Wordle Today 1070 May 24 2024

Wordle can be an unforgiving puzzle sometimes, and you can often come so close to ending a long winning streak. So, for your convenience, here are some hints as well as the answer for the Wordle today May 24.

We present Wordle clues here in a variety of ways to gently help you along, but if you just want the answer straight, spoilers be damned,  then scroll all the way down to the section titled Today’s Wordle Answer.

 

Already May 25 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 1070 May 24, 2024

Here’s a hint with the meaning of today’s Wordle answer

 

A verb that means to move in a smooth, continuous manner, often with little apparent effort or resistance.

 

 

Wordle Hint Today Fifth Letter

The fifth letter for the Wordle answer today is:

 

“E”

 

 

Wordle Hint Today Fourth Letter

The fourth letter for the Wordle answer today is:

 

“D”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“I”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“L”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“G”

 

 

Today’s Wordle Answer

And finally, here is the Wordle answer today. While this is your last chance to turn back, don’t feel bad about having to look it up.

Sometimes you have just one last chance to solve the puzzle, but three different letters that could viably fit into that last remaining square. At other times the word is so obscure, you just would not have gotten it without having in-depth knowledge about some oddly specific subject.

That’s no reason to lose a streak you have kept going for 742 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “GLIDE”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle #1069 For May 23, 2024

SWISH

A verb that means to move quickly through the air, making a soft, sweeping sound.

 

Wordle #1068 For May 22, 2024

EXALT

A verb that means to raise someone or something to a higher rank or position, often implying great honor, praise, or glorification.

 

Wordle #1067 For May 21, 2024

DINGO

A wild dog and apex predator native to Australia.

 

Wordle #1066 For May 20, 2024

NICER

An adjective that describes something or someone as being more pleasant, kind, or agreeable compared to another.

 

Wordle #1065 For May 19, 2024

HITCH

A verb that means to attach or tether something, often using a knot or similar fastening method.

 

Wordle #1064 For May 18, 2024

BRINY

An adjective that describes something that is salty or related to the sea. It often refers to the taste or smell of seawater.

 

Wordle #1063 For May 17, 2024

TUTOR

A person who provides individualized instruction or assistance to one or more students on a particular subject or skill.

 

Wordle #1062 For May 16, 2024

STALL

A verb that means to intentionally slow down or avoid making a decision or taking action.

 

Wordle #1061 For May 15, 2024

PINCH

A verb that means to grasp or compress something between the fingers or a tool, often causing discomfort or pain.

What The Fog Update Patch Notes May 23

 

UPDATED May 24

 

 

Update Notes for May 23rd

 

BFF’S PATCH!

  • Feng Min checked her backpack and found back her original DMG value.
  • Increased all player characters’ base HP.
  • Increased all player characters’ base DMG scaling.
  • Tweaked difficulty scaling in multiplayer and single-player.
  • Increased impact of under-performing Runes (mostly damage and random activation ones).
  • Reduced odds of the Pact Runes showing up.
  • Minor bug fixes.

 

Thank you for playing, supporting, and caring about our game!

 

 

Update Notes for May 22nd

 

IT’S PATCHIN’ TIME!

 

Feng Min Tweaks

  • Decreased Feng Min’s main attack base damage and maximum range.
  • Decreased Feng Min’s Healing Pond size.
  • Feng Min’s Healing Pond now heals every second for a lesser value.
Feng Min’s kit is a lot of fun but proves overpowered in your capable hands. We’re leaning a bit harder into her close-range orientation by reducing main projectiles’ range and base damage. We also tweaked her Healing Pond to trigger more often but at a lower value, and in a smaller area. She’s still a dependable ally though!

 

Spawning Behavior

  • Enemies will stop spawning after repairing the last Generator in a level.
Some of you have been farming Bloodpoints in the first level causing the balancing to adapt poorly, especially at lower difficulties where the enemies’ damage doesn’t scale as fast. We’re limiting farming in this use case, which should result in a better experience for new (and old) players. For reference, a run should last around 30 minutes.

 

Minor Fixes

  • Increased Healing Pools’ efficiency in Respite Rooms.
  • Fixed inverted movement labels in Options – Controls.
  • Removed arrow keys controlling the camera, allowing rebinding those keys for movement.
  • Fixed deprecated materials being used in death animations.
  • Cleaned up deprecated files.

 

Thank you for playing and sharing the fun!

 

 

Update Notes for May 17th (part two)

 

DAY TREE & A HALF PATCH!

  • Fixed minor UI issue.
  • Decreased the Revive Scaling cost.

 

Enjoy the weekend... and keep getting the Fog out!

 

 

Update Notes for May 17th

 

DAY THREE TIMES THE CHARM PATCH!

