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Thread: War of Rights - Patch Notes

  1. #681

    CSA Major


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    after playing with the new officer restrictions i love it not so much of pistol spam and all that are complaining about not getting your officers in who says u have to listen to the officer that spawns in just listen to your officer all the officer can really do is draw lines on field, if the officer who spawns in doesnt know what he is doing just dont listen to him and listen to your officers in your company
    we have been doing that the last nite and had no problem when some officer we didnt know spawned in and started giving orders that well were just lets say, a little unorthodox being nice to my fellow players lol, we just listened to the officers we knew who knew what they were doing and after a while that other officer i think just left i dont know never listened to him so

    i think once you just listen to your regular officers and the officers who spawn in who just want some attention and dont get it they will just leave and then maybe your officers can lead and dont forget ncos can draw lines also
    glad the invisible players are taken care off
    Last edited by sal_tuskin; 08-23-2017 at 12:11 PM.

  2. #682

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    Max Krause's Avatar
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    Quote Originally Posted by sal_tuskin View Post
    after playing with the new officer restrictions i love it not so much of pistol spam and all that are complaining about not getting your officers in who says u have to listen to the officer that spawns in just listen to your officer all the officer can really do is draw lines on field, if the officer who spawns in doesnt know what he is doing just dont listen to him and listen to your officers in your company
    we have been doing that the last nite and had no problem when some officer we didnt know spawned in and started giving orders that well were just lets say, a little unorthodox being nice to my fellow players lol, we just listened to the officers we knew who knew what they were doing and after a while that other officer i think just left i dont know never listened to him so

    i think once you just listen to your regular officers and the officers who spawn in who just want some attention and dont get it they will just leave and then maybe your officers can lead and dont forget ncos can draw lines also
    glad the invisible players are taken care off
    Your action is completly normal. In my oppinion. If you're in a company and you wonna do some skirms then you won't listen to other officers if your officer wants to lead. But don't forget to stay in your character. i think it's a little sad that if your officer has to go private because some other people think: I want to play officer because of no reason. (And of course there aren't just those guys. There are also other officers of other companys who wants to play as a officer. No bad sentences to them.) But for the feeling is it pretty bad, if a private gives you orders. Im definitly not a fan of the limit but if the devs say they want it so... But I will open to this ,,discussion'' another thread so that we dont spam the Patch Note thread full of it.
    Max Petersen

  3. #683

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    FakeMessiah27's Avatar
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    Quote Originally Posted by sal_tuskin View Post
    after playing with the new officer restrictions i love it not so much of pistol spam and all that are complaining about not getting your officers in who says u have to listen to the officer that spawns in just listen to your officer all the officer can really do is draw lines on field, if the officer who spawns in doesnt know what he is doing just dont listen to him and listen to your officers in your company
    we have been doing that the last nite and had no problem when some officer we didnt know spawned in and started giving orders that well were just lets say, a little unorthodox being nice to my fellow players lol, we just listened to the officers we knew who knew what they were doing and after a while that other officer i think just left i dont know never listened to him so

    i think once you just listen to your regular officers and the officers who spawn in who just want some attention and dont get it they will just leave and then maybe your officers can lead and dont forget ncos can draw lines also
    glad the invisible players are taken care off
    In the event that all the officer slots are taken already, there's no choice but to go NCO or private at the moment, like you say. However, for organisational purposes, it's a lot easier if you can actually take an officer slot because you stand out more. On top of that, there are always some unaffiliated players or players from companies who aren't officially participating in whatever event might be currently running. Those people might get confused if there's officers running around that nobody is listening to while a supposed private is handing out orders.

  4. #684
    WoR-Dev TrustyJam's Avatar
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    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.

    - 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 it 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.

    - Trusty

  5. #685

    USA Lieutenant Colonel

    FruitofDoom's Avatar
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    Awesome update, that destroyed corn looks amazing. Keep up the great work guys!

  6. #686

    CSA Captain

    Saris's Avatar
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    Quote Originally Posted by TrustyJam View Post
    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.

