PDA

View Full Version : War of Rights - Patch Notes



Pages : 1 2 [3] 4 5 6 7 8

Leifr
05-25-2017, 09:52 PM
Great.

Bravescot
05-25-2017, 09:59 PM
Loving the new officer salute! "Present Arms", "Trail Arms" and a more neutral hand salute will be added in the near future or on the back burners?

Saris
05-25-2017, 10:25 PM
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.


https://www.youtube.com/watch?v=8md5YnMcdNA&feature=youtu.be

Thanks for looking into the Bloody Lane

TrustyJam
05-25-2017, 10:38 PM
We're currently working on hotfixing a fps drop introduced in the latest patch.

- Trusty

A. P. Hill
05-25-2017, 10:54 PM
Any chance of getting officers to function without needing to hold on to a weapon of any type? Just leave the pistol and sword holstered and sheathed? :)

TrustyJam
05-25-2017, 11:05 PM
Any chance of getting officers to function without needing to hold on to a weapon of any type? Just leave the pistol and sword holstered and sheathed? :)

At some point.

- Trusty

Gamble
05-26-2017, 07:38 AM
Thanks a lot for your dedication!

Major Animator
05-26-2017, 09:34 AM
Loving the new officer salute! "Present Arms", "Trail Arms" and a more neutral hand salute will be added in the near future or on the back burners?

Hi
thx for the feedback.

What neutral salute where you thinking off?

I think that our gamedesigners and reenactment specialists are focusing on the correct military poses/stances from the period

Bravescot
05-26-2017, 09:50 AM
The simple open palm salute should the officer be permitted to holster his side arm and keep his sword sheathed, or for the NCOs and Privates when they put down their arms in the camp.
http://ww2.hdnux.com/photos/10/65/60/2317329/7/1024x1024.jpg

Charles Caldwell
05-26-2017, 10:54 AM
Loving the additions and patch, great work guys. Keep them coming!

Major Animator
05-26-2017, 11:45 AM
The simple open palm salute should the officer be permitted to holster his side arm and keep his sword sheathed, or for the NCOs and Privates when they put down their arms in the camp.
http://ww2.hdnux.com/photos/10/65/60/2317329/7/1024x1024.jpg

yes thx, looking forward to make that.

Cant imagine we won't have that in the future, when stances and animations of "in camp" are a in priority, atm we are focusing on "in skirmish" animations,
like fixing bayonets while kneeling, that I am working on right now.

Bravescot
05-26-2017, 12:03 PM
yes thx, looking forward to make that.

Cant imagine we won't have that in the future, when stances and animations of "in camp" are a in priority, atm we are focusing on "in skirmish" animations,
like fixing bayonets while kneeling, that I am working on right now.

Fully understanable! Thank you for your answer.

A. P. Hill
05-26-2017, 04:37 PM
I respectfully disagree on the palm forward salute.
The U.S. military does not salute that way. While it is true the military started that way, it eventually got away from that style after the Revolutionary War for Independence.

The U.S. military salutes with palm down. (https://www.thebalance.com/u-s-military-salute-3331994)
Please developers don't make the players do the Benny Hill Salute.

LTC Philip A. Work
05-26-2017, 04:44 PM
I respectfully disagree on the palm forward salute.
The U.S. military does not salute that way. While it is true the military started that way, it eventually got away from that style after the Revolutionary War for Independence.

The U.S. military salutes with palm down. (https://www.thebalance.com/u-s-military-salute-3331994)
Please developers don't make the players do the Benny Hill Salute.

Although I'm also very partial to the modern way of saluting it seems as if historically the "Benny Hill" style of salute was used by both sides during the ACW.

https://civilwartalk.com/threads/hand-salute.70014/ (primary sources found within)

Bravescot
05-26-2017, 04:54 PM
Although I'm also very partial to the modern way of saluting it seems as if historically the "Benny Hill" style of salute was used by both sides during the ACW.

https://civilwartalk.com/threads/hand-salute.70014/ (primary sources found within)

For once Mr. Hill is VERY wrong. The U.K. was famouly using the palm down salute during this time period whilst the U.S. (both sides) were using the open palm slaute as Mr. Work has just shown.
https://upload.wikimedia.org/wikipedia/commons/4/40/12th_Foot_uniform.jpg

A. P. Hill
05-27-2017, 03:53 PM
LOL.
I am not "very wrong" and forget the capitalization ... you're hyperventilating.

The link I issued said that changes in the use of saluting started around 1820 ... that's 40 years prior to the civil war. Not saying that it was wholesale conversion as obviously the regulations state ...

But I have read quite a few pieces of information, (no I didn't save them, and no, I'm not going to link them here,) that stated that a variety of manners were used for saluting during the civil war.

And it is generally accepted that the palm down salute for the U.S. military became more vogue during the opening of the west, after the war. But given that both sides were not strict on the manner of saluting, I say make it random ... Of course that's saluting with no weapons. Weapons saluting needs to remain.

Leifr
05-28-2017, 07:44 PM
Y'all are busting my balls in this heat.
I've deleted a few posts. Stay on topic folks and be courteous to one another. If this proves too much of a challenge, simply walk away from your keyboard for a few hours - it usually helps.

Cheers!

Hatchmo
05-30-2017, 06:51 PM
Salutations according to the 1861 Revised Regulations for the Army of the United States
Article XXIX
Section: 253. It is equally the duty of non-commissioned officers and soldiers at all times and in all situations, to pay pthe proper compliments to officers of the navy and marines, and to officers of other geiments, when in uniform, as to officers of their own particular gegiments and corps.

254. Courtesy among military men is indispensable to discipline. Respect to superiors will not be confined to obedience on duty, but will be extended to all occasions. It is always the duty of the inferior to accost or to offer first the customary salutation, and of the superior to return such complimentary notice.

255. Sergeants, with swords drawn, will salute by bringing them to present -- with muskets, by bringing the left hand across the body, as to strike the musket near the right shoulder. Corporals out of the ranks and privates not sentries, will carry their muskets at a shoulder as the sergeants, and salute in like manner.

256. When a soldier without arms, or with side arms only, meets an officer, he is to raise his hand to the right side of the visor of his cap, palm to the front, elbow raised as high as the shoulder, looking at the same time in a respectful and soldier-like manner at the officer, who will return the compliment thus offered.

257. A non-commissioned officer or soldier being seated, and without particular occupation, will rise on the approach of an officer, and make the customary salutation. If standing, he will turn toward the officer for the same purpose. If the parties remain in the same place or on the same ground, shuch compliments need not be repeated.

[Typed word for word from the Regulations] The Confederate version issued in 1863, is word for word in this regard/topic of salutations (salutes).

Fancy Sweetroll
05-31-2017, 04:30 AM
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.

RhettVito
05-31-2017, 05:23 AM
Added auto kick functionality for team killing. THANK YOU !

Charles Caldwell
05-31-2017, 06:20 AM
Keep em coming boys...

EDIT: I've notice a 10+ increase in FPS. Good job!

Gamble
05-31-2017, 06:43 AM
Yey, new update. Looking forward to skirmish in the next days :D

Bravescot
05-31-2017, 07:03 AM
What is the limit on the auto kick? 3-4 TKs or more?

TrustyJam
05-31-2017, 07:05 AM
What is the limit on the auto kick? 3-4 TKs or more?

Something along those lines with a clever counting system as well in order to avoid kicks if you play for, say, several hours and manage to get a few tk's.

- Trusty

Charles Caldwell
05-31-2017, 07:48 AM
Whats to cool down for the kick, can you return to the server immediately?

TrustyJam
05-31-2017, 07:58 AM
Whats to cool down for the kick, can you return to the server immediately?

Yes, and if you continue to tk you'll eventually be Steam ID banned.

- Trusty

Charles Caldwell
05-31-2017, 08:15 AM
Yes, and if you continue to tk you'll eventually be Steam ID banned.

- Trusty

Oh ok, we all make mistakes in the heat of battle but its clear that some (no names) delight in TKing. Surely even a little timed ban (30 mins) is better than nothing?

Leifr
05-31-2017, 08:16 AM
I feel like the bloom and lighting require further work. That's one bright and fiery house... :rolleyes:

http://tw.greywool.com/i/t/kr-7b.jpg (http://tw.greywool.com/i/kr-7b.jpg)

TrustyJam
05-31-2017, 08:28 AM
I feel like the bloom and lighting require further work. That's one bright and fiery house... :rolleyes:

http://tw.greywool.com/i/t/kr-7b.jpg (http://tw.greywool.com/i/kr-7b.jpg)

Alpha. :)

Don't blame the whiteness on the bloom though. It's the eye adaptation.

- Trusty

Leifr
05-31-2017, 09:26 AM
Alpha. :)

Don't blame the whiteness on the bloom though. It's the eye adaptation.

- Trusty

For sure man.
It's just that I've been to Dunkers Church and I don't ever recall it glowing like a lighthouse through the woods. :p
I still reiterate that the worst comments I hear about WoR from interested folk are those regarding the bloom, the 'vaseline' and the light metering.

