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Warfare Online

 
Shutting Down October 1stSep 18, 2017 - Community AnnouncementsSadly, the time has come for us to shut down Warfare Online. Servers will go offline on October 1st, 2017 PST. Back in July we announced that there would be no further updates. About a month ago, we disabled the download button and we disabled the in-game store not long after. We'll be winding down services over the next few weeks as costs continue far exceed the revenue we had coming in from the game. We apologize for the short notice, but the money just isn't available to continue running the game any longer. Shutting Down October 1stSep 18, 2017 - Community AnnouncementsSadly, the time has come for us to shut down Warfare Online. Servers will go offline on October 1st, 2017 PST. Back in July we announced that there would be no further updates. About a month ago, we disabled the download button and we disabled the in-game store not long after. We'll be winding down services over the next few weeks as costs continue far exceed the revenue we had coming in from the game. We apologize for the short notice, but the money just isn't available to continue running the game any longer. Warfare Online - v1.01May 18, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/359700cf0553abb0fafcbe806b20ca17ab7d9102.jpg Optimization was the focus with this patch. We've seen lots of feedback from you all regarding poor performance on lower end machines, we're hoping this helps you a lot. General Large reduction in overall memory usage and fixes for memory leaks A huge amount of optimization work has been done on all maps to reduce draw calls and memory usage. Some extra details will be disabled on lower quality settings to improve frame rates Mouse cursor is no longer locked to the game window when running in windowed mode Optimizations and adjustments for many textures Improved fidelity on some textures and fixed several textures that were rendering at a lower resolution than intended Gameplay Reduced the chance of instances where units would occassionally run backwards after jumping over cover Fixed an issue where very rarely the outpost would appear to be shooting at a friendly unit (it would not do any damage, just visually attack the wrong target) Fixed an issue where occassionaly units would not attack after moving into cover that is placed close to the Output Adjusted tank targeting method to reduce instances where tanks are unable to hit anything after firing many times at a single target Unit Unlocks USA Riflemen: Heavy Offensive Kit: Fixed a typo that incorrectly indicated the unlock increased reinforcement count, rather than decreasing it. Tutorial (Basic Training) Fixed an issue where units would sometimes take a longer path close to the top of the screen, rather than heading directly for the enemy outpost Fixed an issue where the Riflemen unit would remain selected when transitioning to the 'Deploy Abrams' state Fixed an issue where double-clicking when selecting the Riflemen unit to advance them would cause the cover controls to close, leaving you in limboWarfare Online - v1.01May 18, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/359700cf0553abb0fafcbe806b20ca17ab7d9102.jpg Optimization was the focus with this patch. We've seen lots of feedback from you all regarding poor performance on lower end machines, we're hoping this helps you a lot. General Large reduction in overall memory usage and fixes for memory leaks A huge amount of optimization work has been done on all maps to reduce draw calls and memory usage. Some extra details will be disabled on lower quality settings to improve frame rates Mouse cursor is no longer locked to the game window when running in windowed mode Optimizations and adjustments for many textures Improved fidelity on some textures and fixed several textures that were rendering at a lower resolution than intended Gameplay Reduced the chance of instances where units would occassionally run backwards after jumping over cover Fixed an issue where very rarely the outpost would appear to be shooting at a friendly unit (it would not do any damage, just visually attack the wrong target) Fixed an issue where occassionaly units would not attack after moving into cover that is placed close to the Output Adjusted tank targeting method to reduce instances where tanks are unable to hit anything after firing many times at a single target Unit Unlocks USA Riflemen: Heavy Offensive Kit: Fixed a typo that incorrectly indicated the unlock increased reinforcement count, rather than decreasing it. Tutorial (Basic Training) Fixed an issue where units would sometimes take a longer path close to the top of the screen, rather than heading directly for the enemy outpost Fixed an issue where the Riflemen unit would remain selected when transitioning to the 'Deploy