texas have been re-added.
    - Fixed an issue where 114th Pennsylvania were spawning with the Sharps Rifle.
    - Fixed an issue where 1st North Carolina were spawning as 2nd Mississippi.
    - When aiming continuously for a long time, the character will struggle to aim by the weight of the weapon.
    - The amount of noise needed for tinnitus to kick in has been increased.
    - The voice chat may be more reliable in this build.
    - Inscreased rifle repositioning time following a discharge.



    Video showcasing the weight of the weapon pulling the sights off target when aiming for long periods of time without compensating for the pull using the mouse.

    March 9th - Update 45 (released)

    - This build contains some changes which is supposed to greatly reduce crashes when joining a server.
    - Flags will no longer reset their animation and appear static.
    - Improved salute, enter kneel and kneel aim animations.
    - Other players can now see in which direction you are looking when you are in Melee Mode without bayonet, kneel idle, inplace rest and parade rest.
    - Introduced flinching when bullets pass by & when being close to weapons discharging.
    - New sound when swinging the rifle.
    - Temporarily removed telegraph wires and bayonet drill sandbags from the drill camp.
    - Updated officer frock coats.
    - This build also contains some currently disabled features for the upcoming Skirmish release.



    February 13th - Update 44 (released)

    - Fixed the fully automatic Springfield M1861

    February 11th - Update 43 (released)

    - Improved the reload animation of the Sharps Rifle.
    - The muzzle velocities of weapons is now based on historical figures.
    - The Springfield M1842 now has a Buck and Ball ammunition option (Can be toggled by pressing 2, it will be active after the next reload).
    - The bullet that is fired out of the weapons which you may get a glimpse of if you are fired upon, now actually looks like the type of ammo the weapon is firing. So a Springfield M1861 fires a miniéball, a revolver fires a pistolball, a Whitworth fires a hexagonal bullet and a Springfield M1842, loaded with Buck and Ball, fires multiple balls.
    - Fixed an issue where officers couldnt select their revolver.
    - Added updated frock coats for Privates and NCO's - Officers to follow.

    Known issues
    - The shooting range doesnt display the Buck and Ball shot, properly

    February 6th - Update 42 (released)

    - Optimized character models which should result in a significant performance increase with many characters on the screen.
    - Fixed an issue where rifles could sometimes, not be reloaded.

    February 3rd - Update 41 (released)

    - First person reload while kneeled has been improved.
    - Starting to aim immediately after a reload, now looks better.
    - Starting to aim when entering/exiting melee mode looks better.
    - Added ready stance idle animation.
    - It is now possible to move around at the Ready stance. But if you do it for more than 1 second at a time, the character will automatically enter Shoulder Arms.
    - When aiming while moving, the rifle will sway a little extra make it more difficult to aim.
    - Added arms & weapon animations while freelooking.
    - Vegetation has recieved a major improvement in terms of performance and you should see a raise between 2-10 fps depending on your hardware configuration, the direction you look and where you are.

    February 1st - Update 40 (released)

    - Fixed a glitch in the new melee mode with no bayonet attached where the player might hold the weapon behind his head.
    - The kneel reload animations have been improved.
    - New leg/feet animations for movement in meleemode.
    - Added extra dirty trouser variants.
    - Fixed an issue where the character might attempt to attach the wrong bayonet type onto the rifle.
    - Written chat messages can now contain 196 characters instead of the previous 128 characters.
    - Fixed a rare crash when starting to aim with the weapon.
    - Possible fix for an issue where the fps could sometimes drop to about 20% of what you usually would get.

    Known issues
    - Joining a server may cause the game to crash. There is a good chance that if you try joining it enough times, you will eventually get in. We are currently working on a fix.