TrustyJam
05-31-2017, 09:33 AM
For sure man.
It's just that I've been to Dunkers Church and I don't ever recall it glowing like a lighthouse through the woods. :p
I still reiterate that the worst comments I hear about WoR from interested folk are those regarding the bloom, the 'vaseline' and the light metering.

You cannot attack the bloom anymore. We've lowered it from 10 to 3. I was expecting you to be happy with the changes. :P

I've been there as well. Did you stay a while in the shade of the woods on a bright day and sprinted towards the edge of them, into direct sunlight? :)

- Trusty

Soulfly
05-31-2017, 09:39 AM
For sure man.
It's just that I've been to Dunkers Church and I don't ever recall it glowing like a lighthouse through the woods. :p
I still reiterate that the worst comments I hear about WoR from interested folk are those regarding the bloom, the 'vaseline' and the light metering.

I have to agree with this, especially when moving the game looks blurry and after a while it becomes an unpleasant experience

TrustyJam
05-31-2017, 09:42 AM
Please refrain from giving feedback regarding the bloom until you've played the newest build.

- Trusty

Charles Caldwell
05-31-2017, 09:56 AM
Please refrain from giving feedback regarding the bloom until you've played the newest build.

- Trusty

I have and its still blurred..... a little less of that Vaseline on the lens please. ;)

TrustyJam
05-31-2017, 09:58 AM
I have and its still blurred..... a little less of that Vaseline on the lens please. ;)

You're not talking about bloom then.

Please describe your issue in more detail than vaseline. Show me a screenshot of the effect you don't like.

- Trusty

Charles Caldwell
05-31-2017, 10:22 AM
Ok.... Vaseline on the lens was an old photographer trick to soften the image. Later the soft focus lens, I can only assume that the Bloom (shader effect) may be responsible for what appears as an overall blurring of the scene, similar to the soft focus on the lens. I thought bloom effects the light reflected or emitted off of an object, and softens it to mirror real world physics. If Bloom isnt responsible for this false effect, my apologies...

Example of the softening or 'blurring' effect of bloom

http://www.radioactive-software.com/gangwar/glow/BloomComparison.jpg

TrustyJam
05-31-2017, 10:23 AM
Ok.... Vaseline on the lens was an old photographer trick to soften the image. Later the soft focus lens, I can only assume that the Bloom (shader effect) may be responsible for what appears as an overall blurring of the scene, similar to the soft focus on the lens. I thought bloom effects the light reflected or emitted off of an object, and softens it to mirror real world physics. If Bloom isnt responsible for this false effect, my apologies...

It isn't. Please provide a screenshot of the issue you're describing.

Everything in-game is false by the way. It's nothing but smoke and mirrors. :)

- Trusty

Charles Caldwell
05-31-2017, 10:30 AM
It isn't. Please provide a screenshot of the issue you're describing.

Everything in-game is false by the way. It's nothing but smoke and mirrors. :)

- Trusty

Yeah vaseline coated mirrors ;)

The example effect I give in my above post highlights the effect we are seeing... but I will provide a grab from your game to better explain peoples concerns.

TrustyJam
05-31-2017, 10:33 AM
Yeah vaseline coated mirrors ;)

The example effect I give in my above post highlights the effect we are seeing... but I will provide a grab from your game to better explain peoples concerns.

I need a screenshot, thank you.

The above images are nothing like what no bloom and a bloom at our current 3rd level would look like. In fact I think you'd be hard pressed to tell which one would be one or the other.

The only possible conclusions I can come to are either a visual bug with different graphical settings you're using or you're the kind of person that prefers no distance (200 meters away) softening at all (welcome pixel creep) or you either flick the camera violenty around causing motion blur to "vaseline" your image or you are talking about the blurry out of stamina or surpressed effect. :P

- Trusty

Charles Caldwell
05-31-2017, 10:49 AM
Yes it could well be my settings but I have knocked up a quick screen to show you the effect I'm seeing on Medium to high settings (above rec spec)...

Left: Sharpened, Levels slightly adjusted and tweaked hue (all very very subtle but enough to make a small difference). Note the softer WoR scene!

http://i.imgur.com/jFfxfhs.jpg

Motion Blur is turned off on my system.

TrustyJam
05-31-2017, 10:59 AM
There's no such thing as an overall sharpness tweak so I'm guessing you're disatisfied with even the smallest amount of bloom up close and the distance softening which is achieved with fog & a small degree of blur to mimmick real life distance haze.

We are not about to go to a clean zero on either of those two. Sure, it comes at a small price in sharpness but it also helps eliminate pixel crawling, blend in distance level of detail objects, etc. which results in a much better looking scene overall. I'm still going to be on the lookout for blurry bugs with lower specs though as I have seen some screenshots of people up close that look extremely blurry, almost out of focus from time to time which most certainly is not meant to be.

- Trusty

Charles Caldwell
05-31-2017, 11:06 AM
I feel you are taking this discussion personally, and think its a negative criticism of all your efforts. I can assure you its not. Its merely my thoughts (and a few others) on the effect some of us are seeing.

I'll keep my thoughts to myself and just go with the flow then. ;)

TrustyJam
05-31-2017, 11:09 AM
I feel you are taking this discussion personally, and think its a negative criticism of all your efforts. I can assure you its not. Its merely my thoughts (and a few others) on the effect some of us are seeing.

I'll keep my thoughts to myself and just go with the flow then. ;)

Not at all! I've just heard the vaseline thing time and again and was convinced the 70% reduction of bloom would have put it down once and for all. :)

Naturally we'll keep tweaking the settings from now and until post release probably but yeah, post processing close up and in the distance is kind of here to stay. You'd be shocked how the game looks without some of it.

Please do keep sharing your thoughts.

- Trusty

Leifr
05-31-2017, 03:20 PM
You cannot attack the bloom anymore. We've lowered it from 10 to 3. I was expecting you to be happy with the changes. :P

I've been there as well. Did you stay a while in the shade of the woods on a bright day and sprinted towards the edge of them, into direct sunlight? :)

- Trusty

Sorry Trusty.
It was assuredly a bit of a knee-jerk reaction upon waking this morning, I'll endeavour to have another look later this evening.

David Dire
05-31-2017, 06:11 PM
Out of curiousity... Can we see a screenshot of no-bloom WoR?

LTC Philip A. Work
05-31-2017, 06:19 PM
Just my 2 unsolicited cents about the bloom, it's much better than during the drill camp phase. I do have a question though, am I mistaken in understanding the bloom along with blur increases after sprinting or excursion? It would be realistic if it did, try eating just over 1500 to 2000 calories a day, while walking 20 miles routinely, and possibly suffering from some sort of chronic illness you caught while in camp. You would be about to faint too after a short sprint.

Gamble
06-01-2017, 04:13 AM
I played a bit yesterday and I really like the changes. The image is clearer, and it's easier to focus. Did you also change the time of day?
If I really want to nit-pick the distance view is sometimes a bit bright (I don't mean looking out of a shadowed forest and being blinded by the sun, I love that :D), which is probably caused by the distance fogging. But as I said, this is nit-picking, and while it's probably not always realistic it looks good and gives an awesome depth to the scenery.
You are doing brilliant work, guys.

Fancy Sweetroll
06-01-2017, 08:10 AM
Here's a little javascript image cycler I made for the purpose of demonstrating it. I must admit the difference is more obvious when seeing it directly in the engine.

But on the picture where both bloom and DOF is disabled. The difference is especially noticeable on the two trees to the left. They become very pixelated and not nice at all

http://www.warofrights.com/demo_imageviewer.html

Charles Caldwell
06-01-2017, 09:18 AM
Yes I saw those tree immediately, awful, is that with AA on?

I think for me what seems to improve the overall quality of the scene is the depth of shadow. A slightly higher contrast with less of a washed out look.

Fancy Sweetroll
06-01-2017, 09:19 AM
Yeah all the 3 images is with AA enabled.

Colum O'Brien
06-01-2017, 05:45 PM
You know what the most annoying thing about this game is... I love it so much I want more and more, and it makes me greedy and inpatient for updates...

TrustyJam
06-01-2017, 06:35 PM
You know what the most annoying thing about this game is... I love it so much I want more and more, and it makes me greedy and inpatient for updates...

Aww :) We're working on it. Next one is gonna be a gud one!

- Trusty

LTC Philip A. Work
06-01-2017, 06:37 PM
Aww :) We're working on it. Next one is gonna be a gud one!

- Trusty

....define good

Preferably with screenshots ;)

Charles Caldwell
06-01-2017, 08:18 PM
Aww :) Next one is gonna be a gud one!

- Trusty

For me they are all gud uns!

Soulfly
06-02-2017, 02:12 PM
Sorry for going back the previous topic (the look/bloom/sharpness), my simple question: I want the "optic" of the screenshot Fancy & Trusty, my settings are all set to "High" and 1xAA...is there anything i can do ?

TrustyJam
06-02-2017, 02:31 PM
Sorry for going back the previous topic (the look/bloom/sharpness), my simple question: I want the "optic" of the screenshot Fancy & Trusty, my settings are all set to "High" and 1xAA...is there anything i can do ?

I don't understand your question.

- Trusty

TrustyJam
06-02-2017, 04:18 PM
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.

6294

- 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.

- Trusty

J.Stockton
06-02-2017, 04:46 PM
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.

