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Offline Asid

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War of Rights
« on: March 06, 2019, 02:08:15 PM »

War of Rights is a first person multiplayer game with a focus on historical authenticity set during the perilous days of the American Civil War, in the Maryland Campaign of September, 1862.

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War of Rights - Steam Early Access Launch Trailer


War of Rights is a multiplayer game set during the perilous days of the American Civil War, in the Maryland Campaign of September, 1862. Campfire Games is devoted to presenting the gruesome and glorious elements of the period, while maintaining the highest level of historical accuracy and realism as is possible with the wonders of CRYENGINE.

- Massive battles: Take part in engagements consisting of 150 players.

- Tailored for line formation teamplay: Custom formation buff mechanic system rewards sticking together by lessening the suppression effects, the morale cost for the team when dying and the flag bearer respawn rate.

- Historical accuracy: Period correct uniforms, weapons, manual of arms animations, battlefields, objectives & drill camps.

- Regimental pride: More than 70 researched and recreated regiments all supporting uniforms for all ranks (Private to Colonel) and player classes.


- Powerful game engine: Powered by CRYENGINE V, War of Rights is capable of providing visuals unmatched by any other Civil War game.

- More than a game: War of Rights is a vision that keeps expanding its scale. The project is entirely crowdfunded and has been developed on for the past 6 years. We consider it more of an ever evolving artistic piece rather than a final product with a targeted release deadline with set features.

Players in the game will be able to play on multiple battlefields of the campaign, from the confluence of the Potomac and Shenandoah Rivers where the Siege of Harper's Ferry took place, to the ridgelines of South Mountain, and to the meandering waters of Antietam Creek at the Battle of Antietam. Additionally, players will also be able to choose from a list of regiments that fought in each battle as well as what rank to fight as, whether they want to slog it out as a lowly private, or if you want to orchestrate the carnage and mayhem as a major general.


Uniforms and bodily features will all be customizable for other players to see as you march and fight in the lines of battle according to the tactics of the period. As a General, you will operate in your headquarters equipped with a map of the battlefield and constantly receiving reports of friendly and enemy positions. Send out new orders to the regiments to move forward, or fall back - all in real time. The orders will move down the chain of command, to the Colonels, Majors, down to the Captains in charge of the individual regiments, all of whom have the option to follow the orders of their trusted commander, or rebel against his wishes and fight as you see fit.


Each map contains a period reconstruction of the buildings, farms, forests, roads, and rocks as they were in 1862 so players can fight through the streets of Harper's Ferry, in the wooded heights of Fox's Gap at South Mountain, or in the cornfields and Bloody Lanes of Antietam. Players can feel the whiz of deadly shot and shell fly by their bodies, or hit their comrades or themselves as they scream in a bloody hail from their wounds. Limbs will fly and blood will be spilt once again as Campfire Games brings the fighting of the Civil War right to the player's computer screen!

Will you heed the Union call against the traitors? Or will you fight to defend your family and livelihood with the Confederacy? You decide!

We thought it a good idea to recreate/repost our Early Access roadmap as a lot of players having joined us recently are unlikely to know what we are intending to offer as the game advances in its development.

The below roadmap should be taken for what it is - a preliminary list of things we have planned for. As all plans are subject to change, there is a great chance that the list will also end up changing, however.
The order of the roadmap is also subject to change as the development moves ahead. Some things listed may arrive a great deal sooner or later than what their listing order indicates.

1. Bug fixes, stability improvements: This will be an ongoing focus throughout the development of the game. An alpha is never without its bugs. New content rarely comes without its fair share of bugs and issues required to fix up.

2. Performance improvements: We are well aware of the performance of the alpha is needing to be improved - especially at higher playercounts. Major programming work is currently going into reworking the most expensive part of the game at high playercounts. Once finished you should all be experiencing much better framerates on populated servers.

3. Expanded server moderation tools: This will allow server administrators more control to manage and configure their server using commands such as: kick,ban,change map, change skirmish area, change weather and time of day.

4. End game events: Taken out just before the launch on Early Access, the end game events will be making a comeback in a more fleshed out form, specifically designed to create more memorable end game moments in cases where the question of who were the winners of the match is heavily contested.

