• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[PREVIEW] War of Rights

Kilgore

know-it-all Member
Registrado
War of Rights


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War of Rights
é um jogo multiplayer definido durante os dias perigosos da Guerra Civil Americana, na Campanha de Maryland de setembro de 1862. Campfire Games está dedicada a apresentar os elementos macabros e gloriosos do período, mantendo o mais alto nível de precisão histórica e realismo como é possível com as maravilhas de CRYENGINE.

Disponível em acesso antecipado na Steam a partir de 03 de dezembro.



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- Batalhas massivas: participe em combates compostos por 150 jogadores.
- Adaptado para o teamplay de formação de linhas:
Recompensas do sistema mecânico de buffets de formação customizados, diminuindo os efeitos de supressão, o custo de moral para a equipe ao morrer e a taxa de reaparecimento do portador da bandeira.
- Exatidão histórica: uniformes, armas, manual de animações de armas, campos de batalha, objetivos e campos de treinamento corretos.
- Orgulho regimental: mais de 60 regimentos pesquisados e recriados, todos com uniformes de apoio para todas as categorias (Privado para Coronel) e classes de jogadores.

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- Comunicação imersiva: sistema de voz 3D no jogo.
- Campos de batalha recriados: mais de 25 áreas de batalha historicamente precisas da Batalha de Antietam e do Cerco à Harpers Ferry para jogar, bem como dois campos de treinamento para aperfeiçoar suas habilidades de formação ou simplesmente trocar histórias de batalha na fogueira.
- Classes de jogadores: Private, NCO, Flag Bearer & Office jogáveis de todos os regimentos em destaque e cobrindo todos os graus de soldado para coronel.
- Foco na comunidade: uma companhia forte (clãs organizados por jogadores) concentra-se em uma ferramenta de companhia dedicada e seções de fóruns dedicadas à criação de eventos no jogo.

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- Potente engine: equipado com o CRYENGINE V, o War of Rights é capaz de fornecer visuais incomparáveis a qualquer outro jogo da Guerra Civil.
- Mais do que um jogo: War of Rights é uma visão que continua expandindo sua escala. O projeto é totalmente financiado por crowdfunding e foi desenvolvido nos últimos 6 anos. Consideramos mais uma obra de arte em constante evolução, em vez de um produto final com um prazo final de liberação com recursos definidos.

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VÍDEOS:






 
A ideia do jogo é até bacana mas achei a engine do jogo meio travada :hmm:
 
Esse jogo é foda demais!!! O efeito blur que simula o fogo de supressão é demais!

Precisa expandir, esse jogo precisa de canhoneiros no campo de batalha urgentemente, bem como a cavalaria. Os efeitos de áudio q simulam a artilharia é imersivo mas saber q se trata só de um efeito sonoro desanima.
 
Jogo lançou pessoal.
 
Bacana a ideia.... Mas esse daí não vai ver meu dinheiro não rsrsrs. ..
 
Update 174: Battle Reports - Released!
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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!

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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.

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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.

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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.

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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
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- 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.
 
Public Test Branch: 300 Player Test Announcement

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Hello everyone,

Having released the 200 player support per server just last month, we are now ready to begin exploring the possibilities of increasing the number even further.

We therefore invite every owner of War of Rights (individuals and player organizations alike) to join us in stress testing an experimental player cap increase to 300 on the
public test branch
from
October 15th-17th!


Come October 15th, you'll be able to 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.

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.

We look forward to be seeing you all come the 15th!



----------------------------------------------------------------------------------------


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.





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.





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.






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.
 
Update 191: Optimizations, Hair Overhauls & Anti Troll Measures - Released!
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Hello everyone,

Today, we’re happy to be bringing you another alpha update to War of Rights! Update 191 primarily features a sizable processor usage optimization pass within the game, resulting in up to a 20% overall FPS gain between update 190 and update 191 if you happen to be bottlenecked by your CPU in your setup.

Other notable features of update 191 include a complete hair and facial hair overhaul for much improved character-details, especially up close. This addition also paves the way for future character specific updates.

Lastly, we’d like to highlight a few new anti troll measures making their way into the game; carried flags and artillery rounds will now drop to the ground if a player disconnects while carrying them, thus making it much harder to disrupt flag bearer or battery play.

The update also includes several quality of life additions, tweaked rainy weather environment visuals as well as numerous bug fixes. For a complete list please read the patch notes below.

Update 191 Patch Notes
  • Optimized the CPU usage of the game by a considerable amount:
  • Benchmark results in update 190: 84 FPS
  • Benchmark results in update 191: 105 FPS
  • Overhauled all of the hair and facial hairstyles in the game for much improved details up close.
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  • Disconnecting from the server while carrying a flag will now drop the flag at your last position.
  • Artillery rounds will now be dropped on the ground when artillerists are killed or disconnected while carrying one.
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  • Knockdowns caused by artillery rounds now result in varying lengths of recovery: the closer to the round going off you are, the longer duration the resulting knockdown will last.
  • Knockdowns now cause suppression at a varying degree.
  • Small caliber rounds such as pistol rounds and the buckshot pellets in buck and ball loads are no longer lethal at extreme ranges. Instead, they are lethal up to a distance of roughly 40 yards and will then gradually lose the damage caused per additional yard traveled. The ball contained in buck and ball loads remains lethal (however inaccurate) at long range.
  • Implemented a potential fix for some of the instances where a user’s level would be falsely shown as 1.
  • Fixed the wobbling soldier animation issue.
  • Fixed a glitch caused by picking up a dropped flag while reloading your musket resulting in a ghost flag spawn point on the terrain.
  • Added the remaining missing weapon images to the class selection and deployment UI menus.
  • Added support for more letters and symbols in the game chat and name tags.
  • Optimized the main menu of the game.
  • Added an additional grass type to the game.
  • Updated the lingering smoke particle effect and increased its visibility and lifetime for added immersion on the battlefields.
  • Updated the bullet trail, bullet water impacts and artillery round trail particle effects.
  • Updates to the R. Miller Tenant house model.
  • Fixed the broken texture on twigs.
  • Updated the Mumma graveyard stonewall model.
  • Several minor fixes to Pry grist mill, Piper barn, R. Miller spring house and Pry barn models.
  • Updated the model of the Sherrick summer kitchen.
  • Hand fixes for various artillery animations.
  • Updates to the visuals of the rainy weather environment: the terrain will now darken much more realistically as it gets wet.
  • Darkened the name tags of the players that are not within your company to easier be able to tell them apart at a glance. This setting can be disabled in the gameplay options menu.
  • Coloured the name tags of your Steam friends green in order to be able to easily meet up in-game. We suspect this addition is going to be useful for new players in particular who will now have the chance to be green in more ways than one! This setting can be disabled in the gameplay options menu.

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

- The Campfire Games Team
 

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