    January 29th - Update 39 (released)

    - Reduced the crashes when joining a server
    - The bayonet now gets fixed properly for other players
    - Fixed an issue where the weapon would sit incorrectly in the hand

    January 28th - Update 38 (released)

    - Upgraded to CRYENGINE 5.3 which should result in a more stable game. Full CRYENGINE 5.3 patchnotes at: http://docs.cryengine.com/display/SD...RYENGINE+5.3.0
    - Updated revolvers: Colt 1847 Walker, 1849 Pocket, 1851 Navy & 1860 Army models and textures.
    - Introduced a gameplay options tab containing FOV slider, mouse sensitivity & dynamic depth of field option.
    - Updated the background of the menu with screenshots of the technical alpha (if you want a chance of having your screenshot featured in a future update, please make sure to submit your greatest screenshots over at: http://www.warofrightsforum.com/show...ots-amp-Videos ) as well as added two additional tracks to randomly be played.
    - Began updating uniforms using a newly acquired cloth creation tool as well as adding a dirt layer on the various pieces of uniforms as they get updated (in an effort to get a more ragged/dirty looking rebel army). First updated uniform pieces are the shell jackets.

    Click image for larger version. 

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    - Added dirty variants of trousers.
    - Reverted drill camp map back to late summer edition.
    - Added new bullet impact decals on wood surface types.
    - Sound updates to soldier equipment when moving.
    - Added alternative melee stance. When no bayonet is attached the soildier will use his weapon as a club while in melee mode (Placeholder sounds).
    - Added new charge/sprint animations for normal mode & melee mode.
    - Dynamic depth of field adapts faster now when changing focus (if still not agreeable to you, it can be disabled in the gameplay options menu section).
    - Cloud movement made more realistic. Now, clouds will form and dissolve over time - this effect is most noticeable if you create a sped-up timelapse.
    - Blurry terrain texture error fixed.

    Known issues
    - Expect new and exciting bugs as this update includes an engine upgrade. In order to report bugs, please visit: http://www.warofrightsforum.com/foru...ha-Bug-Reports . If you experience crashing we urge you to utilize our online error reporting tool at: https://warofrights.com/ErrorReporter
    - Global illumination might bug out from time to time, causing shadowy squares/sections of the map that ought not to be in the shadow.
    - Touch bending in use by certain vegetation objects (such as cornstalks) is currently not working.
    - Terrain occlusion culling is currently not working as intended. It is leaving big, unrendered patches of the terrain when you move the camera at a fast rate.


    December 15th - Update 37 (released)


    - Drill Camp Winter Edition released!: https://www.warofrights.com/Fieldreport33



    December 13th - Update 36 (released)

    - Voice chat works again
    - Improved the transitions between all animations and emotes

    December 12th - Update 35 (released)



    - Replaced the soldier icon with text that pops up each time you activate an action. Press T to temporarily activate the overview. An example of it can be seen above. It should also be much more reliable than the previous icon.
    - Sometimes, players may have entered a state where they kept changing animations every frame which were very costly on the fps. This should no longer happen.
    - When the player switched to the Inspector Camera or respawned and the camera faded to black, it would sometimes be the case that the camera wouldnt fade back in again. This is fixed.
    - The backpacks for both sides have recieved some updates to their LODs.

    December 10th - Update 34 (released)

    - The shaders you've sent in over the last few days are included in this build so new players dont have to compile those shaders, causing their game to freeze while they are being compiled.
    - Sometimes characters would be changing animations all the time causing the game to lag. Most of those cases have been removed, improving performance.
    - If you dropped a loaded weapon and picked it up again, you wouldnt be able to aim it right away. Now you can aim it immediately after it's been picked up.
    - Fixed an issue where picking up a weapon with a bayonet attached would cause the weapon model to dissapear from your hands.
    - Attacking in melee mode works again.

    December 8th - Update 33 (released)

    With this build, we've started compiling our own shaders for the game which in the near future will greatly reduce stuttering. With this build it may already be running more smoothly for some of you. For others it may run worse. You should also expect loading times to be a little longer with this build. But the more people we get to try the game with this build, the better the next build will be. This should make it so that if somebody spawns as a flag bearer or any other class, the game shouldnt stutter for x amount of seconds at all and in general improve the game experience.

