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LeFuret
08-30-2019, 10:23 AM
Thank you for the answer!

TrustyJam
09-02-2019, 04:50 PM
September 2nd - Update 161 Released!

- Fixed a long standing and regular crash issue.
- Fixed players not being able to type in the ingame chat during the endgame screen.
- Made the colors get damaged when the flagbearer gets killed.

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- Updated several spawning exclusion areas throughout the levels for better flag bearer spawning results.
- Cleaned up the respawn game logic for the various game modes, which should help make death to respawn UI process much more reliable.
- Fixed various bugs with the Picket Patrol game mode.
- Several additional interior props added throughout the levels.
- Several visual updates to the Harpers Graveyard skirmish area.
- Several map boundary adjustments to the Harpers Graveyard skirmish area in order to limit flanking the enemy via running on the cliffside of the area.
- Fixed Freelook not being visible on other players.
- Slightly improved the performance on Very High settings if your system is GPU bottlenecked.

LeFuret
09-02-2019, 05:46 PM
An update is an update, I guess! Thx

Cheeto
09-02-2019, 06:46 PM
Everything that your doing in this update is good except this one, "Several map boundary adjustments to the Harpers Graveyard skirmish area in order to limit flanking the enemy via running on the cliffside of the area" why do you do these things, the map is small enough and you can defend those flanks with some general game play sense so what is the rub. To be frank it feels like more bias for a certain side.

TrustyJam
09-02-2019, 06:53 PM
Everything that your doing in this update is good except this one, "Several map boundary adjustments to the Harpers Graveyard skirmish area in order to limit flanking the enemy via running on the cliffside of the area" why do you do these things, the map is small enough and you can defend those flanks with some general game play sense so what is the rub. To be frank it feels like more bias for a certain side.

The changes in boundaries are made in order to not allow for flanking via the cliffside area (note cliffside - it's not supposed to be an obvious choice to march a regiment through). The road running next to the graveyard can still be used for flanking.

Also you got me - I'm super biased towards one of the sides which is why I use this cool union forum avatar. :)

- Trusty

Cheeto
09-02-2019, 07:37 PM
the changes in boundaries are made in order to not allow for flanking via the cliffside area (note cliffside - it's not supposed to be an obvious choice to march a regiment through). The road running next to the graveyard can still be used for flanking.

Also you got me - i'm super biased towards one of the sides which is why i use this cool union forum avatar. :)

- trusty
you sir are a turn coat and a yank spy lol ;)

TrustyJam
09-26-2019, 03:13 PM
September 26th - Update 162 Released!

- Added new weapon fire particle effects with much more detail.
- Fixed a long lasting memory leak.
- Improved the camera offsets while freelooking for more realistic camera movement.
- Fixed some doors that previously couldnt be shot through.
- Visual updates to Harpers Graveyard area, Harpers Ferry.
- Prevented the Union team from being able to reach the 2nd stonewall and fire down into the CSA spawn of the Harpers Graveyard skirmish area.
- Visual updates, Maryland Heights area, Harpers Ferry.
- Overhauled several interior props.
- Added more items into the houses across all levels.
- Added the last two skirmish spawn screen and deployment screen overview maps for the South Mountain skirmish areas, Cox's Push and Anderson's Counterattack.
- Fixed some of the rank icons in the spawn UI missing for some of the regiments.
- Added class images of the remaining CSA regiments on the class selection screen - the last Union regiment images will soon come.
- Minor visual updates, Bolivar Heights Camp, Harpers Ferry.
- New Naval gun platform and texture.
- Gave all flag materials a pass to normalize their specular and brightness settings.
- Added several missing flag bearer spawning exclusion areas on Harpers Ferry.

Jackan
09-26-2019, 04:18 PM
- Prevented the Union team from being able to reach the 2nd stonewall and fire down into the CSA spawn of the Harpers Graveyard skirmish area.

- Added class images of the remaining CSA regiments on the class selection screen - the last Union regiment images will soon come.

Hey this isnt Union bias! How dare you challange my view of the game!

Sgt.Nightfire
09-26-2019, 10:02 PM
The new particle effects are so damn pretty....


https://streamable.com/5jyje

Jagdmann
09-26-2019, 11:06 PM
Wow guys, thanks for THAT Update!!! Even with Artillery "around the corner" this is my Update of the year! The performance boost is awesome and the the new smoke particles are sexy as can be. Keep THAT going! I´d appreciate any performance boost and desync ripping above anything and artillery in particular.

However, great one gentlemen!!! Thank you so much! o7

Poorlaggedman
09-27-2019, 05:53 PM
- Prevented the Union team from being able to reach the 2nd stonewall and fire down into the CSA spawn of the Harpers Graveyard skirmish area.
Wow. Why not just move the CSA spawn back? Moving forward was the only respectable means of defense. That entire skirmish area is now confined to a single defensive strategy of defending the same wall. To advance into the graveyard as a defender would be asinine and the only option left is to defend the same wall because the CSA will 100% occupy the opposite wall every time now with no chance for opposition. 11401

Poorlaggedman
09-28-2019, 02:19 AM
There seem to be lots of crashes and clients getting dumped since the last patch.

TrustyJam
09-28-2019, 05:42 AM
There seem to be lots of crashes and clients getting dumped since the last patch.

Please use the error reporter, thank you. :)

- Trusty

LaBelle
09-28-2019, 01:16 PM
What was the last 1.6gb update?

EastonAugustus
09-28-2019, 03:12 PM
Looks Great, keep up the good work.

Sgt.Nightfire
09-29-2019, 08:07 AM
I, and more people have noticed that sometimes, the new particle effects are delayed when firing, you only see it in third person on someone else. It ruined some nice footage i shot of volleys. :(

Fancy Sweetroll
09-29-2019, 10:58 AM
What was the last 1.6gb update?

It was some fairly minor things.

- Fixed a tiling issue on the plowed dirtfield ground texture.
- Fixed console spam when the time of day changes.
- Fixed some minor asset errors that caused some warnings when the assets were being loaded.
- Update the shader cache.

Some of these changes unfortunately resulted in the update being bigger than we had intended.


I, and more people have noticed that sometimes, the new particle effects are delayed when firing, you only see it in third person on someone else. It ruined some nice footage i shot of volleys. :(

Some months ago we changed how the particle effects are triggered. In the past, each gunshot would spawn its own emitter and then that emitter would spawn the gunshot particle effect. The emitter would then kill itself when the particle effect had expired. Our gunshot particle effects live for quite a while though so often there could be at least 500 emitters active at the same time. This caused a huge amount of overhead, significantly reducing the performance. Turning particles on and off in that case could perhaps make you go from 30 fps to 50 fps.

Now all particle effects are queued on what we call the GlobalParticleManager which then stores a particle emitter for each type of particle effect that is being used. This emitter can unfortunately only be in 1 spot each frame. When a particle effect is queued, we first have to move the emitter to the position where it should spawn. And unfortunately with how the entity system works, this first happens on the next frame. So after we have waited a frame for it to move, we can then tell it to trigger the particle effect which now is 1 frame delayed. If then 10 players should fire in exactly the same frame. Then all those 10 particle effects will be queued and the last one will be triggered 20 frames after the initial request. But since a large group of players rarely fire their weapons at exactly the same frame, this is most of the time not an issue as volleys are usually a bit scattered over 0.5 - 2 seconds. This also means that if your framerate is bad, the particle effects will be delayed further and if your framerate is good, the particles will spawn faster. Gunshots are however being put in front of the queue where every other new and minor request is just being put in the back.

This however means that instead of the cost of the particles being 20 fps. It is now in most cases just 2-3 fps which greatly outweighs the negatives.

We could in theory have 2 of those particle emitters flying around and spawning particle effects with nearly no additional performance cost, where they then keep switching between who gets to trigger the requested particle effect. We have however found with the new smoke particles which is no longer entirely based on volumetric fog, but instead normal textured particle planes. There is an increased chance of z fighting (particle flicker, it cant decide which one is in the front or in the back) on the particles when they arent being spawned from the same emitter. So unless this can be solved, multiple emitters is not really an option.

Fancy Sweetroll
09-29-2019, 02:37 PM
We just released another update.

- Fixed weapon particles not triggering at long distances.
- Improved the subsurface scattering effect on all skin materials resulting in more realistic looking characters.
- Added more unique class selection images for the Union regiments on the class selection screen.
- Tweaked the settings for the volumetric fog, resulting in slightly improved performance.

Jagdmann
09-29-2019, 08:05 PM
You guys are making an old man very happy with the recent updates. Thank you and keep up the good work. Also, some small insights are very welcome by your community.

PS: The Sgt.Maj. of the 52nd still can`t put his sword away by pressing 1 to change to the Enfield. ...maybe someone could have a look into this. Sorry, wrong section, don`t shoot!!

Furthermore I notice the 2ndLt of the 52nd no has a somewhat evil/mad stare in his eyes^^

Anyway thank you for all the recent efforts! The boost in performance is real! :) Although the majority of "bugs"/desyncs still feature the game. But I know you gents will tackle these too SoonTM

Thank you! o7

Sgt.Nightfire
09-29-2019, 09:57 PM
Discovered this after the previous 2 patches, but after the last patch, it happens a lot more. When you press Double Quick, the hud on the bottom right, does not change, it's still on Quick Time, but if i press T, it changes, the same happens when i got the 1842 rifle to change from Round Ball to Buck And Ball. Also going to Shoulder Shift and Shoulder Arms does not show unless i tab T again....

Xbwalker
09-30-2019, 06:50 PM
I'm hearing a smaller 400mb update just came through. Any news on what it is? Thanks!

Greedocity
09-30-2019, 07:44 PM
On the new update there is a bug where if you shoot your weapon the smoke does not stop coming out until you've fired your next shot, then it continues where you've just shot, smoke never stopping. Seems to be like this for everyone.