Abrams' state Fixed an issue where double-clicking when selecting the Riflemen unit to advance them would cause the cover controls to close, leaving you in limboWarfare Online - Now AvailableMay 8, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27653725/103de80062925981bc9929c5e97bc4d1aa90c65d.jpg The battle has begun. Warfare Online is a fast-paced, focused, online tug-of-war. Collect and customize infantry, vehicles and support assets to push forward, destroy your opponent’s outpost and seize victory! Assemble your Platoons and battle with Commanders from all over the world in head-to-head online multiplayer action. Thanks to all of our Early Access testers, thanks to everyone contributed to the game. Tell your friends, join the fight! - Con Artist GamesWarfare Online - Now AvailableMay 8, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27653725/103de80062925981bc9929c5e97bc4d1aa90c65d.jpg The battle has begun. Warfare Online is a fast-paced, focused, online tug-of-war. Collect and customize infantry, vehicles and support assets to push forward, destroy your opponent’s outpost and seize victory! Assemble your Platoons and battle with Commanders from all over the world in head-to-head online multiplayer action. Thanks to all of our Early Access testers, thanks to everyone contributed to the game. Tell your friends, join the fight! - Con Artist GamesLaunch TimesMay 7, 2017 - Community AnnouncementsWhile we don't have an exact launch time for Warfare Online, we can give some rough estimates for a few time zones. West Coast USA - 4pm-5pm, May 8th East Coast USA - 7pm-8pm, May 8th UK - 12am-1am, May 9th Germany / France / Poland - 2am-3am, May 9th Moscow - 3am-4am, May 9th Singapore - 7am-8am, May 9th East Coast Australia - 9am-10am, May 9th See you at launch!Launch TimesMay 7, 2017 - Community AnnouncementsWhile we don't have an exact launch time for Warfare Online, we can give some rough estimates for a few time zones. West Coast USA - 4pm-5pm, May 8th East Coast USA - 7pm-8pm, May 8th UK - 12am-1am, May 9th Germany / France / Poland - 2am-3am, May 9th Moscow - 3am-4am, May 9th Singapore - 7am-8am, May 9th East Coast Australia - 9am-10am, May 9th See you at launch!Early Access ClosedMay 3, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/3ab5eae5c07c283c9ee4e6c5b6e84e834132e4f5.jpg The Early Access program for Warfare Online is now closed. The game will be officially released on May 8, 2017. Thank you for your participation, your feedback and testing have helped shape the game in some very meaningful ways. We look forward to seeing you all next week! - Con Artist Games Early Access ClosedMay 3, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/3ab5eae5c07c283c9ee4e6c5b6e84e834132e4f5.jpg The Early Access program for Warfare Online is now closed. The game will be officially released on May 8, 2017. Thank you for your participation, your feedback and testing have helped shape the game in some very meaningful ways. We look forward to seeing you all next week! - Con Artist Games Early Access Ending Soon - Update v0.26Apr 25, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/b23b8a39a5e773674e5437e12bcac9c453559547.jpg Warfare Online - Early Access will be ending on the 2nd of May, 2017. PST. After that date, the servers will be unavailable for a short time while we prepare for the game's launch. Warfare Online will launch on the 8th of May, 2017. PST. Early Access Ending Soon - Update v0.26Apr 25, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/b23b8a39a5e773674e5437e12bcac9c453559547.jpg Warfare Online - Early Access will be ending on the 2nd of May, 2017. PST. After that date, the servers will be unavailable for a short time while we prepare for the game's launch. Warfare Online will launch on the 8th of May, 2017. PST. Buffs, Balance and Fixes - v0.25 UpdateApr 20, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/562e05ac8e1ce4f71c25b52febbadc91cbd1d4b3.jpg We've done a lot of fixing and balancing with this patch. Some fairly significant changes to a number of Supports and Ops. Lockout Changes This is probably the biggest change overall. Lockout will now reset all Unit timers when the Lockout is complete. This was done to make the lockouts more meaningful. We felt that the old system that allowed the timers to continue unaffected didn't have much impact on players, or even cause them to pause and consider playing a card with a lockout. -------------------------------------------------------------- Gameplay Lockouts applied to Units will now restart unit timers when the lockout expires. Some Support Assets that lockout your opponent's units may have had their durations adjusted to account for this change. Fixed an issue where occassionaly the game would become stuck in a black screen if you were disconnected from the server during a game. Fixed an issue where some temporary effects