  • NEW FEATURE: Added the ability to Pause the game in Single Player (only).
  • Slightly decreased enemies’ HP scaling over time
  • Fixed Abilities’ descriptions not being selectable in the Character Selection screen when using a gamepad.
  • Fixed missing collision on one of the towers.
  • Fixed minor crashes.

 

Thank you for playing, all your feedback, and that amazing week we had!
See you on Terrified difficulty!

 

 

Update Notes for May 16th

 

DAY TOO PATCH!

  • Fixed potential crash when joining through an invite.
  • Fixed Dwight’s Mega Orb detonation not triggering when expected.
  • Reduced the Mega Swarmer’s total hit points.

 

Thank you for playing!

 

 

Update Notes for May 15th

 

WELCOME TO DAY ONE PATCH!

  • Fixed bosses/enemies not spawning properly sometimes, resulting in navigation issues.
  • Fixed Illusionist Surveyor’s projectiles not hitting player characters.

 

Thank you for your support!

 

Those are the patch notes on May 22 for What The Fog.

Wordle Today 1069 May 23 2024

Wordle can be an unforgiving puzzle sometimes, and you can often come so close to ending a long winning streak. So, for your convenience, here are some hints as well as the answer for the Wordle today May 23.

We present Wordle clues here in a variety of ways to gently help you along, but if you just want the answer straight, spoilers be damned,  then scroll all the way down to the section titled Today’s Wordle Answer.

 

Already May 24 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 1069 May 23, 2024

Here’s a hint with the meaning of today’s Wordle answer

 

A verb that means to move quickly through the air, making a soft, sweeping sound.

 

 

Wordle Hint Today Fifth Letter

The fifth letter for the Wordle answer today is:

 

“H”

 

 

Wordle Hint Today Fourth Letter

The fourth letter for the Wordle answer today is:

 

“S”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“I”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“W”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“S”

 

 

Today’s Wordle Answer

And finally, here is the Wordle answer today. While this is your last chance to turn back, don’t feel bad about having to look it up.

Sometimes you have just one last chance to solve the puzzle, but three different letters that could viably fit into that last remaining square. At other times the word is so obscure, you just would not have gotten it without having in-depth knowledge about some oddly specific subject.

That’s no reason to lose a streak you have kept going for 154 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “SWISH”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle #1068 For May 22, 2024

EXALT

A verb that means to raise someone or something to a higher rank or position, often implying great honor, praise, or glorification.

 

Wordle #1067 For May 21, 2024

DINGO

A wild dog and apex predator native to Australia.

 

Wordle #1066 For May 20, 2024

NICER

An adjective that describes something or someone as being more pleasant, kind, or agreeable compared to another.

 

Wordle #1065 For May 19, 2024

HITCH

A verb that means to attach or tether something, often using a knot or similar fastening method.

 

Wordle #1064 For May 18, 2024

BRINY

An adjective that describes something that is salty or related to the sea. It often refers to the taste or smell of seawater.

 

Wordle #1063 For May 17, 2024

TUTOR

A person who provides individualized instruction or assistance to one or more students on a particular subject or skill.

 

Wordle #1062 For May 16, 2024

STALL

A verb that means to intentionally slow down or avoid making a decision or taking action.

 

Wordle #1061 For May 15, 2024

PINCH

A verb that means to grasp or compress something between the fingers or a tool, often causing discomfort or pain.

Phil Spencer Wrapped in Towel After Suffering Red Ring of Death

REDMOND, Wash. — Microsoft Gaming CEO, Phil Spencer, is taking time away from Xbox Studios to recover after coming down with the Red Ring of Death last week. 

Spencer’s caretaker and employee, Xbox Dan confirmed Spencer’s condition to reporters lined up outside of Spencer’s 50-room mansion. 

“Phil hopped onto his 360 to buy some games before he shuts the store down and that’s when he got hit with the Red Ring of Death but he is doing better this week. He’s inside, wrapped tightly in a high gsm Brooklinen towel, resting on top of an AC vent,” Xbox Dan shared. “He just wants you all to know that he can’t wait to be his regular self again and get back to delivering the games we all love on the amazing Xbox Series consoles.”

Members of the media pressed Xbox Dan for Spencer’s thoughts on the recent closures of Tango Gameworks, Alpha Dog Games, Arkane Austin, and Roundhose Games. Xbox Dan remained tightlipped about the closures but grew violent after one reporter insinuated that Spencer was faking the illness. 

I’ve seen a lot of shots at Phil over these closures. But I know him as a human person. We’re super close and I know that because he told me during an intimate conversation at dinner once,” Xbox Dan shouted, shaking his fist at members of the media. “How dare you all assume he’s pretending to be sick. If he isn’t sick, why have I been shoving pennies into him, trying to get him better?”

