Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on March 06, 2019, 02:08:15 PM

Title: War of Rights
Post by: Asid on March 06, 2019, 02:08:15 PM
(https://steamcdn-a.akamaihd.net/steam/apps/424030/header.jpg?t=1544535237)

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.


Home page  (https://warofrights.com/)
Steam  (https://store.steampowered.com/app/424030/War_of_Rights/)
Official forum  (https://www.warofrightsforum.com/)
Youtube  (https://www.youtube.com/channel/UCA1QYzsuDBilAxa6IDougDA)


Online Multi-Player


War of Rights - Steam Early Access Launch Trailer

https://youtu.be/A84LcBNhXq8


About

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/WoR_4.gif?t=1544535237)

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Alpha_Features_2.gif?t=1544535237)
- 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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/WoR_2.gif?t=1544535237[img]⠀⠀

[b]- Immersive communication:[/b] In-game 3D voice system.

[b]- Recreated battlefields:[/b] More than 30 historically accurate skirmish areas of the Battle of Antietam & Siege of Harpers Ferry to play on as well as three drill camps to perfect your formation forming abilities or simply exchange battle stories at the campfire.

[b]- Player classes:[/b] Private, NCO, Flag Bearer & Officer playable from every regiment featured and covering all ranks from Private to Colonel.

[b]- Community focus:[/b] A strong company (player organized clans) focus with a dedicated company tool and forum sections devoted to in-game event creation.

[img]https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/WoR_6.gif?t=1544535237)⠀⠀⠀⠀

- 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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Game_Vision.gif?t=1544535237)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/WoR_1.gif?t=1544535237)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/WoR_3.gif?t=1544535237)⠀

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!

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/WoR_5.gif?t=1544535237)

Will you heed the Union call against the traitors? Or will you fight to defend your family and livelihood with the Confederacy? You decide!
(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Roadmap.gif?t=1544535237)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Melee_650.jpg?t=1544535237)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Musicians_650.jpg?t=1544535237)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Skirmish_7_Maryland_Heights_650.jpg?t=1544535237)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/424030/extras/Cavalry_650.jpg?t=1544535237)

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.
Title: Re: War of Rights
Post by: Asid on March 06, 2019, 02:19:16 PM
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Title: Re: War of Rights
Post by: Asid on March 09, 2019, 12:25:51 AM
Previous updates/Patches (https://steamcommunity.com/app/424030/allnews/)

Title: Re: War of Rights
Post by: Asid 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

(https://i.imgur.com/oBFP6WX.jpg)

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.

(https://i.imgur.com/SJbFKGd.jpg)

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.

(https://i.imgur.com/Xaejt7w.jpg)

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.

(https://i.imgur.com/rVaFf7q.jpg)

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.

(https://i.imgur.com/HlUOoRH.jpg)

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.

(https://i.imgur.com/uHaRCgJ.jpg)

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.

(https://i.imgur.com/dKnJ8XE.jpg)

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!
Title: Re: War of Rights
Post by: Asid on March 12, 2019, 02:54:12 PM
March 12th - Update 144 Released!
12 Mar @ 10:50am - [CG]TrustyJam   

(https://i.imgur.com/KILYHbM.jpg)

- 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.

(https://i.imgur.com/hbSyA2i.png)

(https://i.imgur.com/BIgpgPw.jpg)
Title: Re: War of Rights
Post by: Asid on March 18, 2019, 10:35:08 AM
March 17th - Update 145 Released!
17 Mar @ 7:10pm - [CG]TrustyJam   


(https://i.imgur.com/IxoTec7.jpg)

- 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.
Title: Re: War of Rights
Post by: Asid on March 27, 2019, 11:11:54 PM
March 27th - Update 146 Released!
27 MAR - [CG]TRUSTYJAM

(https://i.imgur.com/VD0Sqgu.jpg)


- 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.

(https://i.imgur.com/D8xEQSQ.jpg)
Title: Re: War of Rights
Post by: Asid on March 29, 2019, 01:28:27 AM
200 Player stress test 29th of March!
28 MAR - [CG]TRUSTYJAM


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
Title: Re: War of Rights
Post by: Asid on April 06, 2019, 12:03:59 AM
April 5th - Update 147 Released!
5 Apr @ 2:37pm - [CG]TrustyJam   

(https://i.imgur.com/a4x8deZ.jpg)


- 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.
Title: Re: War of Rights
Post by: Asid 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!
Title: Re: War of Rights
Post by: Asid on April 12, 2019, 11:50:32 PM
April 12th - Update 148 Released!
12 Apr @ 10:20pm - [CG]TrustyJam   

(https://i.imgur.com/WzwkbKp.jpg)

- 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.
Title: Re: War of Rights
Post by: Asid on April 20, 2019, 11:31:26 PM
April 19th - Update 149 Released!
19 Apr @ 3:40pm - [CG]TrustyJam   

(https://i.imgur.com/JuzswZr.jpg)

- 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.
Title: Re: War of Rights
Post by: Asid on April 26, 2019, 05:04:44 PM
April 26th - Update 150 Released!
26 APR @ 3:11PM   - [CG]FANCYSWEETROLL


- 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.
Title: Re: War of Rights
Post by: Asid on May 05, 2019, 02:55:33 PM
May 4th - Update 151 Released!
4 May @ 3:49pm - [CG]TrustyJam   

(https://i.imgur.com/l2CsRX1.jpg)


- 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.
Title: Re: War of Rights
Post by: Asid on May 18, 2019, 01:32:10 AM
May 17th - Update 152 Released!
17 May @ 1:45pm - [CG]TrustyJam   

(https://i.imgur.com/ZgTb9tl.jpg)


- 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.
Title: Re: War of Rights
Post by: Asid on May 25, 2019, 12:30:41 AM
War of Rights Historian interview: Making Civil War history fun!
24 MAY @ 6:25PM   - [CG]TRUSTYJAM

Recently, Youtuber Ranger Dave sat down with Campfire Games Historical Advisor Clark Morningstar for an interview and have just now released it in a great video of his featuring on-location footage of Harpers Ferry as well as general War of Rights gameplay!

https://youtu.be/WtvAqC-r8f4


A big thank you to Dave for featuring us.
Title: Re: War of Rights
Post by: Asid on June 01, 2019, 12:36:50 AM
May 31st - Update 153 Released!
31 May @ 2:31pm - [CG]TrustyJam

- Released South Mountain, featuring 3 new skirmish areas.

Garland's Stand

September 14th – 10:00 close to Fox’s Gap

(https://i.imgur.com/onEHGtk.jpg)

CSA Brig. General Samuel Garland having been ordered by Maj. Gen. D.H. Hill to defend Fox’s Gap and its road – directly exposing the wagon trains of the Confederate army should it fall, is now deploying his brigade next to the Wise Farm. To his immediate front Union Colonel Scammon’s brigade consisting of the 30th and 12th Ohio is advancing and engaging with the 13th and 20th North Carolina while the 23rd Ohio is putting pressure on his far too drawn-out line’s right flank.


Hatch's Attack

September 14th - 18:30 close to Turner’s Gap

(https://i.imgur.com/3095aML.jpg)

In an effort to secure the southern part of South Mountain itself and thus open up the flank of Confederate Major General D.H. Hill situated at the strong defensive positions at Mountain House and on the Dahlgren Road at Turner’s Gap, Union Brig. Gen. John Hatch’s 3500-man division pushes onwards and upwards through some of the most difficult and rocky terrain of the battlefield. On top of the crest CSA General Garnett’s 400-man division is rushing forwards to safeguard the flank of the mountain gap.


Colquitt's Defence

September 14th – 19:00 Turner’s Gap

(https://i.imgur.com/GeHsGta.jpg)

Positioned behind a stonewall at the base of Turner’s Gap and on the fenced-in Dahlgren Road running above the gap, overlooking the National Road headed into Turner’s Gap, CSA Colonel Colquitt’s brigade readies itself for the attack it knows is coming after having witnessed Union Gen. Hatch’s attack on Garnett to the left of Colquitt’s brigade an hour earlier. On the National Road in front of them, Union Gen. Gibbon’s brigade begins its slow but steady push with an iron-like determination.


- Added a new WIP officer order system implemented via a radial menu that can be activated by pressing Q. Currently it will write the order in the chat to the players of the same regiment as the officer who are within 30 meters of the officer. The intent later is then to tie this into the bugler who will than be able to bugle that particular order, making all players of the same regiment as the officer receive the given order in the chat as well as give a small appropriate buff to the players in the vicinity of the officer and the bugler. The radial menu contains a huge variety of new orders, including Form Column, intended for marching as well as Fall In, which will spawn an icon on top of the officer giving the order. All the specific orders can also be bound to specific keys via the options menu if you find yourself very often drawing line or column formations.

(https://i.imgur.com/gvTH3Vb.jpg)

- Made all orders given by the officer only appear to the players of the same regiment as the officer.

- Added support for passworded servers. Support for setting the password via G-Portals website will be added very soon, otherwise you can add sv_password=MyPassword to the dedicated.cfg file either via FTP or via the G-Portal website. The password can also be added, changed or removed while ingame via the ingame admin panel which can be activated, by pressing E. Adding changing or removing the password will not affect the players already connected to the server. Currently when attempting to join a passworded server, if the password is typed incorrectly once, you will unfortunately have to restart the game in order to try and type the password again.

- Added 56th VA, 18th VA, 89th NY, 23rd OH, 2nd OH, 4th OH, 5th OH, 13th OH, 12th OH, 20th OH, 30th OH, 36th OH, 51st PA, 2nd USSS, 13th AL, 23rd NC, 19th IN, 23rd NY and 18th GA regiments for use on South Mountain and in the drill camps.

(https://i.imgur.com/2BMaQO0.jpg)

- Updated several uniforms of the 72nd PA, 69th NY, 9th NY, 13th GA and quite a few more.

- Added class names to text messages from NCOs and Officers.

- The player name in text messages from officers are now colored light green.

- Updated several dirt textures throughout the game.

- Updated the staircases of several buildings to allow for better traversal.

- Fly tent model updated - more tents will be updated in the future.

- The West Woods Evening Skirmish now starts 30 minutes earlier in the day.

- Minor vegetation updates, Antietam.

Title: Re: War of Rights
Post by: Asid on June 14, 2019, 12:44:14 AM
June 13th - Update 154 Released!
13 Jun @ 11:40am - [CG]TrustyJam


- Added the 4th skirmish area to South Mountain.

Reno's Fall

September 14th - 18:00 close to Fox's Gap

(https://i.imgur.com/2Hx0lXI.jpg)

After the Confederate collapse at Fox's Gap earlier in the day due to the attacks by Union Maj. Gen. Reno's IX Corps, CSA Brig. Gen. Hood now orders his division south to relieve the battered Confederate lines in an effort to regain a foothold at the gap. To deny the Confederates the chance of doing so, the 51st New York and Pennsylvania are sent forward with the Corps commander in close proximity in order to inspire his troops and inspect the lines.


- Fixed an issue with the skirmish game mode where when a player joined, the server would sync the current state of the game mode to the client, then afterwards, the client would reset the data of the current skirmish round, making it look like the round had just started, until a player got killed and the server then synced the data again.

- Fixed an issue where the flag flap sound would continue to play from the player who was flag bearer last, even if that player no longer had the flag.

- Allowed players to change the name of the server via the sv_servername cvar and have the lobby data update automatically.

- Fixed the issue where the ticking clock music theme might start when the new area starts if the player joins the server just as the previous area is about to finish.

- Made the morale states of both teams on the Deploy Screen and near the compass as well as the triggering of the huzzah or rebel yell, all get triggered from the same system, resulting in it always changing or triggering at the same time.

- Made the ticking theme start if a player joins the server if there are 3 minutes or less left of the match.
- Most likely fixed the issue where the bayonet is stuck on the trigger guard of the rifles.

- Fixed the distance cornstalks sometimes not being rendered when running the game at the lowest settings, allowing players to see through the cornfields.

- Made the officer nametags as well as their text messages golden and yellow instead of light green.

- Updated wall tent models.

- Fixed players being able to spawn inside hay stacks.

- Flag bearer spawn locations on South Mountain should provide more satisfactory results.

- Updates to the following regiments: 8th FL, 9th IN, 9th NY, 18th NC, 12th SC, 14th IN, 15th MA, 20th NY and 52nd NY.

Title: Re: War of Rights
Post by: Asid on June 15, 2019, 08:29:21 PM
WoR Content Creators Highlight
14 Jun @ 11:15am - [CG]TrustyJam

We'd like to thank our great community and the content creators within it for helping us spreading the word of the game and at the same time creating some very entertaining videos.

Thank you!

Here's a few most excellent youtube videos, all released within the last 24 hours.

Calibrated Core shows off the vertical flanking possibilities of the newly released skirmish area "Colquitt's Defence", part of the Battle of South Mountain:


Read on (https://steamcommunity.com/games/424030/announcements/detail/1612766532511176664)

Title: Re: War of Rights
Post by: Asid on June 18, 2019, 09:10:42 PM
Maintenance Update
18 Jun @ 4:46pm - [CG]TrustyJam   

(https://i.imgur.com/NblnNh0.jpg)

- Recompiled all the game files from scratch resulting in a smaller game size as lots of older files have accumulated in the build over the past 6 months.

- Regenerated the shader cache and deleted all old shaders. Over the next few days, you may sometimes for a brief moment see some assets appear white or distorted in its colors. That is because your game along with our remote shader compiler is recompiling the shader for the specific asset which in the end allows us to compile a clean shader cache with only the required shaders War of Rights is using in its current state.

- Fixed the player information in the bottom right corner not working properly when Auto Show HUD has been disabled in the options menu.

- Made the morale loss message get shown upon death even if Auto Show HUD has been disabled in the options menu.

- Added an experimental fix which might prevent players from spawning on objects underneath the terrain when spawning on the flag bearer.
Title: Re: War of Rights
Post by: Asid on June 24, 2019, 11:32:53 PM
June 24th - Update 156 Released!
24 Jun @ 5:35pm - [CG]TrustyJam   

(https://i.imgur.com/DvALypA.jpg)

- Released the 5th skirmish area of the Battle of South Mountain.

Cox's Push

September 14th - 11:00 Fox's Gap

(https://i.ibb.co/zfjk061/1.jpg)

(https://i.ibb.co/zRJwfH2/2.jpg)

(https://i.ibb.co/7R7Zv4F/3.jpg)

(https://i.ibb.co/5Y1xzw7/4.jpg)

As the 30th and 12th Ohio attack the left flank of Garland's Brigade, Union Division Commander Jacob Cox pushes forward the 36th and 23rd Ohio to engage the Confederate 5th North Carolina as well as the 23rd North Carolina, having just reinforced the stretched out and besieged Confederate line. Between the two lines is Fox's Gap, a windswept, valley-like gap covered in stonewalls, fencing in the numerous fields covering the area.

- Fixed the victory screen sometimes writing the wrong team as the victor.

- Fixed an issue where a flag bearer might be able to switch to a rifle after having spawned.

- Added a system that allows newly spawned to be walked through after having spawned in order to fix the issue of players being stuck inside each other on spawn.

- Sword attacks will now trigger flesh hit sounds.

- Fixed the salute animation disabling itself after having been triggered.

- Updated A tent models.

- Fixed a few collision issues with the Piper Barn model.

Title: Re: War of Rights
Post by: Asid on June 26, 2019, 12:16:29 AM
War of Rights is currently 50% off!
25 Jun @ 6:49pm - [CG]TrustyJam   

(https://i.imgur.com/TjJCldN.jpg)

Part of the Steam summer sale, War of Rights is currently 50% off!

Partake in truly team-oriented, historically authentic & immersive massive Civil War battles!

Grab your copy at: https://store.steampowered.com/app/424030/War_of_Rights/


Title: Re: War of Rights
Post by: Skoop on June 26, 2019, 02:58:53 AM
I have this and holdfast, they're pretty fun.  I'd like to see both of them develop a bot system where you can be an officer commanding a company of bots / AI.  It would flesh out the battlefield more and hold my attention a little longer, after a couple hours of waiting to reload that flintlock every time I fire....lol.


Still great games, especially war of rights, it's like getting to see what it's like to be a civil war renactor with out all you friends and family thinking your nuts when you dress up in a real civil war get up and go to a battlefield.