    - Freelook camera moves in a more realistic way in first person
    - New playable units, 5th Virginia and 8th Ohio
    - Extra variations to characters
    - The camera will no longer tilt while turning when just moving at the Quicktime speed
    - Reduced headbobbing a little while moving
    - Muzzleloaders can now be dropped on the ground by pressing J and will make the player change to a new unarmed animation set (muzzleloaders can be picked up again by pressing F)
    - Both the servers and the clients should have improved performance when there's 30+ players on at the same time

    November 28th - Update 32 (released)

    - Dynamic Depth of Field no longer affects the camera when using the Inspection Mode.
    - Dynamic Depth of Field will now only focus on other players if you are aiming at them.
    - There may be less lag on the server with player numbers above 32.

    November 25th - Update 31 (released)

    - Camera will tilt slightly when turning the character while moving.
    - When using the Inspection Mode, your character will no longer seem to be turning around for other players when moving the camera.
    - Sometimes after using Inspection Mode, the character would enter an A pose in first person. This no longer happens.
    - If you dry fire the weapon. The hammer will now strike the nipple instead of just doing nothing (the sound effect is very much a placeholder though).
    - The ingame menu now more closely resembles the main menu.
    - The dynamic depth of field is now a little more forgiving and will only start focusing on objects if they are really close to you.
    - Your surroundings gets blurred when reloading a rifle.
    - We've added a focus blur effect when aiming your weapon.
    - The players now has some acceleration to them when starting to move. if you start running or charging, you wont just instantly hit top speed. If you start turning while moving, you will lose speed depending on how much you are turning.
    - Added battleshirts on characters.
    - Added an extra medium sized tree variant.

    Known issues
    - The serverbrowser while ingame doesnt work

    November 16th - Update 30 (released)

    - Muzzleloaders on the ground can now be picked up by Privates by pressing F.
    - All weapons except for revolvers will be spawned unloaded, so in order to fire, you have to first load your weapon.
    - Grass have been tweaked.
    - Tweaks to eyes and hair.
    - Voice chat gets muted more quickly, but still have a total radius of 50 meters.
    - You can no longer use Free Look if the 3rd person camera is active.
    - The Time of Day near sunset and sunrise have been tweaked.
    - A link for the new Error Reporter has been added in the root of the War of Rights installation folder.

    November 12th - Update 29 (released)

    - Fixed a number of animations errors (more reliable kneel reloads & cleaner view when charging in melee mode)
    - Gave all officers their swords back
    - Smoothed out head movement when freelooking
    - Updates to weapon physics (in preparation for Skirmishes)

    November 7th - Update 28 (released)

    - Made the smoke a little bit more blue to better represent real gun smoke.
    - The gun smoke of the Remington revolver was being fired in the wrong direction.
    - Fixed a bug where you could get into the ready stance while moving.
    - The voice chat volume should adjust a little bit more realistically to distance.
    - Fixed various potential crash bugs.

    November 6th - Update 27 (released)

    - Added updated P53 Enfield Rifle model
    - Tweaks to envrionment sound levels
    - Character head & hand material tweaks
    - Tweaked falloff distance of voice chat

    November 5th - Update 26 (released)

    - Voice chat travel distance increased from 20 to 50 meters.
    - Weapon smoke spawns more reliably.

    November 4th - Update 25 (released)

    - Starting to aim just as the character is stopping to aim, will no longer trigger the enter ready pose multiple times.
    - When other players starts aiming from shoulder arms, they will now correctly cock the hammer before aiming.
    - First version of new Stamina System, including screen effects and stamina affects the aimsway.
    - You can now see where other players are free looking.
    - Updates to hair materials.
    - Reloading while kneeled with a short rifle, works better.
    - Improved shader for clouds.
    - The smoke from gunshots should work more reliably and be more visible.

    Known issues
    - Head animations are currently stuttering when free looking.

    October 31st - Update 24 (released)

    - Added inspection mode, an orbiting camera around the character of the player (press F4 to engage).
    - Minor animation fixes.
    - Minor material tweaks.
    - Level tweaks.
    - Fixed 3D voice chat.
    - Added precahced shaders, eliminating most of the load issues for new users.



    Known issues
    - Inspection mode will not currently show weapon attachments such as bayonets or ramrods.
    - Some ambient sounds are missing in inspection mode.