Xbox Dan’s shouting was only interrupted when a panicked Spencer exited the residence handcuffed to a headboard and wearing a sweet Sea Dogs t-shirt.

“Don’t listen to anything this man has been telling you. He broke in last week and has been holding me captive ever since. Please save me, he’s been force-feeding me pennies,” Spencer pleaded to reporters. “He doesn’t even work for me, he’s just an Xbox reply guy who I’ve enabled for years. Please save me. I’ll do anything. You want Major Nelson back? I can go get Major Nelson. You want me to tease a game with cryptic t-shirts? I can do that. You want me to guarantee I won’t close any more studios? Well actually, I can’t promise that, but please you have to help me .”

At press time, Spencer approved the closure of four more studios before being evacuated by helicopter to have the pennies pumped out of his stomach.

AEW Double or Nothing 2024 Date: Everything you need to know

AEW Double or Nothing 2024 is set to be the next All Elite Wrestling PPV event, but what is the date of this massive show?

DoN is set to take place on Sunday, May 26th 2024 from the MGM Grand Garden Arena in the Las Vegas suburb of Paradise, Nevada.

Tickets for the Pay Per View card can be purchased via AXS, with the cheapest as of writing being around $32 plus fees.

Read More – WWE News: Superstar Reveals Contract is up in Early 2025

AEW Double or Nothing 2024 Date

Double or Nothing is a yearly PPV event from All Elite Wrestling, with the first iteration back in 2019 being the first-ever official AEW PPV card.

DoN has been taking place in May ever since, and you can check out the dates of every show so far below:

Show Date
Double or Nothing (2019) May 25, 2019
Double or Nothing (2020) May 23, 2020
Double or Nothing (2021) May 30, 2021
Double or Nothing (2022) May 29, 2022
Double or Nothing (2023) May 28, 2023

Read More – AEW News: Major Update on MJF’s Current Status

Hard Drive Does Pro Wrestling Stuff?

Yes, we cover pro wrestling news, including WWE, AEW, New Japan and sometimes the indies, so make sure that you keep checking back for everything you need to know about this great sport.

You can check out more of the content we have via our Minus World section (which also has real gaming news) and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – WWE News: John Cena Makes Big Reveal About Feud With The Rock

WWE King and Queen of the Ring 2024 Live Stream: How to watch

WWE King and Queen of the Ring is set to take place this Saturday, but are you able to live stream the controversial card from Saudi Arabia?

Is WWE King and Queen of the Ring on Peacock?

Fans in the United States will be able to watch all of the action live via the Peacock streaming service. WWE has been part of Peacock for some time, and you can subscribe to the service for as little as $4.99 per month.

Peacock costs $6 a month for an ads-included version of the service. Premium Plus, the ad-free version, costs $12 monthly, which means that you won’t miss any of the action from any WWE event on there.

WWE Network

Fans who are outside of the United States will be able to watch King and Queen of the Ring 2024 live if they are subscribed to the WWE Network.

A subscription to the Network works out at £9.99 per month, and it gives you access to the majority of the company’s back catalogue as well as events from brands such as WCW and ECW.

WWE King and Queen of the Ring: Why are WWE events in Saudi Arabia controversial?

WWE has an ongoing business relationship with the Kingdom of Saudi Arabia, which is worth in the tens of millions for the company to produce shows multiple times a year in the region.

Saudi Arabia has been accused of ‘sportswashing.’ Sportswashing is a phrase used to describe the practice of nations, corporations, or governments using sports/entertainment to improve global reputations when issues such as human rights violations or ethical practices are called into question.

If you’re looking for more information on the alleged violations of human rights in Saudi Arabia, then click through to this resource from Amnesty International

Read More – WWE News: Superstar Reveals Contract is up in Early 2025

Hard Drive Does Pro Wrestling Stuff?

Yes, we cover pro wrestling news, including WWE, AEW, New Japan and sometimes the indies, so make sure that you keep checking back for everything you need to know about this great sport.

You can check out more of the content we have via our Minus World section (which also has real gaming news) and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – WWE News: John Cena Makes Big Reveal About Feud With The Rock

Gaming Exec Makes First Positive Impact to Company by Passing Away

SAN FRANCISCO — History was made this week as Clearsight Games CEO Steve Andman made his first-ever positive impact to the company by passing away.

The Clearsight offices were filled with mostly positive emotions after Andman’s death was announced during an all-hands meeting.

“Honestly, this is the first positive thing he’s done for the company and probably the industry at large,” said QA Lead Stacy Santino. “I’ve been here for eight years and can’t think of one contribution he made to any of our games until now. With him out of the way we’ll have so much more freedom to add features to our games that gamers actually like.”