Title: Re: War of Rights
Post by: Asid on June 26, 2019, 11:53:35 AM
after a couple hours of waiting to reload that flintlock every time I fire....lol.


(https://media.giphy.com/media/YlyQ2G1w1OuA4DL5Zg/giphy.gif)
Title: Re: War of Rights
Post by: Asid on July 02, 2019, 06:55:41 PM
July 2nd - Update 157 Released!
2 JUL @ 6:39PM   - [CG]FANCYSWEETROLL


- Fixed a couple of possible crashes when leaving the server.

- Fixed the amount of casualties on the victory screen sometimes being flipped.

- Fixed the camera being permanently very blurry if you join a new server after having left a server while the background behind the user interface was desaturated.

- Fixed an issue where the UI would stop functioning properly if the player opened the ingame menu, clicked Leave Server and then clicked No.

- Fixed an issue on the Drill Camp where regardless of the base or the flag bearer being selected in the Deploy Screen, the spawnpoint the player ended up spawning on would always be random.

- Fixed overly bending weed patches on South Mountain.

- Increased the amount of fog during stormy weather.

- Made the sunlight slightly more yellow during midday.

- Updated the wood log pile model and textures.

- Made the banning and kicking of players work more reliably via the admin panel in the tab view and the admin panel on the E button.

- Fixed an issue where the mouse cursor would appear if an admin closed the tab admin menu and then pressed the right mouse button.

- Added the ability for admins to right click on a player in the tab view and click Spectate, this will then activate the worcam and the camera will then fly over to the player and attach itself to the player. If WASD is pressed, the camera will reenter free flight mode.

Title: Re: War of Rights
Post by: Asid on July 11, 2019, 01:42:07 PM
July 10th - Update 158 Released!
10 Jul @ 2:16pm - [CG]TrustyJam   

(https://i.imgur.com/4YNnHOv.jpg)

- Released the next skirmish area of South Mountain: Anderson's Counterattack.

(https://i.imgur.com/ZoPkNzh.jpg)

With but a few hours of daylight left the 9th and 89th New York along with Clark's Battery take up a defensive position on the northern side of Fox's Gap, defended by Garland's, now broken, Brigade earlier in the day. CSA Gen. G.B. Anderson, arriving with badly needed reinforcements to the remnants of the Confederate force, targets Clark's Battery and the two New York regiments for his counterattack.

(https://i.imgur.com/LE9dmkK.jpg)

(https://i.imgur.com/BB9B6D3.jpg)

(https://i.imgur.com/Jyyxd5E.jpg)

(https://i.imgur.com/Lfai0Ju.jpg)


- Fixed a couple of spawn related crashes.

- Fixed a bug where the flag bearer would be unable to respawn after having died.

- Fixed a bug where a player would sometimes spawn with no nametag and slowly just drift in a set direction out of the map.

- Fixed players appearing at their corpse for a single frame when respawning.

- Fixed the UI partly locking up if the player presses Tab while typing in the chat.

- Added several exclusion areas to Harpers Ferry, fixing players sometimes spawning inside the town houses there.

- Added an animation for when players pick up the flag from the ground.

- Various minor character material and uniform updates.

- Added stacked wheat bundles to the whatfields of Fox's Gap, South Mountain.

- Updated the farmer wagon model and texture.


Title: Re: War of Rights
Post by: Asid on July 27, 2019, 11:39:02 PM
July 27th - Update 159 Released!
27 Jul @ 6:20pm - [CG]TrustyJam   

(https://i.imgur.com/XPYFhJl.jpg)

- Reworked the entire class selection logic for more reliability.

- A class is now claimed directly when the class image has been clicked. Previously the class would first have been claimed when the player moved onto the Deploy Screen.

- The available classes will now auto update whenever another player picks a class and if a class such as the officer is no longer available, that class will automatically be greyed out.

- The Class Selection Screen will now output on screen error messages if something goes wrong or if the selected class was just taken by another player as you clicked the class icon. If an error message is outputted, the Class Selection Screen will reset.

- The selected class is now automatically remembered by the UI and will be reselected if the player should go back to the Class Selection Screen from the Deploy Screen.

- The Deploy Screen will now output on screen messages when the flag bearer spawn becomes available, if you are in the flag bearer spawn queue and the flag bearer becomes Out of Line or gets killed.

- Possibly fixed a couple of UI related crashes.

- Reduced the applied TSAA smoothness, resulting in a sharper image with less ghosting effects.

- Fixed setting the weather via the ingame admin panel.

- Fixed several of the reported instances of players not being able to enter houses.

- Added a few new house prop items.

- Fixed being able to spawn inside certain closed-off structures via the flag bearer spawning.

- Updated Pry Grist Mill textures.

- Minor updates to Colquitt's Defence and Anderson's Counterattack, South Mountain.

- Updated Moore House textures.

- Optimized tent LOD's.

- Minor character skinning updates.

Title: Re: War of Rights
Post by: Asid on August 08, 2019, 11:48:33 PM
August 8th - Update 160 Released!
8 AUG @ 5:56PM   - [CG]TRUSTYJAM

(https://i.imgur.com/MHKulDd.jpg)

- Added a list of players that currently are in the selected regiment on the Class Selection Screen.

- Players will now lose their current class if they go back to the Faction Selection Screen, freeing the class up for other players to pick.

- If you go back to the Class Selection Screen as an NCO or Officer, the rank you previously had selected will automatically be selected for you again.

- Fixed the Maryland, PHB regiments giving an error if a player tried to select a class from that regiment on the Class Selection Screen.

- Fixed the UI not being able to find certain rank and weapon images on the Deployment Screen.

- Balance tweak for the end game event Final Push: The time given to attack in Final Push has been decreased from roughly 3 to 2 attacks.

- Added several new interior props to the houses in the game.

- Increased the visibility of the bullet trail effect.

- Lightning now starts to happen when the weather is worse than it did before.

- Added 1841 Mississippi rifle and sword bayonet to the majority of the 39th New York.

- Minor visual updates to South Mountain.

- Fixed a few bad spawn areas in Harpers Ferry.

- Increased the attacker's tickets by 10 on the Bolivar Heights Artillery Redoubt skirmish area, Harpers Ferry.

Title: Re: War of Rights
Post by: Asid on September 02, 2019, 07:45:20 PM
September 2nd - Update 161 Released!
2 Sep @ 5:06pm - [CG]TrustyJam   

(https://i.imgur.com/cUViwQV.jpg)


- 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.

(https://i.imgur.com/FHpubuL.jpg)

- 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.

Title: Re: War of Rights
Post by: Asid on September 17, 2019, 11:28:48 PM
Field Report 43: Artillery Progress Update
Tue, 17 September 2019

Hello and welcome to the Forty-Third Field Report!

https://youtu.be/u_g2kqeWc6A



One of our programmers, Michael will guide you through the progress below.

Artillery Progress

Hello everyone!

For those of you who don’t know me my name is Michael and I have been a programmer at Campfire Games for 3 years. I am responsible for a lot of the notable systems including: the formation system, the weather system, free-looking, spectating, the admin tool, officer orders, capture zones and more. Currently, I am committed to two of our most important roadmap features which I am here today to talk about!

Arriving soon will be one of the most requested and anticipated additions to War of Rights, the artillery! Here is a brief rundown of what to expect and where we are now.

(https://i.imgur.com/K8NBxQv.jpg)

The very first artillery implementation which we’re quickly headed towards will be a work in progress (as most if not all things in an alpha are) and will thus feature both limited game mechanics as well as a lot of new exciting bugs for you to enjoy.

That being said, it will feature the core mechanics of functional artillery:

•   Different artillery classes with different tools and weaponry.
•   Unlimited artillery crew slots - if a team wishes to use all available battery pieces (or none) they can do so.
•   Pushable cannons (by wheels) by two players at once.
•   Ammunition and powder pickups from limbers.
•   Different types of loads (such as explosive shell and canister shot).
•   Horizontal aiming adjustments by lifting the tailspike of the cannon.
•   Vertical aiming adjustments by turning the elevation screw of the cannon.
•   Firing by fixing a lanyard to a primer and pulling it.
•   Recoil from firing will require the cannon to be pushed back to its initial position in order to maintain accurate fire.
•   Pushable limbers in order to make sure that the supply for the cannon can be moved with it should it be deemed a good idea to relocate the gun.

(https://i.imgur.com/BvIIZrK.jpg)

Here’s a short list of some of the things we’ll be looking to bring to the artillery system in later released iterations:
•   Artillery specific team damage punishment system (the first release of artillery will have friendly fire turned off).
•   Chance of normal and catastrophical misfires without proper maintenance of the cannon.
•   Dry sponge & worm tools for properly clearing stuck embers after firing.
•   Chance of explosion when hitting the limbers.
•   Chance of explosion when hitting the shell while it is being carried over to the gun for loading.
•   Vent hole plugging step while loading.
•   Fence destruction.
•   Horse drawn artillery.

(https://i.imgur.com/08zmKVQ.png)


Read on (https://steamcommunity.com/games/424030/announcements/detail/2979617355662635514)


Title: Re: War of Rights
Post by: Asid on October 08, 2019, 01:34:36 PM
October 7th - Update 163 Released!

(https://i.imgur.com/Bg7oNPe.jpg)

- 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.

(https://i.imgur.com/xdbVOrM.jpg)
CSA battery, Loudoun Heights, Harpers Ferry - A playable location come the artillery update

Title: Re: War of Rights
Post by: Asid on October 29, 2019, 02:42:32 PM
War of Rights on sale - 50% off!
Tue, 29 October 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/7e38e0944ccface282e8df0d1e5571a7c2bafe1a.jpg)

Part of the Steam Halloween sale, War of Rights is currently 50% off! -50% = £11.89

Partake in truly team-oriented, historically authentic & immersive massive Civil War battles!

Title: Re: War of Rights
Post by: Asid on November 14, 2019, 12:55:12 AM
Update 164: Counter-Attacks - Released!
Wed, 13 November 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/3941e34cb82ab0e5a0045913597f74a98e555288.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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/18890b49d4f39b8ffe4b7350003b2b3ac12017f2.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/daea398d829eb386282c0172cc32f17d8c092b81.jpg)

- 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.

Title: Re: War of Rights
Post by: Asid on December 20, 2019, 02:47:45 PM
Winter Sale! War of Rights 50% off!
Thu, 19 December 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/5a93119f3feaeecbfe2f465aa6b315e22fe7ed98.jpg)

Part of the Steam Winter Sale 2019, War of Rights is now 50% off!

Campfire Games would like to wish all of our veteran players as well any fresh recruit a happy holidays - we hope it's a good one!


Title: Re: War of Rights
Post by: Asid on December 27, 2019, 11:35:47 PM
Happy New Year: Artillery Progress Update
Fri, 27 December 2019


Hello everyone!

We hope you all had a nice Christmas and that you are now looking forward to a new decade of PC gaming as much as we here at Campfire Games are!

We realize there’s a lot of interest about how the development of artillery, one of the core features of War of Rights is shaping up and so we thought it a good idea to give you a brief rundown of some of the issues still keeping us from releasing the first version of it as well as a video showcasing two of our developers interacting with a cannon in a networked environment. The video displays a number of issues (and misses quite a few as well), some more serious than others that should make it clear why artillery is not yet released to the public.

(Note that the 2nd shot was the first time we actually tried to aim the cannon at the firing range target - we thought that went pretty well!)

https://youtu.be/3fCqHF3-ooU


As you can see in the video above, a number of animation issues are currently present - both in regards to general animation polish but also in relation to characters turning invisible for a period of time after having left the different positions of the cannon as well as characters currently glitching out when the cannon is moving over an uneven/sloped ground, sometimes resulting in falling through the ground (not shown in the video).

One of the major things that still need to be implemented is the ability to pick up shells from the limber chests (hence why an invisible shell was loaded into the gun in the video above).

While we do have firing sounds for the artillery we’re currently lacking most other sounds related to manipulating the piece.

That being said, we hope you will agree with us that the development of the first version of artillery is indeed headed in the right direction.

We will continue to push on in order to get it out to you all as soon as possible. Until then, we would like to wish you a very happy new year and also thank you for supporting the development of the alpha for yet another year.

We would also like to welcome the many new players who have decided to fill the ranks during the Steam Winter Sale - we are happy to have you and we hope you’ll enjoy the alpha and its great community.

We can’t wait to see what 2020 has in store for the development of WoR!

War of Rights is currently 50% off at:


Title: Re: War of Rights
Post by: Asid on January 24, 2020, 02:48:50 PM
War of Rights 40% off! Cavalry & Artillery Progress Report
Thu, 23 January 2020

Hello Everyone!

While we continue to work on the first implementation of artillery to the game we thought it a good time to show you all a bit of some of the other content we're working on which is to be released at some point after the introduction of artillery as well as give you all a brief update about the progress of the artillery development itself. But first we have a new sale to announce!

War of Rights is currently 40% off!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/0fb2f3c808e30e675cf5a7cfdfe94d4688d2c0b4.jpg)

Part of the Steam Lunar New Year sale for the next 4 days, War of Rights is now 40% off! We hope you will all join us in giving the new recruits that are about to swell the ranks the warmest of possible welcomes!

Cavalry Development Showcase

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/960ab701ae660c0bce8aedc36456d18cd70207d8.jpg)

The development of the cavalry army branch is progressing nicely, we think (we hope you will agree!). It being a major content addition coming to the game after the introduction of artillery, we hope you're looking forward to be exploring its uses on the field of battle as much as we are.

For now, we're pleased to be able to show you the very first in-engine screenshots of several cavalry horses complete with all of their tack, supporting CSA specific as well as Union specific variations as well!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/cf89c2d4baec111d26b876619717177c08a1d4d2.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/874474792a3001cbc98d61ee78ef172b3d92499f.jpg)


Artillery Progress Report

The introduction of artillery into the alpha as soon as possible remains the absolute priority of the team. A lot of work is currently being done in order to make the limber chests functional in-game, allowing the players to not only move the limbers themselves in order to keep the ammunition supply as close as possible to any cannon or battery on the move, but also to allow the crew to open the limber chest lid, select each shell they wish to pick up individually (consisting of several different shell types) as well as the option to move over the tray of tools (which hides half of the shells in the limber chest) to the other half of the chest, exposing the remaining half of the ammunition of the chest for usage.

It is quite the task from a systematic as well as animation setup point of view but we're happy to let you all know that we're making progress in allowing the above stated to happen.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/4fe0942fec2f914459e29835deed92ce36524da7.jpg)

That's all for now - we hope you're looking forward to be greeting the new players welcome as well as the introduction of artillery and the eventual addition of cavalry as much as we are!

Title: Re: War of Rights
Post by: Asid on May 02, 2020, 03:11:13 PM
Artillery Progress & The Platform System Explained
Sat, 2 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/d94449742b6045e280467f4beb40439ce56ddb3d.jpg)


Hello everyone!

We thought it might be a good idea to give you all a bit of an update as to the progress we’re making regarding two of the most complex systems we’ve yet to develop: Artillery & The Platform System as well as list some of the release blocking issues currently stopping us from releasing artillery in its current state despite the great amount of anticipation surrounding it.

Artillery Progress Report

Since we last showed you any of the artillery in action we’ve been adding fully functional limber carts containing Shell, Case & Canister rounds as well as being moveable in much the same way as the cannons themselves are. We’ve also polished a number of animations as well as having updated the firing particles of the cannons. Another addition is the displayed “Elevation Angle” shown in the lower left corner when turning the elevation screw of the cannon. This is the total of the barrel elevation as well as ground elevation combined and should prove very useful for gunners wanting to shout out angles to the other crew members after successful hits. We have also added a 2nd quicker speed when strafing with the limber cart pole, the cannon trail spike and turning the elevation screw. This will allow crews the ability to quickly turn the pieces most of the way (holding shift) with the faster speed as well as use the precision of the slower speed (letting go of shift) to properly aim the piece.

We have also populated all of the battlefields with the correct batteries at the correct locations (based on the exact key moments the skirmish areas portray) as well as added capturable forward battery deployments for each individual active battery (This is basically our way of giving the battery crews a forward spawn just as the infantry regiments have their flag spawns).

