WARNO
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WARNO ACTUAL
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487.553 MB
2024 年 7 月 24 日 下午 6:46
9 月 7 日 下午 5:38
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WARNO ACTUAL

描述
Join the Discord[discord.gg]
WARNO ACTUAL Beta v22.7

2025-09-07

Big thankyou to:
Kel
- For making the WARNO version of Plunjing Valley and Punchbowl, and was kind enough to share the map files with me so I could make a special version of them suitable for WARNO ACTUAL.

Click here to see latest patch notes, and patch history.

Very limited content, and few maps. But the foundation of the mod is now complete, so you can expect the full experience as far as gameplay changes. This mod fundamentally overhauls every aspect of the gameplay, it should feel like almost a completely different game in terms of gameplay mechanics.

Keep in mind the mod is designed around gameplay changes that work best around new map designs, of which I am still developing. There is only a few new maps for now, distinguished by "WA" in the map name.

For a full introduction/overview of the mod, see the WARNO Actual Introduction thread in the discussion forum.

Currently playable divisions

BLUFOR
  • US 3rd Armored
  • US 82nd Airborne
  • US 8th Infantry
  • US 11th ACAV
  • UK 2nd Infantry
  • FR 5e Blindee

REDFOR
  • SOV 27. Motostrelki
  • SOV 76. VDV
  • DDR 7. Panzer
  • SOV. 119 Independent Tank Brigade
  • POL. 20. Pancerna


Mod Overview (work in progress)

General gameplay changes
  • Income. Decreased from 260 -> 210 per minute, and the income tick is now 21 points every 6 seconds. The majority of units have had a roughly equivalent decrease in price. The decrease in income is motivated by fairly technical reasons, which I won't explain here as they are beyond the scope of this overview. The mod is also designed so that 2000 starting points should be the standard.

  • Command & Leader units. Command and Leader units are now separate classes of units, and Command units are much more expensive and can only be found in the Logistics tab. Leader units are much cheaper and higher availability, and now serve to exclusively lead other units in combat and give them veterancy buffs.

  • Forward deploy. Ranges of forward deploy have been nerfed to 1750m and 750m. This feature causes too many balance issues, particularly in regards to making helicopter transports somewhat irrelevant. I am not firmly decided on these numbers, and I am still deciding how I will balance airborne divisions. Basically, this is still a very "experimental" change (even more so than others).

  • HE scaling HE scaling is now marginally non-linear, starting at around 70mm the HE damage of weapons starts to increase faster, with the largest guns capping out at 1.5 - 1.75 HE. The goal of this change was to make sure heavy armor divisions had enough firepower to deal with the increased availability and cost efficiency of infantry. Another aspect of this change is increased splash radius for various weapons, although that is very much a work in progress, and not applied to most weapons at this time.

  • Price standardization. Units in each division are no longer priced around the balance of that division, but rather priced according to a universal standard. Some exceptions will be made, where some units might be intentionally underpriced (marginally) to define the "flavor" of the division. Never will any unit be intentionally "overpriced". All balance of divisions will be done through stat changes, or addition/removal of units, and not through use of different price standards. The one exception to this, which is experimental, is for tanks that come at a higher veterancy in certain divisions. Right now the only example is the M1A1 Abrams in the 8th Infantry Division.

  • Availability standardization. WARNO ACTUAL will be more like wargame in the sense that unit availability will have a rough correlation to price, for example helicopters are now much higher availability per card and other measures have been taken to balance them instead. With that said, Wargame's design was often overly obsessed with standardized availability and suffered for it. I am trying to strike a balance, where standardized availability is the foundation and exceptions are made when it can improve the depth and variety of deck building.

  • Weapon aim times. Aim times for weapons are being decreased overall. For example tank canons have had their aim times reduced from 3 seconds to 1.5 seconds. This change is experimental, and the goal is to see if this makes units feel more "responsive".

Logistics
  • Supply rework. Supply trucks can longer be sold, and it is important to refill your supply trucks at the FOB. Availability of supply units has been greatly increased. Supply costs are now quite a bit higher than in vanilla WARNO, but still nowhere near as high as they were in Wargame.

  • Command units. Command units are now exclusive to the Logistics tab, while other tabs only have leaders. The goal of this design change is to somewhat separate the role of front line combat leaders from zone capping units, which allows for leader units to be given a much lower price and higher availability.

  • FOBs. FOB card is now split into two units with half the supply each, this is a measure to mitigate the threat of dirty FOB snipers like you (yes you, reading this).

Infantry
  • Small arms rework. Small arms have been completely reworked, with the goal of aiding the player in gauging the potential performance of the unit just by looking at the stat card. The rework also has the benefit of allowing for much more logical ammo counts, which are now displayed on a per-soldier basis. For example, a US soldier carrying 11 magazines for his M16 would have 330 rounds of 5.56 ammunition.