applied via Support Assets were ended immediately after being applied. Fixed an issue where Support Assets that required you to select a Unit or Support Asset (eg. Reinforce) would not register a click if a lockout was active when the asset was initially readied. Unit: Tank base Resupply Time increased from 50 to 55. Unit: LAV + BTR base Resupply Time increased from 37 to 45. Unit: Riflemen - Increased Health by a further 25%. Unit: MG Teams - Increased Health by 15%. Unit: AT Teams - Decreased Health by 15%. Unit: AT Teams - Increased Resupply Timers by 25%. Unit: Sniper Teams - Increased Health by a further 15%. Unit: Assault Teams - Reduced out of cover damage resistance. Unit: Tank and LAV damage vs Vehicles increased by 25%. Unit: Tank and LAV Health reduced by 10%. Support: Adjusted descriptions for a large number of Support and Operations assets and added extra information to the detail pages where applicable. Support: Assets that apply temporary effects now state the duration of the effect in the asset description. Support: Removed the ability stack most effects. Attempting to stack an effect will cause the existing effect to be removed immediately. Support: "Acoustic Attack" - "Slow and mark selected infantry as Targeted for 60 seconds.". This effect no longer stacks. Support: "Charge" - "Deactivate all friendly cover. Increased damage resistance while out of cover for 30 seconds.". Cost reduced to 2, down from 3. Quality increased to Advanced. Support: "Occupy" - "Activate all available cover. Increased damage resistance while in cover for 30 seconds." Support: "Communications Scan" - Renamed to "Launch Prevention", functionality changed to: "Lockout enemy Fire Supports for 60 seconds." Support: "Overwatch" - "Increase range of friendly deployed Sniper Teams for 60 seconds." Support: "Fight Back" - "Costs (1) Supply per friendly Unit. Your Units do more damage for each enemy on the field for ...Buffs, Balance and Fixes - v0.25 UpdateApr 20, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/562e05ac8e1ce4f71c25b52febbadc91cbd1d4b3.jpg We've done a lot of fixing and balancing with this patch. Some fairly significant changes to a number of Supports and Ops. Lockout Changes This is probably the biggest change overall. Lockout will now reset all Unit timers when the Lockout is complete. This was done to make the lockouts more meaningful. We felt that the old system that allowed the timers to continue unaffected didn't have much impact on players, or even cause them to pause and consider playing a card with a lockout. -------------------------------------------------------------- Gameplay Lockouts applied to Units will now restart unit timers when the lockout expires. Some Support Assets that lockout your opponent's units may have had their durations adjusted to account for this change. Fixed an issue where occassionaly the game would become stuck in a black screen if you were disconnected from the server during a game. Fixed an issue where some temporary effects applied via Support Assets were ended immediately after being applied. Fixed an issue where Support Assets that required you to select a Unit or Support Asset (eg. Reinforce) would not register a click if a lockout was active when the asset was initially readied. Unit: Tank base Resupply Time increased from 50 to 55. Unit: LAV + BTR base Resupply Time increased from 37 to 45. Unit: Riflemen - Increased Health by a further 25%. Unit: MG Teams - Increased Health by 15%. Unit: AT Teams - Decreased Health by 15%. Unit: AT Teams - Increased Resupply Timers by 25%. Unit: Sniper Teams - Increased Health by a further 15%. Unit: Assault Teams - Reduced out of cover damage resistance. Unit: Tank and LAV damage vs Vehicles increased by 25%. Unit: Tank and LAV Health reduced by 10%. Support: Adjusted descriptions for a large number of Support and Operations assets and added extra information to the detail pages where applicable. Support: Assets that apply temporary effects now state the duration of the effect in the asset description. Support: Removed the ability stack most effects. Attempting to stack an effect will cause the existing effect to be removed immediately. Support: "Acoustic Attack" - "Slow and mark selected infantry as Targeted for 60 seconds.". This effect no longer stacks. Support: "Charge" - "Deactivate all friendly cover. Increased damage resistance while out of cover for 30 seconds.". Cost reduced to 2, down from 3. Quality increased to Advanced. Support: "Occupy" - "Activate all available cover. Increased damage resistance while in cover for 30 seconds." Support: "Communications Scan" - Renamed to "Launch Prevention", functionality changed to: "Lockout enemy Fire Supports for 60 seconds." Support: "Overwatch" - "Increase range of friendly deployed Sniper Teams for 60 seconds." Support: "Fight Back" - "Costs (1) Supply per friendly