Here is a quick video we recorded of the above new additions.

https://youtu.be/hkjVkZ7_Ovo


Artillery Release Blockers Detailed

As we know just how anticipated the deployment of the first version of artillery is by many of you we have decided to give you a quick rundown of the current major release blockers we are working on fixing. Please note that this list is the current list and that it may grow in future internal playtests.It is also possible that several of the below issues are caused by the same bug.

1) Reset the state of artillery pieces when the round is over.

2) Look into cannon firing sounds and particles not triggering for some clients when firing - once this is triggered it appears to be in place until a game restart.

3) Sometimes the inserted shell is not removed correctly from the player, leaving him in a shell carrying animation pose without a shell and allows him to switch to the rammer as well, enabling him to both load (with the invisible shell he holds) and ram the cannon on his own without having to grab a new shell.

4) Sometimes cannons and limbercarts will lose their proper physics behavior. Their proxy will be broken and they will be pushable by the player if they are walked into. They are also not allowing any seats to be interacted with in this state. This has been reproduced by having a limbercart (note: the cannon in this experiment did not break - the limbercart did however) interacted with/pushed, etc. so it is no longer in its default position on the skirmish area, then quit the game and rejoin the server. It will now be in a broken physics state where it is pushable and non intractable as described above while all of the rest of the limbercarts that haven’t been touched by anyone are still fully physicalized. Cannons have also been seen to break in the same way but it has not been reproduced by the above test.

5) All of the rounds inside the limber chest are sometimes invisible. You can still see the text above them and the second you pick one up they all come into view. This was seen on the Dunker Church skirmish area, Antietam in the Carlton Battery, CSA.

6) Friendly (and possibly also enemy) players killed by the explosion of a shell will sometimes appear dead for everyone but themselves. They are in fact alive and can be seen by their nametags moving about. While invisible they can still damage other players so this is a major release blocker.

While the above can give the impression of it going to take a lot of work to fix we are confident that we indeed are in the last phases of development before the update is ready for deployment.We hope the seriousness from a competitive game’s standpoint some of the above issues are will help you understand why the update has not been released yet.

Once the release blockers have been dealt with we plan on hosting a public dev branch test of the artillery patch prior to its actual release on the live build of the game. We will be sure to let you all know the when and how’s as soon as testing is ready to start.

Technical Issues in the Alpha

In the wake of the last few weeks of posts by our community highlighting some of the issues they are currently (and have been for a long time) experiencing in the alpha we felt we needed to explain to you all what is being done in order to fix them. We therefore asked Philipp - the other part of our programming team not focusing on the artillery, to explain what he primarily has been up to since the alpha was released on Steam Early Access nearly 18 months ago.

The Platform System

Hey, I am Philipp and one of the Programmers on the War of Rights Team.

I have mainly worked on core systems like Game rules, Spawning or Networking to name a few.
For quite a while now, since January last year, I have been focused on a rather large and difficult undertaking that we deemed necessary to make developing War of Rights easier and allow us to deliver a viable online multiplayer experience. That being a completely new Platform / ”Lobby” system.

What is it?

The job of the Platform system is to handle all functionality relating to a “Platform” the game is currently running on.

Some of the crucial features being:

- Authentication
- Matchmaking and Server discovery
- Connection handling between client and server
- Platform related data exchange (Usernames, Clans, etc.)
- Chat

And some of the less crucial ones:

- Friends/Clans/Groups
- Ability to join games your Friends/Clan/Groups are on
- Rich status display about what you are doing to other (i.e. “Attacking on map x for side y”)
- Statistics
- “User generated content” (Icons, server banners, etc.)

Why is it?

Right now, our online functionalities are being handled by a library that was designed for ps3/xbox360 era p2p style gaming, onto which we added the functionality required for steam servers. Since we released into early access this has been an ongoing headache. It makes it far too difficult for our small team to debug issues relating to connection failures and other connectivity issues. Adding new functionality is also a pain every time and might cause more issues down the line. In short, our current solution is not viable if we want to keep expanding on it.

What does it solve?

A completely new implementation allows us to separate all online functionality into its own module and focus on solving issues that have plagued the game since early access release, which we so far are barely even able to reproduce, let alone debug.

Some of the issues that this will fix or help us fix are:

- Stuck on establishing context
- Random disconnects
- Failure to reconnect to a server
- Failure to connect to a server
- Server mass drops
- Servers not showing up in the list
- Connections to other players staying active after disconnecting
- Lighten the load on the game networking module and thread

What does it allow us to do?

Apart from allowing us to properly debug and fix all our connection issues, it also allows us to implement some planned features as well as hypothetical features down the line so we don’t need to rip everything apart each time we want to add something.

Some of the planned features are:

- Proper error messaging for networking related issues. This includes a description of why a join attempt may have failed or a message that tells you why you have been kicked/banned from a server.
- Integrate with Steam’s friend system so that you can join your friends and groups directly from the Steam client.
- Integrate with a backend service that allows us to supplement user data with our own persistent data. This makes it possible to integrate the company tool into the game itself.
- Backer reward cosmetics

Some hypothetical features this system allows us to implement without an insane amount of work:

- Cross battle persistent data
- Game events
- Server slot reservation based on company or event
- Expanding to other platforms in the future (Epic, xbox, playstation, switch, phone, microwave)
- Platform cross-play

Why is this taking so long?

As you might imagine, this is a huge amount of work for a small team like ours and involves threading, networking, serialization, and other fun stuff.
The key here is to get it right and build a sustainable framework that is maintainable as well as extensible. This includes designing it to allow for easy integration of the different Platform Apis. (Steam being the main one, but lan also needs to be implemented for internal testing).

So, finding a combination of tools and learning them has been quite a challenge, but we hope to release the first iteration of this soon, and alleviate some of those ongoing connectivity woes.

That’s all for now - we can’t wait to eventually bring you the platform system, posed to fix or at least help to fix a number of some of the most reported and annoying alpha issues of the game and also heading into public testing of the artillery patch with you all as soon as the pesky release blockers have been dealt with!

Title: Re: War of Rights
Post by: Asid on June 19, 2020, 03:00:03 PM
Public Test: Artillery - Now Open!
Wed, June 17, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/da21bb93dbf546f8ac5b78fd2effa95bf73a7bc1.jpg)

Hello everyone.

Today, we’re extremely happy to be able to invite every owner of War of Rights to partake in the public test branch of the long awaited artillery update!

In order to partake, all you have to do is right click War of Rights in your Steam library, head into its properties and locate the “betas” tab. There you will be able to select the public test branch from the dropdown menu.

Please note that you will not be able to play on the live game servers nor be able to see them in the server browser until you opt out of the public test branch again.

The artillery update consists of many months of work - it is by far our biggest update to date. No mass testing has yet been done (this is why we need you guys!). As such, a large number of issues should be expected when partaking in the public test: incomplete features, client crashes, server crashes, skewed team balance, visual issues to name but a few. The public test server is also not guaranteed to be online 24/7 during the testing period.

There is currently no end date to the public test. This will depend entirely on how the test goes. We expect to cycle to different battlefields & drill camps throughout the testing period.

The artillery update is featuring more additions and changes than just the introduction of the artillery branch: Major overhauls to all of the forests in the game, reworked lighting, most materials of the game reworked, overhauled town assets, updated animations, etc.

A complete changelog (or as complete as we can muster, we are bound to miss a lot of things given the scope of the update) will be posted when the artillery update is released onto the live build of the game.


Known artillery issues
•   It is currently impossible to stow a round in the limber chest if you have picked one up. We’ve decided to go with a stow feature instead of a drop feature as the latter will be highly trollable.
•   The rounds inside a limber chest are currently invisible in the first skirmish area you join. They will come back into view once you interact with them or when the next skirmish area starts.
•   The rounds inside a limber chest currently have a chance of appearing as if they are shaking.
•   The cannons and limbers feature rather basic collision meshes currently. This can result in some interesting results.


That’s all for now. We can’t wait to partake in the very first public artillery test with you all!


Title: Re: War of Rights
Post by: Asid on June 19, 2020, 03:12:49 PM
(https://steamuserimages-a.akamaihd.net/ugc/1268274830565529491/E9F58F9C9509CC978712607DCA6BB80DFB9E4181/)

(https://steamuserimages-a.akamaihd.net/ugc/1268274830565530591/2170CFA9B0961D9035570579F4D7C6539D89C4D5/)

Title: Re: War of Rights
Post by: Asid on June 26, 2020, 01:52:08 AM
War of Rights on Sale! 50% off!
Thu, 25 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/b4039fc6d4f5ba53694d04894e504c13ca34c907.jpg)

War of Rights is currently 50% off being part of Steam's summer sale!

Whether you'd like to fill the infantry ranks on the live servers or help playtest the new artillery on the test server we welcome you. :)


-50%   £23.79   £11.89


Title: Re: War of Rights
Post by: Asid on July 15, 2020, 12:54:40 AM
Update 166: Artillery - Released!
Tue, 14 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/007d77dbc4a5ebec7b8004d0c6605f05fb38df84.jpg)

Hello everyone,

Today, we’re happy to announce the release of playable artillery onto the live build of the alpha! The artillery release is part of update 166 which is the largest update we have ever released for the game. We’re looking forward to be sharing its details with you below!

Before we get started, however, we’d like to thank everyone who’s helped us test out the features of the artillery in the public test branch of the game - we’ve been able to identify and fix a substantial amount of issues thanks to you all.

That being said, we do expect to see several new issues coming into view as we now begin mass testing on the live alpha build and so we look forward to seeing all of your feedback.

Artillery

To get things started, we’ve created a little demonstration video highlighting the basics of the artillery mechanics. The video features Campfire Games Historical Advisor George Crecy as the mean drill instructor - enjoy!

https://youtu.be/iaLHLfsECBU

Artillery basics demonstration

Let’s now take a look at exactly what we’re adding in update 166.

- Added the first version of player operated artillery to the alpha. This includes an operational 3 inch ordnance rifle and its limber.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/b624d8113f935586738879d8485025ce32187259.gif)

Union Battery volley firing near Otto & Sherrick Farms, Antietam

- The 3 inch ordnance rifle can be operated via a number of loading steps as well as movement & aiming interaction points: sponging the barrel, inserting the round & powder, ramming the round & powder, priming the cannon, firing the cannon, pushing the cannon by its wheels (two players are recommended for this but it can be done with one at a considerably slower speed), turning the elevation screw in order to adjust the aim of the cannon vertically and picking up the trail spike in order to adjust the aim of the cannon horizontally (these feature two different speeds - hold shift in order to speed up the process).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/9de49f9bdf7e5c52b31eab013612cb9ebb6932f9.gif)

Turning the elevation screw to change elevation and set the fuze

Read on... (https://steamcommunity.com/games/424030/announcements/detail/2592335146615978829)


Title: Re: War of Rights
Post by: Asid on September 18, 2020, 12:37:16 AM
Update 167: 12-Pounder Napoleon - Released!
Thu, 17 September 202

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/b830b695da8138a4558abb84c33e6a8b06090ebc.jpg)

Hello everyone,

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.

For the full patch notes, please read below.

- 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://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/bb3168932cb0840625d32224049812f94cca2fa2.gif)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/ea0818ad5b5c03d91af9524286f287f21e881536.gif)

- Added 12-pounder limbers complete with shell, case and canister rounds.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/cd8cfa3ca0f938d96c5a81673999d8473f09b0f2.gif)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/187bb23d404ef032ea22fa5bef04dfb792bd07eb.gif)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/64f6ca186ce80dd7d9f888542d6ff3487994ea5c.gif)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/afb96bacb0bf7ae840c2775b095d4435244481fe.gif)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/73569b9e949b866091071288e1627e327ef282ea.gif)

- 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!

Title: Re: War of Rights
Post by: Asid on September 27, 2020, 02:03:23 PM
Update 168 - Battle Flags - Released!
Sun, 27 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/2fbb874db590bc84dcb407ef6111bddda826f6b7.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://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/5927d4d2346063c6aec679f72f4cdc9488619f85.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://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/fd7547625b56ae0c64a454137f9debb3ed0a6c74.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://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/cf65292450a97941cc16a83ed5221a3b00ecf455.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://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/ea6ab7396a9e403d0deeb241985f694c64be19d9.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://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/668b71ba47864353776f32e8a9b2fc1809b33c35.png)

Given it’s been a while since the last time we spoke of the upcoming platform system (which can be read here) 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!


Title: Re: War of Rights
Post by: Asid on October 24, 2020, 02:20:49 AM
Public Test Branch: Platform System - Now Open!
Fri, 23 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/9b0253a8936817ad56d0d0f52e5b6ee4e6f73522.jpg)

Hello everyone

We have just opened the public test branch of the game for stress testing the initial implementation of the platform system, a major core code replacement created to combat several alpha issues such as connectivity ones that have long been part of the game. In short this will mean us being able to deliver a better working game at a quicker rate going forward, resulting in less stuck at establishing context and mass player drop issues, better game-to-player communication in terms of messages sent based on whether you were kicked, banned or lost connection to a server and more.

The public test branch can be joined by all owners of War of Rights. In order to locate it, simply navigate to War of Rights in your steam library, right click and enter properties. Once there head into the beta tab, open the dropdown menu and select publictest-platform.

Steam will now download the public test client. Once downloaded you'll be able to join the public test server. Should you wish to return to the live version of the game you'll be able to opt out of the test in the same dropdown menu as you used to opt into it via.

The public test branch will also include a few other additions for you to test out such as an updated options menu and the next cannon in line to be released; the 10 pounder Parrott. It can be found throughout many of the available batteries in the game.


We hope you will join us in the very first stress tests of the platform system, arguably one of the core systems to better the development of the game going forward.

We're currently aware of at least two scheduled mass testing events on the public test branch server this weekend:

Friday (tonight) 23rd of October - 8 PM EST / 2 AM CET
Saturday 24th of October - 8 PM EST / 2 AM CET

We invite everyone willing to help us out stress testing the platform system prior to it headed to the live build to join in!

Thank you for your help - we look forward to be seeing you on the fields of glory!

Title: Re: War of Rights
Post by: Asid on December 02, 2020, 03:38:42 AM
Update 169: Platform System - Released!
Tue, 1 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/87d47ac6299cf5d3ff479352912b8a2724b3c0ae.jpg)

Hello everyone,

Today marks yet another major milestone in the development of War of Rights as the long awaited platform system is released as part of update 169!

Platform System

The platform system, having been in the works since January of 2018 is one of the biggest programming updates to the alpha we’ve ever done. It is bound to change how a lot of the game features function on the backend due to its complexity and thus bugs should be expected in this very first deployment of it on the live alpha branch.

Here to give you all a brief rundown on the details regarding what exactly the platform system is, why we’ve decided to spend the time required to create it, what today’s implementation of the initial platform system version brings to the alpha and what to expect coming from later additions going forward, is Philipp, one half of our programming team & creator of the platform system:

With the release of the platform system in its first iteration it's time to talk about its purpose again.

As mentioned in an earlier field report, the goal of the platform system is to replace the old system that handles all “social” and platform related functionality and allow us to expand functionality in that area as well as make it far easier to diagnose and fix problems.

At its core, the Platform System is a data driven collection and management system, built around the entity component system framework EnTT. This means it collects information from various sources, like steam, aggregates it, filters it and then has other subsystems operate on it depending on their needs. As a result, all sub-systems and “information” providers are completely disconnected from each other and can operate only on the data they need, or not at all if the required data combination is not available. Furthermore, data collection can be deferred so that systems only start using it when it's available, without blocking any work while waiting for it.

As with the old system, the networking functionalities provided by platforms like steam are also included in their own modules to facilitate direct connections between clients and servers.

For the user this replaces the back end to the current connection and matchmaking systems, so visually there will not be any changes for this release, but probably some improvement in responsiveness.

Since the matchmaking and connection handling is now completely separate from game systems, we were already able to identify the cause of some major issues that have eluded us for quite a while with just two public test sessions. One of them is the famous “mass booting” issue, which, as it turns out, was caused by the basic steam P2P system timing out a large number of users seemingly at random. This has now been replaced with a lower level system that also resulted in some connection speedups.

The intent for all this is to serve as a base for future features, like the integration of the company tool, and potential expansion into other platforms as well. For the near future I am planning to add in a few steam social features like friend/server joining and currently playing information which did not quite make it into this release. But with all the work that has been put into the platform system, this has become a far less complicated and much, much quicker task, which was the core of the problem in the first place.