Mr Snuffleupaguss
09-30-2019, 07:57 PM
Since these latest patches When running triple monitors/screens in 5760x1080 chat no longer appears. Only fix is to reduce res to one screen at 1920x1080 in order to get chat back. I run 5760x1080 so I wont be seeing chat until you fix this..lol

Xbwalker
09-30-2019, 08:08 PM
On the new update there is a bug where if you shoot your weapon the smoke does not stop coming out until you've fired your next shot, then it continues where you've just shot, smoke never stopping. Seems to be like this for everyone.

OMG I will be home in an hour. I hope they haven't patched that out until after. I have GOT to see this. Eternal smoke.

TrustyJam
10-07-2019, 03:21 PM
October 7th - Update 163 Released!

- Made the long lasting weapon smoke slightly darker to reduce the amount it burns out.
- Fixed a bug where first choosing to spawn on the base, then instead clicking the flag and pressing deploy, would result in the player spawning on the base anyway.
- Fixed a bug where a player would be unable to spawn if the player had left a server while it was in last stand. When joining a new server where Last Stand was not active, choosing the team which on the previous server had entered Last Stand, would result in a message being shown that the team had run out of tickets with the player unable to proceed and then being forced to restart the game.
- Added (Spectating) in front of player names in the tab menu who are spectating with the free flight camera. While in this spectator mode, their names are now also colored dark Grey. This only happens for regular players. Admins will not get the (Spectating) tag added to their names and their name color will remain Red or Black, depending on what they have chosen in the admin UI.
- For admins, the chat will now post a message whenever somebody starts and stops spectating using the free flight camera.
- Made the nametags be visible on players from both teams while using the free flight camera.
- Updated the artillery embankments throughout Harpers Ferry.

11422
CSA battery, Loudoun Heights, Harpers Ferry - A playable location come the artillery update​

Dman979
10-07-2019, 05:27 PM
Bring back the fully automatic M1861 Springfield!

Best,
Dman979

Vulcarin
10-07-2019, 05:27 PM
October 7th - Update 163 Released!

- Made the long lasting weapon smoke slightly darker to reduce the amount it burns out.
- Fixed a bug where first choosing to spawn on the base, then instead clicking the flag and pressing deploy, would result in the player spawning on the base anyway.
- Fixed a bug where a player would be unable to spawn if the player had left a server while it was in last stand. When joining a new server where Last Stand was not active, choosing the team which on the previous server had entered Last Stand, would result in a message being shown that the team had run out of tickets with the player unable to proceed and then being forced to restart the game.
- Added (Spectating) in front of player names in the tab menu who are spectating with the free flight camera. While in this spectator mode, their names are now also colored dark Grey. This only happens for regular players. Admins will not get the (Spectating) tag added to their names and their name color will remain Red or Black, depending on what they have chosen in the admin UI.
- For admins, the chat will now post a message whenever somebody starts and stops spectating using the free flight camera.
- Made the nametags be visible on players from both teams while using the free flight camera.
- Updated the artillery embankments throughout Harpers Ferry.

11422
CSA battery, Loudoun Heights, Harpers Ferry - A playable location come the artillery update​

Thank you for spectator mode changes...

LaBelle
10-07-2019, 08:07 PM
Step in the right direction, but I can foresee that all a server host has to do is set up a "powerless" admin role to make certain players "designated spies."

Lord Drax
10-07-2019, 09:29 PM
Step in the right direction, but I can foresee that all a server host has to do is set up a "powerless" admin role to make certain players "designated spies."

We were thinking the same thing when we read it... Any chance of having (spectating) in front of admins as well please?

RhettVito
10-07-2019, 10:24 PM
- Updated the artillery embankments throughout Harpers Ferry thanks !

Poorlaggedman
10-08-2019, 12:13 AM
I don't see the point in protecting admins from (spectating) either only because you're already able to hide your admin status. It's marginally beneficial for anti-trolling if you're dealing with a particularly paranoid troll but there's going to inevitably be randoms spectating occasionally and that isn't much of a deterrent itself. So if I was trying to clandestinely admin from spectate then all I'd have to do is operate without the indicator.

The hide feature works very well as far as I can tell.

RhettVito
10-08-2019, 09:34 PM
I don't see the point in protecting admins from (spectating) either only because you're already able to hide your admin status. It's marginally beneficial for anti-trolling if you're dealing with a particularly paranoid troll but there's going to inevitably be randoms spectating occasionally and that isn't much of a deterrent itself. So if I was trying to clandestinely admin from spectate then all I'd have to do is operate without the indicator.

The hide feature works very well as far as I can tell.

Valid point!
The admin of the server should not be protected either. Anyone and everyone that is spectating should be shown.
A admin could easily go on spectator cam and cheat not showing admin when they are spectator can really give them room to exploit stuff.

Fancy Sweetroll
10-09-2019, 10:41 AM
Yesterday we pushed an update which should fix the spawning issues people had been experiencing. In a few minutes we will also be releasing another small update which will add (Spectating) in front of their name regardless of what status they have. What then happens for admins is that their name simply will be red or black, depending on what they've chosen in the admin panel.

Also in the previous versions of the game, if an officer started spectating, or an NCO for that matter. The player would still be occupying the officer slot while spectating, so even though the officer was dead, no other player would be allowed to spawn as an officer of that regiment. That has also now been changed. When you press F9 you will now give up your current class and when you then exit the free flight camera, you will be brought back to the class selection screen where you can pick the class you had before if it in the meantime havent been taken by another player.

Poorlaggedman also helped us identify an issue where if you were spectating on a server and you then left the server while still being in the spectator camera, then when you joined a new server, your camera would be stuck underneath the ground, basically ingame coordinate (0, 0, 0). Pressing Deploy and having the counter reach 0 would do nothing, though it is very possible that for other players, you would actually be spawning, your camera just didnt move to your player, forcing you to restart the game. That is now fixed.

Leifr
10-09-2019, 12:02 PM
Excellent.

Lord Drax
10-09-2019, 03:08 PM
Yesterday we pushed an update which should fix the spawning issues people had been experiencing. In a few minutes we will also be releasing another small update which will add (Spectating) in front of their name regardless of what status they have. What then happens for admins is that their name simply will be red or black, depending on what they've chosen in the admin panel.

Also in the previous versions of the game, if an officer started spectating, or an NCO for that matter. The player would still be occupying the officer slot while spectating, so even though the officer was dead, no other player would be allowed to spawn as an officer of that regiment. That has also now been changed. When you press F9 you will now give up your current class and when you then exit the free flight camera, you will be brought back to the class selection screen where you can pick the class you had before if it in the meantime havent been taken by another player.

Poorlaggedman also helped us identify an issue where if you were spectating on a server and you then left the server while still being in the spectator camera, then when you joined a new server, your camera would be stuck underneath the ground, basically ingame coordinate (0, 0, 0). Pressing Deploy and having the counter reach 0 would do nothing, though it is very possible that for other players, you would actually be spawning, your camera just didnt move to your player, forcing you to restart the game. That is now fixed.

Outstanding! Thanks Fancy for closing the loopholes on spectating!!!

TrustyJam
11-13-2019, 07:09 PM
November 13th - Update 164: Counter-Attacks - Released!

https://i.imgur.com/cDUm06o.jpg


New Counter attack mechanic added to the skirmishes gamemode


A counter attack by the defending team is triggered when the attacking team captures the point of contention when the morale state of the defending team is above Breaking.

The length of the counter attack is determined based on the morale state of the defending team - the more morale the longer the counter attack.

If the counter attacking team manages to retake the point of contention before the counter attack timer runs out, it will gain a morale boost, putting it at the same morale state as the attacker.

If the counter attack timer runs out before the point of contention is retaken, the counter attacking team will lose the match.

The end game events Final Push and Last Stand can trigger during a counter attack.

A counter attack can happen several times during a skirmish round.


- Added an overtime mechanic to the Skirmishes gamemode. This will trigger if the attacker or counter attacker is in the process of capturing the point of contention as the timer runs out. The overtime mechanic will be canceled if more defenders than attackers are inside the point of contention.


- Removed the endgame event Last Stand's requirement of having to stay inside the point of contention. The defenders in Last Stand are now free to move about as they please.


- More than doubled the capture speed of the point of contention in order to increase the chance of counter attacks happening.


- Improved the networked interpolation of player positions. This will make the movement of other players on your screen respond a lot faster to the movement data your client receives from the server. In theory this will also make it easier to move in a cohesive line formation as you can much more accurately adjust your own position to the position of the player in front or next to you.


- General level detail pass of Antietam.


- General level detail pass of Harpers Ferry.


- General level detail pass of South Mountain.


- Added gabions to the artillery redoubts at Harpers Ferry.

11469 11470


- It is now possible to vault over certain parts of the artillery embankment models found on Harpers Ferry.


- Prevented players from spawning under the ground at Sherrick and Roulette Farms, Antietam.


- Optimized the proxies of various models.


- Added several new interior props.


- Optimized the destroyed cornstalk models.


- Added a new splash screen when starting the game.


- Made the dropped flag not collide with players in order to avoid players being pushed around by it.


- Moved the on-screen popup message slightly up as well as increased their background opacity in order to provide an easier time of aiming.


- Fixed a few animation issues related to the officers using revolvers.


- Rebel Yells and Union Huzzahs now only trigger from players that are In Formation.

SwingKid148
11-13-2019, 07:29 PM
Why the reversal with the Last Stand?
This was something needed and the community drove it. More reason I see to play on servers without this option.

TrustyJam
11-13-2019, 07:31 PM
Why the reversal with the Last Stand?
This was something needed and the community drove it. More reason I see to play on servers without this option.

Because you can't run away and win anymore. The overtime feature prevents the round from ending until you've captured the point that has been left undefended. :)

- Trusty

Fancy Sweetroll
11-13-2019, 07:32 PM
And here's a slightly more detailed explanation of how the counter attack mechanic works.


Counter-attack Mechanic

The purpose of this addition to the Skirmishes game mode is to provide a more dynamically flowing battle throughout the 45 minute round time limit of a single skirmish area.