6294

- 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.

- Trusty

Keep up the good work. Cant wait to get off work to try the new area.

p.s. Do we know how many total areas yall are aiming for in the skirmish phase? I would love to see Millers cornfield since it is a significant part of the battle of Antietam.

JmCraz8
06-02-2017, 04:46 PM
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.

6294

- 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.

- Trusty

You guys are amazing can't wait to get home from work

TrustyJam
06-02-2017, 04:48 PM
Keep up the good work. Cant wait to get off work to try the new area.

p.s. Do we know how many total areas yall are aiming for in the skirmish phase? I would love to see Millers cornfield since it is a significant part of the battle of Antietam.

We have at least 10 planned for Antietam alone. Miller's cornfield will be featured in several of those.

- Trusty

Charles Caldwell
06-02-2017, 05:13 PM
The weirdest thing just happened I entered into a night battle, it then flicked to daytime in a second.

No screengrab as I was in shock

A. P. Hill
06-02-2017, 05:18 PM
The weirdest thing just happened I entered into a night battle, it then flicked to daytime in a second.

No screengrab as I was in shock

God was probably on the server. ;)

Saris
06-02-2017, 05:31 PM
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.

6294

- 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.

- Trusty

That looks a lot like the CSA drill camp map

dmurray6
06-02-2017, 05:45 PM
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.

6294

- 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.

- Trusty

You guys are awesome!!! This is where my ancestor was, the West Woods!!!! :)

RhettVito
06-02-2017, 06:55 PM
Good work devs ! Thank you for your hard work :)

Profender
06-02-2017, 07:00 PM
Great stuff great work love the new map. Wish I could play the map a few times after it ends not have to wait the whole cycle of maps

Gamble
06-02-2017, 07:42 PM
awsome update! It looks gorgeous! And the gameplay improved aswell.

TrustyJam
06-02-2017, 07:52 PM
The weirdest thing just happened I entered into a night battle, it then flicked to daytime in a second.

No screengrab as I was in shock

Whenever we restart a server it starts the first match at 00:00 which we can't do anything about currently. Only way to fix this is for us to manually set the time on the server (which is what you saw). If we don't it will be nighttime for the first match and then the correct time of day as soon as the 2nd skirmish area starts.

- Trusty

Soulfly
06-02-2017, 09:02 PM
You guys are awesome!!! This is where my ancestor was, the West Woods!!!! :)

Just played a match there and my god was it awesome, 64 men clash at each other in close quarters, the woods full of smoke, the screams, the fire...best map so far !

Grant97
06-03-2017, 12:56 PM
Good work devs! The game now looks very awesome ;)

TrustyJam
06-03-2017, 06:38 PM
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.

- Trusty

Saris
06-03-2017, 07:43 PM
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.

- Trusty

another step forward!

Leifr
06-03-2017, 08:21 PM
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.

- Trusty

There's too much bloom. :p

A. P. Hill
06-03-2017, 11:07 PM
There's too much bloom. :p

6318

6319

6320

Leifr
06-03-2017, 11:23 PM
I am jesting Mr Hill!
I have long been pestering Trusty about the bloom, turns out it was never really the bloom that was the issue.

A. P. Hill
06-04-2017, 01:01 AM
As am I. I caught your lean. I was hoping my use of emotes would convey my humor.

TrustyJam
06-04-2017, 10:27 PM
June 4th - Update 58 (released)

- Drill Camp servers back up and running!

https://warofrights.com/Content/Images/FieldReport/FieldReport28/Drill_Camp_Release!.jpg

- Trusty

Fancy Sweetroll
06-04-2017, 10:28 PM
Drill and drill!

Leifr
06-04-2017, 10:29 PM
Perfect!

rebeldestroyer
06-04-2017, 10:48 PM
Will there be team kills on drill camp servers? just so pistol duels can be possible

TrustyJam
06-04-2017, 10:54 PM
Will there be team kills on drill camp servers? just so pistol duels can be possible

Drill Camps are for drilling, not killing or they'd be kill camps. :)

- Trusty

Profender
06-04-2017, 11:09 PM
Hi there,

Myself could only see the EU drill camps and my Sgt from America could only see the NA drill camps. Since we are a very mixed company... I am hoping we can see and enter either the NA or EU drill camp again like we used to.

A. P. Hill
06-04-2017, 11:36 PM
June 4th - Update 58 (released)

- Drill Camp servers back up and running!

https://warofrights.com/Content/Images/FieldReport/FieldReport28/Drill_Camp_Release!.jpg

- Trusty


Drill and drill!

6335

Hatchmo
06-05-2017, 05:09 PM
Will there be team kills on drill camp servers? just so pistol duels can be possible

Aren't you satisfied with all the TK's on the Skirmish servers?

Fancy Sweetroll
06-06-2017, 07:51 PM
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.

Lance Rawlings
06-06-2017, 07:58 PM
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.

Lookin' good!

Fancy Sweetroll
06-08-2017, 11:19 PM
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.

Leifr
06-09-2017, 04:18 AM
Good man.

Rainbow_Flyer
06-09-2017, 11:45 AM
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.




...- Improvements to the facial hair.

FINNALY 4K BEARDS WHAT IVE BEEN WAITING FOR!


JKJk. Keep Up The Great Work Devs!

Whip
06-12-2017, 02:23 AM
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.

- Trusty

The NCO bug is not fixed

the 2nd Georgia NCO still spawns invisible with the rifle in the air

Kyle422
06-13-2017, 11:48 AM
The NCO bug is not fixed

the 2nd Georgia NCO still spawns invisible with the rifle in the air

Please post your bugs in the Alpha bug section of the forums.

-Thanks Kyle

Fancy Sweetroll
06-18-2017, 10:28 PM
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).

6465 6466 6467 6468

- 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.

Saris
06-18-2017, 10:38 PM
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).

6465 6466 6467 6468

- 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.

Cornfield here I come

RhettVito
06-18-2017, 10:43 PM
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).

6465 6466 6467 6468

- 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.


Sweet! Now it is time to remake this picture in game



http://i.imgur.com/QIP9cTb.jpg

http://i.imgur.com/YjfFKCs.jpg

http://i.imgur.com/KElXw3H.jpg


http://i.imgur.com/nfQOIMP.png
http://i.imgur.com/nfQOIMP.png


http://i.imgur.com/KhqG5D0.png
http://i.imgur.com/i6nnYyz.jpg

JmCraz8
06-18-2017, 11:27 PM
That's awesome Rhetvito, I've only done 150th Chancellorsville.

Kyle422
06-19-2017, 12:58 AM
Sweet! Now it is time to remake this picture in game



http://i.imgur.com/QIP9cTb.jpg

http://i.imgur.com/YjfFKCs.jpg

http://i.imgur.com/KElXw3H.jpg


http://i.imgur.com/nfQOIMP.png
http://i.imgur.com/nfQOIMP.png

http://i.imgur.com/i6nnYyz.jpg

Rhett there is a different section you should be posting these in. This is for Updates and discussion for the update.

- Thanks Kyle

Charles Caldwell
06-19-2017, 09:03 AM
Could you add maps to the server browser so we can choose which server to play on?

Profender
06-19-2017, 09:25 AM
Could you add maps to the server browser so we can choose which server to play on?

I agree with this

Hinkel
06-19-2017, 10:23 AM
Could you add maps to the server browser so we can choose which server to play on?

Thats already planned of course, but its not that easy as you think it is ;)

Charles Caldwell
06-19-2017, 10:42 AM
Thats already planned of course, but its not that easy as you think it is ;)

Did I say it was easy? ;)

MrMundy
06-19-2017, 12:46 PM
Now, I will keep back my judgement before having actually played the map with 60 players, but it seems to be way too big. You have to walk for a good 2-3 minutes until you arrive at the actual battlefield, then you got good chances of either being shot in the face or to be killed by the terrible RNG Arty. Espacially the latter is more rage inducing than anything else.

If I am entirely mistaken with this, then excuse me. But just touring the map I have been killed by arty twice already.


Also where are the confederates supposed to stand? On the ridge? They will get shot into pieces. Any further back and you got no means of controling the point.

Charles Caldwell
06-19-2017, 12:58 PM
Was on with Mundy... large open fields, with a low setting (could be rising) sun. The CSA have quicker access to the fenced road thus defensive position, with the Union looking like they'll have the ridge. Feels a big map, but with the arty and openness, you feel vulnerable.

TrustyJam
06-19-2017, 01:16 PM
Now, I will keep back my judgement before having actually played the map with 60 players, but it seems to be way too big. You have to walk for a good 2-3 minutes until you arrive at the actual battlefield, then you got good chances of either being shot in the face or to be killed by the terrible RNG Arty. Espacially the latter is more rage inducing than anything else.

If I am entirely mistaken with this, then excuse me. But just touring the map I have been killed by arty twice already.


Also where are the confederates supposed to stand? On the ridge? They will get shot into pieces. Any further back and you got no means of controling the point.

The map is supposed to be large. It marks the first advance that kicked off the battle and thus is not meant as an instant sort of action map. Once flag bearer spawning is introduced you'll be able to stick with your regiment better throughout the round.