Update 169 Patch Notes

Today’s update contains quite a bit of changes and additions (some are tied to the platform system’s introduction while others are not). Below is a complete list of what update 169 brings to the alpha.

- Implemented the first iteration of the platform system, resulting in added features such as better messaging to players when issues or unexpected things happen, possible fixes for long-lasting alpha major issues such as servers mass booting players and drastically increasing the rate at which we can locate and thus work on fixing bugs in the future.
- Added or updated the following battle flags in our continued effort to bring you the most beautiful & accurate battle flags in any game:

CSA
•   1st Virginia Infantry national

https://youtu.be/X4ljpFKYD8g

•   18th Virginia regimental
•   4th Alabama regimental
•   27th North Carolina national
•   3rd South Carolina national
•   17th South Carolina national

USA
•   1st Maryland regimental
•   20th Maine regimental
•   5th New York national
•   5th New York regimental
•   20th New York regimental
•   39th New York regimental
•   126th New York regimental
•   30th Ohio regimental
•   32nd Ohio regimental
•   4th Rhode Island regimental
•   1st Delaware national
•   1st Delaware regimental
•   51st Pennsylvania national
•   51st Pennsylvania regimental
•   72nd Pennsylvania national
•   9th Vermont national
•   9th Vermont regimental

https://youtu.be/FiyXGM1SY2E

- Added the 5th New York “Duryee’s Zouaves” Infantry regiment to the game, playable on the fictitious Pry House skirmish area.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/48c95b698313f3c2af0e919c82647a56df82f5e2.jpg)
 
Organized under the command of Col. Abram Duryee at Fort Schuyler at New York harbor in April of 1861, the regiment soon became renowned as the efficient and disciplined “Duryee’s Zouaves.” However, they would also quickly prove their mettle and coolness under fire over the course of their regiment’s brief career, including their first fight at Big Bethel in June, and in the Peninsula Campaign a year later. After several charges into Rebel lines, their ranks were already depleted by the time they met their foe again at Second Bull Run. Joined by the equally small 10th NY Zouaves, the 5th NY barely mustered 490 men when a Confederate division 30,000 strong under James Longstreet crashed against them. The Zouave lines were literally ripped to shreds by the Rebel volleys, leaving only 200 to stagger back. As such, the 5th NY was left in reserve for several months while the ranks were reestablished, while a final engagement at Chancellorsville heralded the end of their two-year enlistment, where several hundred reenlisted into the 146th NY Infantry.

- Added 10pdr Parrott rifled cannons and their matching limbers to various batteries throughout the game.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/59bf89ab7383796627e2555933dc6f995dd1f15d.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/77d2ccb6f4b8f4db5b04f9d8473527f04ea43498.jpg)

Robert Parrott of New Hampshire, who graduated third of his class with honors from the US Military Academy in 1824, was the inventor of the famous line of Parrott guns in 1860. The 10-lb Parrott Rifle was one of the most common rifled guns to be found on both sides, but was often shunned by artillerymen as being a gun prone to bursting. However, perhaps due to a low production cost compared to other guns, it could be found in many sizes, the largest being the 300-lb Parrott Siege Rifle used against Confederate held Fort Sumter in August of 1863. Parrotts continued to be used in coastal defense roles until phased out in 1900 with the Endicott Fort Reforms.

- Updated the 2nd & 6th Wisconsin uniforms to better portray the uniformity & discipline of the units during the Maryland Campaign of 1862.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/673dce3b1aa40597506cb0f50466ab9b1a8d2e84.jpg)

- Added several worn Hardee hat models.
- Added a short-brimmed beehive hat model.
- Added a tin bullseye canteen model.
- Reduced the complexity of the setup of every first person animation resulting in slightly different looking first person animations in the game.
- Improved the hand poses when carrying a flag.
- Improved the hand poses when kneeling with a rifle.
- Added different animation variants of entering aiming with a musket.
- Improved the revolver first person recoil animation when firing.
- Updated the two-banded rifle reload animation.
- Updated the double quick animation when carrying an artillery round.
- Added a sword order arms emote (F6 by default).
- Added a sword parade rest emote (F7 by default).
 
https://youtu.be/AbDAaIW6HV0

- Made the union cannons & limbers on the River Crossing skirmish area vaultable in order to lessen the blocking strategy as seen often used at the area after the introduction of artillery.
- Fixed a game-breaking bug that would cause counter-attackers to not be able to spawn when they entered final push.
- Added the burned down Wager Hotel, replacing the placeholder model at River Crossing, Harpers Ferry.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/e2e14760d418b138aaef5e8cad8e4aaedcdb4de5.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/aafe12270892c4143d5a7a6f34cebfb121c2c723.jpg)

- Updated the canal wall models on the Maryland Heights side of the Potomac, Harpers Ferry.
- Added shale roof as a variant to the townhouses of Harpers Ferry.
- Added a St. John's Church model, replacing the generic town house placeholder structure in Harpers Ferry.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/7476c72e842b13b961902429018cd1e079bb7d4f.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/0a551cfaa428ee5f53825f1b8ca0ed22f2d2829a.jpg)

- Made the options menu way more reliable by recreating its backend functionality from scratch.
- Improved the usability of the options menu, now featuring tooltips, instant changes to settings (no need to press save settings anymore) & several bug fixes.
- Added a fullscreen and borderless setting to the options menu as well as settings for screen space reflections and ambient occlusion.
- Overhauled the keybindings menu, now allowing the user to change keybindings of every single action in the game.
- Overhauled the in-game controls screen (activated by pressing F2) to display every single action in the game (scroll your mouse wheel to view the entire list).
- Updated the admin menu in order for it to work with the new platform system and generally make it easier to use (now with F3 as its new default activation key).
- Added varying heights to all the characters in the game, resulting in a more realistic look when in tight and large formations.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/cec1a46066b955709ab66107fc5e1d428ccd2c64.jpg)

- Flags now won’t as quickly get dirty when dropped as they did before (the speed at which bullet holes are added has not been changed).
- Updated the small arms projectile impact particle effect on dirt and grass surfaces.
- Increased the max amount of dismembered body parts a player killed by an artillery round might turn into.
- Fixed the bug where players might spawn inside one of the bush models when spawning on the flag bearer.
- Increased the CSA starting morale amount on the Pry House skirmish area by roughly 10% as one in four enlisted men of the newly added 5th New York regiment will be issued with a Sharps rifle.
- Made the canister balls spread out a bit more when fired from the Napoleon cannon.
- Updated the cooking implements of the cook tents featured throughout the game.
- Various level detail work.
- Updated the setup of all of the flags of the drill camps to make them less rubbery and more predictable.
- Wall tents are now enterable.
- Fixed several NCO characters spawning without a weapon selected, requiring the player to spam 1 in order to get a weapon.
- Weapon selection when having several weapons no longer requires the user to cycle through them sequentially. Instead, key 1 will select the primary weapon, key 2 will select the secondary weapon and key 3 will select binoculars. Switching cartridge type on the Springfield M1842 has now been moved to key 5 as its default key.
- Fixed the third person microstutters when in at the ready or in the rifle club melee mode.
- Fixed a bug where the dynamic depth of field didn’t always calculate the proper distance to what you were looking at and thus sometimes blurred the image incorrectly.
- Fixed most occurrences of a bug where an artillery shell hitting a wooden surface, like the roof of a building, would spawn the brick impact effect instead of the wood effect.
- The amount of dark red tint added when wounded now scales based on the time of day, resulting in players not going blind when wounded at night.
- Added a popup warning that the user is going to be killed when enabling the spectator camera (sorry, no more “press F9 for a scoreboard/godmode/fully automatic musket” trolling!).
- Added a lock icon next to passworded servers in the serverbrowser.
- The correct loading screen should now be shown when you’re joining a server.
- Added a “Tutorials” entry to the main menu. Pressing this will open a website containing tutorial videos created by the community & Campfire Games alike which explain most of the current features of the alpha.
- The War of Rights error reporter found at: https://warofrights.com/errorreporter has been updated to support the platform system.

That’s all for now. We look forward to partaking in playtesting the patch with all of you as well as gathering your feedback, especially in regards to the platform system, in order to iron out the bugs almost certainly introduced in its initial implementation as well as to be utilizing the additional data provided by the system to help us improve the stability of the game on a quicker, continuous basis going forward.

See you on the fields of glory!


Title: Re: War of Rights
Post by: Asid on December 23, 2020, 02:38:04 AM
War of Rights Sale, Hotfix & So Long, 2020
Wed, 23 December

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/80aba00cc0d296ed3c6bd01db9d62c0fee69471f.jpg)
 
Steam Winter Sale


Hello everyone,

As part of the Steam Winter Sale War of Rights is currently 50% off!


-50%  =   £11.89

You can get the game here: https://store.steampowered.com/app/424030

 
We look forward to welcoming you as much as the player-driven company recruiters (okay, maybe not as much but still a lot!) who will be keen on inviting you to join the many excellent player-driven organizations in the game known as companies.

Hotfix

Today we are releasing another hotfix to the recently deployed platform system game update.

The hotfix primarily includes several UI fixes & upgrades but also brings in new features such as being able to click on any player name in the tab screen to be taken to the steam profile of said player, new flag additions, NCO updates to the 5th New York. The in-game nametag system has also been redone to be more efficient. This update also contains the first iteration of the Steam rich presence integration. Though very basic at this point. You will notice in your Steam friends window that it now says you are playing War of Rights and that you are in the Menu. Our intent is to greatly expand this in the following updates with it being able to display information such as, current battlefield, current skirmish area, current class, current regiment, did you just win or lose a round, which server are you playing on and whatever other fun and useful things we can come up with.

You can find the hotfix patch notes below:

- Fixed a bug where the in-game menu would sometimes move to the upper left corner.
- Fixed a bug where the Gameplay Options menu would not change the settings properly if the options menu was opened and the user immediately clicked the Gameplay button and then proceeded to change gameplay settings.
- Added debug logging options to the gameplay section of the options menu. Excessive logging can have a negative impact on performance and the new default logging level is now much lower than it was in the previous versions of the game. The debug log level can now manually be increased by the player out of personal interest or if requested by the developers.
- Fixed and reenabled the benchmark which can be accessed from the options menu in the main menu.
- Servers can now be joined directly from the Steam client’s server browser.
- Players in the Tab menu can now be clicked on which will open their Steam profile in the Steam overlay.
- Added an additional action “Player Info” when having selected a player in the admin menu. Clicking this will open the Steam profile of the selected player in the Steam overlay.
- Several Harpers Ferry level updates.
- Optimized the river & canal wall models found in Harpers Ferry.
- Fixed several minor animation issues found in the kneel, short rifle reload and fence vaulting animations.
- Adjusted the sight on the 10pdr Parrott rifled cannon.
- Updated several of the NCO’s of the 5th New York to be using gold trimmed jackets & insignias.
- Remade the in-game player name tag system in order to have a more efficient setup. This should slightly improve performance as well as reduce bugs.
- Reworded some of the ban messages to be easier understood by the players.
- Random players should no longer appear as developers when typing in the chat.
- Sent text chat messages should no longer sometimes be posted twice.
- Player names should now be consistent throughout all aspects of the game.
- Added or updated the following battle flags:

CSA
•   8th Alabama national
•   13th Alabama regimental
•   2nd North Carolina national
•   4th North Carolina national

USA
•   39th New York regimental
•   2nd Wisconsin regimental
•   6th Wisconsin national
•   6th Wisconsin regimental

So Long, 2020

As 2020 draws to an end we thought it a good idea to recap the year – it has been a special one for sure and while it can’t end quickly enough due to obvious reasons it has also been a hugely important year from a WoR standpoint.

Much of the first half of the year was spent on getting our artillery branch ready for public testing. Due to the complexity of the systems, and the visuals and authenticity we were going for this process took longer than we expected. We hope, however, that you would agree that the time was well spent in the end.

When we did open for public artillery testing in the summer, we saw the biggest surge of new players we have seen since the release on Steam Early Access and a half year prior. It was very exciting to see all of the new faces in the midst of cannon mayhem.

Later on, we expanded the artillery release to feature not only the 3 inch ordnance rifle but also the 12pdr Napoleon and the 10pdr Parrot guns. The transport system (the system which is the main supporting factor of artillery) is currently being overhauled in order to get ready for the first implementation of horses into War of Rights. The animations required for this to happen are currently in production as well.

2020 was also the year in which we had the pleasure of welcoming Bradley to our little team. He’s been hard at work at recreating the battle flags flown in September, 1862 to the utmost of his ability ever since – we hope you enjoy his work as much as we do!

At the tail end of 2020 (just a few weeks ago actually) came the Platform System release – the single biggest programming task done for WoR so far. It has already brought an end to several long lasting bugs and issues such as player mass booting, lack of proper messaging to players, unified player naming and it will continue to bring in more new features and fixes going forward.

Lastly, we’d like to thank all of our crowdfunding backers and early access customers for sticking with us for yet another year and we can’t wait to see what 2021 brings as we continue to push on for the ultimate immersive and teamwork-centric period shooter.

Stay safe everyone and happy holidays!


Title: Re: War of Rights
Post by: Asid on January 16, 2021, 02:41:03 AM
Update 170: Anti trolling features - Released!
Fri, 15 January 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25965595/1587e34d119806669a746f172e36e7be128fd807.jpg)

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.

Title: Re: War of Rights
Post by: Asid on February 12, 2021, 02:16:56 AM
Update 171: Performance Upgrades - Released!
Thu, 11 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/a2ca39eaca856a6767aa55ba95d4854b38593499.jpg)

Hello everyone,

Today we’re happy to be bringing you alpha update 171 of War of Rights, bringing in some much needed optimization upgrades, resulting in quite a performance boost for a number of hardware configurations running the game!

The CPU is the primary benefactor of this update. This means that any system that might be having a slower CPU (processor) than GPU (graphics card) is likely to see a performance increase due to the bottleneck of the CPU. The improvements come from a fairly wide range of changes that all work together to improve the performance:

- Updating various subsystems of characters are now being started earlier in the frame in one big batch for all characters. Previously, the updating of each character was scattered all across the entire frame. This helps significantly reduce the overhead of starting each subsequent threaded job related to character processing and thus helps significantly improve the performance.

- Characters are now skipping animation updates when they are far away from the camera. The amount of frames the animations skip, depends on the characters distance to the camera. This in effect means that at a distance, the animations on characters might look like they are lagging, it has been set up to first take effect at a fairly long range where it’s really difficult to actually notice the animation lag while still contributing a fair amount to improved performance.

- We now hide various character parts at various distances. The distance at which we hide a particular part depends on the size of the part. For instance the small brass belt buckle gets hidden fairly close to the camera where the backpack is one of the very last things we hide at long range. The character’s trousers, jacket and head will always remain visible. This helps significantly reduce the amount of drawcalls each character adds to the overall rendered scene as well as reduce the amount of transforms that constantly needs to be updated for every little part of each character.

- Player characters are now being hidden when they are not visible on the screen. This allows the engine to stop updating a lot of unnecessary elements on the players that are off screen and as you rarely have every single player visible in your current view, this helps improve the performance.

We have monitored a number of in-house systems as well as user feedback from the public test branch running the performance upgrades these past few weeks and have generally seen gains ranging from excellent to hardly any at all (due to whether the CPU is a bottleneck of the particular system or not).

One of our machines consisting of a 2080ti GPU and an i9 9900K CPU running the game with “very high” settings in 1080p saw a benchmark average frame rate increase from 52,5 to 66,2 running the new performance upgrades. That’s a 34,8% performance increase.

Some of the changes for the performance improvements have however been quite invasive and did result in a few bugs of which most have been fixed. Expect fixes for the remaining issues in the upcoming updates.

We have added an initial implementation of Playfab which will later be used to integrate the Company Tool into the game itself. For the foreseeable future the features it will add will be of the behind the scenes type of features. For instance, it will post an entry in the database whenever a game client gets involuntarily disconnected from the server and what the cause for the disconnect was. It will also post the benchmark results as well as a very basic listing of the graphics settings and current hardware setup.