Skirmishes is currently featuring two different end game events that are triggered if one team’s morale reaches 0: Last stand and final push. The game rules concerning these are to stay as they currently except that we will be looking to remove the desertion of the capture area mechanic tied to last stand as well as introduce an overtime mechanic which will ensure that the defending team can’t just run away 1 minute before the time is up and leave the attacking team standing on the point but without enough time to actually capture it.


Counter-attack example:

The Confederates are defending a capture point in a skirmish area whilst the Union team is attacking. 20 minutes into the skirmish (25 minutes remaining of the round), the attacking Union team is able to push the defending Confederates off of the point and capture it. The morale level of the Confederates at the time of losing the point to the Union is at “Taking Losses” while the morale level of the Union team is at “Engaged”.

Once the point is captured by the Union, the first Confederate counter-attack of the round is triggered. This means that the Union is now defending the point while the Confederates are attacking it, trying to retake it. An individual Counter-attack timer is replacing the normal round timer when the counter-attack is initiated. The counter-attack timer’s length is based on the morale level of the counter-attacking team (Confederates in this example).

Example of how the counter-attacking team’s morale levels affect the counter-attack timer:

Battle Ready: 20 minutes to retake the point.
Engaged: 12 minutes to retake the point.
Taking Losses: 7 minutes to retake the point.
Breaking: Counter-attacking is not going to happen as the morale of the counter-attacking team is too low to be able to rally for such a push.

If the counter-attacking team manages to recapture the area before the counter-attack timer runs out, the normal round timer will start again (25 minutes left) and the counter-attacking team will now, once again, be the defending team. As the total starting morale of the defending team is always quite a bit lower than the total starting morale of the attacking team, recapturing a point during the counter-attack phase will also even out the morale playing field (example: CSA manages to recapture the area during the counter-attacking phase while their morale level is at “taking losses” and the Union’s morale level is at “Engaged”. The recapture will inspire the defender, thus increasing their morale level to “Engaged”.

If the timer runs out during the counter-attack phase the counter-attacking team will have lost the battle.

A counter-attack phase can happen several times during a single skirmish area, provided that the counter-attacking team is able to retake the point and has more morale than “Breaking” left.

If the counter-attacking team reaches 0 in morale while they are counter-attacking they will enter final push.

If the defending team during a counter-attack (the former attacking team) reach 0 morale they will enter last stand.

Galahad
11-13-2019, 08:17 PM
Oooo this looks interesting. Can't wait to test it out. Thanks!

SwingKid148
11-13-2019, 08:49 PM
Ah so as long as the attackers are on the point, they won't loose to the clock anymore since the defenders ran off?

Fancy Sweetroll
11-13-2019, 09:20 PM
Ah so as long as the attackers are on the point, they won't loose to the clock anymore since the defenders ran off?

Yes. The same goes for the previous defender now counter attacking. If they get to the point, they have more men on it than the defender and their counter attack timer runs out, they will benefit from the overtime as well.

Saris
11-13-2019, 09:30 PM
Glad to see this finally implemented! My Texans are looking mighty fine in the corn :D

Oleander
11-13-2019, 09:35 PM
Part of me is happy this is finally in the game, but the rest of me is like, "but, mah guns."

TrustyJam
11-13-2019, 09:50 PM
Part of me is happy this is finally in the game, but the rest of me is like, "but, mah guns."

The counter-attack mechanic is not created by our gameplay programmer who is currently focusing entirely on the artillery development. :)

- Trusty

RhettVito
11-13-2019, 10:41 PM
Part of me is happy this is finally in the game, but the rest of me is like, "but, mah guns."

Man+1 I was really thinking this was the arty update...:p

Spud
11-14-2019, 01:17 AM
Just had a few matches following the new update - saw you guys in there. Well done gents, liking some of these changes so far!

Joffre Xavier
11-15-2019, 03:14 PM
hi
perfect for the dynamics of the game and a game.
strongly several points to take also for more tactics for officers and regiments .
good job

TrustyJam
11-28-2019, 05:16 PM
November 28th - Update 165: Interpolation - Released!

- Improved the player interpolation. The new version will result in a more accurate representation of what the player you are looking at is actually doing while at the same time keeping player stuttering at an absolute minimum. Some of the benefits of this is that when a player is charging you, it is much less likely that he will be able to stab you while still being 5 meters away from you. We have made a video showcasing the difference between this version and the previous version which you can see below.


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

- Fixed a crash if admin console commands are executed while not connected to a server.

- Fixed the desertion messages on Picket Patrol and the Drill Camp not triggering.

- Fixed morale shouts not triggering on morale change and on FinalPush and Last Stand.

- Fixed an issue where a player would be unable to spawn if the player joined the server just as the skirmish area on the server was switching to the next area.

- Prevented players from switching weapons if they are carrying the flag.

- Fixed a number of flag animation issues caused by having been in right shoulder shift before picking up the flag.

- Fixed being able to perform melee thrusts while kneeling and also an issue that would make it look like the player was at the ready while he was in fact in melee mode.

- Fixed the reported instances of spawning inside various objects and being stuck by increasing the size required to be able to spawn on the flag bearer. If no free space is available you will spawn at the location of the flag bearer.

- Fixed several broken assets on Harpers Ferry.

- Updated fog volumes on Antietam, Harpers Ferry and South Mountain.

- Fixed several doors opening the incorrect direction on Antietam and Harpers Ferry.

- Set the game splash screen as the default loading screen when returning to the main menu from a level.

Lord Drax
11-28-2019, 06:04 PM
Good update! Hopefully paving the way for artillery testing? :p

McMuffin
11-28-2019, 08:27 PM
Hopefully it means we can up the servers sooner and add artillery, maybe the extra numbers allows for artillery to still have a large presence but not sacrifice infantry spots.

Dman979
11-29-2019, 09:50 PM
That's an impressive difference on the interpolation!

Best,
Dman979

Fancy Sweetroll
12-02-2019, 12:40 PM
We just pushed a small update which should fix most of the rubber banding on some of the servers.

TrustyJam
01-08-2020, 08:35 PM
We've just deployed a hotfix that fixes an exploit used by trolls and griefers to circumvent game bans.

- Trusty

TrustyJam
01-09-2020, 03:10 PM
We've just had to push a full game download as recent upgrades in redistributables and the exploit fix added in yesterday's hotfix was causing both server as well as client issues.

TrustyJam
01-13-2020, 06:38 PM
We just released another hotfix to the alpha.

The security loophole exploited by a cheater (who's also been vac banned) is now closed.

We've also pushed some fixes for the impulses of projectiles when hitting players which should result in a more realistic behavior of ragdolls.

- Trusty

Galahad
01-13-2020, 07:03 PM
Thanks Trusty :)

Lord Drax
01-13-2020, 11:15 PM
Sounds great thanks for the quick fix!

Fancy Sweetroll
01-14-2020, 08:21 PM
We just pushed another small client update which fixes some weapons not producing a sound when they fire. Its specifically the Springfield M1842 when firing buck and ball as well as the Lemat revolver when firing buckshot. They have always played a sound when you yourself fired those weapons, but if a remote player fired those weapons, the weapon would be silent.

TrustyJam
01-17-2020, 01:45 AM
We've just pushed an update reverting back to how the hit calculations were previously done due to the feedback of the community while we work on developing more optimized ways of netowrking them via the server.

We will continue to issue vac bans to anyone who is caught cheating in the meantime.

- Trusty

RhettVito
01-17-2020, 05:52 AM
We've just pushed an update reverting back to how the hit calculations were previously done due to the feedback of the community while we work on developing more optimized ways of netowrking them via the server.

We will continue to issue vac bans to anyone who is caught cheating in the meantime.

- Trusty

Thanks man!

Billy-Jim-Bob-Jr
01-30-2020, 07:48 PM
Can you put back in being able to melee while being crouched? Or at least not go out of melee mode?

Forrest_3
02-01-2020, 06:29 PM
What he said..^^^

jtsams3647
02-06-2020, 11:48 PM
Looks great no cmoplaints.

Fancy Sweetroll
07-16-2020, 02:04 PM
We just pushed a more or less hotfix for latest update, update 166

- Fixed a shutdown crash.
- Added new sounds for artillery firing.
- Reduced the likelihood of players speaking globally in the voice chat.
- Fixed an issue where the flag spawn would stop working if a player from a different regiment than what the flag belonged to, picked up the flag.

TrustyJam
07-17-2020, 04:43 PM
17-07-2020 - Hotfix - Released!

- Fixed the voice chat no longer working when leaving and rejoining a server.
- Possibly fixed a physics crash during gameplay.
- Fixed a shutdown crash.
- Fixed one of the cases where players are not spawning properly on the flagbearer.

- Trusty

Paul T. Guillory
07-17-2020, 07:29 PM
After the 166 Update and the hotfix, some comments :
- It would be more immersive that the reloading animation doesn't change while the player is impersonating a soldier without being killed. It's strange one soldier switches between two reloading techniques, as we could think he would use only one. (And aslo : this second reloading animation is great, so nice to have it)
- We are now suppressed by the fire of our own unit when firing while into line. I think that soldiers should not be suppressed by the fire of their comrades when this fire is directed towards the ennemy
- It would be great to allow different regiment flag spawning at the drill camp (we use it to join a unit training while having a different uniform)

Kyle422
07-17-2020, 07:41 PM
After the 166 Update and the hotfix, some comments :
- It would be more immersive that the reloading animation doesn't change while the player is impersonating a soldier without being killed. It's strange one soldier switches between two reloading techniques, as we could think he would use only one. (And aslo : this second reloading animation is great, so nice to have it)
- We are now suppressed by the fire of our own unit when firing while into line. I think that soldiers should not be suppressed by the fire of their comrades when this fire is directed towards the ennemy
- It would be great to allow different regiment flag spawning at the drill camp (we use it to join a unit training while having a different uniform)

I would agree the original reloading animation is not correct for the civil war and I have no idea what manual they got it from as it is not in either Hardees tactics or Casey's. Never ever have read about a civil war soldier putting the ram rod in his hand while holding the rifle, to switch ends. Its not historically correct for this era

TrustyJam
07-17-2020, 08:30 PM
I would agree the original reloading animation is not correct for the civil war and I have no idea what manual they got it from as it is not in either Hardees tactics or Casey's. Never ever have read about a civil war soldier putting the ram rod in his hand while holding the rifle, to switch ends. Its not historically correct for this era

Which is why we added a 2nd variation. :P

I'd suggest you view the original one as a stressed, fearing for your life, forgetting the finer details of the loading steps, one. :)

- Trusty

SwingKid148
07-17-2020, 09:07 PM
Which is why we added a 2nd variation. :P

I'd suggest you view the original one as a stressed, fearing for your life, forgetting the finer details of the loading steps, one. :)

- Trusty

The original was how GC did it back in one of the original field trip videos from the devs. ;)

https://youtu.be/OUMts6brv4c?t=88

Yes, I am a game stalker and remember the video.




