Trending Games | World of Warcraft | Overwatch | Anthem | The Division 2

    Facebook Twitter YouTube YouTube.Gaming Discord
Quick Game Jump
Members:3,836,245 Users Online:0

Show Blog

Link to this blogs RSS feed

World War II Online - News

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

Author: XOOM-CRS

Contributor: hyoslvr2

V1.31 - More Than Just Eyecandy!

Posted by BEMotormouth Tuesday November 3 2009 at 10:56AM
Login or Register to rate this blog post!

Amy-Lynn "Motormouth" Engelbrecht
Public and Community Relations, Playnet Inc.

I like eye candy. It makes it easier to sink yourself into a game and for a few hours, transport you to a different place and time. Graphics, sounds and special effects are major contributors towards that "suspension of reality" feeling you get from good games. We have long been criticized for neglecting the look of the game in favour of mechanics and so, here comes v1.31 and now there are rumblings that this is nothing but a "lipstick" pass on WWII Online. New buildings, new trees, ragdoll effects, weather & rain... it's all just eye candy, isn't it? Nope.

It is so much more than that. Virtually every feature or upgrade in 1.31 will have some effect on game play. From the addition of more grass fields to rain and clouds, everything effects game play. It's part of the whole experience of playing WWIIOL. When you spawn into 1.31, you will be entering a game world that has more depth and richness than ever before. A world of 3D buildings that offer concealment, shelter, and possibly harbor enemies. A world of shadowy forests with thousands of new trees, grassy fields littered with stone fences, berms and rural buildings. Where rain sometimes falls and clouds cover the sky as your eyes struggle to spot your enemy. When you find him and fire the kill shot, new ragdoll effects kick in and you get a whole new level of feedback from your victory.

Here's review of some of the features coming in 1.31 and how they are expected to have an effect on the game;

Ragdoll, Blood Splatter, Muzzle Flashes

ODE physics will create a virtually endless variety of death animations for infantry. Combined with infantry smoothing, new muzzle flashes and blood splatters on walls and pools on the ground, the results will have you out hunting endlessly for more victims. Even the alterations to the Death Cam will leave you fascinated. In testing, we have found that rag doll is providing more and better feedback about the result of your weapons fire. Seeing your victim crumple to the ground from behind a tree you will no longer have to guess whether he has simply gone prone or has met his end. Game play changers? You bet.

New Infantry Eye Height

The initial infantry model (circa 1999) was created with the eyes closer to the top of the head. The eye height has now been moved to more accurate spot on the head of the character. The infantry model was also updated so that when you aim your weapon, it swings it up level with your eye point from the slightly crouched "combat stance" position. This provides more realistic movement in first person and gives a new level of feedback. Combined with the new combat ready stance, it's looking more natural and makes for a better combat experience.

Dynamic Weather

Beginning with 1.31, we introduce rain into the game world. Rather than impossibly sunny days all year long, a random "weather" cycle will run to add occasional rainfall, reduced lighting and lowered cloud ceiling. A new level of combat will now be played out with rain in your eyes and thunder booming through the sky. Aircraft will swoop in and out of cloud cover with tracer rounds lighting up enemies. New, lower clouds ceilings, reduced lighting and rain sprites are all elements that will change visibility, tactics and the outcome of combat- a major game changer in v1.31.

Upgraded Buildings and Terrain Objects

The last of the 2D (paper walled) terrain objects have been tackled. CRS artists have been chugging away replacing or updating original buildings as well as creating wonderful new ones to play in. Castles, windmills, farmhouses, capture buildings, vineyards, railroad stations, pillboxes, gas stations, petrol tanks, AI towers and pits... they all come together to give you the feel of fighting in a much more realistic and detailed environment. Some changes to buildings and objects should make a significant impact on game play. The new pill-box style infantry pit creates fortified firing positions for defense and berms surrounding towns and cities have been remodelled providing improved staging areas for attacks. New, bush-lined stone walls have replaced many of the generic bush lines providing improved cover for infantry. These are only a few of many changes to terrain objects that will change the way you play.

Persistent Fields, Radial Clutter & Shadows

Not only will persistent, grass fields make their introduction in v1.31, but a new radial clutter system also will be added. Grass fields provide infantry sought-after concealment and radial clutter will improve immersion. No longer will screenshots depict the landscape of WWIIOL as the final 3 holes of Augusta National Golf Course but instead a terrain with fields, short grasses, rocks, stumps and forests. Shadows will add to concealment by providing darker spots amongst berms and tree clumps... again changing tactics for players. While we are providing a way to reduce the impact of some of these features on system performance, some will not have the option to turn off completely. This will ensure a more level playing field for all.

New Capture Mechanics

1.31 will see the end of the infamous "Table Humping" in favor of a new system which transforms the entire building you occupy as the capture "object". We've freed you from having to maintain constant physical contact with a radio table so that infantry can move around inside the buildings designated as "Capture Points". Infantry are also free to move and fire weapons during capture and re-capture, engaging enemies in a frantic battle to gain territory and control the map. New attack and defense tactics will no doubt be perfected as a result of this change.