The update also includes a number of other needed bug fixes to issues primarily introduced in the platform system update as well as a few new content additions as well. You can read the patch notes below:

- Reworked Miller’s Cornfield, Antietam. You will notice a new layout of pockets of trampled corn compared to the old area’s setup. It is also no longer possible to trick the corn stalks to vanish in order to gain a clear view of the enemy.
- Fixed an issue with the artillery spawn points on Miller’s Cornfield, Antietam.
- Updated the Saint Peter’s Church model, Harpers Ferry.
- Updates to all skirmish area boundary logic in an effort to reduce or remove various desertion issues upon spawning in.
- Made corpses display at longer distances.
- Fixed the stamina breathing sounds sometimes playing in the main menu after having left a server.
- Fixed the sprint button sometimes getting stuck ON when vaulting.
- Players can now freelook and chat during the vaulting animation.
- Allowed the artillery to set their fuze timer to half a second instead of clamping it at 1 second which helps them make the shell explode at closer targets.
- Fixed a miscalculation with the fuze timer when aiming at a very close target.
- Fixed a single frame A pose when a character starts aiming with the revolver when moving.
- Optimized the remaining cornfields of the game.
- Cox’s Push skirmish area, South Mountain detail work updates.
- The underwater bloodpool particle effect now correctly spawns once again.
- Added cornfield footstep sounds.
- Removed initial delay on third person gunshot sounds in an effort to debug why some of the gunshot sounds seem to be triggering at a delayed fashion.
- School House Ridge, Maryland Heights & Bolivar Heights camp, Harpers Ferry detail work.
- Removed the regimental flag of the 42nd PA as our studies indicate that the unit was unlikely to field such a flag during the Maryland Campaign of 1862.
- Added or updated the following new battle flags to the game:
•   8th Alabama national
•   65th Illinois regimental
•   1st Maryland PHB national
•   1st Maryland PHB regimental
•   3rd Maryland PHB national
•   3rd Maryland PHB regimental
•   114th Pennsylvania regimental

- Added a darker, varnished flag pole variant into the mix.
- Added the first implementation of specific specular maps for the battle flags depending on whether they are silk or a wool-cotton blend to better visually differ their materials. In the future this will be expanded in order to make the specular qualities of the paint on the silken flags appear different (much flatter) than the non-painted silken parts (much more shiny).
- The flags raised at the infantry drill camps are now dynamic. They will change to the battle flags of whichever regiment most players in the level have spawned as soldiers of. Note that all sizes of battle flags displayed at the flagpoles of the infantry drill camps from our many featured regiments will currently default to a rectangular shape for the time being.
- Detail work to the fields where the union spawns at the Garland’s Stand skirmish area, South Mountain. The stonewall separating the field from forest now has more holes in order for the union artillery pieces to be easier pushed towards the enemy.
- Fixed the missing CSA flag texture projected above the top of the players when spectating.
- Minor stonewall work, Anderson’s Counterattack skirmish area, South Mountain.
- Artillery crews & their officers can now no longer pick up fallen infantry flags.

Steam Lunar New Year Sale

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/5a112a245a2ea16f85f53a9ec2cb9be43860ec22.jpg)


War of Rights is currently on offer at a 50% discount at the Steam Lunar New Year Sale! With today’s performance updates & sale there has never been a better time for new players to give the alpha a try. You can grab a copy for yourself or your friends at:


We hope you’ll all welcome the fresh recruits in the ranks and we look forward to seeing you all on the fields of glory!

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


Title: Re: War of Rights
Post by: Asid on February 25, 2021, 03:37:46 AM
Update 172: Bug Fixes - Released!
Wed, 24 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/e65b22e486d43ba888fd1ea342e7943b7dcc4b18.jpg)

Hello everyone,

We have just pushed a new alpha update.


Alpha update 172 is smaller update primarily focusing on fixing several bugs within the game.

- Possibly fixed overly stretched corpses.
- Prevented a bug with the desertion areas where it was possible to exit the skirmish area without deserting.
- Fixed the formation status always showing as Out of Line after having left and joined a server in the same play session.
- Fixed a couple of crashes when leaving a server.
- Fixed inconsistent teamkiller names in the teamkill messages.
- Fixed a bug where other players would not be moving after having joined a server. The only way for these players to start moving on your screen would be if they performed a character action, Enter Ready, Enter Melee Mode etc.
- Fixed a bug where the spectate camera couldnt be rotated and the spectated player could not be changed when spectating during the Last Stand endgame event.
- Various minor level detail updates.
- Slightly optimized the cornfields of the game.
- Fixed a bug that prevented union soldiers from being able to capture Lane's Battery at Colquitt's Defence, South Mountain.
- Fixed several broken ledges not allowing players to vault some of the fences at Pry House, Antietam.
- Updates to flag material settings.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/08bbaab51f07e68e46b43a0cb6f94e88ddfda6f0.png)
Title: Re: War of Rights
Post by: Asid on March 18, 2021, 11:53:17 PM
Update 173: Maintenance - Released!
Wed, 17 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/59a56d5d37d113d4df04b5c7795fa56d880638d0.jpg)

Hello everyone,


We have just released a new alpha update to War of Rights. This update is primarily a maintenance update while we work towards revamping the victory/defeat screen shown at the end of the match while also aiming to do a better job at presenting the historical, geographical & situational relation each skirmish area has to the many other skirmish areas on the battlefield.

Expect to hear/see more from us regarding this matter in the not too distant future.

Below are the patch notes of update 173:


- Fixed a bug causing some of the regiments in the game to be unable to pick up dropped flags.
- Fixed the text chat not showing admin messages.
- Reduced the amount of visible corpse frame spawning (sometimes reported as teleporting players). This is not entirely fixed but it is much improved.
- Possibly fixed the stretching corpse visual issue.
- Fixed a terrain hole that would sometimes trap players at River Crossing, Harpers Ferry.
- Detail work done on all levels of the game.
- Work on all cornfield borders in the game.
- Updated the 114th Pennsylvania regimental flag.
- Added some key backend systems for future features.

Title: Re: War of Rights
Post by: Asid on July 07, 2021, 12:07:29 AM
Update 174: Battle Reports - Released!
Tue, 6 July 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/aebaf83c2693c11ec7c0d50ac4e10b3762fa6c49.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/3cd7bb7b64b286a3dc56e1586bdab4db23f4a9f8.png)


Hello everyone,


Today, we’re very happy to announce the release of alpha update 174 of War of Rights! Before we will get into the patch notes themselves, let us take a brief look at 3 of the major additions update 174 brings to War of Rights: Battle reports & the historical events being narrated, overhauled artillery physics and last but certainly not least: the biggest client & server performance improvements we have released yet!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/a3617ea2f2af32a9e65a445f88439addfcbcf278.gif)
 
Battle Reports

Starting from today, players will be presented with a battle report as the round ends. The battle report consists of an overview map of the finished skirmish or picket patrol area, showing a 30 second timelapse of the entire round, with animated markers such as Union or Confederate skirmishing units, line formations, artillery, casualties, etc.


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/6200d2d5c056b74cd0c4179dea6c8a584227111d.gif)
Battle Report at Evening East Woods in action.


This is not all that has changed with the “inter-skirmish area flow” in the game in this update, however. Update 174 also brings new unique victory screens for each skirmish area and a “Historical Events” narration written and presented by Campfire Games Historical Advisor George Crecy. This is part of our continued efforts in pushing the boundaries of what is achievable in terms of historical and geographical context in a multiplayer game and how said context is best presented to the players.

If you wish to read a more complete run-down of the new features listed above, you can do so by checking out our latest Field Report.

Overhauled Artillery Physics

The transport system originally developed to support artillery in its initial implementation last summer has now been upgraded to a vehicle system, sporting much more accurate physics for the cannons and limbers, resulting in more realistic behavior when pushed over an uneven terrain, down a steep slope, etc.

The upgrade also means that players can no longer enter an artillery seat (such as pushing the wheels) while it is blocked by the environment.

The introduction of the vehicle system is also an integral part in bringing future content additions such as mounted infantry officers, horse drawn artillery and mounted cavalry to the game.

Client & Server Performance Improvements

Update 174 brings major CPU performance improvements for both clients as well as servers achieved by several code optimizations implemented by our programmers the past few months in an effort to gain more performance headroom to make higher player counts on the servers a possibility in the future.

Below is a comparison of the results of the in-game benchmark results in update 173 (66 FPS) and update 174 (81 FPS) using the same hardware and options settings.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/735b241795a981c2f5c62e3c3a034577c4fb63a0.jpg)

We expect to be able to test a 200 player cap in the days or weeks following the release of today’s update (depending on how many bugs & issues surface when mass testing begins today) so please keep an eye out for an announcement in the near future if you wish to take part in the test.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/17c57f58fc2533e2cb4bd6eeab7c725103bf84ab.gif)

Update 174 Patch Notes

- The 36th Ohio is now issued with Enfield rifles.
- Detail work, Garland’s Stand skirmish area, South Mountain.
- Detail work Mumma Farm & East Woods areas, Antietam.
- West woods & Dunker Church area detail work, Antietam.
- Hatch’s Attack area updates, South Mountain.
- Maryland Heights skirmish area updates, Harpers Ferry.
- Added rifle butt impact sounds.
- Drill Camp level detail work.
- Added more click sounds to the UI.
- New cornfield footstep sounds.
- Reworked drill camp kitchen utensils.
- Various modular building asset fixes.
- Reworked Saint John’s Church, Harpers Ferry.
- Detail Work, Colquitt’s Defence, South Mountain.
- Reworked the weather system.
- Miller & Nicodemus area work, Antietam.
- Updates to Cox’s Push, South Mountain.
- Overhauled the Pry Grist Mill model and proxy.
- Detail work, Shenandoah Street area, Harpers Ferry.
- Decal & Prefab work, Harpers Ferry.
- The sun is now smaller.
- Overhauled the environment probes to support probe blending resulting in much smoother time of day transitions.
- All environment probes are now cached on level load, resulting in no probe texture changing stutters while playing the game.
- Improved the global illumination, resulting in more accurate lighting based off of the surrounding area you are in.
- Improved the sharps rifle and carbine reload animations.
- Overhauled the quicktime animations when moving while At The Ready.
- Updated the strafing animations while at Shoulder Arms in quicktime.
- Fixed the server restart messages not being correctly shown in the text chat.
- Removed all dead body entities pre-placed in the levels - these will likely make a return at a later date.
- Added a global field of view (FOV) of 65 when aiming a weapon resulting in a level playing field when aiming no matter your FOV settings.
- Converted all animobjects to AnimatedMesh components.
- Added 18 new battle flags:

•   2nd Mississippi Regimental
•   18th North Carolina National
•   14th Tennessee Regimental
•   72nd Pennsylvania Regimental
•   2nd USA Regulars Regimental
•   10th USA Regulars regimental
•   2nd Maryland National & Regimental
•   2nd Georgia National
•   6th Georgia National
•   20th Georgia National
•   4th Alabama National
•   8th Ohio Regimental
•   1st Louisiana Zouave National
•   7th Michigan Regimental
•   28th Massachusetts Regimental
•   6th Louisiana National
•   9th Louisiana National
 
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/5ee3e96153ff919c9ac7bea83d58e00f50f6435f.jpg)

- Replaced the remaining legacy Lua particles with ones made with the newer particle editor. This includes the large smokestack from the burning Mumma Farm on the Antietam battlefield.
- Evened out how often various regiments are featured on Harpers Ferry to reduce the amount of overused units there.
- Detail work, Picket Patrol areas.
- Fixed GenericBuilding windows.
- Tweaked the materials of most windows in the game.
- Added soldier class images in the UI for the 17th Michigan, 28th Massachusetts and 5th New York.
- Changed the license screen on startup.
- Replaced Hampton’s Legion with the 4th Texas at the Evening East Woods skirmish area, Antietam.
- Fixed a team changing exploit used by exploiters to legally teamkill.
- Fixed the Picket Patrol game mode.
- Fixed up a bunch of unsupported symbols in the level descriptions/loading screens and regimental descriptions.
- Replaced the player info in the bottom right corner of the screen with a new version that is much more flexible as well as way cleaner behind the scenes.
- Overhauled the Henry Rohrback farmhouse to match an earlier version of the structure much closer to how it would have appeared in 1862.
- Shell, case and canister rounds can now be placed back into the limber.
- Fixed bullets passing through enemies if they get shot while standing too close to the player shooting. To reduce friendly fire incidents, bullets can still pass through friendly players at very close range.
- Fixed a desertion bug which would occur if you ran into the enemy staging area to die and then switched to the enemy team and spawned in their base.
- Made the field of view and audio volume option sliders update as they are dragged instead of first updating when the slider is released.
- Added a FPS counter setting in the Graphics Options menu.

Title: Re: War of Rights
Post by: Asid on September 17, 2021, 11:54:10 PM
Anniversary Update: Musicians, 200 Player Support & Demotion Systems - Released!
Fri, 17 September 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/5f79cd0ef62d6a997257310733876e5dc4a6eb6f.jpg)

Hello everyone,


Today marks the day of the 159th anniversary of the battle of Antietam/Sharpsburg and so we are excited to be releasing a major update to the game in celebration and remembrance of the courage and sacrifices of the soldiers engaged in what would be America’s single bloodiest day in wartime.

Musicians

Musicians are (at long last) making their way into War of Rights!

Featuring a drummer and a bugler per regiment, the sole objective of the musicians in battle is to relay the orders of the officers to the men outside of hearing distance of the shouts.

https://youtu.be/HjmjA-JTPAw

On the Drill Camp level outside of combat, musicians (including the fifer exclusively available there) are also able to play a selection of Civil War period tunes should the company want to liven things up a tad while on the march or warming themselves next to the campfire.


https://youtu.be/chuuaIY0Jz4

When spawned as a musician, press Q in order to bring up a radial menu to select the call/signal or tune you wish to play. Note that you can only play while either standing still or at the quicktime speed.

Musicians can also sync up and play the same call or tune together. All it takes is both of the musicians being in relative close proximity to each other, both selecting the same call or tune and they will sync up with each other.

https://youtu.be/Alg3nuZ_inI


Note:
With today’s update comes the very first musician class introduction into the alpha. Players should expect to encounter various bugs and issues tied to the class due to this.

200 Player Support

Much has changed since the early days of our technical alpha when we supported 32 players on a server and today we are happy to announce that the player cap supported is going to be increased from 150 to 200 players!

This has been made possible thanks to a large number of code optimizations implemented by our two programmers, Mike & Aleksi the past 4 or 5 months.

As an extra present for our community we’re very pleased to announce that the new 200 player slot option will cost exactly the same as what you’ve been paying for a 150 player slot server up until now - that’s 50 additional player slots for free thanks to Gportal’s willingness to work with us which we are very appreciative of.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/1f049de26d2b96fd4b84a9ad3dfc390726ef80a3.png)

The 200 player slot option is unlocked in the basic settings
for anyone that rents a 150 slot War of Rights server at Gportal
- no need to select a more expensive 200 player slot server via the slot slider when renting one.


If you wish to rent your own War of Rights Alpha server you can visit their website over at: https://www.g-portal.com/en/gameserver/war-of-rights-server-hosting

Demotion Systems

Today’s anniversary update also includes the very first implementation of the promised demotion system as well as the server-wide mute system in order to give the community a democratic means of policing non-admined servers. Below is a quick rundown of the workings of the demotion system as well as the server-wide mute system:

Downvoting

Downvoting is performed against another player on the tab screen. Here, you will find a down arrow icon located next to the player's name.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/fd99af7bb7fb6155caa9484ab6f4455647e3742d.png)

Upon pressing the down arrow icon next to a player name it will be highlighted to indicate that you have downvoted the individual. When the player has started receiving votes a tally will appear next to the down demotion arrow showing how many “effective votes” have been cast against the player.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/299c77bc1580da0f334a15090121e2429a7a97c4.png)

To cast an “effective vote” you need to be on the same team as the player you downvoted. This is to ensure that a highly competitive enemy team can’t just target the best officers of the enemy team in order to remove them from command for instance. Furthermore, if the player you have cast your vote against changes team or you yourself change team your vote will be removed from the tally. Returning to the same team will make your vote an effective vote again. If you no longer wish to vote against a player, you can click the arrow again to forgive the player and revoke your vote.

Your votes are cast persistently which means that should you ever encounter that same player again in another game session your vote will be automatically applied again. For those who play across multiple devices; Steam Cloud will track your preferences.

You will not be able to see which individuals have downvoted you - only your total amount of downvotes received from the players currently on the server. This is a change in design from when the demotion system was originally previewed - there are pros and cons for both approaches but we felt this option was the better to initially test and is subject to change.