YES GEORGE, CALLING YOU OUT ON YOUR DRILL. :cool:

Ghost30
07-17-2020, 09:33 PM
Which is why we added a 2nd variation. :P

I'd suggest you view the original one as a stressed, fearing for your life, forgetting the finer details of the loading steps, one. :)

- Trusty

Speaking of reload animations. I think even more reload animations would fit the game really well. Being shot with artillery? I figure you wouldn't be reloading casually. Maybe add some panicked reload animations? panicked fix bayonet animation? tbh the original one looks pretty casual to me too. Also totally unrelated but we need more gore in this game, the whole body explosion is nice but artillery does all types of damage, not just that.

N. Noonan
07-18-2020, 01:52 AM
Nice, thanks for the patch. Can you add the ability to pick up equipment and dropped weapons? It is a shame that infantry could take the enemy artillery, but they are unable to clean, load, and fire the artillery because they are unable to pick up the ram rods and shells. Or how about when your fellow comrade dies next to you but his gun was loaded and you are defending the line?

N. Noonan
07-18-2020, 02:13 AM
It is a shame this game looks so realistic, and is so historically accurate, but the actual players/characters have so few abilties and actions to do in this world you have created. How come we can't let the flag bearer block or swipe with the pole? How come I can't pick up a rock, or pick up a ram rod to load a captured cannon? Steal an officer's sword, ect.

Fancy Sweetroll
07-20-2020, 04:43 PM
20-07-2020 - Hotfix - Released!

- Fixed an issue where you would sometimes be unable to deploy properly on the flag bearer. The issue occured in the duration of the first round after having joined a server.
- Fixed the Sergeant Major of the 52nd New York not being able to switch to his rifle.
- Prevented a particular speed hacking exploit.
- Fixed class images not always displaying properly.
- Fixed an issue where the push to talk rebinded key often switched back to its default N key.

TrustyJam
07-25-2020, 06:18 PM
25-07-2020 - Hotfix - Released!

Hello everyone,

We've just pushed a hotfix containing several possible fixes in order to increase the stability of the alpha, a new artillery feature for manually setting fuze lengths as well as minor character & level updates.

The hotfix notes can be found below:

- Players can now elevate or depress the barrel in 0.01 degree increments by rotating the mouse wheel for micro adjustments when using the elevation screw. Holding Shift will speed it up to 0.02 degrees.

- When using the elevation screw, players can now offset the fuze timer set by the dynamic fuze system by pressing Page Up or Page Down. The offset amount will be indicated by the value in parenthesis in the lower right corner of the screen. To return to the default fuze timer length, press the Home key. After the cannon has been fired, the fuze timer will return to its default value from the dynamic fuze system.

- Improved the artillery case and shell explosion effect.
- A round fired from the artillery will now produce a small dent in the ground when it ricochets.
- Fixed a couple of client crashes.
- Most likely fixed a server crash.
- Fixed NCO tags not appearing when pressing T. The NCO needs to be In Formation for his NCO tag to appear.

Leifr
07-25-2020, 07:25 PM
Excellent.

Lord Drax
07-25-2020, 08:13 PM
Outstanding!

Sir Action
07-25-2020, 11:08 PM
Dear Developers,

thanks for the smaller and larger updates lately.
Keep up the good work.:)

Greetings and a hearty Huzzah


Andrew Walsh
Private, 52ndNY Volunteers

Oleander
07-26-2020, 03:33 AM
I'm not noticing any difference in the fuse lengths. I can set them to 1 second and they are still exploding on impact at long range.

Fancy Sweetroll
07-26-2020, 12:10 PM
I'm not noticing any difference in the fuse lengths. I can set them to 1 second and they are still exploding on impact at long range.

It depends on what you mean with "long range". Even at 1 second, the shell can still fly quite far. But on Hookers Push at Antietam for example. If you fire from the Union battery towards one of the confederate batteries. Then you should see the shell exploding way before it reaches their battery. And similarly if you set the fuze to 10 seconds or higher and you fire into the ground, or into some surface where the shell doesnt bounce. Then you should see the shell and the fuze burning away for 10 seconds until it explodes.

TrustyJam
07-26-2020, 04:13 PM
26-07-2020 - Hotfix - Released!

- Fixed a couple of client crashes.

- Fixed the reload getting cancelled if a player tries to move just before the reload has finished.

- Officers should now look less silly when sprinting while holding their field glasses.

SwingKid148
07-26-2020, 05:03 PM
26-07-2020 - Hotfix - Released!
- Officers should now look less silly when sprinting while holding their field glasses.

12065

TrustyJam
07-30-2020, 02:09 PM
Hello everyone,


Today, our 6th hotfix since the release of the artillery branch just two weeks ago is being released!


- Fixed a server crash.
- Possible fix for one of the player mass boot issues (these will often appear as a server crash for the players).
- Fixed the initial forward defensive spawn for infantry on some skirmish areas not always working properly resulting in some of the defenders spawning on their main base instead of the capture zone.
- Possibly fixed some players speaking globally in the voice chat.
- Players currently sitting in their flag spawn queue will no longer be moved over to the flag spawning queue of the other regiment should their own flag be dropped.
- Made the weather less foggy before it starts raining and made the fog less blue when its about to rain.
- Fixed a client crash if too many messages got written in the chat. This crash would usually occur after 5 hours of gameplay.
- Activated blendspace smoothing cvars, possibly resulting in less jittery characters in cramped spaces.
- Minor detail work on all army camps.
- Vegetation should now look slightly better when in the shade/cloud shadows.
- Broke down a few fence lines in close proximity to the batteries at Cooke's Countercharge & Piper Farm/Bloody Lane skirmish areas for slightly better battery mobility.
- Minor character skinning & material updates.

TrustyJam
08-08-2020, 06:18 PM
08-08-2020 - Hotfix - Released!

Hello Everyone!

Our 7th released hotfix focusing on issues introduced in the biggest update we've ever released: the artillery update, and highlighted due to your alpha testing is now live.

Below are the specifics of the hotfix.

- Fixed the desertion timer not always being shown and not always using the correct 60 second timer when the flag gets picked up while being Out of Line.
- Fixed the flag sometimes dissapearing when it gets dropped.
- Fixed a couple of crashes.
- Fixed the player breathing sound sometiems playing while sitting in the spawn menu.
- Fixed the text chat breaking if players had certain characters in their name.
- Reduced the amount of coloured fog in the rivers & ponds, resulting in less glowing water when overcast weather is present.
- Reduced the amount of blue sky captured in the environmental probes, resulting in slightly less blue tints throughout the game.
- Removed a number of possible spawn positions on various rooftops when spawning on the flag bearer.
- Tweaked morale starting amounts on Antietam:


East Woods: +10% Union
Nicodemus Hill: +5% CSA
West Woods: +10% CSA
Burnside Bridge: +10% CSA
Cooke's Countercharge: +10% Union
Roulette Lane: +5% Union

- Fixed a small section of fence line along Roulette Lane, Antietam not having a two sided ledge.
- Minor character tweaks & optimizations.
- Minor level detail work, Harpers Ferry.
- Fixed the Picket Patrol game mode.

TRaider
08-08-2020, 06:50 PM
Only showing test server up I’ve already repaired the server but still not showing up any suggestions or are we dead in the water right now?

TrustyJam
08-08-2020, 07:16 PM
Only showing test server up I’ve already repaired the server but still not showing up any suggestions or are we dead in the water right now?

Servers always take a little while to update after a patch. Most should be online now.

- Trusty

TrustyJam
08-17-2020, 01:27 PM
17-08-2020 - Hotfix - Released!

Hello Everyone!

Today marks the release of the 8th hotfix since the deployment of the artillery update just over a month ago.

The hotfix contains player interpolation updates that are going to be drastically reducing how often you'll be seeing players teleport/stutter from one location to another as well as a handful of bug fixes.

The notes are below:

- Reduced the amount of stuttering of other players.
- A possible fix for muting players in the voice chat via the tab menu.
- Fixed individual huzzah and rebel yell shouts not triggering.
- Fixed bedrolls sometimes having distorted colors.
- Possible fix for players getting moved from "In Formation" to "Out of Line" for no apparent reason.
- Several minor level detail updates.

TrustyJam
09-17-2020, 05:43 PM
https://i.imgur.com/H7HGidg.jpg

Today, on the 158th anniversary of the Battle of Antietam we're happy to be bringing you the next War of Rights game update!

The update brings the iconic 12-pounder smoothbore bronze cannons often referred to as "Napoleons" into the game, an overhauled character movement system, lots of animation setup fixes and more.