It is a rough place to defend as the CSA, yes (as it was in real life - the divisions had to fall back until Hood's division came up for a counter attack straight into the cornfield (which will be featured in another skirmish area). I wager you'll look forward to some of the larger, open areas once you've been fighting in the cornfield for an entire match. :)

- Trusty

MrMundy
06-19-2017, 01:30 PM
The map is supposed to be large. It marks the first advance that kicked off the battle and thus is not meant as an instant sort of action map. Once flag bearer spawning is introduced you'll be able to stick with your regiment better throughout the round.

It is a rough place to defend as the CSA, yes (as it was in real life - the divisions had to fall back until Hood's division came up for a counter attack straight into the cornfield (which will be featured in another skirmish area). I wager you'll look forward to some of the larger, open areas once you've been fighting in the cornfield for an entire match. :)

- Trusty

Ah, very well. I already figured that the flag bearer stuff will be important. I am so used to just sitting behind a fence all day long that I didn't expect this map to be intended somewhat differently.
I frankly doubt I will get tired of fighting in the corn field though - since you can't ;). You will get slain for deserting if you do go in there.

It just seems like the Confederates are at a massive disadvantage here. Either we sit behind the fences and try to pick the Feds off while they cap the point; we push them back with the bayonet every time, or we sit on the hill itself. But none of these seem like a good idea.
But this is pointless on my part, I havn't played the map so I should really shut myself up.

TrustyJam
06-19-2017, 01:45 PM
I frankly doubt I will get tired of fighting in the corn field though - since you can't ;).

You will be when we release Hood's counter push. :)

- Trusty

Fancy Sweetroll
06-19-2017, 10:45 PM
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.

PAIOLETTI
06-20-2017, 05:22 AM
Salute to Trusty Jam & Fancy Sweetroll, u guys have done an amazing job with this game and we as a community are so proud of you. Constant updates show the devs really care about making a great game! More than worth my $60, keep making us proud guys! A+ Job!

1st LT. Martin T.
06-22-2017, 04:00 AM
Well done Devs, Thank you for your hard work!

Fancy Sweetroll
07-05-2017, 05:43 PM
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

Kane Kaizer
07-05-2017, 06:22 PM
- 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.

VERY happy about this one. :D

Gamble
07-06-2017, 04:21 AM
Looking forward to test it tomorrow! Thanks for the team's dedication :)

Leifr
07-06-2017, 08:30 AM
Excellent.
I look forward to trying it out later this evening.

Charles Caldwell
07-06-2017, 10:25 AM
Great addition with the team tab, much needed. It also proves the amount of work that goes into even little changes, I noted a 2.2gb patch.

Fancy Sweetroll
07-06-2017, 02:33 PM
Great addition with the team tab, much needed. It also proves the amount of work that goes into even little changes, I noted a 2.2gb patch.

It depends on which files we change/add. The game is seperated into various archives of 100-400 mb in size. Weapons, characters, vegetation and so on. If any file in any of those archives are changed, then that entire archive will have to be redownloaded.

MrMundy
07-24-2017, 08:35 PM
What's with that update today?

Fancy Sweetroll
07-24-2017, 08:37 PM
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!

6800

- 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.

War of Rights
07-24-2017, 08:47 PM
Fantastic! It's great to see a new unit added!

Legion
07-25-2017, 03:47 AM
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!

6800

- 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.

Very happy to see another Louisiana unit, though I have to nitpick, the 9th Louisiana is a regular infantry regiment and they never wore zouave uniforms.

The correct designation would be 9th Louisiana Infantry Regiment or 9th Louisiana Infantry, not 9th Louisiana Zouaves.

I haven't had a chance to see the new La regiment but do they wear the zouave uniform in-game, any screens of the new unit? Also what weapons are they equipped with in-game? the enfield and springfields would be correct.

Just curious as this is my favorite regiment.

Gamble
07-25-2017, 04:14 AM
Nice :) thanks a lot, devs!

Saris
07-25-2017, 04:21 AM
Very happy to see another Louisiana unit, though I have to nitpick, the 9th Louisiana is a regular infantry regiment and they never wore zouave uniforms.

The correct designation would be 9th Louisiana Infantry Regiment or 9th Louisiana Infantry, not 9th Louisiana Zouaves.

I haven't had a chance to see the new La regiment but do they wear the zouave uniform in-game, any screens of the new unit? Also what weapons are they equipped with in-game? the enfield and springfields would be correct.

Just curious as this is my favorite regiment.

I agree, they aren't zouaves. I did get to play them, most of their weapons are springfields, some with buck n ball. They are dressed similar to other confederate units, gray and brown, all gray, and etc.

6805officer
6806corporal
6807flag bearer
6808private
6809Sergeant Major

if you can notice, all the men are wearing pelican belt buckles

Hinkel
07-25-2017, 05:57 AM
I agree, they aren't zouaves. I did get to play them, most of their weapons are springfields, some with buck n ball. They are dressed similar to other confederate units, gray and brown, all gray, and etc.
if you can notice, all the men are wearing pelican belt buckles

Its a small type error, they are just the 9th Louisiana Infantry, which will get fixed.

They do look similar to other confederate units, with some unique variations.

The screenshot of the Sergeant Major for example shows the fine white leather belt :)

Fancy Sweetroll
07-25-2017, 05:23 PM
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.

Grant97
07-26-2017, 09:25 AM
Nice :D

TrustyJam
08-19-2017, 01:13 AM
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.

http://www.warofrightsforum.com/attachment.php?attachmentid=7047&d=1503104839&thumb=1 (http://www.warofrightsforum.com/attachment.php?attachmentid=7047&d=1503104839)

http://www.warofrightsforum.com/attachment.php?attachmentid=7048&d=1503104867&thumb=1 (http://www.warofrightsforum.com/attachment.php?attachmentid=7048&d=1503104867)

- 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.

http://www.warofrightsforum.com/attachment.php?attachmentid=7049&d=1503104938&thumb=1 (http://www.warofrightsforum.com/attachment.php?attachmentid=7049&d=1503104938)

- 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.

Gator
08-19-2017, 01:30 AM
Finally we can go on the offensive! I cant wait

rebeldestroyer
08-19-2017, 01:59 AM
Finally we can go on the offensive! I cant wait

*gets mowed down by sharps rifles*

Saris
08-19-2017, 03:36 AM
So we can only have 2 regiments on either side at a time?

Gamble
08-19-2017, 06:41 AM
Thanks a lot to the whole team! Looking forward to test it tonight.

TrustyJam
08-19-2017, 06:46 AM
So we can only have 2 regiments on either side at a time?

Yes. Our limitations system is based on a per regiment basis and thus a low number of available regiments is very much preferable. Luckily we have plenty of skirmish areas to be able to feature every regiment in the alpha thus far. :)


Thanks a lot to the whole team! Looking forward to test it tonight.

Thanks! We're looking forward to it too!

- Trusty

Leifr
08-19-2017, 08:25 AM
Excellent! I look forward to joining in tomorrow evening.

Whip
08-19-2017, 08:59 AM
Well I am glad we can finally go on the Offensive for once on the Confederate side. I can say I am less than pleased with the limit of only two regiments to play as, which means for 6 matches we wont be in our regiment uniforms and be forced into another one. But I understand it for Historical Accuracy, but goddamn do i hate not wearing them beautiful Georgian uniforms.

I don't mind the Officer limits but The one thing this will severely affect is the game play during the weekdays where someone without a mic will take up an officer slot and use it to Rambo or use it to troll knowing that there are only two slots. I can see this quickly becoming more of an issue than the Officer spam we have now.

This reduction will also solidify who leads men in Georges Corner giving huge companies like the 1st Texas almost exclusive leadership during these events. This is already the case from the confederate side where they talk directly to George and command everything, which is fine because they have the most men. But it still allowed for others with smaller companies to form up smaller platoons and lead groups of 8-9 men to lead and fight on their own. Because there is no thread with a sign up for Command, it leaves no option for smaller companies to lead . This means with the Officer and regiment Reduction that the same people will lead the big battles every week , forcing many of us to either break off , or have to follow officers of big companies that we might not like or might make brash decisions that lose the battle. For the sake of variety and the inclusion of more people I feel there is something more that could be done here.

This is nothing against the 1st Texas or Maj. Stockton, Hell I took a bullet for him last Georges corner to ensure he could keep leading his men, but I would like to see other Companies showed off and different tactics shown off in the battles. especially now since we are so severely limited in command roles.

Maybe something to look into ?

F. L. Villarreal
08-19-2017, 10:13 AM
I am not sure how to feel about limiting officers and NCOs to so few. Is there any way to integrate the information in the company tool with whats in the game so that the necessary people get their reepective rank/role? And maybe limit people that are not in companies to only one officer? Just a thought:

Charles Caldwell
08-19-2017, 11:42 AM
Cant wait to play test this... great job!