Demotion Triggered

Once you reach the vote threshold you will be demoted. The threshold is determined by a server determined fixed percentage of the server population. For example if the threshold is 15% on a 200 player server 30 votes will trigger a demotion.

Your name on the tab view will get a red “D” icon next to it, representing a demotion, alongside the total votes cast against you. This icon will also be shown under your in-game nametag (next to the speaker icon).

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/f2172589273b9949a06d14a72dc0176172e4ed88.png)

When you fall back below the vote threshold your demotion will be revoked and its enforced restrictions will be lifted from your player.

Demotion Restrictions

When demoted, you are restricted to the Infantry Private class. All other classes: NCO’s, Officers, Flag Bearers, Musicians and all of the artillery branch classes will not be selectable.

If you are playing as any of the aforementioned classes when a demotion is triggered you will be immediately slain and greeted by the branch selection screen.

After having spawned in as an Infantry Private you will notice red “Demoted” text in the lower right corner. This will be visible for as long as you are demoted.

Demoted players cannot pick up dropped flags. Upon trying to pick up a flag you will be shown a user interface message in the center of the screen stating that you can’t do so as a demoted player.

The infraction decay timer (for team damage inflicted by you) is also greatly increased from the normal non-demoted rate for demoted players, resulting in much less teamkill trolling being possible for you compared to non-demoted players.

Server Wide Mute Sub-system

Player mutes (initiated by pressing the little speaker icon next to player names on the tab menu) are now tallied up in much the same way as downvotes - the total amount of mutes a person has received are hidden however. Once a certain threshold has been passed a server-wide mute (both VoIP & text chat) is triggered, muting the individual for everyone for as long as said threshold of mutes received by players on the server has been surpassed.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/1509c738725ce36e5d5188c1a8785f33f53b2060.png)

Upon reaching this, the server wide muted player will be shown a message informing him that he has been muted server wide in both VoIP & text chat and a muted icon will be shown under his nametag in-game (the VoIP speaker icon with a red cross over it), letting everyone know why the player they try to communicate with is unable to answer them.

The normal speaker icon next to his name on the tab view will also be changed to one that stands out to indicate that the player in question has been muted server wide.

Horse Teaser (Work In Progress)

https://youtu.be/RPgG9bzB6_g

Being that this is the anniversary update, we thought it’d be an excellent occasion to share a bit about the progress of getting horses functional in War of Rights. A lot of animation work has already gone into their implementation but you will notice key features such as audio missing.

Many of the systems to be tied to horses are also not ready yet and so their deployment is not exactly imminent. Even so, we hope you’ll enjoy this short teaser.



War of Rights Anniversary Sale

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/a3944ea33f9fd8049d536564a87ff5f07be2670a.jpg)

As part of the anniversary of the Battle of Antietam/Sharpsburg, War of Rights is now on sale for the next 72 hours at 50% off!

If you wish to join the ranks and experience the new 200 player battles, musician classes & demotion systems please head over to our steam store page

Anniversary Update (Update 175) Patch Notes

- Added Musician classes to all of the Infantry & dismounted Cavalry units of the game.
- Increased the max player cap from 150 to 200 players.
- Added the new grievance system which handles demotions and server wide mutes.
- Implemented the following battle flags:
51st New York National
4th Rhode Island National
12th South Carolina National
13th Alabama National
32nd Pennsylvania Regimental
56th Virginia National
56th Virginia Regimental
1st North Carolina Regimental
- Implemented the following regiment-specific drums:
9th New York
2nd US Regulars
10th US Regulars
- Minor tweaks to the artillery foley sounds.
- Improved the camera/head position when on the elevation screw seat of the artillery.
- Various 3D model proxy optimizations.
- Detail work on the Harpers Ferry level.
- Detail work on the Drill Camp level.
- Fixed subtitle misalignment on Hatch’s Attack, part 1.
- Fixed the old map being used on Anderson’s Counterattack, South Mountain.
- Updated the Dunker Church 3D model.
- Increased the animation speed of enter and exit “at the ready” as well as aiming resulting in a more responsive experience.
- Updated the UI in the lower right corner to specify whether you’ll return to double quick or quicktime when you stop sprinting.
- Fixed a potential crash with the ban and unban console commands when entering a SteamID incorrectly.
- Prevented developers from being banned by administrators.
- Fixed an issue where players could not be permanently banned.
- Ban time formatting has now been fixed and will display in the format 00H : 00M : 00S
- Rain and snow will now evaporate and melt respectively much faster.
- Added chat messages for when a player is unbanned or when a player not on the server has their SteamID banned.
- Steam cloud support is now enabled; saving both your keybindings and demotion preferences.
- Improved the user interface performance for the chat and tab view.
- Fixed an issue where puddles and settled snow were not visible for joining players.
- Improved the sky and lighting environment for snow sessions
- Optimized the CPU performance for non-static objects.
- Potential fix for sliding artillery.
- Fixed some cases where a player would briefly appear on their corpse.
- Added a spectator-only text chat.

That’s all for now. A big thank you to our community for offering us the support and patience in bringing the main features of this update into fruition. We look forward to be joining the ranks with you, recruits and veterans alike, as we take the next step towards fulfilling the vision that is War of Rights!


Title: Re: War of Rights
Post by: Asid on October 15, 2021, 11:59:47 PM
300 Player Public Test Branch Open!
Fri, 15 October 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/4b9235f9e6bc89c7af5fe5c5134e9390e23ce467.png)

The 300 player public test branch is now open!

All War of Rights owners can now access the public test branch version of the game by right clicking on War of Rights within your steam library, selecting "properties" and navigating to the "betas" tab. There you will be able to opt into the public test branch by clicking on the dropdown menu. Once selected, steam will download the branch. To opt out of the public test branch again, simply select "none" in the same dropdown menu.

Note:
You may need to restart Steam before you can see the public test branch option in the dropdown menu.

The stress test will help us gather valuable data both in regards to client as well as server performance and greatly aid us in our continued efforts in increasing the available player cap in War of Rights.

Please note:
As this is a stress test, issues such as poor performance, crashes and an increased amount of bugs should be expected.


Title: Re: War of Rights
Post by: Asid on October 26, 2021, 11:54:33 PM
Update 176: 400 Player Testing - Released!
Tue, 26 October 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/7791d58964cc7d3e21377e1c3de3d2669002c678.jpg)

Hello everyone,

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.

Update 176 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.


Title: Re: War of Rights
Post by: Asid on January 29, 2022, 12:16:48 AM
Field Report 45: Character Customization Preview
Thu, 27 January 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/16c98bb5629ac3892ee8afe7db14dd11389ae760.jpg)

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.

Uniform Customization

https://youtu.be/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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/d437bf5b96cfd92b7947b3a228267d8bbbff93a6.jpg)

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://youtu.be/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).

Below is a render of a work in progress animation of a jumping horse.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/daae815d386cc06b799d00585a9ad16d6c4d7867.gif)


Steam Lunar New Year Sale - War of Rights 25% off!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/df32c93d621768344186e773fe634784509d8dc9.jpg)

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.

You can grab the game and join the ranks of immersive 300 player Civil War battles at:

https://store.steampowered.com/app/424030/War_of_Rights/
-25% £23.79 £17.84


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.

Title: Re: War of Rights
Post by: Asid on March 14, 2022, 11:11:26 PM
Field Report 46: Public Test Branch: Conquest Mode & Customization
Mon, 14 March 2022

Field Report 46: Public Test Branch: Conquest Mode & Customization

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/98deec7d48d716c0b8fd5970e37bc766a2b415bd.jpg)

Hello and welcome to the Forty-Sixth Field Report!

Today, we’re pleased to be announcing the release date (18th of March) of the public test branch featuring a new game mode as well as uniform and head customization!


New Game Mode: Conquest

When the public test branch opens come March 18th, you will all be able to experience the work-in-progress new War of Rights game mode, Conquest. We’re inviting you all to help us not only stress test it prior to releasing it to the live branch of the game but also to give you the opportunity to shape the future of the mode via your feedback during the testing as the amount of Conquest areas are scheduled to be heavily expanded prior to its release in the very near future.

But what exactly is Conquest? If you’ve played practically any multiplayer first person shooter game the past 20 years, chances are you’ve come across the mode in some form or another: The mode essentially revolves around two teams fighting for the control of multiple capture points. Each capture point owned results in a slow ticket (or morale in our case) drain of the enemy team. The first team to run out of tickets/morale caused by taking casualties + the drain due to enemy controlled capture points, will lose the round.

While the above basics of the mode are unchanged in War of Rights, our conquest mode retains several features from the Skirmishes game mode (as well as a few new unique ones) created to maintain the organized team play our game has always focused on first and foremost:

First, let's take a look at key War of Rights features carried over from the Skirmishes game mode to Conquest, and thus very familiar to you all:

1.   Formation state buffs are identical to the ones found in the Skirmishes game mode, i.e. suppression resistances and stamina recovery - or a lack thereof should you be out of line.
2.   The morale cost of dying is also still tied to the formation state of the players and the overall team morale levels (Battle Ready, Engaged, Taking Losses & Breaking) are also still used, just as Skirmishes.
3.   Artillery batteries that support forward artillery battery spawns (as seen in Skirmishes) are featured in each Conquest area.
4.   Flag bearer spawning is also featured and works in an identical way to Skirmishes.

Now, let’s concentrate on the features unique to Conquest:

1.   There are 3 capture points per Conquest area (marked by flagpoles as well as UI icons).
2.   We wanted to give the flag bearer a more pivotal role in Conquest. Unlike in typical conquest modes you may be used to where standing by the flagpole will capture it for your team,
we have coined a different approach:

o   The flag bearer will have to approach the flagpole and attempt to raise their flag to the top of the pole, if they successfully raise it to the top the point will be captured.
o   Once the flag bearer has placed their flag on the pole, the flag spawn will no longer be available and the bearer will be given the loadout of a private.
o   A new flag bearer can then spawn at the staging area, giving the enemy a window of opportunity to attack the point while the defending company is without a flag bearer.
o   Should the flag bearer perish or abandon the raising of the flag any of their allies can attempt to finish raising the flag and capture the point for their team.
o   Enemy controlled capture points can be neutralized by approaching the flagpole and lowering the enemy flag.
3.   Conquest is designed to set us free from the strict historical constraints we are bound by in the Skirmishes game mode. Not having to worry about if the initial spawn points, battery locations, capture point locations, area boundaries, units or time of day featured in the game mode are historically correct results in a great amount of flexibility which we’re hoping will allow us to bring you some interesting new scenarios to experience. We plan on allowing server admins to dictate which playable units are to be available as well as whether or not to flip the starting spawn positions of the teams in the future, for instance.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/b368e0570c5ac577e25d8990f17412644157fee1.gif)

The winning/losing conditions for Conquest are as following:

1.   If a team reaches 0 tickets/morale before the round timer runs out, either via the enemy team controlling more capture points than them or killing their players, the team enters Last Stand (i.e. no additional respawns). Once close to all of the players in Last Stand have been killed the team will lose the round.
2.   A team can also force the enemy team into a Counter-Attack. This happens when one team controls all 3 capture points. When Counter-Attack is triggered, the team with no points in their control will have a few minutes to retake a point. If this is not done in time, the team will lose the round. A Counter-Attack can be triggered while in Last Stand.
3.   Should the round timer reach 0 before any team has depleted all of its morale, the winner of the round will be based on the overall morale level: A “Engaged” team versus a “Taking Losses” one will for example win. Should both teams be at an identical morale level (say “Breaking” versus “Breaking”) the round will end as a draw.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/8cbcf03658de7c082d96a8e0ffae95c88b34edaf.gif)

During the public test branch phase, Conquest will feature 4 playable areas on the Antietam battlefield. These are all very different in both overall area size as well as distance between spawn to the first capture point and/or distance between each capture point in order for us to gather your feedback of what works and what doesn’t. Do you prefer action-packed small areas with less than 100 yards between each point or would you rather play the massive ones with 400 yards between them, allowing for some extreme flanking movements? Your given feedback will be used to shape the future of the, possibly, dozens of Conquest areas as we look to expand the mode considerably before its release to the live branch of the game.


Character Customization

The public test branch also sees the very first introduction of customizable characters. Being that this is the very initial implementation of the feature, only a select few regiments will be available for customizing. As the development continues, the hundreds of regiments & batteries featured in War of Rights will eventually all be supported.

For more information about the uniform specific and photo mode features of character customization, please read Field Report 45 at:
 
War of Rights AnnouncementThu, 27 January 2022
Field Report 45: Character Customization Preview
https://steamcommunity.com/games/424030/announcements/detail/5317064205651768366

Head Customization

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/1cfaffcd1fc5d0311a761c7f9282c46d8b42046f.gif)

We’re pleased to be bringing you head customization when the public test branch goes live come March 18th. Originally, this feature was scheduled for a later release but Mike, the programmer responsible for the customization system’s creation, found enough time to squeeze it in there for you.

Head customization is game-wide. This ensures your facial characteristics are carried over to whichever regiment or battery you’re playing as, allowing for some sense of familiarity between player interactions.


Other Additions

The public test branch build contains a massive amount of additional changes - many of those are primarily backend ones such as: The game modes (Skirmishes, Picket Patrol, Conquest & Drill Camp), in-game UI, end-of-round skirmish cinematics, spectator camera and benchmark all having been converted to C++ instead of primarily using their former visual scripting based setups. This should result in considerably less bugs going forward as well as a slightly more responsive UI. The side effect of this is that certain features such as freelook and the free flight spectator camera, may feel slightly different during rotation and movement.

Due to the sheer amount of converted/rewritten systems it is important to note that initial issues such as bugs, instability and missing features are likely to be encountered.

The overhaul of the freelook mechanic has also resulted in less head/body clipping during animation playback (There are a few edge cases remaining currently but we expect those to be resolved soon).

Lastly, the benchmark has been updated to more accurately reflect the current number of supported players in the game (going from 150 soldiers firing to two opposing lines featuring a total of 320 soldiers).

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/40567c137ced5f34ba9d674d3e9de3dcb64b8990.gif)

That’s all for now. We very much look forward to hearing your feedback on
March 18th
of what is shaping up to be one of the biggest updates to the game we have ever released.

Keep your eyes peeled for the release of the public test branch as well as information about how to access it come Friday.

- The Campfire Games Team


Title: Re: War of Rights
Post by: Asid on March 31, 2022, 11:22:17 PM
Update 178: Conquest & Customization - Released!
Thu, 31 March 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/e51bbe68bf8dfad7c2e62e9a8af30f540db260c9.jpg)

Hello everyone,

Today, we’re excited to be bringing you War of Rights alpha update 178 featuring not one, but two major features! The first of which being Conquest, a genre fan favorite, with a unique take and all the gameplay nuance that you would expect from War of Rights! Secondly, the very first implementation of our character customizer with a photo mode to boot!

The past month or two, we have been releasing several Field Reports detailing the specifics of the two main features being released today.

You can find them above:

Field Report 45: Character Customization Preview

Field Report 46: Public Test Branch: Conquest Mode & Customization

Update 178 also contains a massive amount of backend code work on the user interface and various game systems. This includes: game modes, spectator camera, battle reports, freelooking and much more beyond the scope of this change log! We have also been making a concerted effort to move away from flowgraphs/visual scripting as they have proven unreliable and unstable throughout the lifetime of War of Rights. These have been rewritten in C++ to streamline the continued development of the game. Moreover, providing a more stable experience for you and for us to more easily debug and fix issues that may arise going forward.

We thought it a good time to give you a visualization of some of the work the programmers Mike, Aleksi, Emil & formerly Philipp have been working on since 2020. The visualization shows file changes made over time where each dot represents a file. Every lazer represents when that file has been modified and by whom. The branches and overall structure constitutes the folder hierarchy. Quite notable from the showcase is the acceleration in progress over the past 11 months since we restructured our programming team.

Busy little bees indeed!
 
https://youtu.be/cX1he7a5upM


War of Rights Conquest Sale: 50% Off!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/13fa378c10f82a172a234822596bf20f031c89f8.jpg)

To mark the release of alpha update 178 featuring the two major game features Conquest & Customization, War of Rights is now on sale at 50% off for the next week!

Now is a great time to pick up your musket, trim your beard, tailor your uniform and join the ranks!