Unit. Your Units do more damage for each enemy on the field for ...Friend Battles - Update v0.24Apr 11, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/4b5c706346310f02e1694b8bcd91be51cb91946f.jpg That's right, you can now challenge your Steam friends to battle in Warfare Online. Simply invite them from the new "Friends" section, or use the Steam friend list. Friendly battles are just that and don't give any mission progress or XP. They're a great way to test out new platoon setups and strategies! ----------------------------------------------------------------------- Gameplay Feature: Friends battle challenge system! Maps: "Village" added additional cover and detailing after resizing. Support: "Long Shot" changed to "Increase the range of all friendly Infantry units for 15 seconds." Support: "Overwatch" changed to "Increase range and cover protection of all deployed Sniper Teams." Support: "Supporting Fire" changed to "Friendly MG and Sniper teams have longer range and increased damage for 10 seconds." Support: "Sustained Fire" time increased from 30 to 60 seconds. Support: "Resistance Under Fire" changed to "Deployed Infantry units take less damage for 60 seconds." Support: "Satellite Targeting" changed to "Mark all enemy units as Targeted for 30 seconds." Cost reduced from 8 to 4. Support: "Aerial Recon" cost reduced from 5 to 4. Support: "Intercept" cost reduced from 4 to 3. Support: "UAV" cost reduced from 5 to 2. Support: "Cut Off" cost reduced from 6 to 4. Duration increased to 30 seconds. Support: "Blackout" cost reduced from 8 to 6. Support: "Assault Team" for RUS cost reduced from 5 to 4. Support: "Anti-Tank Team" for RUS cost reduced from 4 to 3. Support: "Counterstrike Team" cost reduced from 6 to 3. Support: "Support Preparation" cost reduction of drawn card is now 5 rather than setting it to 0. Unlocks: "Saiga" range penalty increased, damage reduced. Unlocks: Kornet & TOW accuracy decreased, damage radius decreased. Reduces effectiveness vs Infantry. Update: 13th April Removed SSAA anti-aliasing from video options due to compatibility issues. If you previously had SSAA enabled, your settings will default to SMAA Minor fixes to some shaders due to compatibility issues on older hardware Fixed an issue where occasionally games would not start on the server, resulting in longer than intended matchmaker waiting periods Friend Battles - Update v0.24Apr 11, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27653725/4b5c706346310f02e1694b8bcd91be51cb91946f.jpg That's right, you can now challenge your Steam friends to battle in Warfare Online. Simply invite them from the new "Friends" section, or use the Steam friend list. Friendly battles are just that and don't give any mission progress or XP. They're a great way to test out new platoon setups and strategies! ----------------------------------------------------------------------- Gameplay Feature: Friends battle challenge system! Maps: "Village" added additional cover and detailing after resizing. Support: "Long Shot" changed to "Increase the range of all friendly Infantry units for 15 seconds." Support: "Overwatch" changed to "Increase range and cover protection of all deployed Sniper Teams." Support: "Supporting Fire" changed to "Friendly MG and Sniper teams have longer range and increased damage for 10 seconds." Support: "Sustained Fire" time increased from 30 to 60 seconds. Support: "Resistance Under Fire" changed to "Deployed Infantry units take less damage for 60 seconds." Support: "Satellite Targeting" changed to "Mark all enemy units as Targeted for 30 seconds." Cost reduced from 8 to 4. Support: "Aerial Recon" cost reduced from 5 to 4. Support: "Intercept" cost reduced from 4 to 3. Support: "UAV" cost reduced from 5 to 2. Support: "Cut Off" cost reduced from 6 to 4. Duration increased to 30 seconds. Support: "Blackout" cost reduced from 8 to 6. Support: "Assault Team" for RUS cost reduced from 5 to 4. Support: "Anti-Tank Team" for RUS cost reduced from 4 to 3. Support: "Counterstrike Team" cost reduced from 6 to 3. Support: "Support Preparation" cost reduction of drawn card is now 5 rather than setting it to 0. Unlocks: "Saiga" range penalty increased, damage reduced. Unlocks: Kornet & TOW accuracy decreased, damage radius decreased. Reduces effectiveness vs Infantry. Update: 13th April Removed SSAA anti-aliasing from video options due to compatibility issues. If you previously had SSAA enabled, your settings will default to SMAA Minor fixes to some shaders due to compatibility issues on older hardware Fixed an issue where occasionally games would not start on the server, resulting in longer than intended matchmaker waiting periods Asset and Vehicle Balancing - Update v0.23Apr 4, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27653725/d7aa1c5e213172293e169aa2c5012820138985c7.jpg Most importantly, this patch has a fix for the