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Advance download of the 1.31 client is now available. For fastest download speeds use the links on the DOWNLOADS page.

1.31.0.255 README

Game Engine:
Many core system re-writes supporting new graphics tech and terrain build.

System Specs:
- GPU - Shader Model 3.0 is now the minimum requirement to play (older graphics cards may no longer be supported)
- CPU - SSE2 is now the minimum requirement to plat (older CPUs may no longer be supported)
- Added new physics engine for infantry and trees
- Added new effects engine
- Broadband connection speeds are now required
- All visible player limits have been increased

Capture:
Removal of tables and radios with new timers and capture start/stop feature

- All new capture mechanism
- There are no longer any tables to hump
- Attackers now capture buildings by standing in them
- Firing weapons no longer interrupts capture timer
- More attackers capture faster
- Defenders can liberate a partially captured facility by killing all the attackers and then holding the facility
- More defenders liberate faster
- Partially captured facilities will liberate automatically over time
- All players present when a capture or liberate event happens should be scored

Castle

Weather:
Server-wide, variable weather including clear, cloudy and rainy periods.

- Added a new weather system
- Some days will be cloudy
- On cloudy days it may rain
- Weather effects will have a ceiling (planes can climb above it)
- Players can use the ".rain" command to cycle the weather (offline)
- On rainy days there are several separate rain patterns
- Rain should generally last no more than 30 minutes (game time)
- It will rain several times throughout the game day
- Rain slants with speed
- During bad weather days you may hear thunder

Rain

No Fire Zone:
Infantry spawn points now contain a no fire zone. These zones are limited to the immediate area where players spawn. For instance the garage area of the depot spawn building and the roof are not no fore zones, neither is the vehicle garage.

This zone prevents other players from killing enemies as they spawn in. In the past we have chosen not to manually police these areas however, in the course of normal play it should be difficult (read on purpose) for players to find themselves in a no fire zone. If you enter a no fire zone you will receive an alert. If you attempt to fire in a no fire zone you will receive an additional alert and a head shake instead of firing your weapon. These zones only apply to infantry and infantry spawn points.

- All spawnables should now have no fire for enemy infantry
- This is usually limited to the areas where spawn happens not the entire building
- Players should receive an Alert when entering a spawnable held by the enemy
- Players should receive an Alert and a head shake when attempting to fire in a no fire zone

Effects:
New effects systems and art utilizing Shader 3.0

- New infantry shadows
- New vehicle shadows
- New fire and explosions
- New hit effects
- New muzzle flashes
- New water effects
- New explosions
- New tracers and tracer smoke

Water

Infantry:
- Updated animation blending for smoother third-person movement
- Added new idle animations
- Tired or injured infantry now have audible breathing and heart beat
- Prone infantry will now properly stick to the ground
- Several improvements to weapon switching and using binoculars
- Can now use the map while auto running
- Eye height adjusted in all stances
- Increased third person weapon direction resolution
- Infantry colliders have been adjusted (some climbing still needs to be restored)

Infantry Weapons:
- SMG recoil has been reduced
- Removed odd bit from German LMG reload
- Boyes ATR now cycles bolt after reload
- ATR recoil no longer changes your deployed position
- Added tracer to all infantry LMG

Infantry Combat Stance:
- Infantry recently in combat will now hunker down in to a combat stance
- Combat stance does not affect aiming

Infantry Stamina:
- Quick pose changes are now limited over time
- Breathing kicks in at about 70% of total stamina
- Heartbeat kicks in at about 55% of total stamina
- Sprint ends at about 50%
- While heartbeat is playing you are fatigued and regen at the old recovery rate until heartbeat doesn't play (55% of total stamina)

Deployed Infantry Weapons:
- Weapons now undeploy when you move
- The undeploy animation no longer stops movement
- Weapons may now be deployed on a wider range of objects

Infantry Hit Effects:
- Infantry now spray more blood when hit
- Infantry now leave blood splats on walls and objects when they are hit

