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World War II Online - News

News from the front line. WWII MMO FPS, Play For Free.

Author: XOOM-CRS

Contributor: hyoslvr2

Friday Update Terrain Game Update Breifing (Comming Soon)!

Posted by hyoslvr2 Friday July 27 2018 at 5:50PM
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Hey everyone, this is SCKING, the QA team lead. We are in the final testing phase of the latest version of World War II Online ( In this version of World War II Online we have focused on a new first for this team. Finally some terrain fixes and some changes to the map. Merlin51 worked very hard on this terrain over the past 9 months with a lot of discovery on how the terrain engine functions and then actually be able to make fixes and changes that are ready for release. This is a good beginning of things we have planned for terrain. Over the years there have been many bug reports of terrain issues, like bushes and trees into buildings, buildings going missing, berms into FBs and much more. QA team has been collecting many of those bug reports and putting them into our ticketing system to get fixed. And now many of them are.

One of the big things we have been trying to achieve, is expanding the map. For the first time, with the new team, we have added our first town to the map. Also in this release there are roads in the south that will be a part of the next expansion release. Versailles, Paris, London and Berlin markers have been added to the map as well. There have been two new links added between towns that were not there previously. Beauraing and Gedinne are now linked. Eghezee and Hannut are now linked as well. We also wanted to try and break up some of the big cities into smaller towns. In this release we have broken up Brussels into 4 separate towns and we broke up Antwerp into 3 separate towns. These break ups hopefully will create some intense, close quarter fighting without having to play whack a mole as much.

Here are some of the changes

Here is the new town thats been added called Varengeville-sur-Mer.

Here are some of the new roads that are the beginning layout of towns that will be a part of our future expansion release.

Here is the new Beauraing and Gedinne link.

Here is where strategically is probably the biggest change on the map and for those in the high command, should pay close attention to these.

The other big change in this area is the break up of Brussels

Brussels is now 4 separate towns simply called Brussels South East, North East, North West and South West.

Here are the different links outside of town. Brussels South East does not link to an outside town and only links inside the city.

And this is how the internal links work in town.

The depots in town are pretty close to each other. Especially the South East Depots and the North East Depots. Some of the depots are right across the street from each other.

Antwerp is the other big city broken up

It is now Antwerp North, Central and South.

Here are the different links outside of town. The internal links are just from north to south. Antwerp has always been a juggernaut for both sides, so we will see how this change changes that perception.

We plan on looking at other cities in the future to also break up into smaller towns but will first take a step back and see how these changes effect game play first. We expect to be ready to release sometime next week. 

All of us at CRS would like to thank both Merlin51, Five and retired Rat "Doc" for the many hours that have been invested into getting all of these fixes and features in order. Some of these fixes have been on standby for a very long time and we cannot emphasize enough how monumental it is for us to be releasing Terrain updates of any kind. Thanks for reading everyone!


SCKING – Quality Assurance Team Lead



TOE Adjustments, Death Lag. ATG's Flipping

Posted by hyoslvr2 Friday July 20 2018 at 2:41PM
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Today's update is going to cover the adjustments coming to the TOE's or "Tables of Equipment," Death lag that you may be encountering, and the guns (AA/AT) that have been acting up by flipping over when they shouldn't be and what we're doing to correct it. These are among a few things that CRS is currently working on.



Currently the Game Manager is analyzing a proposal that the Production team has assembled. It's quite a big adjustment to how we have supply and we've started with baseline historical numbers on a per unit basis. The objective is to provide more accurate spawn lists in terms of the number of vehicles available. Naturally we have to weigh this against game play and having fun, as with all things there's only so far into the realm of 100% reality we can go towards. But this has turned in to a good discussion point and the team is representing both sides very well.

In terms of when this will be implemented, let me be sure to say it's not something that we want to "rush." But it is something the guys are actively working to achieve.


An acknowledgement here on this particular topic is important for you to know that we're listening and reading the .reports, .bugs and seeing your concerns in the forums. I've asked our team to dig into this a little bit more to see how are auto-despawn is working and make sure that the grace that we provide for lower end connections can be properly balanced with making sure that those with a quality connection are healthy.

The Game Manager has a set of tools and will be getting some more reports from our development team soon to paint a good picture about what's going on. We can tighten up this, but it will be a little less forgiving for folks with a bad connection. That is the most immediate thing we can do. Otherwise evaluating where code improvements can be made is also significant, however with our current work flow being placed on 64-bit and 1.36, resources are hard to spare.

I'd like to know more about what you think on this, particularly, would you like to see CRS tighten up the reigns here a little bit and be less forgiving for lower end connections?


HATCH was able to determine what was going on with the guns acting up and we've assigned an artist to go inside of the FLT files to correct the issue. So far we've updated two guns and will be updating more that are being affected. As soon as these are ready we'll put them up for release and roll them into the game, and announce which guns are being fixed as soon as possible.

This was one of those "top game breaking bugs" that was announced and it's something we're happy to report good movement on. We'll keep you posted.


We know that there's a lot you'd guys like us to accomplish, and we also know that when we develop a Roadmap and set expectations for what we're going to accomplish that we need to do everything in our power to deliver on that. Right now we're pretty tapped in our development resources on their current objectives. It's a tough balance to maintain but we're compelled to do the best we can to meet your expectations and deliver results for WWII Online.

The goal of writing this part is just a reminder to be patient and understand that although time has gone on a bit, the same difficulties in staffing and timeline to implementation continues to exist. Your grace is appreciated and your desire to get results is warranted undoubtedly. 

Thanks for reading and I hope this was helpful for some points of acknowledgement and getting a short update on the other things we're working on that don't often get a lot of notice.