WARNO
SURM
 This topic has been pinned, so it's probably important
themediocrity  [developer] 28 Sep, 2023 @ 2:58pm
Roadmap
I'm totally reworking this for the new year. Looking ahead to 2024 I have a lot of ideas. I've organized this list into a few categories:
  • Staged for Next Update - In the code and will come out on the next mod update
  • Quick Fixes - Bugs you guys alert me to or I find myself
  • Chores - Things that are completely possible and I just need to grind through because they take a while
  • New features to test - things I'm pretty confident I can do (most of which will provide new ways to make you all mad)
  • New concepts to attempt - things I'm not sure if I can do but want to attempt
  • Stalled for now - things I have been unable to get to work but haven't given up on
Targets for Next Updates
  • Continue NORTHAG AG Campaign OOB fixes
  • Finish Nemesis 3 updates
  • Update the new dvisions and units from the free Eugen DLC
  • adjust heli availability
Staged for Next Update
  • Fixed an issue with the Yak-B being a death laser
  • Fixed various damage and dispersion bugs
  • Major adjustment to DPICM damage (as it's a little too good against armor, especially Pact tanks that are better protected against DPICM attacks)
  • Cut M270 salvos from 4 to 3
  • Fixed some MeshDescriptor_4 crashes
  • Continued adjustment to dispersion on many weapons (especially MGs)
  • Fixed several fuel autonomy issues
  • Extended forward deploy for airborne units
  • Fixed the Rh-202 being able to kill heavy armor at close range
  • Fixed tripod bonuses for MGs
  • Fixed many details of MG ammos
  • Attempted to restore the close combat effects that cause pinned troops to flee or surrender when overrun
  • Further Nemesis 3 updates
  • Updated the new divisions and units from the free DLC
  • Towed AA missiles now have a very long set up time (10 minutes) and will display a sniper icon when ready, prices cut to compensate
  • Major updates to AA system availability (mostly reductions). More Soviet formations get proper AA system availability, including Tor
  • Cut SEAD availability
  • Tracked Rapier gets a 30 second set up time and OSA AKM gets a 3.5 minute set up time, prices cut for both
  • Tor aim time increased to 7 seconds, price cut to 315
  • Fixed several issues with SU-22s not having correct stats
Quick Fixes
  • Maybe add BGS heavy to formations (kinda redundant with gruppe)
  • Increase suppression on light armor from arty
Chores
  • Shot dispersion needs to be corrected
  • Fix issue with SAM interdiction in AG not working
  • Possible strange supply bug with bedford 4t when in a building sector
  • 4th Guards Tank Division (https://www.ww2.dk/new/army/td/4gvtd.htm)
  • Increase max g loads for pure fighters?
  • AP rounds for more AAA guns
  • Shamelessly steal u/MustelidusMartens post on Panzergrenadier structure: https://www.reddit.com/r/warno/comments/1drkbwm/comment/lavuhq5/ - done
  • One of the BGS snipers always immediately runs for the hills on spawn. I have no idea why.
  • Need to adjust SF spotting in forests
  • Work on FITOW
  • Adjust attack helicopter prices
  • Marder's OOB updates - mostly done
  • Add heli transport options for air assault capable units
  • Reprice aircraft
  • Many stabilizers are too good
  • Adjust the "dangerousness" parameter for various units (especially commanders and FOs)
  • Keep messing with the AI
  • Aircraft travel times
  • Fix the "half moon" distribution of offmap at close range
New features to test
  • Heli-deployed supply point
  • Infantry fatigue system
    • 20 second 20km/h sprint
    • 10 minute 9km/h jog
    • 4km/h march after 10 minutes
    • Reset on rest
  • Toggleable button up state for tanks
  • Create a noise contact system using sigint type logic
  • Make craters work as cover for infantry
  • Some units don't show proper ammo counts in the UI
  • AGM-114 might be overperforming (possibly hitting top armor)
  • Look into which other units should be able to call for fire and get a radio
  • Proper ammo racks for tanks
  • Add terrain criticals and a vehicle recovery system
  • Make a new "comms damaged" critical with a timeout that makes a unit uncontrollable (but still able to fight)
  • Give transport vehicles a small amount of ammo supply in a small radius
  • Reduce heavy weapons teams' ammo loads so they need to keep their transport nearby
  • Rework the FO system
  • Make ERA work (have Bounce on ERA reduce tile coverage and thus effective armor)
New concepts to attempt
  • Can aircraft evac times replace reloading delays that don't work due to the supply bug? I need a way to make aircraft invulnerable/untargetable after a certain amount of time as they get stuck at the map edge and will get shot down otherwise
  • Increase suppression taken by infantry in buildings
  • Add setup time for heavy weapons (MGs, Mortars, ATGMs, AT/AA guns,etc)
  • Make it possible at least for infantry to somehow destroy or otherwise get rid of bailed out enemy vehicles if they get close enough (mostly aimed at AG and destruction game modes)
  • Create a laser designator system
  • Adjust aim time with range for some units
Stalled for now
  • Make specific infantry spotting category
  • Make attack helicopters work like planes but with a shorter turnaround
  • Make a switchable low flight regime for planes
  • AI can't correct fire missions (seems to be an inherent game limitation)
  • Direct hits don't work on infantry in buildings (seems to be a somewhat recent bug introduced in the base game)
  • Changing bombing behaviors (turns out to be pretty hardcoded and very sensitive)
  • Make FOs non-reloadable in a better way
  • Fix HE damage for infantry in buildings (ideally get direct hit functions against garrisoned units back, but that may need Eugen to fix fires)
Last edited by themediocrity; 6 Aug @ 7:37pm