    October 28th - Update 23 (released)

    - Fixed some officers are currently missing their sidearms
    - Fixed firing a revolver will currently kick in blurred vision. Change to a rifle user and reload said rifle to fix the issue.
    - Fixed serialization issues with the triggers of depth of field while reloading (reloading can cause the vision of other players to be blurred).
    - Fixed minor character gear LOD issue
    - Weapon particles are no longer affected strangely by the time of day (no more black smoke)
    - Minor character material tweaks
    - Restructured gamefiles allowing for much smaller sized updates going forward (no more having to redownload most of the game data each time there is an update)

    Known issues
    - Weapon particles are not currently being spawned entirely and thus will appear thinner than they did before the CE5 upgrade

    October 27th - Update 22 (released)

    - Fixed cajun-dance bug
    - Added dynamic depth of field (can be disabled in options at a later date)
    - Fixed kneel reload of long muzzleloaders (short & sharps are yet to be fixed)
    - Footstep sounds & decals of other players now trigger correctly
    - Slight adjustments to the time of day
    - Small level tweaks
    - Added LOD's for new equipment

    Known issues
    - Some officers are currently missing their sidearms
    - Firing a revolver will currently kick in blurred vision. Change to a rifle user and reload said rifle to fix the issue.
    - Serialization issues with the triggers of depth of field while reloading (reloading can cause the vision of other players to be blurred).

    October 24th - Update 21 (released)

    - Fixed 3D voice broadcasting across servers
    - Bayonet now properly attaches to the Whitworth Rifle
    - Officers have gotten their revolvers back
    - Old-timey camera (print screen) is working correctly again
    - Fixed broken textures on structures
    - F2 button to cycle spawnpoints is now disabled

    October 22nd - Update 20 -CRYENGINE V Upgrade (released)

    General

    • EXPECT A LAGGY START OF THE NEW BUILD. IT IS DUE TO THE ENGINE RECOMPILING TEXTURES
    • Upgraded to CRYENGINE V – for more in-depth information about its features, visit: https://www.cryengine.com/features
    • Using free look in windowed mode no longer activates the cursor
    • Starting to aim while stopping to sprint, no longer makes the character repeat entering the ready stance
    • The server browser now displays the amount of players on each server
    • Improved the 24 hour time of day cycle
    • New cloud system
    • Improved the cloth physics on the flags for better performance (experimental)
    • Flag poles on the Drill Camp have better cloth simulation
    • Nametags will now display the entire name
    • Longer procedural vegetation draw distance
      Various map updates

      Sound
      • Footstep sounds on gravel
      • Bullet impact sounds on water, wood, thin metal, thick metal, vegetation and glass

      New Regiments

      • 1st United States Sharpshooters
      • 42nd Pennsylvania
      • 12th South Carolina
      • 14th Brooklyn
      • 1st North Carolina Sharpshooters
      • 9th New York
      • 1st Virginia Battallion

      New Weapons

      • Colt M1847 Walker
      • Colt M1849 Pocket
      • Colt M1851 Navy (New Model)
      • Colt M1860 Army
      • Whitworth rifle
      • Sharps M1859 new model percussion rifle

      New Animations

      • Salute
      • Order Arms
      • Parade Rest
      • In place Rest
      • Sharps rifle reload


      Known issues

      • Clouds can flicker
      • Sections of the ground sometimes loses its texture
      • Quitting the server will cause the game to crash
      • Server browser might be unreliable (not showing servers, to fix, restart game)
      • Touch bending is currently not working (vegetation doesn't react to players)
      • Expect a lot of new and interesting bugs introduced in this update as most systems have been affected by the engine upgrade
      • Sharps rifle occlusion culling issue
      • Old timey photographs currently not working
      • Stutter a few seconds after joining the server (at the spawn screen) due to global illumination kicking in
      • Broken textures for some of the camp equipment filler assets (due to equipment upgrades)
      • Global illumination not kicking correctly in for Sycamore tree variants


    August 7th - Update 19 (released)

    - Fixed a bug where it was possible to queue the Ready stance multiple times, having the character enter and exit, enter and exit.