5. Improved melee: Melee is going to be receiving a much needed overhaul, including the availability of a parry move and animation kill sequences between two players (“kill-moves”) to increase the visual fidelity of close quarter fighting.

6. New battlefields: The Battles of South Mountain and Shepherdstown will eventually complete the Maryland Campaign of 1862.

7. Fleshed out officer order system: Additional officer commands will be introduced to allow for a greater range of tactical options.

8. Musicians: Working in tandem with the officer order system, musicians will have to relay the correct calls to help make sure the orders are received down the line.

9. Historical Battles mode: Besides the quicker Skirmish mode, the largest and main game mode intended for the game, known as Historical Battles, would open up the entirety of the 4x4 km battlefields for more of a complete playthrough, with a moving frontline consisting of several capture areas. This will also entail the use of the full chain of command where players take the part of Generals, using maps and couriers to direct troops across the huge battlefield.

10. Player controlled artillery: The many batteries already placed on the battlefields will become player controlled once we introduce an artillery system, where players will have access to some of the most destructive and tide-turning weapons of war.

11. Generals: The chain of command on the battlefield will be expanded with the addition of generals. Generals bring a tactical overview to the battle that all other classes lack, helping to command the troops when using the historical battles mode, helping to bring some order to the chaos of war.

12. Cavalry: Horses are to be implemented for both cavalry units, moving artillery pieces, as well as for the high command and their couriers. The cavalry was still an important branch of the armies of the period considering the changes in technology, acting as reconnaissance and quick response units as understandings for their use developed over the period of the war.

13. Final Release: Once the above features have been finished, we will be at the point that we would be just about ready for full release of the game to all and sundry! This final release would also be the point that those that had backed us originally would be getting their promised physical and digital goods. While we cannot give any definite date as to when we might get to release, we inch closer every day!

Mature Content Description

The developers describe the content like this:

War of Rights aims to portray Civil War period fighting. This includes portraying artillery shell hit effects on corpses, head wounds, bayonet stabbing, bloody characters and large amounts of bodies on the field of battle.

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Offline Asid

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Re: War of Rights
« Reply #1 on: March 06, 2019, 02:19:16 PM »

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Re: War of Rights
« Reply #2 on: March 09, 2019, 12:25:51 AM »

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Re: War of Rights
« Reply #3 on: March 09, 2019, 12:26:04 AM »
Field Report 42: Picket Patrol Released!
8 Mar - [CG]TrustyJam

Hello and welcome to the forty-second Field Report!

Hello everyone and welcome back to our field report news segment. The past 3 months following the Steam Early Access launch in early December have been extremely busy for us at Campfire Games.

We have released 16 alpha updates in the timeframe, focusing on many of the user reported issues such as long loading times, admin functionality, performance and stability issues, updates to the auto-ban system to weed out the worst team killers and much more.

While a great number of issues have been fixed there is also a great number of them remaining. We will continue to iron out bugs, work on performance optimizations and server stability throughout the development of the game.

Currently, we’re undertaking the big task of rewriting the code handling network connections in an effort to resolve connectivity issues.

The past 16 updates have also come with new content in the form of a new skirmish area, a wintery drill camp map, end game events and a benchmark in the game. We’re currently working on several content-related tasks such as the South Mountain battlefield, a radial menu for officers in order to give them a wider selection of available orders, game systems needed in order to implement player controlled artillery, artillery branch specific uniforms and assets and much more.

But enough of what we’ve been up to and what is coming to the game in the near future. Today, we’re excited to be launching the 2nd game mode of War of Rights: Picket Patrol!

A new game mode: Picket Patrol

We have developed this new game mode based on the feedback we’ve been getting for the last few months from our veteran players primarily, asking for a less guided tactical experience than Skirmishes and instead seeking a much more open ended game mode, where no engagement is going to be entirely identical - not as a replacement to Skirmishes but rather something different to co-exist with it.

The above feedback is what we focused on when designing Picket Patrol - we hope the mode will provide our players with something quite different to Skirmishes as it is our belief that different game modes need to drastically differ in design in order to justify the need for several game modes at all.

We’d like to thank you all for your feedback, old and new, and we hope you will continue submitting it in order to help us grow the game.

Now, let’s get into the specifics of Picket Patrol!