John Cooley
08-19-2017, 11:55 AM
The word MISSING is misspelled in the Final Outcome screen
and could we get a clarification on its meaning? Is this, perhaps, a count of Players Lost due to Disconnecting?

sal_tuskin
08-19-2017, 02:43 PM
i like it so far and the game seems to run better also now with the officers just cause u dont spawn in as officer doesnt mean you cant lead your men your men know who you are so i dont see the problem other than drawing lines on field also who says we have to listen to the person who spawns in as officer if we see they have no clue what they are doing
most know me cause i love to use pistols but i tell you last i had prob as much fun or more with the rifle cause i knew there were no pistols on the other side game was so much more fun not sure how i feel about the only 2 reg per map per side cause some of those rifles really suck lol keep up the good work

A. P. Hill
08-19-2017, 03:42 PM
So we can only have 2 regiments on either side at a time?

At this point in time according to the information provided, Yes, only 2 regiments per side. :) Ultimately that will of course be enlarged to accept 1 army per side.

A. P. Hill
08-19-2017, 03:48 PM
I am not sure how to feel about limiting officers and NCOs to so few. ...

I disagree, this is exactly what is needed. It's based on a percentage of officer corps vs actual enlisted/volunteers per unit.


... Is there any way to integrate the information in the company tool with whats in the game so that the necessary people get their reepective rank/role? ...

This question was answered already, Company tool will not associate with ranks within the skirmish phase but only after the overall battlefield is released.


... And maybe limit people that are not in companies to only one officer? Just a thought:

Anyone logging in not belonging to a company should be a private. Everyone regardless of who they are should be able to log in as a private, and as stated, officers have been defined as they should be. No lone wolf officers running around playing gunslinger.


I am curious however. Mr. Trusty or Mr. Fancy, how to do these positions as defined get refilled via respawning?

F. L. Villarreal
08-19-2017, 04:27 PM
I get that they are doing it to the proportion of the battlefield. With having only one officer it makes it to where you cant have a company commander and your two platoon commanders in the same battle.

[WoR] Kiff
08-19-2017, 04:33 PM
Excellent update, fond of everything entailed!

Colum O'Brien
08-19-2017, 04:56 PM
I don't know... I can live with the limited officers despite me being an officer but limiting regiments just doesn't feel like right thing to do accuracy or not. It's never effected how anybody saw the game before and now people are just going to be annoyed they can't join as the regiment they have dedicated time into researching and building. In my mind the negatives outweigh the positives. (please not this is my opinion. I am putting it here because as someone who paid for the alpha I care about the game and hope my suggestions and opinions will shape it into a great game).

Legion
08-19-2017, 05:29 PM
I like everything about the update except for limiting the regiments per side. The only way I would accept this is if they made each skirmish area use the regiments that were actually there.

Example:

1st LA Zouaves and 9th LA at Hagerstown Turnpike or at the West Woods.

Or the 2nd and 20th Georgia at Burnsides Bridge.

Saris
08-19-2017, 05:37 PM
They limited the regiments to go along with the limitation of officers also.

Dether
08-19-2017, 05:40 PM
I like everything about the update except for limiting the regiments per side. The only way I would accept this is if they made each skirmish area use the regiments that were actually there.

Example:

1st LA Zouaves and 9th LA at Hagerstown Turnpike or at the West Woods.

Or the 2nd and 20th Georgia at Burnsides Bridge.

I agree and somehow I was lead to believe this is what would be done... I do not know how I got that idea.. but I somehow did.

I would also add I do not care if "squekers" or others log in early as officers or nco.. a leader is a leader and it will not matter... for gods sake folks Lee wore col rank his whole time and no one gave a damn. it is the man, the leader and not what is on his collar.

Profender
08-19-2017, 05:56 PM
I agree and somehow I was lead to believe this is what would be done... I do not know how I got that idea.. but I somehow did.

I would also add I do not care if "squekers" or others log in early as officers or nco.. a leader is a leader and it will not matter... for gods sake folks Lee wore col rank his whole time and no one gave a damn. it is the man, the leader and not what is on his collar.

True words!

A. P. Hill
08-19-2017, 07:34 PM
I like everything about the update except for limiting the regiments per side. The only way I would accept this is if they made each skirmish area use the regiments that were actually there.

Example:

1st LA Zouaves and 9th LA at Hagerstown Turnpike or at the West Woods.

Or the 2nd and 20th Georgia at Burnsides Bridge.

Yes, I understand.

But for now, seeing as how we're only in the skirmish phase and still limiting participants to the captain tier of donations, and with the servers as they are, 2 on 2 seems quite justified. As the servers become more stabilized and the game rolls into beta, I'm sure those numbers will be increased.

I read nothing about where it was locked in, so I see a lot of unnecessary worry over the progression of the developers update. :)

And of interesting note, it was mentioned by the developers that it was Regimental size units limited to each area ... not company sized units. So based on revisitation of this I expect a major adjustment is in store for officers.

As the officer corps of a regiment would be 1 Colonel, 1 Lt. Colonel, 1 Major, X number of Captains (not to exceed 10), 2 1st Lt., 2 2nd Lt., then the NCOs, then the privates per company formation.

All of this depending on whether there was a mistake naming regiments versus companies. In which case the listed officer arrangement seems to fit.

Lightfoot
08-19-2017, 07:54 PM
Anyone know how "morale" affects the fighting?

TrustyJam
08-19-2017, 09:13 PM
Anyone know how "morale" affects the fighting?

It doesn't as of yet. It is merely the first step, converting tickets into something broader. Depending on your amount of reinforcemetns you'll be: combat ready, engaged, taking losses and breaking.

- Trusty

sal_tuskin
08-20-2017, 01:21 AM
need to fix your servers you broke the game and u didnt say anythingn about 5 sec between pistol shots u never said that and tonite the team killer for last weekend that we posted about was back tonite and started tking again you solved nothing fix your game please and fix the tkers or do we need to take this to steam

Dether
08-20-2017, 01:25 AM
need to fix your servers you broke the game and u didnt say anythingn about 5 sec between pistol shots u never said that and tonite the team killer for last weekend that we posted about was back tonite and started tking again you solved nothing fix your game please and fix the tkers or do we need to take this to steam

I do have to say... the same guy kills team mates over and over changes his name and just comes back.... and I know you understand that the server crashes are tough... I have no doubt you are all working your asses off on this so I do not have great problems with it except that I fear others may leave and find another (much lesser) game. I do know they will be back but we need help to develop this game.... (just my opinion)

TrustyJam
08-20-2017, 01:40 AM
need to fix your servers you broke the game and u didnt say anythingn about 5 sec between pistol shots u never said that and tonite the team killer for last weekend that we posted about was back tonite and started tking again you solved nothing fix your game please and fix the tkers or do we need to take this to steam

You need to remind yourself that you are testing an incomplete product. Please, do take it to Steam by all means if that makes you happy.

- Trusty

TrustyJam
08-20-2017, 01:46 AM
I do have to say... the same guy kills team mates over and over changes his name and just comes back.... and I know you understand that the server crashes are tough... I have no doubt you are all working your asses off on this so I do not have great problems with it except that I fear others may leave and find another (much lesser) game. I do know they will be back but we need help to develop this game.... (just my opinion)

Yesteday's update was the biggest back end system update yet since Skirmishes was released three months ago. You guys are our testers. We don't have 64 people to stress test how a build handles on the servers before it is released. Naturally, invisible player & server crashing issues introduced with the latest patch is our top priority to fix.

I have no problems with people getting tired of bugs. I do have an issue with them threatening to "take it to steam" though as they appearently have forgotten entirely that this is what they bought into. An early test version of the final product.

- Trusty

n. burnette
08-20-2017, 01:48 AM
You need to remind yourself that you are testing an incomplete product. Please, do take it to Steam by all means if that makes you happy.

- Trusty

Its not soo much the crashes trust me we understand that comes with where the game is at. The troubling thing is the constant team killing by one person over and over again. It really takes away from the enjoyment of playing this game and it comes down to one person.

TrustyJam
08-20-2017, 01:54 AM
Its not soo much the crashes trust me we understand that comes with where the game is at. The troubling thing is the constant team killing by one person over and over again. It really takes away from the enjoyment of playing this game and it comes down to one person.

That's another case of part of what it is to play an incomplete product. A satisfactory admin tool to temp or perm ban trolls is being worked on, but not ready yet.

Once it is ready people like that are naturally going to be banned from all official servers.

- Trusty

Dether
08-20-2017, 02:13 AM
Yesteday's update was the biggest back end system update yet since Skirmishes was released three months ago. You guys are our testers. We don't have 64 people to stress test how a build handles on the servers before it is released. Naturally, invisible player & server crashing issues introduced with the latest patch is our top priority to fix.

I have no problems with people getting tired of bugs. I do have an issue with them threatening to "take it to steam" though as they appearently have forgotten entirely that this is what they bought into. An early test version of the final product.

- Trusty

believe me I understand... we just want to know it is YOU know it is to be addressed... I have no doubt it will be.. alpha is what it is.. I'm in for the run..

1st LT. Martin T.
08-21-2017, 08:58 AM
need to fix your servers you broke the game and u didnt say anythingn about 5 sec between pistol shots u never said that and tonite the team killer for last weekend that we posted about was back tonite and started tking again you solved nothing fix your game please and fix the tkers or do we need to take this to steam

Tuskin,

I am tired of my nightly reading of the forums being interrupted by your uneducated rambling, and your hollow empty threats towards our devs . It has been made quite clear by the devs that they do not care who you think you are, or what you do. So allow me to make a threat of my own, stop the childish banter, or ill do my best to have you removed from Ewell's Division, then you will be free to make yourself look like an ass as much as you please for you are doing no service to the 6th LA, or any other unit of the Division. In short "cut the shit".