- Added playable versions of the M1857 and M1861 12-pounder Napoleon bronze cannons to the available batteries in Skirmishes and firing ranges at the Drill Camps.

https://i.imgur.com/inpazYD.jpg

https://i.imgur.com/IOUbyL6.jpg

- Added 12-pounder limbers complete with shell, case and canister rounds.
- Replaced the old movement style with a new one. These changes are intended to make the player feel a bit more grounded in the world when moving around, accelerating and decelerating. This also include changes to the way the camera behaves when moving around.
- Prevented players from interacting with the artillery guns immediately after they have been fired.
- Other players will now tilt slightly in the direction they are turning towards while moving.
- Fixed nearly all occurrences of the hands of players sometimes spinning 360 degrees when starting to perform certain actions.
- The text chat box is now more responsive, resulting in little to no chance of getting stuck in it when double tapping the enter key.
- Detail work on the Drill Camp level.
- Possible desertion upon spawn fixes to Bolivar Heights Artillery Redoubt skirmish area, Harpers Ferry.
- Level detail work, Colquitt’s Defence skirmish area, South Mountain.
- Added the map overview of the Drill Camp level to the deploy screen when playing on a drill camp server.
- Level detail work, West woods skirmish area, Antietam.
- Fixed two non-functioning spawn points at River Crossing and Bolivar Heights Camp skirmish areas, Harpers Ferry.
- Fixed and improved the sharpshooter fur knapsack model.
- Updated LD Moore house, South Mountain.
- Level detail work, Maryland Heights skirmish area, Harpers Ferry.
- Overhauled the Harpers Ferry river wall models surrounding the town itself.
- Optimized the army tent models.
- Level detail work, Roulette Lane and Hagerstown Turnpike skirmish areas, Antietam.
- Fixed the broken proxies of the large beech trees, primarily found in the Drill Camp and Picket Patrol level.
- Fixed a bug where the player did not exit Right Shoulder Shift properly when starting to kneel.
- Improved the enter and exit melee mode with a bayonet animation.
- Improved the start and end reload and fix and unfix bayonet animations.
- Fixed a rare crash with the artillery.
- Added a new Siege of Harpers Ferry splash screen.


That's all for now. We look forward to be testing the new bronze beasts with all of you on the alpha servers. Until next time, have a good one!

A. P. Hill
09-17-2020, 07:48 PM
:cool:

Lord Drax
09-17-2020, 08:58 PM
Looks great keep up the good work!

TrustyJam
09-27-2020, 02:03 PM
Update 168 - Battle Flags - Released!

https://i.imgur.com/cSsIPdt.png

42nd Pennsylvania national & 1st Georgia regimental



Hello everyone,

Today, we’re pleased to be releasing our biggest update to the infantry battle flags of the game yet as part of alpha update 168. We’ll also be giving you a fresh progress report about the much anticipated “Platform System” - a core system for War of Rights going forward.

First thing’s first, however. Let’s talk about the massive flag addition featured in update 168. It’s my pleasure to pass the word on to our newest team member at Campfire Games, Bradley.

Battle Flags

My name is Bradley and I am the Historical Texture Artist for Campfire Games, as well as a Graduate Student concentrating in the American Civil War with special interests in Confederate Chaplains, the Siege of Vicksburg, small arms and artillery, and vexillology in the Civil War (the study of flags).


https://i.imgur.com/zmeDpPF.png

19th indiana regimental & 18th Mississippi national



One of the most important material objects of the Civil War is without question the battle flag. The battle flag was more than just a signal to communicate a regiment’s identification to other units on the chaotic and smoke-filled battlefield, although the “colors” were vitally necessary in serving this practical purpose—the battle flag was also an important symbol to the men that fought under it. For many enlisted men, their regimental standard was a piece of their past and a reminder of home. Not infrequently, ladies back home had sewn the regimental colors and sometimes even constructed the standard from their own wedding dresses, as silk was a precious wartime commodity. The soldiers themselves carefully stitched or painted Battle Honors such as “SEVEN PINES” and “WILLIAMSBURG” onto their banners. These were more than names where gallant fighting happened, these were the final resting places of brothers-in-arms, many dear friends and family members killed hundreds of miles from home.

https://i.imgur.com/MHDtbjj.png

69th New York regimental & 5th Texas national



My great-great-grandfather, his brother, and their brother-in-law fought at Sharpsburg with the 8th Florida Infantry, some eight hundred miles from their homes in Nassau County, Florida. At Bloody Lane, their under-strength and relatively untested brigade suffered fifty percent casualties. A Chaplain in the Florida Brigade witnessed, "Five times our colors fell." The flag staff was shot in two and the final bearer was killed as the Confederate center abandoned the sunken road. In October 1862, Abraham Lincoln and George B. McClellan posed for photographer Alexander Gardner in the general's tent at Antietam. At the bottom left hand corner of this famous image is a crumpled Confederate battle flag that some have identified as the battle flag of the 8th Florida Infantry. So it was, this particular rebel flag continued to serve an important symbolic purpose even in Union possession.

https://i.imgur.com/7xGOVrT.png

Lincoln & McClellan next to what is probably the captured battle flag of the 8th Florida



With this update, most of the flags in-game have been rescaled to historically accurate proportions, and we are proud to introduce over fifty new battle flags based on months of meticulous research. War of Rights players, whether on the battlefield or in drill camp, will encounter flags nearly identical to surviving artifacts, down to the tilt of stars and placing of text. Where no artifacts survived for us to follow, we strove for authenticity. We expect future findings may require some flags to be revisited.

https://i.imgur.com/yNkw28Q.png

32nd Pennsylvania national & 1st Texas regimental



Update 168 Patch Notes

- Added or updated the following battle flags:

CSA



CSA 2nd Bunting
CSA 7 star national
3rd Arkansas regimental
3rd Alabama regimental
6th Alabama regimental
8th Alabama national
8th Florida regimental
1st Georgia regimental
1st Georgia national
18th Georgia regimental
1st Louisiana regimental
6th Louisiana regimental
9th Louisiana regimental
18th Mississippi national
4th North Carolina regimental
14th North Carolina regimental
27th North Carolina regimental
Hamptons Legion South Carolina national
Palmetto Sharpshooters South Carolina regimental
1st Texas national
1st Texas regimental
4th Texas regimental
5th Texas national
13th Virginia regimental
30th Virginia regimental
33rd Virginia national


USA



USA 32 star national
14th Indiana national
19th Indiana regimental
19th Indiana national
15th Massachusetts national
28th Massachusetts national
1st Maryland national
7th Michigan national
17th Michigan national
1st Minnesota national
1st Minnesota regimental
9th New York national
9th New York regimental
20th New York national
69th New York national
69th New York regimental
8th Ohio national
87th Ohio regimental
28th Pennsylvania national
32nd Pennsylvania national
42nd Pennsylvania national
114th Pennsylvania national
2nd US Regulars national
10th US Regulars national
1st US Sharpshooters national
1st US Sharpshooters regimental
2nd US Sharpshooters national
2nd US Sharpshooters regimental
2nd Wisconsin national


- Added 4x4, 6x6.5 and 8x6 feet flag models in order to support the historically correct sizes of battle flags.
- Overhauled the corpse manager: corpses are now divided into sectors of the skirmish area. A sector is able to spawn in as many corpses as the corpse count in the game options allow for. By moving the corpse count setting from being global to being sector based you will now be able to see many more corpses spread out across the entirety of the skirmish area with no change in performance.
- Added a ringing noise following discharging to all bronze cannons in the game.
- Fixed the sponge clipping through the barrel of the cannon when sponged while the barrel is elevated.
- Made all artillery pieces and limbercarts produce sounds when hit by small arms fire.
- Improved the enter bayonet melee mode from shoulder arms animation.
- Fixed a bug where most weapons in first person when aiming were not aligned properly to the direction they would shoot.
- Detail work, North Woods, Antietam.
- Pry Grist Mill skirmish area vegetation work, Antietam.
- Bolivar Heights detail work, Harpers Ferry.
- Drill Camp level detail work.

Platform System Progress Report

https://i.imgur.com/cxH9zyT.png


Given it’s been a while since the last time we spoke of the upcoming platform system (which can be read here (https://www.warofrightsforum.com/showthread.php?6507-Technical-issues-The-platform-system-explained)) we thought it might be a good idea to give you all a fresh progress report. We’re happy to announce that internal testing has begun and we’re making steady progress towards being able to bring it to a public test branch available to every War of Rights owner very soon indeed.

The goal of the public test branch is to stress test the platform system as much as possible - this means to fully populate the test server and leaving and joining it multiple times, possibly even causing it to crash or mass boot everyone on it. At the core of the platform system is clearer information available to us developers when things do go wrong which is going to massively help us increase alpha stability (client and server alike) going forward so we’re extremely excited to be seeing what sort of new information we can get our hands on during the initial stress test. We hope many of you will join in on the testing when we soon announce the details of the public test branch launch.

That’s all for now. Until next time, have a good one!

Tyler28256
09-28-2020, 05:37 PM
https://i.imgur.com/cxH9zyT.png

OOOO I see the 51st PA charging the bridge! It must be a sign they'll finally be added to the Burnside Bridge map! :)

Hinkel
09-28-2020, 07:03 PM
OOOO I see the 51st PA charging the bridge! It must be a sign they'll finally be added to the Burnside Bridge map! :)

Its definitely the 51st NY I would say :p

SwingKid148
09-28-2020, 07:17 PM
It's definitely the 51st NY I would say :p

Certainly looks like PA to me.... :cool:

Ferrero brigade an excellent brigade!

"Around 1:00 pm, the 51st Pennsylvania and 51st New York finally charged across the bridge."
https://www.battlefields.org/learn/maps/antietam-burnsides-bridge-september-17-1862-12pm-1pm

Bradley
09-28-2020, 07:24 PM
"Around 1:00 pm, the 51st Pennsylvania and 51st New York finally charged across the bridge."

Judging by the shadows in the painting, I'm thinking it might be later in the day. Maybe 2nd Maryland?

;)

SwingKid148
09-28-2020, 07:49 PM
Judging by the shadows in the painting, I'm thinking it might be later in the day. Maybe 2nd Maryland?