Picket Patrol features

Picket Patrol is, as the name suggests, our take on being on picket duty for two armies in close proximity to each other. Pickets were commonly used to spot possible enemies, engage if needed and warning the army of any likely danger, often done so by going on guard patrols.

The main objective of Picket Patrol is simply to kill the enemy force you’ll encounter. The round ends when all enemies are killed or the timer runs out. Whoever has the most kills when the timer ends, wins. The teams kill count is hidden until the end of the round where a winner is declared.

Players only have 1 life per Picket Patrol round and will be able to spectate their team members for the remainder of the round should they die.

Due to the mode being a single life mode, formation requirements will be stricter than those found in the Skirmishes game mode, not allowing players to be “out of line” for more than 30 seconds.

When a new player joins the server. The player will automatically be put into the spectator camera for the duration of the ongoing round.

If less than 12 players are present on the server, the formation restrictions will automatically be disabled and new players joining the server will always be able to spawn once in the ongoing match, regardless of how much time is left.

The initial version of Picket Patrol in War of Rights features 11 patrol areas - those of you having spent a lot of time on the drill camp servers might have a small advantage here as the 11 patrol areas are all situated on the drill camp map.

Each patrol area has roughly 7 team spawn points placed in various positions in the area. Whatever team spawn point is selected for your team (and for the enemy’s) is entirely random. This ensures a truly different experience each time you play as no teams will know where the enemy is located nor if the best strategic option is to find a defensive spot and wait it out or actively hunting down the enemy picket patrol in a much more offensive manner.

The time of day as well as the weather will also be randomized at the start of each new Picket Patrol round - expect to be on patrol in all kinds of weather and in all kinds of hours.

The openness and the randomness of the game mode will ensure a very different experience compared to Skirmishes. Sometimes you might not get any proper contact with the enemy going before the timer runs out as you will have spawned far from each other and your movements might have been off or one side may decide to hide away in a farmhouse somewhere for the entire match, etc. While at other times you will be greatly surprised just how close the enemy is to you - all in all the above should result in a more varied round-to-round game mode.

As today marks the first alpha test of the new mode with more than a handful of players, things are most certainly going to be tweaked based on your feedback - patrol areas might get increased or reduced in size, spawn points may be moved further or closer to each other and the round timer may be increased or decreased.

We look forward to be experiencing Picket Patrol with you all and to your feedback!

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

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Re: War of Rights
« Reply #4 on: March 12, 2019, 02:54:12 PM »
March 12th - Update 144 Released!
12 Mar @ 10:50am - [CG]TrustyJam   

- Increased the bullet penetration percentage chance on wooden surfaces from 40% to 70%. Furniture in buildings as well as multiple layers of walls will provide additional cover. Large trees cannot be penetrated.

- Fixed some buildings where players were unable to shoot through the glass.
- Fixed teamkill messages not being shown in the ingame chat.

- Prevented various exploits and hacks.

- Regenerated the ambient lighting on all levels.

- Fixed some of the functionality in the admin panel not working from the previous update.

- Fixed an issue with the morale UI near the compass where it would keep saying Last Stand or Final Push if one of the two had triggered in an earlier round.

- Various character fixes.

- Added barefoot and bedrolls variations to the confederates.

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Re: War of Rights
« Reply #5 on: March 18, 2019, 10:35:08 AM »
March 17th - Update 145 Released!
17 Mar @ 7:10pm - [CG]TrustyJam   

- This update includes new experimental network performance improvements. Please let us know if you experience any stability or performance differences between this update and the previous one.

- Added a random selection of background high altitude clouds.

- Several character updates and tweaks.

- Added more bloody uniform materials.

- Updated the burnside bridge model.

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Re: War of Rights
« Reply #6 on: March 27, 2019, 11:11:54 PM »
March 27th - Update 146 Released!

- Added door open and close sounds.

- Possible fix for some players spawning with a 20 second desertion timer when Last Stand has triggered.

- If Last Stand has triggered and there are less than 20 seconds left of a match. Players deserting will no longer have a desertion timer of 20 seconds if they desert. Their desertion timer in that case will instead always be lower than the time left of the match, making defenders in Last Stand unable to desert and win for their team as the timer runs out.

- In order to prevent afk defenders from winning a game in Last Stand, the victory will be given to the attacker when the timer runs out if there are 3 or less defenders alive.