AT teams getting stuck trying to fire when ordered into cover. In general, the goal of this patch is to nudge the usefulness of Infantry back up a bit. We've given Riflemen and Snipers a little bit of a boost and pulled back some of the changes we made to the vehicles. As always, let us know what you think. --------------------------------------------- Gameplay Fixed an issue where AT units would sometimes become stuck in an idle state after entering cover while in an attacking state. Unlock: TOW and Kornet - reduced fire rate, decreased accuracy. Equipment: Grenades - reduced throw accuracy, reduced damage radius by 15%. Units: All Vehicle Resupply Timers increased by 10%. Units: Tank shell accuracy decreased, damage radius reduced slightly. Units: Tank health reduced by 10%. Units: Riflemen health increased by around 15%. Units: Sniper health increased by around 15%. Units: Sniper resupply timers reduced to 25 sec. Units: US AT Teams health reduced by 10%. Support: "Broadcast Attack", "EMP", "Blackout", "Network Disruption" : The camera is now moveable while the HUD lockouts are active and the fullscreen glitch effect has been reworked to be more subtle Support: "Critical Deployment" cost increased from 5 to 7. Support: "Rapid Response" limited to Infantry. Support: "Heavy Armor" cost increased from 4 to 5, gives opponent 5 supply instead of 2. Support: "Smoke Mortar" increased effectiveness of accuracy effect on rockets / tank shells. Support: "Smoke Artillery" increased effectiveness of accuracy effect on rockets / tank shells. Support: "Beyond the Wire" reduced reinforcements gained from 3 to 1. Support: "Priority Target" reduced cost from 4 to 2. Animation & Effects Projectiles from weapons should now originate correctly from the weapon muzzle. Asset and Vehicle Balancing - Update v0.23Apr 4, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27653725/d7aa1c5e213172293e169aa2c5012820138985c7.jpg Most importantly, this patch has a fix for the AT teams getting stuck trying to fire when ordered into cover. In general, the goal of this patch is to nudge the usefulness of Infantry back up a bit. We've given Riflemen and Snipers a little bit of a boost and pulled back some of the changes we made to the vehicles. As always, let us know what you think. --------------------------------------------- Gameplay Fixed an issue where AT units would sometimes become stuck in an idle state after entering cover while in an attacking state. Unlock: TOW and Kornet - reduced fire rate, decreased accuracy. Equipment: Grenades - reduced throw accuracy, reduced damage radius by 15%. Units: All Vehicle Resupply Timers increased by 10%. Units: Tank shell accuracy decreased, damage radius reduced slightly. Units: Tank health reduced by 10%. Units: Riflemen health increased by around 15%. Units: Sniper health increased by around 15%. Units: Sniper resupply timers reduced to 25 sec. Units: US AT Teams health reduced by 10%. Support: "Broadcast Attack", "EMP", "Blackout", "Network Disruption" : The camera is now moveable while the HUD lockouts are active and the fullscreen glitch effect has been reworked to be more subtle Support: "Critical Deployment" cost increased from 5 to 7. Support: "Rapid Response" limited to Infantry. Support: "Heavy Armor" cost increased from 4 to 5, gives opponent 5 supply instead of 2. Support: "Smoke Mortar" increased effectiveness of accuracy effect on rockets / tank shells. Support: "Smoke Artillery" increased effectiveness of accuracy effect on rockets / tank shells. Support: "Beyond the Wire" reduced reinforcements gained from 3 to 1. Support: "Priority Target" reduced cost from 4 to 2. Animation & Effects Projectiles from weapons should now originate correctly from the weapon muzzle. Tank Balance + FixesMar 26, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27653725/e1144eac093bf64e2e8c9d49ff93542c7754f53e.jpg Lots of focus on balance and fixes for this patch. Tanks have been reined in There were some issues with how well the tanks were behaving with all round types, so we spent a lot of time getting them back in order. Here's what to expect: - AP / Sabot rounds less effective vs infantry - HE / Canister rounds less effective vs vehicles - General accuracy lowered Gameplay Fixed an issue where secondary CROWS units with launchers (AGS30, etc) would not attack some units cause Vehicles to stall and not fire at all Fixed an issue where Support Assets were able to played when locked out using hot keys Fixed an issue where some timed Support Assets that modified support costs would not reset after the duration of the effect Units: AP / Sabot / Refleks rounds for Tanks are now much less effective vs Infantry. Units: Tank aim time increased. Units: Tank round type differences now more apparent. Units: Riflemen - increased health bonuses from unlocks with armor Units: AT Teams launcher range