"No Fire" Zones

In our continued effort to promote fun and fair gameplay, coders and artists at CRS have developed the new "No Fire" zone. This previously unannounced addition to 1.31 means that if a soldier finds himself in an enemy infantry spawn point (FB, Barracks, Spawn Depot) his weapons will be rendered useless. On the multi-story spawn buildings, this will only affect the upper floors where infantry enter the world. Following a warning message on his HUD that he is in an enemy spawn zone, firing of any weapon will be disabled. At best he will have to resort to harsh language and rude hand gestures. Infantry can now feel safe from being ambushed when they spawn inside their own depots.


1.31 is big. Big changes, big gameplay improvements, big visual upgrade, big fun. It also opens the door for a lot of new stuff that will be entering development after it's release. The game play changes highlighted above are only a few of the most obvious we've seen in limited testing. We expect many more to come as a result of one of the biggest upgrades to the game in its history. We also expect some fine tuning to features as more testing is completed. We're excited and we're hopeful that we continue to improve the game for you. We thank you for your continued support and enthusiasm, it's really unparalleled in the gaming world today.



NovaKayne writes:

When is this expected to go live?  I do plan on giving it a go at some point.  Really liked this game back in the day but, the PC I had would not run it.  New PC would run it but the game was really dated by then.  With this release I think my tech and the tech in 1.31 are finally going to have a happy meeting!

Tue Nov 03 2009 11:53AM Report
Wardrop writes:

Interesting changes. Has the hit detection changed at all, ( Latency issues) On  the vehicles and the troopers on the ground?

How about the hackers head shoting every one in tanks and other vehicles with rifles? Or under the map hackers? Tons of vids on youtube about these issues. Will these be addressed with this mega patch? If so i may just return and play. Ileft because of these issues.

     Situation was playing as allies and my squad shot this guy point blank and knifed him as he ran to the cp and tossed a grenade on us killing us all all knifing him in the back while he was prone on the radio. He succeeded in capping that cp btw... reports did nothing the guy was playing even a week after the issue.

Tue Nov 03 2009 9:06PM Report
Szyporyn writes:

Looking so great, nice post MM

Wed Nov 04 2009 6:32AM Report
Wizardry writes:

I sort of like playing this type of game from time to to time,i played a lot of COD .One thing that i do not like is Campaigns,it is the linear aspect of online gaming i really do not like.Campaigns are just that linear gaming,instead i like creative mapping that allows for some real nice combat be it PVE or pVP.EYE candy always goes good with me.

Wed Nov 04 2009 6:58AM Report
KC23 writes:

Very impressive improvements! Can't wait to check out the new patch when it hits.

Wed Nov 04 2009 11:31AM Report
Irishoak writes:

They've talk about doing this stuff for so long it's become hard for me to maintain interest.

Wed Nov 04 2009 11:48PM Report
Denron writes:

Wardrop, not sure what hack you are talking about with people head shoting tanks.  That's actually a feature unless you're thinking of something different.  You can fire the rifle through thin armor(and in some cases open windows) and kill the driver, tc or gunner, it's not a hack, you just have to know where to shoot.

Thu Nov 05 2009 11:11AM Report
Sparre writes:

Wizardry, there is no lineary with WWII Online.

The campaign is one single map that stretches all over western Europe in scale 1:2. No small pointless shoebox maps like COD and BF1942 that has nothing to do with each other other then a story line.

The Campaign in WWII Online can be as dynamic as a real war with the front moving back and forth. Brigades and whole Divisions encircled and inhiliated before they are allowed to return back to the game world several hours later.

Fri Nov 06 2009 9:26PM Report
Death1942 writes:

damn i really feel like playing again.  Last time it was the lag that stopped me (couldnt get a single damn kill)...who knows though it might have improved.

Sat Nov 07 2009 2:59AM Report
playah writes:

This looks amazing. I cannot wait for it to finally come out,,,,, This game will be huge if the update is half as good as it looks. WOOT

Sat Nov 07 2009 10:54AM Report
Wardrop writes:

Just replaying the rag doll vids...

Ya know a lot of the lag issues that have been seen in the past like shooting someone and they still run forward then fall over dead 10-20 in game feet. It looks like they now react like  we expect.


Im sure there will still be SOME latency issues, depending on many things from isp to a players pc to just a burp in the servers pipe.. But imagining these videos focus, in  my memory of how the game plays it could really be a fantastic change all around.

The other issues are still issues that should be worked on. Id like to see it come to par with Call of Duty online, and surpass it. WW2Online has been around long enough  and should have experience and focus to bring this opinion to reality.


With the failure of any other MMOG capturing my interest at all, and the craptastic console port COD mw2 will be with its 9v9 multiplayer... ww2 online is really calling me to the front again.

Id love to know a time ballpark month the CRS devs hope to see this patch released.

Sun Nov 08 2009 4:31PM Report
BEMotormouth writes:

Wardrop, I'm trying to nail down our Senior Producers. I want this update out as much as you guys. I hope I can get you some good news by the end of this week. No promises, though, as updates go, it's a monster one for our team.


Mon Nov 09 2009 10:16AM Report
Wardrop writes:

Yea its totally understandable. Thanks M&M!

Tue Nov 10 2009 3:41PM Report writes:
Login or Register to post a comment