    August 5th - Update 18 (released)

    - Distance shadows have been improved at virtually no performance cost.
    - Most of your reported issues with the animations and pressing certain keys during various animations have been fixed.
    - The Ready behavior has been improved.
    ---- If you start reloading from Shoulder Arms, the character will return to Shoulder Arms when finished.
    ---- If you start reloading from Ready, the character will return to Ready when finished.
    ---- If you start reloading from Shoulder Arms and you click the right mouse button during the reload, the character will then return to Ready when finished.
    ---- If you start reloading from Ready and you click the right mouse button during the reload, the character will then return to Shoulder Arms when finished.
    -------- In short, you can toggle on/off the Ready stance during the reload.

    August 4th - Update 17 (released)

    - New Ready stance (toggle on and off by clicking the right mouse button, hold to aim)
    - Better aim transitions from crouch and melee mode
    ---- For all rifles except for the Springfield M1861, aiming may be a little bit funky. Fixed in the next update.
    - Additional forage cap wearing styles
    - Mcdowell Cap
    - Improved footstep sounds
    - Experimental wind sound while charging
    - Additional level details near buildings

    July 31th - Update 16 (released)

    - Tweaks to the time of day cycle.
    - Fixed blue brogans on roads.
    - Added footstep sounds in water.
    - Character fixes & additions (new hair, fixes to LOD's (clipping, vertex normal), LOD's for hats).
    - Minor map collision fixes.
    - Upped the amount of smaller hills in the terrain.
    - Added easter egg.

    July 29th - Update 15 (released)

    - The loading screen is now displaying properly when joining the CSA server.
    - The sword swing sound has been adjusted.
    - The distance rifle sound has been improved.
    - The options menu is more reliable (vsync still doesnt work, most likely fixed in next build).
    - Starting the game in fullscreen should work properly.
    - You can now escape kneel by moving in any direction.
    - Voice chat should be more stable

    July 27th - Update 14 (released)

    - Some improvements to the characters.
    - When soldiers equiped with the Mississippi rifle fixes their bayonet. During the animation, they will now use the sword bayonet.
    - Depending on various circumstances, the framerate may have improved from everything between 1-10 fps.
    - A full time of day cycle now lasts 4 hours and the speed can be changed on the fly as we please.
    - The USA or CSA loading screen should now be displayed correctly, depending on which server you join.
    - The stance icon is more reliable.
    - Grass inside some of the buildings have been removed.

    July 25th - Update 13 (released)

    - Improved 24 hours time of day cycle
    - Improved solar flare
    - Mississippi rifle now has correct reload and fix bayonet animations
    - Fixed melee mode animation glitch
    - Stance icon is more reliable
    - Other animation improvements
    - More character variations
    - More facial hair
    - Improved select regiment UI screen
    - Improved options menu (more settings)
    - Select regiment and class screen now dissapears after respawn
    - More stable voice chat
    - Better performance on some settings
    - Imporved grass
    - Improved wheatfield
    - Added authentic camera feature (press "print screen")
    - Changed the look of the key bindings screen (F1)
    - Changed the movement behavior a bit. Now the only way to get out of DoubleQuick is to Press C again. Previously, if you started walking backwards, you would return to quicktime

    June 25th - Update 12 (released)

    - Fixed a few bugs the last patch introduced
    ------> Doors in buildings can be opened again
    ------> Push to talk deactivates when you release the button. In the last version, it remained active for good.
    ------> The Fix Bayonet animation now works properly

    June 24th - Update 11 (released)

    - It's now possible to rebind the keys. Only available from the main menu and the solution is very much a work in progress
    - While on the server, players can now respawn and select a new regiment and class
    - Graphics options as well as key bindings are now remembered when restarting the game.
    ------> There are currently some issues with the user interface if you start the game in full screen
    ------------> To temporarily fix it. Hit alt+enter twice. It will make the game windowed, and then it will make the game full screen again, where the buttons in the user interface will then be working.
    - Minor tweaks & fixes

    June 14th - Update 10 (released)

    - Readded Lorenz M1854 rifle
    - Minor tweaks & fixes
    - 3D voice is now affected by the head rotation when freelooking

    June 10th - Update 9 (released)

    - Some performance issues fixed
    - Added sway on the Springfield M1842

    June 9th - Update 8 (released)

    - Added first release of updated freelook system (several animation bugs present, expect odd results!)
    - Added Springfield M1855 rifle
    - Added Springfield M1842 musket
    - Added M1858 Remington revolver
    - Added distorted air trails after bullets
    - Added 1st Minnesota Regiment
    - Various animation system tweaks
    - Temporarily removed Lorenz M1854 rifle
    - Added some updated hairstyles & facial hairstyles

    June 5th - Update 7 (released)

    - Added vaulting (placeholder animations) - press spacebar to vault over fences.