    - 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 it 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.

    - Trusty
    We are home boys, we are home
    Texas Poppin B
    My Youtube:https://www.youtube.com/c/SarisTX

  7. #687
    RhettVito
    Guest
    The Cornfield Antietam Voices



    “While standing there I saw coming up the road from the battlefield some colors, with an escort. When they arrived the Major asked the Yankee with the colors where they got them. He said in the cornfield. He turned to me and inquired if I knew the colors. I told them they belonged to the First Texas Regiment, remarking at the time that where he got the flag there was many a dead Texans there. He said there were thirteen dead men lying on and around it when he found it. I asked him to hand it to me a moment, which he did. I took it in my hand, kissed it, and handed it back to him, tears blinding my eyes.”

    W.E. Barry of the 4th Texas captured at Antietam recounts the story of seeing the captured Texas flags

    Lt. William Barry of The 4th Texas had been captured in proximity of The Hagerstown Pike. Barry later described how he saw the captured banner of The 1st Texas & wept.

    'The officer of the Provost Guard saw a group of jubilant soldiers walking down the pike with the trophy & asked the soldier were he captured it. The soldier replied, "I did not capture it, Major. I found it in the Cornfield."
    Lt. Barry was asked to identify the banner. Seeing tears in Barry's eyes the soldier gently gave it to him. Berry kissed the blood stained cloth & gave it back before replying, 'I know it well, Its the flag of The First Texas Regiment.' The enlisted man then described finding the 'Wigfall Flag' among the corpses of no less than 13 dead Rebels. One dead officer needed to be moved aside as his body lay atop the flag. The short description given of that dead Rebel officer convinced Barry it was his personal friend Lt R.H. Gasten, H Co., 1st Texas.'

    Lt. Barry's recollection for seeing the 'Wigfall Flag' after is capture is from John Michael Priest's book, Antietam: The Soldiers Battle, pg 89


    “To the Texans in the ranks the sound of battle was deafening: the boom of artillery; the loud reports of dozens of nearby rifles and the steady popping of thousands more distant; the explosions of shells and the whine and hiss of lead balls and steel fragments. Men whooped and yelled; others screamed to be heard by their comrades. File closers and company commanders bellowed orders and encouragement until they were hoarse-or shot. Dead and dangerously wounded Texans lay among the living and unhurt. Walking wounded dribbled from the line. Like a funeral pall, thick clouds of smoke drifted over the corn and at times obscured the sun.”
    George E. Otott, author of article describing the Cornfield in his own words.

    From “First Texas in the Cornfield.” by George E. Otott. The Maryland Campaign of 1862 Civil War Regiments: A Journal of the American Civil War. Vol 5, No 3. Campbell CA: Savas Publishing Company, 1998.
    Last edited by RhettVito; 09-02-2017 at 04:06 AM.

  8. #688

    CSA Lieutenant Colonel

    J.Stockton's Avatar
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    The time is finally upon us my fellow Texans.

    “The command to forward dispels all fear, and from the first volley all traces of that fear and dread are gone, all is lost in the excitement. Men who five minutes before were trembling and praying are now cool, collected and more than apt to be cursing….The din and confusion of battle seems to drown all thoughts. This is the time that tries the souls of men. Advancing, conscious of unseen danger, with bullets whistling over and around them, the increasing rattle of musketry in front, with now and then the ominous shriek of a shell as it tears through the ranks, taking out perhaps a file of men….The strain upon the men is terrible. It takes more than brute courage to make him stand. There must be some higher, nobler feeling to prompt him for he will not flee in this moment of his great trial.” - W. D. Pritchard, 1st Tex describes the advance of the Texans
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  9. #689
    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.

  10. #690

    CSA Captain

    Saris's Avatar
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    Quote Originally Posted by Fancy Sweetroll View Post
    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.
    nice
    Texas Poppin B
    My Youtube:https://www.youtube.com/c/SarisTX

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