- Added ear wind noise that is increased the faster the player is moving and if the player is facing the wind direction.

- The flag of the flag bearer will now produce cloth sounds. The intensity of those cloth sounds will increase as the player moves around.

- Changed the way footsteps are queued to reduce clipping when moving with a lot of players.

- Added new and improved player movement and equipment sounds. Enter Ready, Exit Ready, Enter Aim, Exit Aim, Enter Kneel, Exit Kneel, Fix Bayonet standing, Unfix Bayonet standing, Fix Bayonet kneeling, Unfix Bayonet kneeling.

- Increased the volume of vaulting and lightning sounds.

- Possible fix for particle effects sometimes spawning in the wrong place.

- The nametags and chat messages of developers will now appear Blue.

- The name of the server that is currently being played on is now listed in the bottom of the tab screen.

- Fixed the text chat no longer appearing by itself when the Auto Show HUD setting is disabled in the graphics options.

- Fixed teamkills and ban messages being posted twice in the chat.

- The text chat will now post whenever a developer or an admin force ends the round.

- Prevented various hacks and cheats.

- Several updates to the Burnside Bridge area in order to match its period surroundings. Moved the stonewall closer to the bridge, added missing fencing and made the Sycamore witness tree 150 years younger.

- Updated the small sheds at Harpers Ferry.

- Added new uphill and downhill movement animations.

- Added new turn animations for various poses.

- Added a new revolver aimpose and a sword melee mode aimpose.

- Updated the model and textures of some of the wooden fences on all maps.

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Re: War of Rights
« Reply #7 on: March 29, 2019, 01:28:27 AM »
200 Player stress test 29th of March!

Hey all!

We'd like to invite you all to partake in a 200 player stress test tomorrow on the 29th of March at 2100 hours GMT/1700 hours EST.

Do not expect great performance during the stress test - crashes and glitches might happen at an increased rate for both the server as well as your clients.

We look forward to be seeing you all. :)

- Trusty

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Re: War of Rights
« Reply #8 on: April 06, 2019, 12:03:59 AM »
April 5th - Update 147 Released!
5 Apr @ 2:37pm - [CG]TrustyJam   

- Reduced the amount of player data that is synchronized between the server and the clients. This is very experimental and may cause issues, it may however also possibly increase the performance of the server.

- Added new and improved sword slash and stab animations.

- Prevented the player from instantly entering shoulder arms if the player stops aiming after having started aiming while the exitReady transition is playing.

- If the player is sprinting and then release W while still holding left shift. The player no longer has to release and press left shift again in order to resume sprinting.

- Added an Admin menu to the Tab menu with support for kicking and banning players. If you are an admin, activate it by right clicking on a player name.

- Prevented players from activating the worcam in the Picket Patrol game mode.

- Fixed the benchmark not working.

- Overhauled snake rail fences and added additional variants across all levels.

- Fixed minor flag spawn issues, Harpers Ferry.

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Re: War of Rights
« Reply #9 on: April 08, 2019, 01:11:36 PM »
200 Player stress test server is up! Join us!
7 APR @ 7:26PM   - [CG]TRUSTYJAM

Please join in on the 200 player stress test server to help us test!

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Re: War of Rights
« Reply #10 on: April 12, 2019, 11:50:32 PM »
April 12th - Update 148 Released!
12 Apr @ 10:20pm - [CG]TrustyJam   

- Possibly fixed a couple of crashes during gameplay, related to recent optimizations to the animation system.

- Possibly fixed the issue with LastStand triggering on the new skirmish area for a player who just joined the server as LastStand ended on the previous skirmish area.

- Fixed the player entering Ready if the player starts aiming from MeleeMode.

- Fixed a desync issue with Ready and Double Quick, sometimes making players slowly walk on your screen where the client is in fact double quicking, resulting in the player teleporting every 10 meters or so in order for your client to catch up to the actual position of the player.

- When admins right click on a player in the tab menu, the kick ban dialog will now appear where the cursor is instead of the upper right corner.

- Added 2 additional cubemaps, one during sunset and one during sunrise for a smoother reflective lighting transition.

- Updated time of day settings.

- Vegetation material tweaks.

