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Steam News8 March 20197y ago

Field Report 42: Picket Patrol Released!

Hello and welcome to the forty-second Field Report! Hello everyone and welcome back to our field report news segment.

Full notes

Full War of Rights update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition2 changes0 removals
  • Server
  • Gameplay
changedHello and welcome to the forty-second Field Report!Hello everyone and welcome back to our field report news segment. The past 3 months following the Steam Early Access launch in early December have been extremely busy for us at Campfire Games. We have released 16 alpha updates in the timeframe, focusing on many of the user reported issues such as long loading times, admin functionality, performance and stability issues, updates to the auto-ban system to weed out the worst team killers and much more. While a great number of issues have been fixed there is also a great number of them remaining. We will continue to iron out bugs, work on performance optimizations and server stability throughout the development of the game. Currently, we’re undertaking the big task of rewriting the code handling network connections in an effort to resolve connectivity issues. The past 16 updates have also come with new content in the form of a new skirmish area, a wintery drill camp map, end game events and a benchmark in the game. We’re currently working on several content-related tasks such as the South Mountain battlefield, a radial menu for officers in order to give them a wider selection of available orders, game systems needed in order to implement player controlled artillery, artillery branch specific uniforms and assets and much more. But enough of what we’ve been up to and what is coming to the game in the near future. Today, we’re excited to be launching the 2nd game mode of War of Rights: Picket Patrol!
addedA new game mode: Picket PatrolWe have developed this new game mode based on the feedback we’ve been getting for the last few months from our veteran players primarily, asking for a less guided tactical experience than Skirmishes and instead seeking a much more open ended game mode, where no engagement is going to be entirely identical - not as a replacement to Skirmishes but rather something different to co-exist with it.
changedA new game mode: Picket PatrolThe above feedback is what we focused on when designing Picket Patrol - we hope the mode will provide our players with something quite different to Skirmishes as it is our belief that different game modes need to drastically differ in design in order to justify the need for several game modes at all. We’d like to thank you all for your feedback, old and new, and we hope you will continue submitting it in order to help us grow the game. Now, let’s get into the specifics of Picket Patrol!

War of Rights changes

changedHello everyone and welcome back to our field report news segment. The past 3 months following the Steam Early Access launch in early December have been extremely busy for us at Campfire Games. We have released 16 alpha updates in the timeframe, focusing on many of the user reported issues such as long loading times, admin functionality, performance and stability issues, updates to the auto-ban system to weed out the worst team killers and much more. While a great number of issues have been fixed there is also a great number of them remaining. We will continue to iron out bugs, work on performance optimizations and server stability throughout the development of the game. Currently, we’re undertaking the big task of rewriting the code handling network connections in an effort to resolve connectivity issues. The past 16 updates have also come with new content in the form of a new skirmish area, a wintery drill camp map, end game events and a benchmark in the game. We’re currently working on several content-related tasks such as the South Mountain battlefield, a radial menu for officers in order to give them a wider selection of available orders, game systems needed in order to implement player controlled artillery, artillery branch specific uniforms and assets and much more. But enough of what we’ve been up to and what is coming to the game in the near future. Today, we’re excited to be launching the 2nd game mode of War of Rights: Picket Patrol!
addedWe have developed this new game mode based on the feedback we’ve been getting for the last few months from our veteran players primarily, asking for a less guided tactical experience than Skirmishes and instead seeking a much more open ended game mode, where no engagement is going to be entirely identical - not as a replacement to Skirmishes but rather something different to co-exist with it.
changedThe above feedback is what we focused on when designing Picket Patrol - we hope the mode will provide our players with something quite different to Skirmishes as it is our belief that different game modes need to drastically differ in design in order to justify the need for several game modes at all. We’d like to thank you all for your feedback, old and new, and we hope you will continue submitting it in order to help us grow the game. Now, let’s get into the specifics of Picket Patrol!

Hello and welcome to the forty-second Field Report!

Hello everyone and welcome back to our field report news segment. The past 3 months following the Steam Early Access launch in early December have been extremely busy for us at Campfire Games. We have released 16 alpha updates in the timeframe, focusing on many of the user reported issues such as long loading times, admin functionality, performance and stability issues, updates to the auto-ban system to weed out the worst team killers and much more. While a great number of issues have been fixed there is also a great number of them remaining. We will continue to iron out bugs, work on performance optimizations and server stability throughout the development of the game. Currently, we’re undertaking the big task of rewriting the code handling network connections in an effort to resolve connectivity issues. The past 16 updates have also come with new content in the form of a new skirmish area, a wintery drill camp map, end game events and a benchmark in the game. We’re currently working on several content-related tasks such as the South Mountain battlefield, a radial menu for officers in order to give them a wider selection of available orders, game systems needed in order to implement player controlled artillery, artillery branch specific uniforms and assets and much more. But enough of what we’ve been up to and what is coming to the game in the near future. Today, we’re excited to be launching the 2nd game mode of War of Rights: Picket Patrol!

A new game mode: Picket Patrol

We have developed this new game mode based on the feedback we’ve been getting for the last few months from our veteran players primarily, asking for a less guided tactical experience than Skirmishes and instead seeking a much more open ended game mode, where no engagement is going to be entirely identical - not as a replacement to Skirmishes but rather something different to co-exist with it.

The above feedback is what we focused on when designing Picket Patrol - we hope the mode will provide our players with something quite different to Skirmishes as it is our belief that different game modes need to drastically differ in design in order to justify the need for several game modes at all. We’d like to thank you all for your feedback, old and new, and we hope you will continue submitting it in order to help us grow the game. Now, let’s get into the specifics of Picket Patrol!

Picket Patrol features

Picket Patrol is, as the name suggests, our take on being on picket duty for two armies in close proximity to each other. Pickets were commonly used to spot possible enemies, engage if needed and warning the army of any likely danger, often done so by going on guard patrols. The main objective of Picket Patrol is simply to kill the enemy force you’ll encounter. The round ends when all enemies are killed or the timer runs out. Whoever has the most kills when the timer ends, wins. The teams kill count is hidden until the end of the round where a winner is declared.

Players only have 1 life per Picket Patrol round and will be able to spectate their team members for the remainder of the round should they die. Due to the mode being a single life mode, formation requirements will be stricter than those

Source

Steam News / 8 March 2019

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