If you feel that you are being treated unfairly, please do feel free to use your Chain of Command, and have your CO contact me, most likely I will have already been in contact with him but I want to make sure you are treated fairly.

Respectfully,

See signature below

Leifr
08-21-2017, 09:13 AM
Morning Gentlemen.
That's enough now, please keep consideration as to the purpose of the thread.

Warmest regards.

sal_tuskin
08-21-2017, 12:31 PM
trusty i never in any shape or form ever threatened you with taking it to the steam forums over the crashing and invisible players problem, it was all about the rampant tking by a certain individual that you are now fully aware of and didnt seem, in the players eyes who he was tking, to care much when we first brought it your attention,m i fully understand want an alpha is, i probably have been playing online games alot longer than you as i am a very old fart and have no problems with the growing pains of games what i will not stand for is rampart griefing and tking by players and dev seen to not care or in our eyes didnt seem to care and that may have been a wrong assumption but you have to see it from our pt of view it happened over two weekends and all we got was we are workng on it

it seems we have got your attention about the said tker now and all is well in my book, just would like when we bring a major problem to the dev attention we can get something other than just working on it
you have a great game going just dont want to see it go the way naval action did, keep up
the good work and just fix the problems of the patch and people will be happy

sal

F. L. Villarreal
08-21-2017, 01:05 PM
My day is made.

Trusty,

If I may. I think the update (from a consumer standpoint that doesn't know what coding issues there may be) has good points and not so good points.

The good:
-Map Update
-sound update

The not so good
-Severe limitation of Officers and NCOs
-Confederate soldiers dressed 100% in union uniforms
-invisible teammates
-constant crashing

I have faith that you all will continue to do the awesome work you all are known for doing and are able to rectify these issues. This being in alpha stage and us having alpha access makes it to where we can provide feedback, positive and negative in order to better assist you all in releasing a game that surpasses the others inside and outside of their category. Thanks for the hard work!

Saris
08-21-2017, 02:52 PM
My day is made.

Trusty,

If I may. I think the update (from a consumer standpoint that doesn't know what coding issues there may be) has good points and not so good points.

The good:
-Map Update
-sound update

The not so good
-Severe limitation of Officers and NCOs
-Confederate soldiers dressed 100% in union uniforms
-invisible teammates
-constant crashing

I have faith that you all will continue to do the awesome work you all are known for doing and are able to rectify these issues. This being in alpha stage and us having alpha access makes it to where we can provide feedback, positive and negative in order to better assist you all in releasing a game that surpasses the others inside and outside of their category. Thanks for the hard work!

Why are the confederate soldiers dressed in blue uniforms?

F. L. Villarreal
08-21-2017, 03:05 PM
Why are the confederate soldiers dressed in blue uniforms?

I have no idea...I hesitated to kill them when I noticed he was wearing a confederate hat. I will post a pick when I get home tonight.

Bravescot
08-21-2017, 03:11 PM
I have no idea...I hesitated to kill them when I noticed he was wearing a confederate hat. I will post a pick when I get home tonight.
Might have been the 12thSC. Their uniform is often stolen Union uniforms.

F. L. Villarreal
08-21-2017, 03:12 PM
Might have been the 12thSC. Their uniform is often stolen Union uniforms.

Do they wear red striped pants?

Bravescot
08-21-2017, 03:13 PM
Do they wear red striped pants?
1stLA do. Blue tops and stripped trousers would be them.

TrustyJam
08-21-2017, 06:09 PM
trusty i never in any shape or form ever threatened you with taking it to the steam forums over the crashing and invisible players problem, it was all about the rampant tking by a certain individual that you are now fully aware of and didnt seem, in the players eyes who he was tking, to care much when we first brought it your attention,m i fully understand want an alpha is, i probably have been playing online games alot longer than you as i am a very old fart and have no problems with the growing pains of games what i will not stand for is rampart griefing and tking by players and dev seen to not care or in our eyes didnt seem to care and that may have been a wrong assumption but you have to see it from our pt of view it happened over two weekends and all we got was we are workng on it

it seems we have got your attention about the said tker now and all is well in my book, just would like when we bring a major problem to the dev attention we can get something other than just working on it
you have a great game going just dont want to see it go the way naval action did, keep up
the good work and just fix the problems of the patch and people will be happy

sal

If you believe your cause of action is needed to get our attention we are on a straight path to lots of clashes. In the future either say your piece or do what you threatened with "this will not end well for you" etc. The threat thing to get attention is a massive amount of wasted time (see how much I've spent on this instead of developing the game already) and will be ignored fully if you continue with the method.

How are you able to tell if I care or not? Have I not already told you we are working on it countless of times? Would you rather I told you we weren't? Those are the two only answers I'm able to give regarding anything really. Take em or leave em.

I am aware of the issue as much as I was before your forum posts.

If you have further comments please do open a dedicated thread as this has very little to do with the patch notes.

- Trusty

sal_tuskin
08-21-2017, 06:46 PM
the reason the csa are in blue uniforms is because i would say about 1/4 of csa uniforms are blue just off the top of my head the 6th lou and 9th lou and there are 2 others i cant name right now just look at them when you log into the game in drill camp
with the restrictions of 2 regiments per map 1/2 of the csa will be in blue uniforms on some map as i dont believe i saw in the maps we play the last few days that both the csa regiments were in blue uniforms

makes it hard for both teams the csa so they dont tk their own side, and union to know whether it is their side or not guess this goes to the realism they want in the game is my only thinking

F. L. Villarreal
08-21-2017, 06:48 PM
The threat thing to get attention is a massive amount of wasted time (see how much I've spent on this instead of developing the game already)...

^^^That right there! I agree.

Fancy Sweetroll
08-22-2017, 02:00 AM
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.

David Dire
08-22-2017, 02:22 AM
August 22nd - Update 67 (released)

... lot more foggy and awesome...



Very technical, eh?

Saris
08-22-2017, 05:28 AM
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.

You could say that's awesome!

FakeMessiah27
08-22-2017, 10:28 AM
Glad to hear you guys fixed the invisibility problem.

Leading an invisible company really makes you start questioning your sanity. Had to constantly mash the T button to make sure I wasn't just talking to myself in the middle of nowhere.

Max Krause
08-22-2017, 10:33 AM
Glad to hear you guys fixed the invisibility problem.

Leading an invisible company really makes you start questioning your sanity. Had to constantly mash the T button to make sure I wasn't just talking to myself in the middle of nowhere.

Haha you're right, fighting again an invisible army is very hard. They were like assassins...

Very cool you fixed all that in such a fast time.

Be proud to yourselfs ;)

Lyman Trumbull
08-22-2017, 10:52 AM
That was pretty quick on the invisible problem, great work!

TheRegulator
08-22-2017, 11:17 AM
Officers limitation . . . . Without any choise in choosing a competent leader at spawn, but the one who get's it first in on the positon. Seems a bad idea. This is sure to back fire.
I can say from my own position that i wont go with officers, who do not act and command competent. Its bound to devide the 32 players, even on a personal level. If you dont like officers personality, then your not going along . .
It smells of trouble . . .

TrustyJam
08-22-2017, 11:27 AM
Officers limitation . . . . Without any choise in choosing a competent leader at spawn, but the one who get's it first in on the positon. Seems a bad idea. This is sure to back fire.
I can say from my own position that i wont go with officers, who do not act and command competent. Its bound to devide the 32 players, even on a personal level. If you dont like officers personality, then your not going along . .
It smells of trouble . . .

Thank you for the feedback.

If you're worried of incompetent officers might lead from time to time it sounds like a more controlled environment such as a private server is the place for you. We're not interested in a static place were the same (good as they might be) officers of the bigger companies gets voted in to lead each time. That is what company hosted servers are for, not public ones.

But time will tell - let's see how it goes. :)

- Trusty

TheRegulator
08-22-2017, 12:08 PM
Thank you for the feedback.

If you're worried of incompetent officers might lead from time to time it sounds like a more controlled environment such as a private server is the place for you. We're not interested in a static place were the same (good as they might be) officers of the bigger companies gets voted in to lead each time. That is what company hosted servers are for, not public ones.

But time will tell - let's see how it goes. :)

- Trusty

I do understand your point, but it will limit my play time to Company events. . . I am going to play when i have the time, so its puplic i will use mostly.
Maybe a point/rank system is useable, where your promoted, and given the right to take the officer slot, after serving a consible amount of time in WoR. Or something in that content.

Hinkel
08-22-2017, 12:12 PM
Maybe a point/rank system is useable, where your promoted, and given the right to take the officer slot, after serving a consible amount of time in WoR. Or something in that content.

While the idea is good, it would still be a problem, that the most active commanders always "block" the officer slot.
New soldiers, which might have a great leader ability have no chance to take the officer slot then and show their power ;)

Besides that, please don't use the patch note thread for the officer problematic / idea. Feel free to open a thread in the suggestion board to discuss about it :)

michaelsmithern
08-22-2017, 06:10 PM
Well and with this patch goes my hopes and dreams of leading a horde of ghost into battle

David Dire
08-22-2017, 09:29 PM
Thank you for the feedback.