;)

Smoke is dark ;)

Tyler28256
09-28-2020, 10:24 PM
Its definitely the 51st NY I would say :p


Judging by the shadows in the painting, I'm thinking it might be later in the day. Maybe 2nd Maryland?

;)

too bad the 2nd Maryland didn't make it to the bridge :D also if I remember correctly the 51st PA went across first then NY.

TrustyJam
09-30-2020, 04:29 PM
30-09-2020 - Flag Hotfix - Released!

Hello everyone,


We've just pushed a flag specific hotfix containing a few fixes & improvements. The hotfix notes can be read below.


- Reduced the occurrence of the large flags constantly waving in front of the camera, completely obstructing the view.
- Added new and improved dropped flag models which more correctly represents the size and look of the particular flag that got dropped.
- Fixed the flag model of the 2nd US Regulars using the 1st US flag model.
- Fixed the 114th Pennsylvania national flag pointing to an old material.
- The 4th Texas now only has 1 flag available (as they also did in real life).
- Fixed artillery shells often triggering the wrong impact effect when hitting buildings, typically seen on Dunker Church.
- Minor level work, Drill Camp & Antietam.


- Trusty

Gerry O'hara
10-06-2020, 04:53 PM
30-09-2020 - Flag Hotfix - Released!

- The 4th Texas now only has 1 flag available (as they also did in real life).

- Trusty

Excuse me, but you are wrong about the 4th Texas regimental flag. It was given to the 4th at the same time as that of the 5th Texas. The only campaign in which the Flag of 4th Texas participated was the Maryland Campaign in 1862 and was returned to Texas in October after the Battle of Sharpsburg.
We are in a game, of course, but we are also passionate about history and we perpetuate (somewhere) the memory of these men who fought for their rights, their lands .... and their flag ....
Also, I will ask you to reconsider your decision for the flag of the 4th Texas Infantry by installing the Battleflag AND the regimental flag like the other regiments which are entitled to it.
thank you for your understanding

For proof:
https://acws.co.uk/archives-history-4thtexasflag

TrustyJam
10-06-2020, 05:27 PM
Excuse me, but you are wrong about the 4th Texas regimental flag. It was given to the 4th at the same time as that of the 5th Texas. The only campaign in which the Flag of 4th Texas participated was the Maryland Campaign in 1862 and was returned to Texas in October after the Battle of Sharpsburg.
We are in a game, of course, but we are also passionate about history and we perpetuate (somewhere) the memory of these men who fought for their rights, their lands .... and their flag ....
Also, I will ask you to reconsider your decision for the flag of the 4th Texas Infantry by installing the Battleflag AND the regimental flag like the other regiments which are entitled to it.
thank you for your understanding

For proof:
https://acws.co.uk/archives-history-4thtexasflag

Hi there!

The flag that was removed was the national one - not the regimental one. :)

- Trusty

Bradley
10-06-2020, 09:13 PM
As I explained to you via DM last week, the only flag that 4th Texas carried during the Maryland Campaign is in the game and it is the exact flag which the link you provided describes.

It was made by Wigfall and it is 4x4. It matches the artifact almost exactly, re: tilt of stars, etc.

If you find a historical source (not Pinterest, not Google Image searches, but Regimental Histories or academic work) which describes some other flag which was carried, I will happily look into it. :)

12147

UCS_Researcher
10-09-2020, 12:59 PM
Excellent development, more digital material culture for me to ponder over :)

TrustyJam
12-03-2020, 08:31 PM
Hello everyone,

Thank you all for your testing of the new platform update these past few days - we've gotten a lot of excellent feedback and bug reports which we're now in the process of working through and release hotfixes for.

Below is a list of the contents of the last two hotfixes released:

- Fixed the server browser not showing all online servers.
- Fixed a server logging crash.
- Fixed an issue where the player population count shown in the in-game & steam server browser would differ greatly from the actual population in in the server.
- Server details now work correctly in the steam server browser.
- Fixed drill camp icons not working.
- Fixed the rifle swinging down when entering club melee mode while moving.
- Optimized Saint John's Church LODs.
- Fixed a chat box issue where the F1 & F2 if rebound to letter keys would trigger if a player was writing a text chat message containing them.
- Reduced the recoil on rifles.
- Fixed the player lowering their weapon if the player starts moving at the double quick while in melee mode.
- Fixed the missing flag at the Harpers Ferry Armory.
- Fixed the 1st Sergeant of the 2nd Georgia not having a proper rank icon in the UI.
- Fixed the NCO of the 6th Pennsylvania not being selectable.
- Made the admin menu display the target stormfactor (the current weather setting which the weather is changing towards) instead of the current stormfactor.
- Made the admin menu send the proper kick and ban commands to the server.
- Fixed the admin menu using a wrong cvar when setting a password.
- Fixed Harpers Ferry Armory LOD UVs.
- Looking through the binoculars while having the dynamic depth of field setting disabled should now not result in a blurry screen following this action.
- Fixed the double quick carrying artillery round animation.

- Trusty

Deckhart
12-06-2020, 09:37 PM
Any news on todays 1 GB patch?

HolyRomanSloth
12-07-2020, 06:55 PM
Any news on todays 1 GB patch?

This was just my summary from a couple of things Sweetroll mentioned in the Steam Officer Chat: Banning (with name and SteamID now both working), admin spectating, ending rounds in admin menu (you can now decide who wins) and artillery pieces now count towards formations for artillery men so an officer won't be out of line when they're by themselves (as someone from their side has used the piece or limber).

McMuffin
12-10-2020, 09:25 PM
3.8gb patch?

RonnyRonstar
12-11-2020, 01:12 PM
3.8gb patch?

Yeah, what's new?

TrustyJam
12-11-2020, 01:58 PM
Yeah, what's new?

Server admin stuff primarily such as an updated admin menu, fixes for bans, removed the ability to family share the game to other Steam accounts in order to try to circumvent game bans and a few more fixes.

- Trusty

McMuffin
12-11-2020, 04:38 PM
Server admin stuff primarily such as an updated admin menu, fixes for bans, removed the ability to family share the game to other Steam accounts in order to try to circumvent game bans and a few more fixes.

- Trusty

That was 3.8gb?

TrustyJam
01-15-2021, 08:54 PM
Update 170: Anti trolling features - Released!

Hello everyone,

The main focus of update 170 is to fix up some of the anti trolling features left exposed following the platform system integration as well as expand them.

- Added artillery teamkill ban support. Firing a poorly aimed shot that ends up killing a bunch of friendlies will not get you immediately banned. The player pulling the lanyard will get notified of each teamkill comitted. A popup warning will also be displayed to the player pulling the lanyard when the teamkill limit is getting close to the ban threshold.
- Fixed past teamkills expiring sooner than they should.
- Improved the performance of characters by hiding small character objects when viewed from a distance.
- Fixed a bug where the player couldnt aim with the revolver or zoom in with the binoculars if the player had unselected the sword while being in melee mode.
- Removed various interact labels such as Open Door when spectating.
- Added the name of the banned player to the banlist.json file on servers.
- Players can now be unbanned in the admin menu by entering the players SteamID.
- Players currently not connected to a server can now be permanently banned by entering their SteamID in the admin menu.
- Fixed a couple of crashes.
- Prevented players from posting super long messages in the ingame chat.
- The boundary desertion system has been completely reworked to much more easily support desertion behavior for entities that are not necessarily players.
- Artillery and Limber Carts will now automatically be teleported to their starting position if they are left outside of the play area.
- Flags will now automatically be removed if they get dropped outside of the play area or in the enemys spawn area. This will allow a new flagbearer to immediately spawn with the flag.
- A custom player name can now be entered inside the Gameplay Options menu. To prevent name exploits, changing this name when already connected to a server will not come into effect until the player leaves the server and joins again.
- Servers without passwords can now be joined via Steam friends. Joining passworded servers via Steam friends will likely be added in the next update.
- Allowed the spectator camera to fly higher on all skirmish areas.
- Made the head sit higher for a better view when aiming the Parrot Rifle artillery.
- Added vaultable ledges to the artillery pieces at the bolivar heights camp skirmish area to counter the players using the arty pieces as a wall around the capture point, Harpers Ferry.
- Fixed some issues where certain character animations on the artillery could look very funny, in patricular when holding the trail spike if the artillery was moving.
- Improved the performance of the cornfields and reduced the stuttering they cause with rapid camera movements.
- Removed the floating blood cloud.

Reckless
01-15-2021, 11:45 PM
and here i'm thinking we were getting horses

pcmcgee5
01-27-2021, 07:38 PM
Hi, I just realized that the flags of the 69th New York and 56th Virginia must have been changed recently. They used to be green flags that clearly represented the large number of Irish immigrants in their respective regiments, with the 69th New York flag featuring the Irish harp and the 56th Virginia flag featuring shamrocks. Now, the flags have been replaced by standard USA and CSA flags with the exception of an inscription on the 69th flag reading something like "69th Reg. Irish Brigade." I liked seeing the previous green flags, so I'm just wondering why were the flags changed? I'm sure some other flags were also changed, but those are the only two flag changes that stand out to me.

Bradley
01-28-2021, 06:33 PM
Hi, I just realized that the flags of the 69th New York and 56th Virginia must have been changed recently. They used to be green flags that clearly represented the large number of Irish immigrants in their respective regiments, with the 69th New York flag featuring the Irish harp and the 56th Virginia flag featuring shamrocks. Now, the flags have been replaced by standard USA and CSA flags with the exception of an inscription on the 69th flag reading something like "69th Reg. Irish Brigade." I liked seeing the previous green flags, so I'm just wondering why were the flags changed? I'm sure some other flags were also changed, but those are the only two flag changes that stand out to me.

Hey! Both of the Irish colors are still in-game. At this time, the national/regimental (or sometimes company) colors are spawning randomly.

Blondie
04-07-2021, 06:02 PM
and here i'm thinking we were getting horses

Speaking of horses, any updates as to what is being worked on regarding our four legged friends?