Infantry Ragdoll:
- Ragdoll physics applied to infantry death animations
- Nearby recent explosions have an effect on ragdolls
- These can be controlled in Preferences

Infantry Corpses:
- Corpses now remain in the position they dies at
- Corpses dropped weapons expire after 30 seconds (no you can't pick them up)
- Corpses do not timeout offline
- No corpses are created if in contact with a vehicle or under water

Paratroopers:
- Paratroopers now spawn in the control tower

Ragdoll

Vehicles:
- Vehicles that deswpawn while critically damaged may now explode and hulk
- Crew unable to work control inputs after death
- Invalid crew positions are no longer available
- Weapons will no longer fire after switching positions
- New effects including firing, explosins, hits and damage
- Closed interiors should now appear shadowed

Army Vehicles:
- PzIIIH replaced APHE with APHEC (Capped)
- Crusader II replaced AP with APCBC
- H39 coax has been realigned
- Upgraded the Char model
- P38 fix to rear amour
- Reduced over-penetration against amour plate of 75mm, 76mm and 88 mm HE rounds
- M1a1-M5 ATG round changed from M79 solid shot to M62 APHE
- Flak 20 rain hood removed
- Fixed speedos on Laffly
- Fixed a sight error on the Churchill III
- Audited all trucks
 * Laffly S-20
 * Opel
 * Bedford OY

Aircraft:
- Upgraded the Spitfire 1a model
- Upgraded the Spitfire Vb model
- Upgraded the Bf109 E4 model
- Blenheim IV now carries gp500 bombs
- Hurricane IIc now carries mc500 bombs
- Ju52 now has ammo counter for tail gunner
- Adjusted bomb penetration on sc250he, f200, gp500 and mc500 for improved direct hit kills on heavy tanks

Navy:
- EA detection now plays a ping
- Updated flag on German freighter
- Updated French naval flags
- Updated German Fairmile flag

Tank

AWS:
- Increased initial detection reporting time to >300 seconds
- Drastically increased threshold for heavy AWS

Death Cam:
- Modified death cam to circle target on death (old style WWIIOL)
- Vehicle exit pop-up now comes up when the death cam stops rotating

Decals:
- Added the builders and 1.31 patch decals to the available decal list

131Decal

 READ MORE USING THE ARROW BELOW

Comments   
0 #46 Ix 2010-07-29 04:03
Sooo nice. Im resubbing when my new computer arrives! This is my alltime favorite game/sim!
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0 #45 aslam 2010-06-24 22:57
great
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0 #44 Noff 2010-06-18 22:06
Thanks for the update. I have been playing since 2001 and would LOVE if you all would finally give us some torpedo planes to attack shipping with? Even a Kingfisher would be great!

Thanks~~~
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0 #43 Cal 2010-06-08 03:08
Looks great! I'm stoked to come back to the game as soon as I can make some time.

My only question, are there parachuting dogs yet?
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0 #42 Gunnie 2010-06-07 21:49
I love you guys! =D

While I'm excited for everything, I'm especially excited to have weather like this at last. Thanks Rats, it was well worth the wait. S!
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0 #41 jimato 2010-06-06 21:46
Congrats on this milestone!
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0 #40 DOC 2010-06-06 20:40
Check out that readme.txt, and that's the shorter edited version. The original was 6 times longer!
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0 #39 Fossil49 2010-06-06 19:21
Looks great - best online game ever
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0 #38 Kyfox (o1d) 2010-06-06 17:08
A special thanks to CRS and all developers, builders, testers, and players 1.31 is going live. Looking forward to continued excitment and pleasure playing your great game. A special howdy to Alan "Gunnie" Voss my first trainer back in '05.
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0 #37 jakfrost 2010-06-06 15:48
So ... now that the last update page has changed, and no longer says " Don't install", can we install? ( It doesn't say to ... ) Can we play?
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