You can purchase the game below:

https://store.steampowered.com/app/424030/War_of_Rights/

-50%  £23.79  £11.89
 

Update 178 Patch Notes

•   Added Conquest, a brand new game mode for War Of Rights. This game mode focuses on taking control of points scattered strategically throughout the map. Capturing them with the use of the pivotal Flag Bearer class by interacting with the flagpoles. The team that controls the fewest points will suffer a morale drain.
•   Featured with Conquest are 8 exciting new areas: Smokestacks, Forest Stream, Framing Fencelines and Farmland to Antietam and Corn Crib, Farm Lane, Railroad Cut and Towering Trunks to the Drill Camp level.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/926305b80314b8b083efd1ac10500ee32055fa91.gif)
 
•   Added the first implementation of uniform customization, featuring 8 fully customizable regiments: 6th Wisconsin, 69th New York, 72nd Pennsylvania, 8th Ohio, 1st Texas, 6th Louisiana, 3rd South Carolina and 27th North Carolina. Additionally, a photo mode to let your artistic talents fully capture your custom character in the way you want.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/0ff98744f8792fdba7c923a6f1b0b6576ddee195.gif)

•   The first implementation of character head customization with a wide range of options to create your perfect civil war digital self.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/8e6091dd8ce76e8c23581e48554a54b813696795.gif)

•   Greatly improved the quality of shadows on characters and buildings.
•   Reduced the specular on all distance trees for a less washed out look.
•   Added a slight color variation to all trees.
•   Reduced the amount of wind bending on leaves.
•   Replaced the cornfield distance model.
•   Increased the depth buffer from 24 bit to 32 bit, reducing the amount of shadow and volumetric fog banding as well as shading artifacts.
•   Developers can now download the latest server crash memory dump, making it easier to debug server crashes.
•   If a client should crash, it will now put its memory dump into a new Diagnostics folder in the game directory.
•   When deploying on a flagbearer, the deploy timer will now display the estimated time to deployment, taking the queue size into account. If the flag bearer is In Formation and you are number 4 in the queue, it will estimate your time to spawn to be 40 seconds, if the flag bearer is skirmishing, the estimated time to spawn will be 80 seconds.This also means that the estimated time to deploy may change drastically as the flagbearer continuously switches from being Skirmishing, to being In Formation.
•   Made flag bearers able to wave their flag. It can be done by pressing and holding the left mouse button.
•   Fixed the flag cloth sometimes turning invisible, resulting in flag bearers just running around with a stick.
•   Updated the benchmark to be more representative of the larger servers.
•   Increased the camera shake from artillery explosions.
•   Replaced the default view system with a new camera system, no more freezing into cutscene cameras.
•   Replaced the localization system and updated the file structure of all localization.
•   Added a star icon to the officer of your company to more easily locate your officer. It can be seen by pressing T.
•   Replaced all icons with dynamic ones that now follow the entity they belong to.
•   Added a new icon to all skirmish and conquest areas, indicating the location of your teams main spawn.
•   The round timer and morale state indicator on the deploy screen is now able to display exactly the same info as the compass ingame, counter attack, overtime, overtime timer and capture progress.
•   On the Skirmish gamemode, the UI will now display Capturing in the bottom right corner when you are close enough to the capture point to assist in its capture. Likewise it will now say Defending, if you are close enough to help keep it in your teams favor.
•   The flag bearer position of your company will now be highlighted on the map on the deploy screen as an orange flag. Friendly flag bearers of other companies will be displayed as a blue or red flag for the Union or the Confederacy.
•   Rewrote the user graphics and keybindings saving to be more reliable (Your current settings will be wiped)
•   Fixed the tabview not scrolling to the top when typing into the search field.
•   Fixed the chat sometimes losing focus while it’s active, forcing the player to hit enter twice to get rid of it.
•   Added a graphics option that disables collisions between corpses, greatly improving their performance on heavily populated servers. It defaults to on.
•   Added an option in the sounds menu to disable the tinnitus effect.
•   Officer order chat messages will now only display to players in the same company.
•   Updated the steam rich presence for the menus, showing what you are doing on the menu to your steam friends.
•   Added an advanced mode to the framerate display to give more information.
•   Fixed players occasionally getting stuck on the wrong side of a fence when vaulting.
•   Potential fix for placing shells sometimes removing the artillery sponge rammer item.
•   Reduced the amount of network transmissions whenever a player is interacting with the artillery or limber.

That's all for now. We look forward to be expanding upon both Conquest and Customization in the weeks and months to come.

See you all on the fields of glory!

- The Campfire Games Team

Title: Re: War of Rights
Post by: Asid on April 17, 2022, 08:02:38 PM
Update 179: Harpers Ferry Conquest & Battle Report Replays - Released!
Fri, 8 April 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/ce5c0ec66b4247cce295b6894ea955fc60c39627.jpg)

Hello everyone,

Following last week's major update, we are now pleased to be bringing you even more content with Update 179. This update focuses on expanding the Conquest game mode with 4 new areas situated at the town of Harpers Ferry: River Town, Outskirts, Overlook and Valley, as well as tweaking the layout and size of the Smokestacks and Framing Fencelines Conquest areas located on Antietam.

Several of the Harpers Ferry Conquest areas are radically different in overall layout than any other Conquest area in the game thus far due to the vertical differences as well as urban layouts found in the level and so we will be keeping an eye on any feedback you might have regarding them.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/b8ee72c5f0ca559b794658618cd85ae714a92343.gif)

Update 179 also features the first implementation of Battle Report replays (selectable by the “Replays” button found in the main menu). This will present the user with a list of recorded battle reports available to be replayed. This feature could prove useful for any unit conducting a tactical debrief following a battle or simply if you want to relive some great (or bad) outcome of a recent match of yours.

As noted earlier, this is the very first implementation of the feature and so we’re very much looking forward to hearing your feedback as to what to improve/add to it going forward.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/4bbeb111f4afc6e8edd4b80cd3b4630b1d2f5dd3.jpg)

The pool of customizable regiments is also expanding in Update 179. With the addition of the 2nd US Regulars, 1st Minnesota, 1st Georgia and 13th Virginia to the mix.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/25965595/321b80d2a8770a4bd373d5114439984d9e2792c8.gif)

Aside from the usual bug fixes, this update also includes minor gameplay additions, such as an optional automatic freelook during reloads and bayonet fixings, located in the gameplay options. This setting is off by default. We are looking for feedback from you all as to whether or not it should be enabled by default in the future so please chime in once you have tried it!

Additionally, Update 179 brings a 50% reduction in bandwidth related to the character customization. Furthermore, we will be testing support for changing the level and game mode without requiring a server restart. This will initially be mass tested on the official test server and released for every server owner to make use of relatively shortly after if no issues are found.

Update 179 Patch Notes

    Added 4 new Conquest areas on Harpers Ferry: River Town, Outskirts, Overlook and Valley.
    Reworked Conquest areas: Smokestacks and Framing Fencelines on Antietam.
    Added the first implementation of the Battle Report replay feature to the main menu.
    Added 4 new customizable regiments to the pool of available units: 2nd US Regulars, 1st Minnesota, 1st Georgia and 13th Virginia.
    Reduced the networking load of the character customization system by 50%.
    Added an automatic freelook setting in the gameplay options menu.
    Detail work, Forrest Stream area, Antietam.
    Added 4 new poses to the customization menu: Parade Rest, At The Ready, Wave Flag and Crossed Arms.
    When dead while last stand triggers during a skirmish round, you are now correctly instantly spawned again.
    Drill Camps now have a working inspection camera again.
    Potentially fixed players that seemingly fly when they interact with the artillery pieces.
    Fixed a bug sometimes resulting in the first-person weapon being linked to the wrong hand after spawning.
    Fixed a bug where weather effects such as puddles would linger into the next conquest area.



That's all for now. We look forward to be fighting with you in Harpers Ferry, where the Potomac and the Shenandoah rivers converge and John Brown once sparked the whole thing.

- The Campfire Games Team

Title: Re: War of Rights
Post by: Asid on July 29, 2022, 12:06:13 AM
Update 183 - Released!
Wed, 27 July 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/a7efc5c4734a6e96878bf7d0ea4e25506438228e.jpg)

Hello everyone,

Today, we’re happy to release alpha update 183 for War of Rights. It features additional customizable regiments, flag bearer updates, a spawn system rework as well as several quality of life additions and more!



Update 183 Patch Notes

•   Added 8 new customizable regiments to the game: 1st Maryland, 4th Rhode Island, 1st Delaware, 4th Pennsylvania, 3rd Arkansas, 8th Florida, 14th Tennessee and Holcombe Legion.
•   Added more items to the uniform customizer.
•   In an effort to reduce the amount of time large amounts of players sometimes end up fighting exclusively inside buildings, Flag bearers are now unable to spawn players while inside buildings throughout the game. They are also not able to stay inside them for longer than 30 seconds before deserting.
•   Flag bearers can now see how many, if any, players are queued up to spawn at their position by looking at the player state info at the lower right corner of the screen.
•   Remade the deployment & spawn system in an effort to eliminate any edge case spawn issues.
•   When playing the Skirmish game mode, players now spawn in separate companies (Co. A or B) instead of spawning all mixed up.
•   Server admins are now able to invert the team spawns when playing the Conquest game mode. Alternatively, they can opt with a “Random” selection should they wish to make fate decide.
•   When playing the Skirmish game mode and selecting the “Round Restart” server setting it now skips the post-match narration in order to better facilitate event play.
•   Changing the battlefield of a server now results in a loading screen being shown quicker, reducing the chance of players believing that the server is lagging or has crashed.
•   Fixed the Smokestacks Conquest mode area desertion issue upon spawning in.
•   Various binocular and revolver animation tweaks and fixes.
•   Adjusted sword salute and parade rest emotes.
•   Added revolver salute and exit and enter animations.
•   Fixed the left hand moving upwards for half a second when stopping moving with the revolver.
•   Fixed the order arms emote.
•   Fixed misaligned and broken subtitles on Harpers Ferry Bolivar Heights Camp skirmish area.
•   Fixed frock coat branch collar clipping.
•   Reworked camp stool model.
•   Fixed the aim animation so that the rifle stays in the hands of the soldier while he is turning.
•   Adjusted the sword melee aimpose animations.
•   Tweaked the sword shoulder arms idle and aimpose animations.
•   Fixed a number of fences that could not be vaulted across on South Mountain.
•   Corrected the left arm during the revolver cocking hammer animation playback while moving.
•   Adjusted the revolver crouch exit and enter animation.
•   Enabled server multi threaded pre-processing for received packets from clients.

Title: Re: War of Rights
Post by: Asid on September 18, 2022, 05:38:55 PM
Field Report 47: 160th Antietam Anniversary Edition
Sat, 17 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/25965595/63b1318f3f688c25db52a6ff39d75897b7f00d64.png)


Hello and welcome to the Forty-Seventh Field Report!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/02a429e572c88eff8b06425e026251f4131aa5be.jpg)

Today marks the 160th anniversary of the Battle of Antietam or Sharpsburg, and what better way to commemorate the day with our community than to give an inside look into the future of War of Rights!

In today’s field report, we will be covering a whole host of upcoming, and perhaps surprising, features, eye-watering overhauls, and an insight into our audio production. There is no strict timetable on any of the content featured in this field report; think of it as a de facto roadmap for the end of the year and into 2023.

With that out of the way, let’s get going!

Announcement: “Luminance” Graphics and Lighting Revamp!

https://youtu.be/oM0f0oFKhoM


Coming in the next major War of Rights update is a big revamp of the shading, materials and lighting in the game, which we call the “Luminance” update. Ever since the start of development, our world lighting has gone through many iterations, and while we have always been satisfied with the look of our game, this iteration is already showing a lot of promise!

The current and previous iterations of our lighting and shading have particularly suffered from too much contrast and a lack of saturation. We have diligently adjusted the tonemapper to overcome these shortcomings and provide a more balanced and realistic image. Furthermore, our indirect lighting has been a point of focus in this update. This more natural indirect light bounce will give a lot more depth and vibrancy to the scene, particularly to interiors and forests. Finally, we have improved our water shader to feature better reflections, light absorption, and accurate sun highlights. We are very pleased with the new look and the visual potential it offers us in future development.

Due to the nature of the asset changes in this update, a full download of the game will be required.

One thing we have always loved about our community is the cinematic quality screenshots and video content you produce with the game, and we look forward to seeing more following the release of this update!

Announcement: “Atlas” Community Level Editor In Development!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/8f4317011493153162d1cb19005c4b99e7c8b399.png)

We’re excited to formally reveal the development of our upcoming community-level editor, "Atlas." This will open up a whole new realm of content for the game where the community will be able to create, share, and play custom levels built using assets from the game. Atlas will be available, free of charge, to everyone who has a copy of War of Rights.

Atlas, while only being a few months in development, is already taking shape. The screenshot above is a brief glimpse into the interface and toolset that will be available. We are looking to release the editor, during its infancy, to a limited audience in order to gather feedback. We will have more information on this in the future!

We look forward to encouraging and embracing a thriving level creation subcommunity once the level editor is fully released, and we can’t wait to see what sort of levels you’ll all come up with!


Audio Update: Black Powder Recordings

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/b9d18fe4a3d7e2626bc6ac83678f5feee242597a.jpg)


Read on: https://steamcommunity.com/games/424030/announcements/detail/5009714462577579366
Title: Re: War of Rights
Post by: Asid on September 30, 2022, 12:20:10 AM
Update 184: Luminance - Released!
Thu, 29 September 2022

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Hello everyone,


Today, we’re happy to release alpha update 184 for War of Rights! The primary feature of the update is the big lighting revamp, titled “Luminance”, which was announced as part of the 160th anniversary of the battle of Antietam/Sharpsburg 2 weeks ago (click HERE
to read it). The more accurate lighting that Luminance in itself brings to the table might seem like a relatively small step in increasing the visual fidelity of the game - a continuous process we’re committed to, but with the upgrade resulting in War of Rights entering the physically based rendering spectrum comes a much greater artistic freedom going forward (some of the assets that have already gained a great deal in their visuals from this in this update are: the sun throughout the time of day, internal space of structures and flags).

It is important to note that the Luminance upgrade comes at a technical cost; Starting over with the implementation of all of the textures within the game and thus also the materials of all assets within the game. Due to this, it is possible that a few textures/materials might not seem as refined as they used to be in their original form (thanks to many years of tweaking). It will be a gradual process to get to the same level of material refinement once again.

Update 184 Patch Notes

    Added the Luminance overhaul to the game.
    Fixed 4th Alabama Company B not being spawnable on East Woods skirmish area, Antietam.
    Cleaned up the revolver aimpose animation.
    Various corrections to the musket reload and turn animations.
    Updated the fire particle.
    Fixed up the A, B, C labeling of the Conquest capture points to adhere to a more natural match flow where possible.
    Added a batch of Zouave (zoo zoo!) regiments to the customizer:

    1st Louisiana

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/cf2860a056eee3e77e1031269ad995c1be5cbdf4.gif)


    9th New York

https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/69c672071d9cfd10b7bc9b4a5f6a3565f12d50d8.gif


    114th Pennsylvania

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/695bf6f222bf0d504aebe779a70baccfe2e3cce9.gif)


    Added a batch of non-Zouave regiments to the customizer:

    33rd Virginia

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/11989387c2333da72079e271585c3b531e85b384.gif)


    14th Indiana

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/7bf14ed444dc0f44abee7ec9f7d18b00fca670ff.gif)


    17th Michigan

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//25965595/9f8e6085cfa90d193dacd6725d2e4bf3de2cdf52.gif)


    Added navy-coloured trousers and Hardee hats to the 4th Pennsylvania dismounted cavalry in the customizer.
    Added 14th Brooklyn and 12th New York State Militia drums.
    Updated the Roulette barn model.
    Changed the shaders of the battle flags of the game to support a more realistic bright, saturated silken sheen while also maintaining the ability to cast shadows upon the flag.
    Improved the water shaders in the game.
    Added the National flag of the 6th Alabama.
    Added the 14th South Carolina National flag.
    Added the 20th Georgia Regimental flag.
    Fixed clipping on character heads.
    Made the flames from the burning mumma farm cast shadows.
    Enabled cornstalk billboard shadows at the high and very high graphical presets.
    Updated several buildings to allow proper light bounce now supported thanks to Luminance.
    Fixed several reload exploits.
    Fixed the anti respawn spam mechanic.