Saris
04-07-2021, 07:39 PM
Speaking of horses, any updates as to what is being worked on regarding our four legged friends?

or anything in general

TrustyJam
04-08-2021, 12:42 AM
or anything in general

The next field report is written. We just need to finish up a few more things and we'll release it. :)

- Trusty

[8thFL(Co.A)] Wadsworth
05-18-2021, 02:05 AM
Can't wait to see it in-game, Gods speed!

Bl1zzt3r
09-06-2021, 11:20 PM
Have there been any developments with the Shepherdstown playlist?

JediKnightSolo
09-19-2021, 12:02 AM
No horses yet.
12778

Leifr
10-27-2021, 06:57 AM
Update 176

https://i.imgur.com/AoajvVx.jpg

War of Rights Alpha Update 176 is upon us!

A few weeks ago we held a 300 player test on the public test branch of the game (thanks to everyone that showed up to help us test) and after having implemented several fixes and improvements based off of the data we were able to gather from said test, we are now ready to not only bring an increased max player cap test to the live build in today’s update, but also to take it one step further and test a 400 player cap instead of a 300 one!

Look for the official War of Rights test server if you wish to try out the 400 player cap.

Please note: The increased player cap is still in its testing phase and thus issues should be expected. Please report any issues you might encounter on any of our social channels, thank you.

---

Patch Notes

- Added an experimental 400 player cap test server to the game.
- Overhauled the tab view with a new design, dividing the players into their respective regiments and batteries for an easier way of getting an overview of your unit and the limited player classes within it.
- Additional network optimizations.
- Reduced the overall number of corpses on the battlefield to lessen the physics thread load during high player count matches.
- Various musician animation improvements.
- Added a cord to the bugle.
- Added 3 new unique drums: 14th TN, 8th OH and 69th NY.
- Tweaks to distant fife & drum sounds.
- Created a new system to handle all character files - this should result in less character file-related issues in the future.
- Various level detail work and bug fixes.
- Updated the Roulette farm house model.
- Various character model fixes and tweaks.
- Increased the heart rate of the servers in an effort to make all servers listed in the server browser at a more consistent basis.


---

Further details found here... (https://store.steampowered.com/news/app/424030/view/3043863330789510726)

Leifr
10-27-2021, 02:17 PM
Update 176 - Hotfix 1

We've just pushed a hotfix for Alpha Update 176 containing the following:

- Potential server crash fixes.
- Limited soldier classes are now once again limited.
- Fixed the player rotation when spawning in.
- Possible fix for the dropped flags freezing up in the air.

Known issue: Sometimes players will spawn on the location of their last corpse. We are currently investigating this and will deploy a hotfix as soon as we have a potential fix for it.

Further details found here... (https://steamcommunity.com/app/424030/discussions/0/3160957541882584366/)

Leifr
11-03-2021, 04:33 PM
Update 176 - Hotfix 2

Hello everyone,

We have just released another hotfix for update 176 containing:

- Added 20% additional Private rank character models for all infantry regiments to increase the visual variation of players in the game.
- Added 2 new head models to increase the visual variation of players in the game.
- Possible game shutdown crash fix.
- Possible fix for being stuck in a top-down view at the start of a new skirmish area.
- Fixes for various animation states not clearing upon death and respawning.
- Fixed the manual ban times getting set in seconds instead of hours.
- Fixed the floating box particle effect when artillery is firing.
- Several character LOD clipping issue fixes-
- Various character material tweaks.
- Musician animation polish.

Further details found here... (https://steamcommunity.com/app/424030/discussions/0/3160958175964181125/)

Leifr
11-05-2021, 03:46 PM
Update 176 - Hotfix 3

The third hotfix for update 176 is now live:

- Added limited class symbols & ranks to the tab view.
- Added a search field to the tab view as an easier way of finding specific players at high player counts.
- Added ping symbols to all players on the tab view: 3 dots = good connection, 2 dots = medium connection & 1 dot = poor connection.
- Sorted the limited classes to be shown at the very top of each regiment & battery in the tab view.
- Possible fix for players sometimes either sinking into the terrain or getting teleported into the sky.
- Potential fix for dying flag bearers immediately refreshing their character models to privates.
- Changed the default demotion and server-wide mute threshold to 10% of the total server population instead of 15%.

Further details found here... (https://steamcommunity.com/app/424030/discussions/0/3160958175971266976/)

Leifr
11-07-2021, 05:54 PM
Update 176 - Hotfix 4

Hotfix 4 for update 176 is now live:

- A potential fix for demotions not updating when crossing the minimum player amount threshold.
- Improved the server performance.
- Fixed the search bar of the tab view not always keeping the tab view open when clicked.
- Potential fix for players getting listed outside of any regiment/battery/unenlisted category on the tab view.
- Reduced the thickness of the lingering gun smoke (should result in less overly white/bright smoke).
- Players should no longer become stuck in an artillery-round carrying position without actually having an artillery round in their hands.

Further details found here... (https://steamcommunity.com/app/424030/discussions/0/3160958175979144673/)

jackdaniel
11-08-2021, 07:38 AM
War of Rights is literally the only reason I still have a PC around. I'm a Mac user otherwise. The new M1 Max MacBooks are BEASTS. I want one desperately.

What I REALLY want is to just have ONE laptop for everything I need it for.

What are the odds of you guys ever developing a universal or M1 compatible version of this game I love so much?

I experimented with installing Steam via Crossover on a family member's M1 MacBook Air and I could indeed install War of Rights, but it could only play in "compatibility mode" due to the need for AVX. Wasn't all that playable because of it.

Any hope at all?

Leifr
12-07-2021, 09:05 PM
Update 177: Companies - Released!

Hello everyone,

Today, we're glad to be bringing you Update 177: Companies to War of Rights!

The main feature of the update, as the name implies, is the introduction of companies to the infantry regiments of the game, offering better organization options available for the players to make use of. This is going to be especially helpful at bigger player counts which we're in the process of working towards (more about this within the next few weeks).

Please note: The companies introduced in this update are not tied to the player companies of the online company tool available on our website but rather a means of offering groups within each regiment.

Update 177: Companies - Patch Notes

- In order to better support higher player counts in the future, each infantry regiment has been divided up into two companies: Co. A and Co. B. Each company has the same class restrictions as the regiments used to have.
- The company letter will now be shown above the player nametag of players in your regiment, allowing for companies to being able to easier maintain cohesion.
- The company that you're a part of will now be shown in the lower right corner of the screen when pressing T.
- Regiments currently featuring two battleflags will now have 1 unique flag tied to Co. A and the other to Co. B. Regiments with one battle flag will be using identical flags in both companies.
- Added musicians to the victory screens.
- Updates to the at the ready turn animation.
- Updated a few fence models.
- Various minor prop work within the house prefabs.
- Remade the backend of the main menu for more reliability.
- Added the first iteration of the credits to the main menu.
- Improved the performance of all trees and tents.
- Improved the smoke of small arms.
- Remade the server auto restart functionality and made the servers always restart at 5 AM, their local time. Admins and developers will now also be able to postpone an autorestart if needed.
- Optimized the giblets created by direct artillery impact in order to drastically improve client performance on artillery heavy skirmish areas.
- The admin menu is now enterable via "Server Settings" in the in-game escape menu.

That's it for now - we look forward to be seeing you all in-game.

Until then, have a good one!

Further details found here... (https://steamcommunity.com/games/424030/announcements/detail/3122680206589806773)

SwingKid148
12-14-2021, 03:33 PM
300 player community servers released!

https://store.steampowered.com/news/app/424030/view/3122680840869639825

Leifr
12-28-2021, 05:16 PM
Alpha update 177 - Hotfix Released!

Hello everyone,

After having celebrated Christmas, we are now back in development-action once again.

We have just pushed a hotfix to the game. Due to some major build system restructures, this update is unfortunately a full game-sized download. We apologise for this inconvenience.

The update includes:

- Fixed the missing scroll bar of the server browser.
- More shader cache updates, resulting in fewer graphical issues the first time the game is launched.
- Selected device settings for voice chat in sound options now save consistently.
- Added a microphone test button in the sound options of the game. Enabling this, will cause the captured sound of the input device (microphone) to be played by the selected output device (speakers), allowing you to more easily determine whether or not your recording setup is working as you intend it to.
- Fixed an instance where the game cursor would appear in-game without a way to get rid of it.
- Added/updated the following battle flags:

8th AL Regimental
2nd GA Regimental
18th VA National
15th MA Regimental
14th NY Brooklyn National
14th NY Brooklyn Regimental
12th OH Regimental
28th PA Regimental

Further details found here... (https://steamcommunity.com/app/424030/discussions/0/3199243752751738775/)

Leifr
01-27-2022, 08:53 PM
Field Report 45: Character Customization Preview

Hello and welcome to the Forty-Fifth Field Report!

Today, we’re going to be giving you a bit of a preview of a long awaited feature, debuting in its initial form in the next game update: Character customization!

Character Customization

The character customization of War of Rights consists of two segments: Facial & bodily features and uniform customization.

The initial implementation of the system focuses on the uniform customization part and so we will as well in today’s preview. Please note that the system is a work in progress and so changes between now and its initial release should be expected.


https://www.youtube.com/watch?v=8XwXEEBqllg

In the next game update, players will be able to customize the uniform of each player class (Private, NCO, Flag Bearer, Fifer, Drummer, Bugler & Officer) as well as each rank within the player classes (Corporal, Sergeant, 1st Sergeant, Sergeant Major, 2nd Lieutenant, 1st Lieutenant, Captain, Major, Lieutenant Colonel & Colonel).

Currently War of Rights features over 130 playable infantry regiments and artillery batteries. Each of which has a wide range of unique and distinct features. There is no small amount of work required to maintain both the historical accuracy of the uniforms and player customization agency. Consequently, we will be rolling out uniform customization options on a per-regiment basis in future updates. We look forward to hearing from the community what their most anticipated regiments are so we can tailor our efforts accordingly!