  • Infantry armor. Infantry units (with the exception of weapon teams) now have varying amounts damage reduction against smalls arms fire depending on their strength. Starting at 0% for 14 strength infantry and capping at 48% for 2 strength infantry. The goal of this design change is to suppress the price of higher strength squads, so they do not become so expensive that entire categories of units are balanced around their use against them. For example, its not a healthy game state when certain bombers are only cost-efficient when sniping extremely expensive infantry.

  • Availability. Infantry availability has been increased by roughly 33%, in order to facilitate other design changes such as the need to always "screen" tanks with infantry, and the goal of having large maps with more rear-guard action.

  • Equipment weight system. Infantry movement speed now varies depending on their equipment loadout. It is all explained in a trait system and their respective tooltips. The goal of this feature is to create a trade-off for more powerful weapons, which helps keep the price of these infantry at a reasonable ceiling.

  • Shock trait rework The shock trait now includes a sprint ability that automatically activates, and reduces suppression damage taken while active. The exact buffs and functionality are explained in the tooltip for the trait.

See full mod overview in pinned "WARNO Actual Introduction" post in the discussion forum.
热门讨论 查看全部(4)
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1 月 13 日 上午 7:37
置顶: Roadmap
Lateralus
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2024 年 12 月 17 日 下午 3:46
Про мод
mfrsmoscow
104 条留言
B A O 10 月 30 日 上午 2:07 
I propose introducing a new trait for every infantry unit called "Infantry/Squad." Its description is as follows:
"This unit is a tactical formation consisting of several soldiers who can effectively hide from fire in folds in the terrain, trees, and buildings. However, the squad is linked by a communication and command system, forcing them to stick together. The more soldiers in the squad, the greater the chance that one of them will be hit by fire."
And in italics is the description of the mechanics: the fewer soldiers, the greater the damage protection.
My writing is very crude. But you get the idea. You should a) definitely show this mechanic in the interface. b) present it in a more logical way – damage increases because there are more people in the squad.
B A O 10 月 30 日 上午 2:07 
Hi, Laterus. You're so cool. And your mod is so cool. Thank you so much. I haven't played it much, but I loved every minute. I really respect your approach to game design and how you're smoothing out the rough edges left by eugens. For example, those hidden attributes that reduced damage to transport vehicles and infantry. I have a lot of suggestions I'd like to share.

1) What I consider very important. Regarding your "Infantry Armor" system. I understood everything you explained, but I disagree with its implementation. Firstly, it's illogical. Because the squad is smaller, they don't equip additional armor. Secondly, it's a hidden mechanic that's impossible to learn about without reading this post.
Lateralus  [作者] 10 月 7 日 下午 3:04 
I will definitely fix AG in the relaunch/end-of-beta of the gameplay mod. My focus has been on developing a discord bot to support the multiplayer community of the mod, so the actual mod development has been on the back burner.

My philosophy regarding single player, is that it I actually consider it to be an important component of making the multiplayer community successful. Playing the mod in AG or Skirmish vs. AI is what will introduce a lot of people to the mod, and provides a constant source of new players. So I plan on investing a lot of effort into improving AG and A.I. skirmish.

Right now its looking like it will take me at least until mid November to finish the bot, at which point it will be full speed ahead on the mod development. I have already developed some very good modding tools for the gameplay, probably the most efficient modding tools outside of what large Chinese modding teams have done. So I would not be surprised if I could relaunch the gameplay mod by Christmas
FinaL 9 月 16 日 下午 6:14 
I assume the mod is not meant to be played in AG? Because the income is off ^^'
Lateralus  [作者] 9 月 8 日 下午 9:02 
yeah I agree it is inconsistent, I'll iron that out in the long run. I just needed a way to make those kinds of cheap towed AA guns dirt cheap so I could justify increasing helicopter availability and the overall firepower of helicopters.
cjprince 9 月 8 日 上午 8:08 
Does this also apply to non-SP AA in the AA tab? I assume not, but that feels a bit inconsistent
Lateralus  [作者] 9 月 8 日 上午 2:34 
To be fair I should probably have added a trait with a tooltip that explains it. The idea is that these types of units will retain a lot of firepower and cheap price, but completely incapable of being used offensively.
Lateralus  [作者] 9 月 8 日 上午 2:32 
@cjprince They have a deployment time. When the shovel icon goes away their aim time returns to normal.
cjprince 9 月 6 日 下午 5:50 
the light AA guns in logistics tab have 18 second aim times, which is practically an eternity, i can only assume its not intentional
Lateralus  [作者] 8 月 26 日 下午 5:46 
@Limited strategy time

Thats odd I don't see any issues with income. Standard income is +21 every 6 seconds, i.e. 210/minute. Does it show +0 at the top for you, or is the income tick not working?

https://i.imgur.com/LLd12Gf.png