- Added more fence variants to all levels.

- Minor Antietam and Drill Camp level updates.

- Added 2nd Maryland, 20th New York, Alabama state and 8th Florida flags.

- Reworked 8th Alabama uniforms.

- Optimized the stacked wheat bundles.

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Re: War of Rights
« Reply #11 on: April 20, 2019, 11:31:26 PM »
April 19th - Update 149 Released!
19 Apr @ 3:40pm - [CG]TrustyJam   

- Added segmented reloads to all rifles and smoothbore muskets. This means that when you cancel your reload, you will then be able to resume reloading from the logical step where the reload can be resumed. The current steps are, when the cartridge has been placed in the muzzle, when the cartridge has been rammed down, when the ramrod has been reseated and when the cap has been placed on the nipple. If the reload is cancelled while kneeling, you will be able to resume reloading from the correlating spot from a standing position and vice versa.

- Fixed the admin panel often only displaying the close option when pressing E.

- Fixed servers forgetting who was banned if the server is renamed.

- Prevented the Last Stand desertion timer dissapearing for good if Final Push triggers while the Last Stand desertion timer is shown.

- Made the weapons cast shadows.

- Updated time of day.

- Updated Dunker Church model.

- Made various slight performance improvements to the environment.

- Prevented player carried flags from casting shadows onto themselves and in the process, removing all subsurface scattering in the cloth.

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Re: War of Rights
« Reply #12 on: April 26, 2019, 05:04:44 PM »
April 26th - Update 150 Released!

- When spawning on the flag, you will now spawn on the flag of your regiment if the flag of your regiment is being carried by a player. If the flag bearer of your regiment has not spawned or if the flag of your regiment has been dropped, the system will automatically move you over to the spawn queue of the other regiments flag bearer if one exists.
- When spawning on the flag bearer, the UI now displays if the flag bearer is Out of Line or if the flag has been dropped.
- When the flag bearer becomes Out of Line, the spawn queue on him now pauses instead of getting deleted entirely. This means that once the flag bearer becomes Skirmishing or In Formation again, the spawn timer resumes and everyone keeps their spot in the spawn queue.
- Made the spawn queue on the flag bearer display what number you are in the queue, more reliably.
- Prevented the Last Stand message from sometimes being stuck on the screen indefinately.
- Improved start and end reload transitions.
- Reduced the likelihood of players sometimes being stuck for a few seconds after having finished reloading.
- Tweaked the time of day settings to prevent very dark shadows at specific points in time.
- Added stacked wheat bundles to several wheat fields on the Drill Camp level.
- Updates to Dunker Church model.
- Added overhauled Dunker Church props.
- Reduced the volumetric fog amount at several locations on the Drill Camp level such as the Union firing range, allowing for clearer long distance views.

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Re: War of Rights
« Reply #13 on: May 05, 2019, 02:55:33 PM »
May 4th - Update 151 Released!
4 May @ 3:49pm - [CG]TrustyJam   

- Added regiment divided spawn areas on all skirmish areas, ensuring every regiment is already formed up at spawn.

- Added icons above NCOs of your regiment that can be shown by pressing T. These icons will only be shown if the NCO is InFormation. This is to make it easier for newly spawned players to find their way back to their regiment.

- Made the flag automatically spawn an icon above it when dropped if Auto Show HUD have been enabled in the options menu, otherwise the icon can be shown by pressing T.

- When an officer draws a new line, if the icon above the previously drawn line is still shown, the previous icon is removed.

- Reduced the ingame icon sizes at distances.

- Added some experimental performance improvements to the server.

- Added small toll houses on each end of the main bridge on Harpers Ferry.

- Minor character and weapon material adjustments.

- Fixed the opening speed and amount of a few doors.

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Re: War of Rights
« Reply #14 on: May 18, 2019, 01:32:10 AM »
May 17th - Update 152 Released!
17 May @ 1:45pm - [CG]TrustyJam   

- Made one of the teams do the rebel yell or shout huzzah when the opposing team goes one step down in its morale, from Battle Ready to Engaged for example.

- Made your spot in the flag bearer spawn queue be listed more accurately.

- Reworked 9th New York uniforms.

- Updates to 2nd Mississippi uniforms.

- Updates to 18th Georgia uniforms.

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