War of Rights Luminance Sale - Now 50% Off!

In celebration of the release of the Luminance update, War of Rights is 50% off for the next week!

-50%  £23.79  £11.89



That's all for now.

We look forward to be seeing you all in the servers, fresh recruits and hardened veterans alike!
 
Title: Re: War of Rights
Post by: Asid on December 13, 2022, 12:01:03 AM
Update 185: Traversal & Destruction - Released!
Mon, 12 December 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/e21f1fe98f0e74b1c3b94b39ec0e1a5efc3159f8.jpg)

Hello everyone,
Today we’re pleased to be bringing you update 185: Traversal & Destruction for the War of Rights alpha!

We are going to outline the three new features that have been in development these past months. The following features are important stepping stones on the path towards the community level editor and the release of horses. With that said, let’s take a look at their specifics!

Destruction System
With Update 185 comes our new destruction system, focusing initially on fence destruction. Each object is configured with its structural integrity in mind. For example, each individual rail can be independently damaged and broken by small arms and artillery rounds alike, but if you target the posts, you cause a collapse of the entire segment.

Initially, we will only be rolling out post and rail fences as well as one type of stonewall while we gather network performance statistics and make balancing changes. More fence types and other objects are to be supported by the destruction system soon.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/ad4bfa1ab5766e2ab4c6672806fcbe05d992b829.gif)
Artillery canister round versus a post & rail fence


Knockdowns
Another new feature with this update, designed to work in conjunction with the destruction system, are knockdowns. Artillery-round explosions now have a chance of knocking you off your feet, with the direction of the blast determining the direction you fall. In the future, we expect to expand knockdowns to other instances such as standing too close to a recoiling cannon, getting hit on the head by a musket butt, falling from a great height, and, eventually, getting hit by a horse at speed.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/76d7ff6d829abda2d4ec4e5e0d67cf0d552bad1a.gif)
A knockdown caused by a nearby exploding shell


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/f8e73237fd620787e94283e66e75e2ddd3129ebc.gif)
Artillery shell explosion versus a post & rail fence resulting in a knockdown


Vaulting and Climbing
Another big change in this update is the total overhaul of vaulting and the introduction of climbing.

The first thing you will notice with vaulting is that it will behave differently depending on the height of the obstacle; the taller it is, the longer it will take to clear it.

Secondly, you might notice that you can vault in a lot of locations you previously couldn’t. We have rewritten the obstacle detection to be more dynamic than before; vault areas that were previously hand-drawn in the editor are now calculated on the fly. This was an important pre-requisite for moving forward with the development of the Atlas level editor.

Finally, there is the addition of climbing. You can now clamber up obstacles that previously had to be navigated around. Climbing also lets you get on top of small objects such as barrels, rocks, and boxes, giving you access to new sightlines on some maps.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/305437f0b1844b0dc0eff172dba0d9e039438a56.gif)
Vaulting a medium & a tall fence


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/de0da87348010cea24146717c4403e998646470e.gif)
Climbing the embankment


Now that we’ve gotten the major additions of Update 185 out of the way, let’s dive into the rest of the fixes and additions of today’s patch.

Update 185 Patch Notes

    Updated several environmental textures including leaves, plowed dirt fields, dry dirt, mud and dirt as well as MacAdam roads.
    Overhauled the Sherrick barn model.
    Updated the Roulette Farm scene to match the earliest known photograph (from the early 1900s) of its yard and stonewall entrance layout.
    Started the task of adding variations of flagstaff finials to the battle flags of the game. In this batch, we’ve added five finial models, including a common “acorn” style, three types of spades (decorative spears), and an eagle. More flags will get their historically correct finials as the amount of finial models is expanded.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//25965595/b4449028c4d5b05a1d65fbcdbb09e0ff2ebf8403.jpg)

Above is an Eagle finial, owned by Campfire Games Historical Artist and battle flag connoisseur, Bradley and the eagle’s digital self now featured in the game.

    Various character uniform and insignia tweaks in the wake of the visual changes of update 184: Luminance.
    Added Georgia State-issue (with cuff flashings) and Columbus Depot shell jackets to CS regiments and the character customizer.
    Fixed LD Moore House proxy.
    Changed the time of day of Colquitt’s Defence, South Mountain from 8.75 to 16.5 as was always the intended time of day.
    Updates to the materials of Dunker Church to better match its real life counterpart.
    Various model fixes for the structures featured in the game in order to better facilitate the lighting upgrades that update 184: Luminance brought to the table.
    Updates to the campfires for a more immersive drill camp.
    Battle flag materials are now either using cotton or silk presets based off of the historical artifact in an effort to showcase their digital counterparts as authentically as possible.
    Slight tweak to the spawn points of the Bloody Lane, Antietam skirmish area due to the updated Roulette Farm scene.
    Fixed the inverted artillery spawn points of the Framing Fencelines, Antietam conquest area.
    Updated the tree billboard textures for more dynamic and pretty visuals.
    Updated the visuals of the stone walls.
    The stacked bundles of wheat on the fields are now destructible.
    Updated the model of the larger bush in the game.
    Improved the proxies of a few environmental assets to better facilitate the requirements of the dynamic vaulting system.
    Fixed a few broken UI overview maps on South Mountain.
    Fixed the cloth of the battle flags sometimes vanishing.
    Fixed bayonets are no longer visually vanishing when cycling weapons (NCO sword/rifle).
    Various updates to the Christmas Event - you’ll have to join us in a few days to find out what exactly!


That's all for today - we look forward to be seeing you all vault, climb, destroy and get knocked off of your feet in the game!

- The Campfire Games Team


Title: Re: War of Rights
Post by: Asid on August 09, 2023, 10:56:46 PM
Update 192: Optimizations & Fixes - Released!
Wed, 9 August 2023

(https://clan.cloudflare.steamstatic.com/images//25965595/3f1d77cd3c73ee9a4a14e967ab348f86d0428149.jpg)

Hello everyone,

Today’s War of Rights alpha update is a relatively small one but we thought it best to get it to you all as soon as possible as it contains a few rather nice improvements, fixes and additions to the game.


Update 192 Patch Notes

    Further optimized the game code, this time focusing on instancing the character attachments such as hats and bayonets as well as improved the river renderer efficiency, resulting in upwards of 30% performance improvements at isolated moments in the game such as when looking at the Shenandoah and Potomac rivers of Harpers Ferry.
    Recapturing the point in skirmishes while overtime and counter attack is active should no longer result in a faulty end of the game round.
    Added 4 new customizable units to the game: 1st and 2nd US Sharpshooters, 1st North Carolina Sharpshooters and 1st Virginia Battalion. These will now also be available at random in the Conquest, Contention and Picket Patrol game modes.
    Fixed the artillery round smoke trails sometimes appearing to be wildly zig-zagging.
    Fixed the 1st person camera jolts when returning to shoulder arms.
    Tweaked the sunset lighting and sky colour for a more realistic look.
    Getting headshot before entering the spectating camera should no longer result in VoIP being muted until you spawn back into the game.
    Added the regimental flag of the 17th Michigan.
    Added the national flag of 1st North Carolina Sharpshooters.
    Updated the 14th North Carolina national flag, now matching surviving artifact.
    Added the national flag of the 39th New York.
    Added a regimental drum for the 39th New York.
    Added the regimental flag of the 1st Virginia Battalion.

(https://clan.cloudflare.steamstatic.com/images//25965595/716e0c0738a254948891b4ffa09934ff15ae18af.png)

    Fixed the flag snapping out of the hands of the flag bearer in 3rd person as he turns around.
    Fixed the bigger Pry Barn doors being locked.
    Fixed up all of the victory scenes of the Skirmishes game mode to once again include musicians.
    The Mumma graveyard stonewall is now vaultable.
    Added the flag of the selected flag bearer to the deployment screen.
    Fixed the wrong rank, weapon and secondary weapon sometimes being shown on the deployment screen.



That's all for today's update. See you on the fields of glory!

- The Campfire Games Team

Title: Re: War of Rights
Post by: Asid on March 14, 2024, 12:12:19 AM
Update 194: Networking Overhaul - Released!
Wed, 13 March 2024

(https://clan.cloudflare.steamstatic.com/images//25965595/54f458988d43f4e15c0e4a9f0346a28b1a33eba7.jpg)


Hello everyone,

We're thrilled to announce the release of the 194th update for War of Rights today, with a major focus on enhancing overall server performance to future-proof the game. Additionally, we aim to broaden the selection and scope of available game server hosting options. War of Rights truly shines when immersing you in massive battles with hundreds of players on-screen. Therefore, we consistently strive to push boundaries, improving both client and server performance to increase the server player cap. The networking overhaul in Update 194 is another crucial step in our ongoing quest to support even larger battles.


Traversal : Phase 2
Building upon the previous traversal update, which introduced climbing, knockdowns, and variable-height vaulting, the second phase of the traversal content brings two significant additions to the way your character moves through the world.

Deep Water Wading

(https://clan.cloudflare.steamstatic.com/images//25965595/efcd34273f488bfea8019cde51fe806999b657dd.png)

With deep water wading, water areas are no longer restricted from play. As your character enters the water, your options become more limited. Once the water depth reaches knee height, it becomes impossible to load your musket, as attempting such an action would wet your powder and render your weapon useless. As you venture deeper, your character raises the weapon gradually, holding it above their head to keep it and the powder dry. Consequently, you'll eventually lose the ability to aim, fire, engage in melee, or kneel when deep enough in the water. If you persist further, your character will begin to flail their arms in a desperate attempt to stay afloat and will eventually drown if you do not turn back.

While this will open up new avenues of approach on many maps, your movement will be severely impacted, and your ability to defend yourself will be diminished. Therefore, you will have to pick your routes carefully, lest you become target practice for the opposing team.

Falling & Fall Damage

(https://clan.cloudflare.steamstatic.com/images//25965595/4d4e0cff74c92978b3b0fa3b59dead2828fcad71.gif)

Another, and frankly overdue, addition with this update is falling and fall damage. Falling from a reasonable height will result in your character's death upon impact, and while falling, you will no longer be able to use your weapons or equipment. This also applies to hitting a surface of water at speed.

The traversal updates have been important milestones towards the community editor, eliminating some of the more burdensome aspects of level creation, such as placing vault areas, falling killzones or invisible walls to prevent water access. We want to ensure that when the editor goes live, the only limit is your creativity.

New Customizations
Players enjoying the ability to customize their favorite regiments and batteries are likely to have a good time with Update 194 as it includes customization for 19 additional units as we continue to chip away at our target of making each and every single unit in the game customizable:

2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.

Networking Improvements
The network compression and serialization code was entirely rewritten in an effort to minimize bandwidth and CPU time required, while also fixing some hazards inherited from the default CRYENGINE networking. For example, previously, if a client were to send a message for an entity that was already being destroyed on the server, the client would have been kicked with a RMI:Entity error.

Voice Chat
We've replaced the previous TeamSpeak voice chat integration with our own in-house system directly integrated into the game engine. This update offers several advantages: Player voices now seamlessly integrate with the game audio, subjecting voice chat to effects like interior reverb and suppression, resulting in a more immersive and consistent audio experience. Moreover, this update significantly reduces server and player bandwidth usage for voice chat. Additionally, the new system addresses some longstanding issues with most Bluetooth audio devices and also ensuring the correct detection and usage of audio devices.

Roadmap: Community Self-Hosted Servers
We've invested significant effort in optimizing server performance for various reasons, not just to approach the possibility of accommodating more players per game server. Enhanced server performance now enables the game to maintain a good tick-rate with a high player count on a broader range of hardware.

We're excited to announce the upcoming release of community self-hosted dedicated servers. With this upcoming release to War of Rights, we will provide server tools that allow anyone to host a War of Rights server on hardware of their choosing. While we have been proud to partner exclusively with G-Portal since the early days of the development of War of Rights, providing centralized access to all servers for analytics, crash reports, and bug fixing, we are now confident in the game's stability, making centralized access no longer necessary.

To preserve the highly tailored and deliberate gameplay of War of Rights within community self-hosted servers, we will be implementing a server token system. Server owners desiring to maintain traditional Campfire Games authored content and balancing can request a token. Servers which hold authorized tokens have access to veterancy, achievements,other progression systems and special events along with being an official server listing on the server browser. Those opting for modified content or balancing are welcome to do so, but it's important to note that these servers will not be authorized for progression and will not be filtered by default on the server browser. Campfire Games will exercise its discretion in token distribution, and access may be revoked at any time for violations.

We'll keep you updated on any new developments regarding community servers, and rest assured, those who prefer to continue using G-Portal or any other third party server host provider can continue as usual!

Retiring The Company Tool
A while back, we invited all of you to participate in a survey regarding the various features of “War of Rights” and your preferences towards them. We extend our gratitude to those who took part in the survey, as it greatly assisted us in restructuring tasks based on your likes and dislikes. The Company Tool, our antiquated and rudimentary attempt to effectively perform tasks now better handled by third-party web-based apps like Discord for player organizations such as clans/guilds/regiments, received significant negative feedback in the survey. Very few of you are utilizing it due to its extremely limited usability and lack of any connection to in-game mechanics. Therefore, we are announcing the shutting down of the Company Tool.

We have as of yet not set a final date for the closure of the Company Tool but it is likely to be closed without additional notice after the end of March. However, this does not mean that we have given up on integrating player organizations into the game. We are continually striving to improve and enhance organized play, and we will share more details about a successor to the Company Tool as development progresses.

Update 194 Patch Notes

    Rewrote the network compression and serialization code of the game in an effort to minimize bandwidth and maximize server hardware performance.
    Added deep water wading and drowning to the game.
    Implemented fall damage.
    Integrated voice chat directly into the game instead of relying on a TeamSpeak plugin.
    Added customization for 19 additional regiments: 2nd South Carolina, 4th Alabama, 4th North Carolina, 4th Texas, 5th Alabama Battalion, 5th North Carolina, 5th Virginia, 8th Alabama, 9th Louisiana, 10th US Regulars, 12th New York Militia, 12th Ohio, 15th Massachusetts, 3rd Maryland, 5th New York, 6th Pennsylvania, 7th Maine, 7th Michigan and 9th Vermont.
    Updates to 72nd Pennsylvania uniforms to better match their real world counterpart.
    Added a gray Georgia Depot shell jacket to the game.
    Updated the M1832 artillery sword idle animations.
    Updates to the movement animations while aiming a rifle.
    Updated the farming wagon’s model and textures.
    Added destructible shutters and doors to most farm buildings in the game.
    Adjusted the walking animations while aiming with a bayoneted rifle while in melee mode.
    Updated the exterior of Pry House.
    Reworked the proxy of the stonewall model.
    Fixed a hole in the Henry Rohrback barn model.
    Fixed LOD popping on Dunker Church.
    Added a 2nd standing and kneeling reloading animation when using the short rifles (Mississippis and Whitworths).
    Fixed the missing textures of the rear doors of Otto Barn.
    Updated the kneeling revolver animations.
    Improved the end segment of the long and short rifle reload animations.
    Fixed the Y-axis offset for Kepi LODs.
    Bluetooth headsets when using VoIP should now be supported.
    Improved Kepi LOD mesh.
    Better facial hair LODs.
    Updates to NCO insignias.
    Various uniform details such as belts, sashes and insignias that have been invisible in the first person view are no longer hidden.
    Shell jacket improvements.
    Fixed R. Miller Spring House proxy.
    Added falling animations.
    Implemented various animations used when in water.
    Various minor level updates.
    Removed most of the invisible collision walls from the game now that deep water wading and falling damage are supported.
    Corrections to the sprinting animations while carrying a rifle.
    Updated the rifle melee club hit sounds.
    Reduced the percentage of downvotes in a server from 10% to 7.5% required to trigger a demotion.
    Reduced the percentage of mutes in a server from 10% to 7.5% required to trigger a global mute.
    Increased the experience level that is required to reach before the officer class unlocks from 4 to 10.
    Increased the experience level that is required to reach before the NCO class unlocks from 3 to 7.
    Increased the experience level that is required to reach before the artillery branch unlocks from 2 to 5.


That’s all for now. We look forward to playing in the shallow end of the pool with you all!

- The Campfire Games Team
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