    June 4th - Update 6 (released)

    - Readded the Lorenz Rifle to the 6th WI
    - Kneel reloading is more refined
    - Fixed some sound bugs
    - Fixed a crash bug in the Ingame Voicechat
    - Fixed some collision bugs in various buildings.
    - Other minor fixes

    June 3rd - Update 5

    - Updated Springfield M1861
    - Breathing sound while running
    - New hands and faces on characters http://www.warofrightsforum.com/show...-Updated-Faces
    - Other miscellaneous character fixes
    - Introduced kneel reload animation
    - Fixed 1st person view bugs while kneeling
    - Updated smoke (greatly reduced performance requirements)
    - Other minor fixes

    - Added an error log uploader! Please check the HOW TO here: http://www.warofrightsforum.com/show...4183#post34183

    May 30th - Update 4

    - The hammer is now seated properly when fired
    - Cartridge no longer clips through the barrel
    - A new cap gets put onto the rifle during reload now
    - Some uniform adjustments
    - Some animation tweaks (fix bayonet and reload tweaked in third person)
    - Added NCO swords to NCOs
    - Right shoulder shift in first person now looks correct while using free look
    - Red glow in certain areas is gone
    - New sounds added (like revolver sounds)
    - Other minor fixes

    May 28th - Update 3

    - Added WIP fouling system for rifles
    - NCO's and Officers have sword and revolver now
    - Flagbearer animation fixed
    - fixed some movement control things
    - Added a new young face to all Private 1/NCO 1/Officer 1 (Middle and Old faces will be added in the next update)
    - Push to talk now works on both N and Caps Lock
    - Other minor things, to get a more stable version

    May 26th - Update 2

    - Fixed ingame voice communication
    - colt does no damage now, to avoid kills
    - Removed already attached Swordbayonet from the 114th PA. You can fix/unfix the sword bayonet now. Still no new animation for it - Mississippi reload missing as well.
    - a few changes to the first person aim animation
    - middle target at the shooting range at the rear works now
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by Hinkel; 06-05-2016 at 11:49 AM.

  2. #2
    Community Manager, WoR-Dev Hinkel's Avatar
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    Reserved -

  3. #3

    CSA Brigadier General

    Arkansan's Avatar
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    WOOOO! Details about minor fixes! Now this makes me happy!
    11th Mississippi Infantry, "Lamar Rifles" Company G [NA]

  4. #4
    Moderator

    USA Brigadier General

    Kyle422's Avatar
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    It is amazing how fast the devs have been fixing these issues!!

  5. #5
    Community Manager, WoR-Dev Hinkel's Avatar
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    Update 4 released!

    - 31 May.

  6. #6

    USA Lieutenant Colonel

    Wess_Hudson's Avatar
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    And they keep fixing.

    Thank you so much. You guys are awesome!
    Private Willhelm Hecker
    52nd New York Volunteer Infantry "German Rangers", or "Sigel Rifles" Company A

  7. #7

    USA Lieutenant Colonel

    R21's Avatar
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    Next update really needs:

    Ability to reload at Range (like the Revolver)

    Class selection screen (like not having to rejoin the server every time you want to do this)

  8. #8
    Community Manager, WoR-Dev Hinkel's Avatar
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    Update #5 released!

  9. #9

    CSA Lieutenant Colonel


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    Quote Originally Posted by Hinkel View Post
    June 3rd - Update 5 (released)
    - Added an error log uploader! Please check the HOW TO here:
    Need more information

  10. #10

    USA Brigadier General

    Johann Günderson's Avatar
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    Stillwater, Minnesota
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    After the secondary patch released, the smaller one. It made it so I can't even launch the game. Is it just me?

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