increased. Effects: All vehicle critical hits are now timed (except Ammo Store Hit, which is fatal) Effects: "Immobilized" critical hit removed. Effects: "Main Gun Disabled" critical hit now lasts 30 seconds instead of being permanent. Effects: "Secondary Gun Disabled" critical hit now lasts 60 seconds instead of being permanent. Unlocks: "Long Range Config" RUS Tank - Reduced range bonus. Unlocks: "Refleks" RUS Tank - added resupply penalty to balance range. Animations and Effects Fixed an issue where turret weapon barrels were aiming at incorrect angles in some circumstances (visual issue) Fixed an issue with some CROWS firing animations not playing New explosion and firing effects for tank weapon variations Audio New audio for tank weapon variations Added UI audio feedback when a unit's reinforcments are depleted Added UI audio feedback for deploying a unit Added UI audio for clicking a locked/depleted unit -------------------------------------------------------- Update v0.22 Gameplay Support: "Fire Mission" changed to "All held Fire Support assets cost (3) less." Support: "Re Route" changed to "Remove (1) Reinforcement from selected Vehicle, gain (3) Supply." UI Fixed some issues with the UI not scaling and aligning correctly on some resolutions Fixed an issue where input was not detected correctly when multiple dialogs were visible Fixed an issue where tab focus would occassionaly not work on login form New cards gained from Supply Boxes are now highlighted until you interact with them Items in the Store are now dulled off if you do not have enough currency to purchase it The Emote menu has been moved to the bottom right of the HUD, above the Support Assets panel. This is to keep it in a consistent place, regardless of which side of the map you are assigned. Your opponent can now be muted via this menu. Pre-game "Select Assets" screen now displ...Tank Balance + FixesMar 26, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/27653725/e1144eac093bf64e2e8c9d49ff93542c7754f53e.jpg Lots of focus on balance and fixes for this patch. Tanks have been reined in There were some issues with how well the tanks were behaving with all round types, so we spent a lot of time getting them back in order. Here's what to expect: - AP / Sabot rounds less effective vs infantry - HE / Canister rounds less effective vs vehicles - General accuracy lowered Gameplay Fixed an issue where secondary CROWS units with launchers (AGS30, etc) would not attack some units cause Vehicles to stall and not fire at all Fixed an issue where Support Assets were able to played when locked out using hot keys Fixed an issue where some timed Support Assets that modified support costs would not reset after the duration of the effect Units: AP / Sabot / Refleks rounds for Tanks are now much less effective vs Infantry. Units: Tank aim time increased. Units: Tank round type differences now more apparent. Units: Riflemen - increased health bonuses from unlocks with armor Units: AT Teams launcher range increased. Effects: All vehicle critical hits are now timed (except Ammo Store Hit, which is fatal) Effects: "Immobilized" critical hit removed. Effects: "Main Gun Disabled" critical hit now lasts 30 seconds instead of being permanent. Effects: "Secondary Gun Disabled" critical hit now lasts 60 seconds instead of being permanent. Unlocks: "Long Range Config" RUS Tank - Reduced range bonus. Unlocks: "Refleks" RUS Tank - added resupply penalty to balance range. Animations and Effects Fixed an issue where turret weapon barrels were aiming at incorrect angles in some circumstances (visual issue) Fixed an issue with some CROWS firing animations not playing New explosion and firing effects for tank weapon variations Audio New audio for tank weapon variations Added UI audio feedback when a unit's reinforcments are depleted Added UI audio feedback for deploying a unit Added UI audio for clicking a locked/depleted unit -------------------------------------------------------- Update v0.22 Gameplay Support: "Fire Mission" changed to "All held Fire Support assets cost (3) less." Support: "Re Route" changed to "Remove (1) Reinforcement from selected Vehicle, gain (3) Supply." UI Fixed some issues with the UI not scaling and aligning correctly on some resolutions Fixed an issue where input was not detected correctly when multiple dialogs were visible Fixed an issue where tab focus would occassionaly not work on login form New cards gained from Supply Boxes are now highlighted until you interact with them Items in the Store are now dulled off if you do not have enough currency to purchase it The Emote menu has been moved to the bottom right of the HUD, above the Support Assets panel. This is to keep it in a consistent place, regardless of which side of the map you are assigned. Your opponent can now be muted via this menu. Pre-game "Select Assets" screen now displ...