Until the facial & bodily features part of character customization comes online, you will all be given a random head configuration that will be your persistent appearance whenever you use a customized uniform. Should you opt to not use a customized uniform you will be given one of the pre-made characters already created for the selected regiment (the ones currently given to all).

The uniform customizer allows you to change just about any uniform and equipment asset that is acceptable from the historical constraints of your selected regiment, player class and rank.

Several in-game environments and poses are going to be featured as well as an in-depth photo mode for you to view (and share) your creation in a way that suits you by changing settings such as time of day, weather, depth of field focus,blur amount, field of view, saturation, contrast, photo filter, sun & moon rotation, sepia and wind on/off.


https://www.youtube.com/watch?v=KkCYjpzn5sA

We expect to be expanding the features of the photo mode based off of feedback from the community once it is released as we can see its possible uses in a wide range of scenarios.

Other Upcoming Additions

We thought it best to give you all a bit of a sneak peek regarding some of the other work that is currently going on at Campfire Games.

We’ve been rewriting the code handling the game modes in an effort to better combat bugs (especially plaguing the Picket Patrol mode currently) going forwards. It also allows us to start expanding the amount of game modes supported in the game - expect to hear more about the latter in the near future.

The rewritten game mode code, as well as a rewritten spectating and freelook systems are all scheduled to be released in the next game update alongside the initial character customization. The same goes for an easy way for us developers to download server crash dumps from any War of Rights server which will greatly help us in being able to fix various server related bugs & crashes quicker.

Artillery has seen a few improvements for the upcoming update as well. Exploding rounds nearby should result in a more prominent screenshake and blackouts in order to convey the sheer power as well as danger to the players better, the canister misbehaving for the CSA variant of the Napoleon cannon is fixed up and the lanyard is now once again visible.

Many more additions and fixes are scheduled for the next game update but we thought we’d just share some of the most often reported ones. As always, thank you for reporting the issues you come across. It is an instrumental step in our bug squashing effort.

Lastly, we hear a lot of questions about how the horse implementation progress is coming along so we thought we’d let you know that our animator is currently focusing on creating some of the animations very much required in order for its release to become a reality; jumping, stopping when about to hit an object at low speed as well as hitting an object at high speed (resulting in the rider being thrown off of the horse if the object is immovable and in a trampling if said object is another player on foot).

The Steam Lunar New Year Sale is upon us and so War of Rights is currently available at a 25% discount until the 3rd of February.

We look forward to be greeting the fresh recruits on the battlefields and drill camps!

That’s all for now. Until next time, have a good one.


Further details found here... (https://store.steampowered.com/news/app/424030/view/5317064205651768365)

TheFerryman
03-19-2022, 12:13 AM
Dear Sir,
Congratulations on an excellent upgrade to War of Rights, everything is of the highest standard, I particularly like the large maps!
There is just one thing that takes away the total immersion we had had up to now and that is the flag pole's and the type announcements that go with them.

I think it a better option that the "flag bearer" sticks his flag in the ground to claim the point taken by his side and to do away with the flag pole!

In real life regiments had objectives too reach, and they had to reach them in a given time or suffer positional tactical disadvantage.
In my opinion the flag poles should be replaced with "objectives" in the landscape like a farm, barn, river crossing or hill.

The task should be to take a given point in a given time and hold it as it was in the old "cap point"!
Your Historical notes on the Civil War are excellent and reflect what occurred on the day, but there were no flagpole's on the day that either side had to raise a flag on.

If the "Caracter Customization" feature can be used not only in "Conquest" but as well as transferred to "War of Rights" that will be a great addition to the game!

Many thanks for a fantastic upgrade and many thanks if you can help.

Ben Quinn.

TheFerryman
03-22-2022, 10:56 AM
Dear Sir,
Congratulations on a great Beta II.
I am very impressed with all aspects of the game, the maps, icons, environment, trees and bushes are all greatly improved!
Is there a chance of an entirely separate server in skirmish/line battle mode with all the above sans flagpoles?
Many thanks.
Ben Quinn.

Dan Hagman
03-31-2022, 10:06 PM
Update 178
Sadly the Targets on the Drillcamp do not work anymore, the F4-Animation is kinda creepy now as well, hope this will get fixed and I may have misread the Announcement of the Update, but I thought that the customised head would apply tae all Uniforms, not only those who have been added tae the Customisation.
Apart from that, a great Update, looking forward tae play the Conquest Mode during the UEC-Events on Friday and Saturday.

TheFerryman
04-17-2022, 10:22 PM
Dear Sir,
Thanks for an excellent update!
I have one concern about the speed of "Double Quick" and "Sprint" the C key in game.
The speed seems excessive to me, can it be reduced a little?
Many thanks if you can help.
The Ferryman

mongos
02-11-2024, 10:18 PM
- Fixed some of the rank icons in the spawn UI missing for some of the regiments.
I love it...

R0NH20
03-20-2024, 01:26 AM
But it kills rational tactics. Revert back, you're losing players as you read this. Or give Server options to control spawn times. It will solve it.

R0NH20
03-20-2024, 01:33 AM
Listen to these guys analyze the upgrade. https://youtu.be/9Hx-Pgbmzm0

R0NH20
03-20-2024, 01:39 AM
The game is unplayable.

R0NH20
03-24-2024, 06:56 PM
After observing numerous skilled matches, it appears to be a game of 'kill the flag carrier' now. This upgrade made the flag sheer gold for a kill. https://youtu.be/eUmikrCdvVY

R0NH20
04-07-2024, 08:13 PM
After observing two dozen matches my opinion morphs. This enhanced version creates more engagement, faster spawns, more movement as a single organism. Not a bad version of the game. I would suggest different servers offer both versions for the particular world each one offers. Also, how about a prone position option?13205

R0NH20
04-21-2024, 07:20 PM
After observing a dozen matches with the 10 Second spawn, what you did was allow teams to employ realistic tactics once again. Realism is achieved to a higher degree when 'mob spawning' is not built into the system. Good job.

R0NH20
04-21-2024, 07:26 PM
Now to allow players to lay prone like in real life. To take cover from arty, ambush, waiting for orders, etc.

R0NH20
04-21-2024, 07:46 PM
I had posted years ago an idea for a map expansion. Since I know you are open minded about the DEV, being such an epic project I suppose you need to be, so let me offer a few educated suggestions. I was reading Civil War History when I was 12. My mom worked at Stanford and I had access to the original Civil War Diaries that were printed in book form. My mom check them out five at a time for two years. By the age of 14 I was giving class lectures in the 8th Grade on The Civil War. Let me give you my best ideas based upon knowing what the Diaries said.

1) Riverboats were the deep space vehicles of the time. Control of waterways was always critical. Heavy supplies had to arrive by water. Horses could not pull the heaviest loads on dirt trails that a riverboat could deliver with ease. The Union commandeered riverboats everywhere they went due to their real value in logistics and troop movements. Consider riverways that allow riverboats to be deployed, seized, armed, loaded with cannon, horses and troops. Build (and seize) ports as you move along the water. Taking waterways from the enemy, seizing all their boats was key to starving the South, as much as destruction of railroads that are better known simply because there were more witnesses to it taking place.

2) BULWARKS TO DEFEND PORTS: Union would build serious Earthworks when occupying Rebel turf simply because those rednecks are insane and will come at you all hours of the day and night. You must live like you intend to stay there alive. A 'bulwark' option for Officers that works on a timer to build and costs tickets, perhaps just a few. Enemy can see bulwarks partially built, can rush, destroy, seize or finish those projects in real time at Union expense - with the seized supplies. The battles evolve into contests for control of key ground and waterway access. Starving the South was a Constrictive Campaign. Combat took place only when Rebels fought back. The Union was there to takeover - not have pissing matches. The Union fought only to win - not to fight.

R0NH20
04-21-2024, 07:59 PM
And another thing, the battles have a cycle like current game, a start and a finish. When creating the Waterway map, consider episodic battles (due to the larger scale of map) that are based upon the previous battle. They are merely the next day or the next week. A Waterways Campaign could involve a dozen battles up or down the Mississippi river or along the Eastern Seaboard. The CSA never could operate a waterways campaign in the North because the Union would throw 40 ships at them at one time. The CSA had no such naval power. So Union invades, seizes your boats, railyards and harbors. The only time you can slow them down is by attacking or destroying everything. Being able to burn a port down is as important as being able to build it. Same with riverboats and arty. A destruct command would be more realistic. Leave nothing of value to the enemy when you retreat or move on. The Union will fight for Railyards, harbors, forts and roads. I've explained why.

WINNING CONDITIONS: The goal of the CSA is to cut off (or commandeer) your heavy supplies and troop movement capability. Maintain waterways control by way of completed bulwarks and harbor facilities with at least one riverboat for each harbor. When you can maintain a dozen (stringed) harbors as indicated you win the campaign. If not, campaign is ended with a score depending on how many 'safe harbors' are in your hands. Each timed game secures your holdings or renders them seized by the enemy. It is a war for the Economy, Transport, Logistics and Control.

GAME OPTIONS: Consider 'Best out of 3' Games. Same map next week, repeat total of three times unless one team wins twice. The one with 2 and 1 (or 2-0) is entered as Winner of that battle stage of the Waterways Campaign.

R0NH20
04-25-2024, 08:06 PM
To be able to restock ammo during prolonged firefights. Marksmanship is becoming a favorite attrition tactic.

jrweis1997
04-27-2024, 04:58 PM
I am having an issue where if I attempt to use voice chat my game crashes, is there a fix for this?

Bradley
04-28-2024, 04:16 PM
I am having an issue where if I attempt to use voice chat my game crashes, is there a fix for this?

Please use the Error Reporter,

https://warofrights.com/errorreporter

Ronh20
05-10-2024, 04:14 AM
Good screenshot.

grjustina
05-22-2024, 02:25 PM
After the secondary patch released, the smaller one. It made it so I can't even launch the game. Is it just me?

wwow