If you're worried of incompetent officers might lead from time to time it sounds like a more controlled environment such as a private server is the place for you. We're not interested in a static place were the same (good as they might be) officers of the bigger companies gets voted in to lead each time. That is what company hosted servers are for, not public ones.

But time will tell - let's see how it goes. :)

- Trusty

I would greatly prefer a voting system for ranks above captain. Any chance thete will be that but with restrictions, i.e. you cant vote someone twice until 3 or so matches have passed?

FakeMessiah27
08-23-2017, 09:41 AM
Perhaps not a voting system immediately at the start of a round, as that would cost a lot of time, but the option for a vote of no-confidence during the game.

It's still not a perfect solution of course, but it still keeps the possibility of people to just pick an officer slot without having to immediately deal with an election at the start of a round (plus the whole time wasting aspect I mentioned).

The voting threshold should be harsh though, to prevent one large company from constantly starting a vote of no-confidence until one of their officers gets a spot. I'm thinking something along the lines of at least 75% of a team.

Even large companies don't usually (outside of organised events anyway) make up 75% of a team. So they wouldn't be able to just vote their own guys in all the time. If multiple large groups are playing they would first need to agree to get rid of the current officer; it wouldn't be as simple as one company having one more man at the start of a round and thus winning the vote.

During organised events, the attending companies can band together to get random officers out of their position and get pre-arranged officers into the leading slots. I know it sounds harsh, but if a group of companies is trying to organise an event at a certain time and they can't get their own officers into leading positions, it will quickly become impossible to organise these kinds of events and they would quickly die out.

Outside of organised events, no one group or company will generally be big enough to be able to force a vote on their own, and the system can be used to get poorly performing officers removed. However, if at any point one company or group does make up 75% of a team, I think they very much should be able to get their officer to lead.

A. P. Hill
08-23-2017, 12:03 PM
^^^^^THIS is why every skirmish / battle / etc., should be a two stage event.

First stage, give the opposing sides time to organize, then second stage, step onto the field of battle.

sal_tuskin
08-23-2017, 12:08 PM
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

Max Krause
08-23-2017, 01:29 PM
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.

FakeMessiah27
08-23-2017, 03:27 PM
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.

TrustyJam
09-01-2017, 11:05 PM
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.http://i.imgur.com/u1JsMR0.jpg

- 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

FruitofDoom
09-01-2017, 11:10 PM
Awesome update, that destroyed corn looks amazing. Keep up the great work guys!

Saris
09-01-2017, 11:19 PM
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.http://i.imgur.com/u1JsMR0.jpg

- 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

RhettVito
09-01-2017, 11:56 PM
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.

J.Stockton
09-02-2017, 01:33 AM
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

Fancy Sweetroll
09-04-2017, 06:18 PM
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.

Saris
09-04-2017, 06:39 PM
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

MrMundy
09-04-2017, 07:13 PM
Removing the bayonet is still bugged, meele is a mess, people still spawn in each other, gameplay subcumbs to being a brawl, half the time ya can't get over fences events are a mess without coordination, the game is dying, updates are fluff;
we don't even have sound options yet. The last time we got a meaningful update that actually changed anything about the gameplay was when we got skirmishes. Or possibly restricting everyone to two units.

Saris
09-04-2017, 07:20 PM
Removing the bayonet is still bugged, meele is a mess, people still spawn in each other, gameplay subcumbs to being a brawl, half the time ya can't get over fences events are a mess without coordination, the game is dying, updates are fluff;
we don't even have sound options yet. The last time we got a meaningful update that actually changed anything about the gameplay was when we got skirmishes. Or possibly restricting everyone to two units.

*cough* Technical Alpha *cough* Do you know the whole point of playing in technical alpha? It is a way for players such us to find bugs and report them to the devs so they can hammer them out.

TrustyJam
09-04-2017, 07:30 PM
Removing the bayonet is still bugged, meele is a mess, people still spawn in each other, gameplay subcumbs to being a brawl, half the time ya can't get over fences events are a mess without coordination, the game is dying, updates are fluff;
we don't even have sound options yet. The last time we got a meaningful update that actually changed anything about the gameplay was when we got skirmishes. Or possibly restricting everyone to two units.

Thanks for the feedback.

I'm sorry to hear you feel that way in regards to our progress and updates.

I will say the game isn't dying since it isn't a game yet. It's an alpha test of a game.

- Trusty

MrMundy
09-04-2017, 07:36 PM
An Alpha with 3000 players having acces being played by 20 at 8pm is not good either.
It's a lovely game with great potential-but said isnt used.

@Saris The lack of updates to an Technical alpha ain't a good point.hj

TrustyJam
09-04-2017, 07:39 PM
An Alpha with 3000 players having acces being played by 20 at 8pm is not good either.
It's a lovely game with great potential-but said isnt used.

@Saris The lack of updates to an Technical alpha ain't a good point.hj

it's enough to test which is what you are here to do.

I'm not sure what sort of update pace you're expecting but I'm certain we'll never be able to live up to it. My suggestion to you would be to wait until more content has been added to the alpha and more bugs fixed - possibly at the beta phase.

We are also not here to exploit its potential - that is for Early Access and eventually release.

- Trusty

MrMundy
09-04-2017, 08:00 PM
I'm frankly not expecting anything. All I want is that you do geniuenly exploit said potential during EA. I never had this much fun with a game, which is why I am so critical. Every misstep, and every update a critical bug remains seems like another nail in the coffin, wether it is or not.

Bivoj
09-04-2017, 08:34 PM
My biggest concern is the lack of players in. After the release, at least one server had decent number of players every afternoon (CET). After I returned from vacation (and I had 2 weeks pause in the game), the servers has been abandoned - out of the sudden... Sad:( I liked to play the game... And the events - I do not want to join, because they are too "roleplay" (you need to follow house-rules, else you are troll-lonewolf-rambo).

Saris
09-04-2017, 08:37 PM
My biggest concern is the lack of players in. After the release, at least one server had decent number of players every afternoon (CET). After I returned from vacation (and I had 2 weeks pause in the game), the servers has been abandoned - out of the sudden... Sad:( I liked to play the game... And the events - I do not want to join, because they are too "roleplay" (you need to follow house-rules, else you are troll-lonewolf-rambo).

What do you expect from a roleplaying based game?

TrustyJam
09-04-2017, 08:39 PM
My biggest concern is the lack of players in. After the release, at least one server had decent number of players every afternoon (CET). After I returned from vacation (and I had 2 weeks pause in the game), the servers has been abandoned - out of the sudden... Sad:( I liked to play the game... And the events - I do not want to join, because they are too "roleplay" (you need to follow house-rules, else you are troll-lonewolf-rambo).

Game has not been released yet.

- Trusty

Dether
09-04-2017, 08:57 PM
well it is ALPHA.. many of the people wants to support the test phase but perhaps do not (and know they do not or found out they do not) have the make up to actually do the testing.. nothing wrong with that, but just keep it in mind, this is not a game it is the early TEST phase, ,,,. I get it. please let the rest of you take a breath and understand it too. The devs keep telling you if you have a problem testing ... then just wait till it gets more developed. I see nothing wrong with that.

Bivoj
09-04-2017, 09:27 PM
Game has not been released yet.

I know (it was not intended as a complain or something - the opposite is true) and I really hope it will become better after next big patch. This game has huge potential and despite bugs and flaws, it was fun to play when server(s) used to be full (i.e. I would like to "test" and have fun doing so, but there is little opportunity).


What do you expect from a roleplaying based game?

I hope it is not! I hope it will be competitive game.

(sorry for OT, that does not belong to here - I just wanted to reply to Trusty)

Maximus Decimus Meridius
09-09-2017, 08:48 PM
yeah game is dying. 64 players in a great event is a dying game!!

shame Campfire shame!!

*sarcasm off*

David Dire
09-09-2017, 09:26 PM
"When servers used to be full."

Which was literally never besides events.

Revan
09-10-2017, 04:20 AM
Yeah, weekends are always full of people.

Fancy Sweetroll
09-10-2017, 10:14 AM
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.

Lyman Trumbull
09-10-2017, 10:21 AM
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.

Fantastic news, hopefully melee will be more of a last ditch effort now rather than just a quick way to wipe out a line.

TrustyJam
09-10-2017, 10:29 AM
Fantastic news, hopefully melee will be more of a last ditch effort now rather than just a quick way to wipe out a line.

I wouldn't count on that just yet. This is just the first tie-in of melee to our stamina system however.

- Trusty

Profender
09-10-2017, 10:32 AM
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.

Great! Loving the new rocks and all the rest of the updates

F. L. Villarreal
09-10-2017, 12:46 PM
Beautiful

Johann Günderson
09-10-2017, 03:44 PM
Looks like another good update.

Revan
09-10-2017, 03:47 PM
Should be very interesting how it plays out :) I like the link of stamina to the melee system.

Bivoj
09-10-2017, 07:02 PM
September 10th - Update 70 (released)
- 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.


