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Thread: War of Rights - Patch Notes

  1. #1081

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    Thanks for the quick response. I wasn't kneeling Trusty and I was literally in the middle of guys all around me. I heard somebody else say the same. I'll keep an eye on it. Thanks again for the amazing experience of this game!

  2. #1082
    WoR-Dev TrustyJam's Avatar
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    Quote Originally Posted by Shiloh View Post
    Thanks for the quick response. I wasn't kneeling Trusty and I was literally in the middle of guys all around me. I heard somebody else say the same. I'll keep an eye on it. Thanks again for the amazing experience of this game!
    No worries. Glad you enjoy it!

    Then you have just been unlucky to not be close enough to the formation buff areas around you in the line. It will happen, as stated, from time to time. It's a compromise of how costly the formation calculation system is to run and what is acceptable in-game.

    - Trusty

  3. #1083
    WoR-Dev TrustyJam's Avatar
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    March 25th - Update 100 Released!


    - Added the first skirmish area of Harper’s Ferry: River Crossing - This skirmish area focuses on the Confederates attacking the town by the two bridges (one railroad bridge and one pontoon bridge). While it never came to direct infantry fighting within the town (the union forces surrendered before the planned confederate assault began) we think these alternative town-fighting scenarios of what could have happened had the Federals not surrendered will provide the players a very different play experience than the rural farms & fields offered by maps such as Antietam. Please note that Harper’s Ferry, as all things in the alpha, is very much a work in progress – expect to see lots of updates to it throughout the development of the game.
    - Added dynamic environment probes resulting in much better overall looks throughout the time of day cycle.
    - Overhauled the time of day.
    - Fixed players in the distance teleporting/lagging.
    - Character material tweaks and fixes.
    - Fixed a server crash occuring during a 150 player session.
    - Slightly improved the performance of both the server and the clients.
    - Fixed animation glitch if strafing at the ready while at the double quick speed.
    - Improved the Ready idle animation.
    - Character LOD fixes.
    - Made significant improvements to the various aimposes of both rifles and revolvers.
    - Added 14th Tennessee, 65th Illinois and 9th Vermont regiments.
    - Fixed a few character clipping issues.
    - Fixed the desertion boundary not having an effect when using the WoR-cam.


    Known issues


    - The head animation when freelooking is not currently playing correctly.

    - Trusty

  4. #1084
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    Excellent.
    I think it's worth noting this from the developer diary too, some may overlook it.

    Skirmishes Phase II & Early Access

    So, when is the next phase of skirmishes and the early access launch? This is a question we’ve been asked once or twice, and we understand the frustration when we answer that we do not know yet. While we still don’t have an ETA for either we are pushing towards both a Phase II and Early Access launch this year. Server & client stability as well as being able to leave a server and join another one are some of the main factors keeping us in skirmishes phase I. With the introduction of 150 player servers and the formation buff system and with the flag bearer spawning system just around the corner as well as officer specific game rules to limit trigger happy Rambo officer, the main focus of our programming team will short shift entirely to the above-mentioned issues.

    That’s all for today. We look forward to be seeing you in Harper’s Ferry!

  5. #1085

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    Harpers Ferry is a really nice map. Part of me just wanted to run around to look down all the streets and in the alleys. Really beautiful and unique and you guys did a great job of bringing Civil War Harpers Ferry to life.

    The shaders kept cutting in and out at certain points making it daylight, then nighttime - which was quite nice while it lasted for a minute or two - before it went back to daylight. The bridge charges were epic and I'm sure most who played by now know this is nearly impossible for the Confederates to win. Almost every map they had more than double the causalities and I played that side a few maps and let me say it's near impossible for them to win currently. If it stayed nighttime they would have the cover of darkness and maybe that was what was intended?

    Anyhow knowing full well this has just been released and there are some issues I was really blown away by how beautiful this map is. I live just 20 minutes from HF and get there at least once a month and I don't know how you did it but you really nailed the atmosphere there. Nice job!

  6. #1086
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    Quote Originally Posted by Shiloh View Post

    The shaders kept cutting in and out at certain points making it daylight, then nighttime - which was quite nice while it lasted for a minute or two - before it went back to daylight.
    That was almost certainly Fancy changing the time of day. Annoyingly, server admin currently allows the changing of time but not the skirmish area.

  7. #1087

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    Quote Originally Posted by Leifr View Post
    That was almost certainly Fancy changing the time of day. Annoyingly, server admin currently allows the changing of time but not the skirmish area.
    I did see Fancy in there at one point so could be. Maybe you can ask him if it can go nighttime for this evening's event- or at least a map or two. It would be nice to see if the map finds more balance if the Confederates have the cover of darkness to attack.

  8. #1088
    It was indeed me who changed it to nighttime. I left it there for 5-10 minutes to see if it would make a difference, but I ended up changing it back to daylight again as there was too much confusion as to who was friend or foe. I did enjoy seing the new gunshot paricle effects at night though.

  9. #1089
    A new update has been released!

    March 26th - Update 101 Released!

    - Increased CSA morale by 30% on the River Crossing skirmish area on Harpers Ferry.
    - Added additional confederate artillery that focus fires the defensive areas of the Union soldiers at the River Crossing of Harpers Ferry.
    - Added new artillery water splash particle effect.
    - Tweaked the proxies near the pontoon bridge to make it more difficult for players to drown themselves.
    - Added various decals to the buildings in Harpers Ferry.
    - It's now possible again to select the other faction in the middle of a skirmish round.
    - The time of day start time of the East Woods skirmish area on Antietam has been set a little bit earlier, just before the sun sets.

  10. #1090

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    Interesting. Hope the artillery won't trigger too often.

    I do believe it's a tough map for the rebs, but, if people wouldn't be running in one by one (I don't get it), it might be doable. Let's see how the changes effect things.

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