I hope more of these will arrive soon :)

michaelsmithern
09-10-2017, 08:11 PM
bit by bit and piece by piece the Alpha is becoming a Beta and then full released.

Can't wait for more updates, and my internet to get fixed so i can play them

TrustyJam
09-14-2017, 12:06 PM
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.

7246

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

7244

Otto farm in-game

7245

Otto farm

7247

- 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.

- Trusty

Saris
09-14-2017, 01:46 PM
I remember driving past the farm. Are we going to be fighting in and around it?

7248

Charles Caldwell
09-14-2017, 03:54 PM
Could we have the server browser display the current map plz?

TrustyJam
09-14-2017, 04:07 PM
Could we have the server browser display the current map plz?

That functionality is not built yet. It requires a bit of work as, technically speaking, you're playing on the map Antietam (or the drill camp map) always. But yes, tracking active skirmish areas and displaying it in the browser (gives us the ability to have the correct loading screen for the different areas also) is planned. :)

- Trusty

Charles Caldwell
09-14-2017, 04:36 PM
Thanks good to know.

RhettVito
09-15-2017, 01:00 AM
This new map is by far my favorite

TrustyJam
09-15-2017, 01:16 AM
This new map is by far my favorite

Glad you're enjoying a somewhat more urban fighting space because there's plenty of that coming. :)

- Trusty

n. burnette
09-15-2017, 02:04 AM
Glad you're enjoying a somewhat more urban fighting space because there's plenty of that coming. :)

- Trusty

Bring it on!!!!

Gamble
09-15-2017, 04:11 AM
Nice! This sounds good. Will there be a "max player stress test" some time in the nearer future?

Carl Johnson
09-15-2017, 04:40 AM
any ETA on in-game names, so we don't have to constantly switch our Steam names? It's litterly the only thing holding me back atm, i really don't want to be bothered to switch my steam name into my regiment name and so forth :)

Saris
09-15-2017, 04:44 AM
any ETA on in-game names, so we don't have to constantly switch our Steam names? It's litterly the only thing holding me back atm, i really don't want to be bothered to switch my steam name into my regiment name and so forth :)

My guess is when they integrate the company tool into the game.

Charles Caldwell
09-15-2017, 09:56 AM
That functionality is not built yet. It requires a bit of work as, technically speaking, you're playing on the map Antietam (or the drill camp map) always. But yes, tracking active skirmish areas and displaying it in the browser (gives us the ability to have the correct loading screen for the different areas also) is planned. :)

- Trusty

Could the loading map screen display the map with its title in text plz?

TrustyJam
09-15-2017, 10:04 AM
Could the loading map screen display the map with its title in text plz?

Not until the system mentioned above is in place.

- Trusty

TrustyJam
09-17-2017, 07:26 PM
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.

- Trusty

Saris
09-17-2017, 07:36 PM
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.

- Trusty

Sweet Sweet victory

LaBelle
09-17-2017, 07:40 PM
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.

- Trusty

Glory glory!

Fancy Sweetroll
09-20-2017, 09:49 PM
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 view 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.

A. P. Hill
09-20-2017, 09:53 PM
SWEET!

Congrats!

7303

Saris
09-20-2017, 09:57 PM
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 view 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.

Known issues

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

Thank you! Some much needed fixes!

Lyman Trumbull
09-21-2017, 10:12 AM
Fantastic news devs! Hope to see this put into great effect on Sunday's event.

Charles Caldwell
09-21-2017, 10:58 AM
I had a small update just a minute ago, what was the hotfix?

TrustyJam
09-21-2017, 11:02 AM
I had a small update just a minute ago, what was the hotfix?

No update has been applied in the last 12 hours.

- Trusty

Charles Caldwell
09-21-2017, 01:00 PM
How strange, it was 27mb and then gone!!!!

michaelsmithern
09-22-2017, 07:09 PM
How strange, it was 27mb and then gone!!!!

I think this was brought up a while back, it's just a random update that occurs after some updates where either you didn't download everything correctly or it has something to do with drivers. there are also some other reasons but i believe if you search in this thread near the beginning you might find the post about it.

Bivoj
09-23-2017, 10:30 AM
I have downloaded the same patch (27mb) in the same day as Charles Caldwell ...

Fancy Sweetroll
09-23-2017, 10:35 AM
It was a small hotfix we released 30 minutes after the most recent update. It fixed a crash that had slipped from our internal testing.

jwhal
09-23-2017, 09:26 PM
In my opinion the lose of stamina from melee is way over done and not needed. The two stabs to kill should have been sufficient. Again just my opinion.

TrustyJam
09-23-2017, 10:48 PM
In my opinion the lose of stamina from melee is way over done and not needed. The two stabs to kill should have been sufficient. Again just my opinion.

Thank you for the feedback!

How the melee systems work with each other is still very much being developed on - expect to see tweaks & additions for quite a while yet before it is "done". :)

- Trusty

David Dire
09-23-2017, 10:52 PM
In my opinion the lose of stamina from melee is way over done and not needed. The two stabs to kill should have been sufficient. Again just my opinion.

Every mechanic, realistic or not, that will prevent or make melee less rare/more avoidable should be kept, or added if it isnt in yet.

jwhal
09-24-2017, 03:18 AM
It does not matter what they do your not going to stop melee. You have a one shot rifle with a bayonet and you have to push the enemy off the point or hold the point. There is going to be charges and melee it's just going to happen what ever they do. Lining up in pretty lines and shooting at each other is what some people want but it's not going to win the point. If you want that they are going to have to change the objectives.

TrustyJam
09-24-2017, 03:50 AM
It does not matter what they do your not going to stop melee. You have a one shot rifle with a bayonet and you have to push the enemy off the point or hold the point. There is going to be charges and melee it's just going to happen what ever they do. Lining up in pretty lines and shooting at each other is what some people want but it's not going to win the point. If you want that they are going to have to change the objectives.

Lining up in pretty lines is exactly what we want to be the norm - and we're working towards just that using several systems to make it a reality. The changes to the melee (of course they are subject to change as everything else) is only the first step. More sustainable lines when the flag bearer spawn comes in (effectively simulating the reserves of the regiments) as well as a formation buff - yes, we're working on a buff system that rewards grouping up with your comrades (hard to do when charging into melee) with the possibility (once the system has been fleshed out) of changing values such as stamina, suppression, flag bearer spawn ticket cost to the individual affected/not affected by the buff or lesser morale cost to the team when dying (think 0.1 ticket per death when buffed instead of the normal 1 ticket) are other parts of the overall system "nudging" teams as well as individual players to stay together. :)

- Trusty

jwhal
09-24-2017, 09:45 AM
Staying together is fine and good. We encourage that. But as long as taking or holding the point is the objective it's going to come down to melee to finish the job.

TrustyJam
09-24-2017, 09:54 AM
Staying together is fine and good. We encourage that. But as long as taking or holding the point is the objective it's going to come down to melee to finish the job.

You’re right. Emphasis there on finish the job. Meaning it shouldn’t be the main tool used throughout the job. :)

- Trusty

jwhal
09-24-2017, 11:11 AM
Agreed. By the way nice seeing you on last night.

Timo420
09-24-2017, 01:20 PM
I don't know if this already being worked on and if this is even the correct place to talk about this but the hitboxes in the new patch are well fucked, I am maybe one of the few that actually prefered the old melee system. The new one just doesn't seem to work properly you can't reall suprise attack people anymore as really even when aiming for the belly of someone it for some reason always take 2 stabs wich is the most annoying thing ever, as melee just turned into 2 guys trying to outstab eachother. And sorry again if i misposted on the wrong thread.

~Timo

David Dire
09-24-2017, 02:28 PM
I don't know if this already being worked on and if this is even the correct place to talk about this but the hitboxes in the new patch are well fucked, I am maybe one of the few that actually prefered the old melee system. The new one just doesn't seem to work properly you can't reall suprise attack people anymore as really even when aiming for the belly of someone it for some reason always take 2 stabs wich is the most annoying thing ever, as melee just turned into 2 guys trying to outstab eachother. And sorry again if i misposted on the wrong thread.

~Timo

Melee was a rare, rare thing in the Civil War. WoR in no way would be able to justly call itself a simulator, or even realistic, if it had any emphasis on melee.

Kane Kaizer
09-24-2017, 03:03 PM
Melee was a rare, rare thing in the Civil War. WoR in no way would be able to justly call itself a simulator, or even realistic, if it had any emphasis on melee.

It's also important to remember that these are still skirmishes, even a full 32 v 32 server is microscopic compared with the massive, bloody battles of the Civil War. I'm sure there was a higher chance of melee combat during those kinds of minor clashes, but I also highly doubt that they simply fired off their shot and immediately charged the way that WoR players tend to considering they actually wanted to live to see their families again. Sneaking up on the enemy as effectively as we do in WoR is also unrealistic, IMO, because someone charging at you with a bayonet, regardless of whether they kept their mouths shut or screamed their heads off, wouldn't be difficult to perceive coming well in advance. Unfortunately the only purely realistic way to discourage Rambo-behavior would be to give everyone a single precious life per game, which I don't think anyone would be in favor of. Anything that can discourage relying on the bayonet without reaching that extreme is A-OK with me.