After the announcement of Andman’s death, workers at Clearsight Games reported their most productive day ever.

“I feel like I’ve gotten a week’s worth of work done today,” said Karl Jameson, a gameplay animator. “Steve used to come in and tell us to make all sorts of changes based on something he overheard two people talking about at a restaurant, then he’d leave for the day by noon. We’d constantly lose days worth of work then a bunch of us would be fired for the delays.”

Steve’s executive assistant, Ryan Altman, expressed more somber feelings upon hearing about Andman’s passing.

“I feel bad for Steve’s family. A family member passing away is sad no matter what. His third wife graduates college next week and I’m sure she would have wanted him to be there.”

While the impact of Andman’s death will no doubt be felt across the company as a whole, his lasting impact will be on the safety of female employees at Clearsight Games.

“I can finally come into work and not have to worry about being hugged from behind or followed to my car,” said Val Johnson, a Network Engineer. “It’s just a huge weight off the shoulders of all the women who work here. I really think this will have a great impact on the office culture.”

At press time, the new CEO of Clearsight announced that Andman’s various Yachts will be sold at auction and the proceeds will go to the hardworking people who make the company what it is, the shareholders.      

 

BeamNG.drive Update Patch Notes May 23

 

UPDATED May 23

 

 

Hotfixes for v0.32 Released

Greetings everyone,
We've release a number of hotfixes intended to address some of the reported issues after the release of version 0.32. You can find all the details in the changelog below:

 


 

v0.32.2

(May/23, 2024)

 

Vehicles

  • Autobello Piccolina
    • Fixed wrong model years on Baja Extreme configuration
    • Fixed incorrectly placed right mirror origin
  • Bruckell Bastion
    • Fixed wrong cargobox strap deform groups on rear seats
  • Bruckell LeGran
    • Fixed trunk opening/closing issues with some spoilers
  • Civetta Scintilla
    • Fixed seat cargo load box syntax error
  • ETK 800-Series
    • Improved stability of widebody doors to match the normal doors
  • ETK I-Series
    • Improved stability of mirrors
  • Gavril D-Series
    • Added log straps
    • Fixed issues with logs clipping with bed when high log diameter set
  • Gavril T-Series
    • Added lights to headache rack
    • Removed the ability to remove interior completely
    • Fixed mixer controls not working when default ignition state in settings is Off
    • Fixed duplicate stock ECU
  • Hirochi Aurata
    • Added cargo load box support
  • Hirochi SBR4
    • Added seat cargo boxes
  • Ibishu BX-Series
    • Added remaining parts to derby configs
    • Fixed duplicate flexbodies in sport intake
    • Fixed dynamic decals not working on aftermarket parts
    • Fixed brake booster position on LHD/RHD dashboards
    • Fixed some issues in the engine bay
    • Implemented improvements for arcade mode shift point
    • Implemented cooling improvements
    • Fixed steerig breaking too easily with some 14x8 wheels
    • Fixed typo in rear bumper trim
  • Ibishu Hopper
    • Fixed headlight flares position
    • Added seat cargo boxes
  • Ibishu Pigeon/Wigeon
    • Made steering wheel prop move equal amount left/right (note, physical steering itself is now not symmetrical, car will turn more to one side than the other)
  • Soliad Lansdale
    • Fixed wrong lettering on 3.8 SE AWD (A) configuration
    • Fixed simple traffic variant deforming itself on normal driving, causing it to stop randomly in traffic
  • Common
    • Off-road lights
      • Fixed some offroad roof light props being inverted
    • Simplified traffic cars
      • Fixed duplicate triangles on some cars
  • Trailers
    • Converted all trailers to use the new landing gear system from log trailer
    • Fixed missing weight info in UI
    • Fixed inverted landing gear control key bindings
    • Container Trailer
      • Stiffened 40ft bogie
    • Flatbed trailer
      • Fixed console warnings on short trailer with steel coil
      • Fixed rear 20t steel coil spinning when loaded on some configurations
      • Reduced bogie autocoupling radius to prevent damage related to another issue
      • Fixed wrong light prop positions on 32ft variant
    • Log Trailer
      • Reduced maximum allowed log length to prevent issues with clipping and breaking straps
    • Tanker Trailer
      • Fixed wrong kingpin height on long variant
      • Fixed default config not existing
  • Props
    • Logs prop
      • Fixed literally unplayable ™ typo

 

Levels

  • Johnson Valley
    • Fixed duplicated materials
    • Fixed console warnings
  • Jungle Rock Island
    • Fixed console warnings
  • Common
    • Fixed several bugs on materials and meshes
    • Fixed some decals position
    • Fixed a number of floating objects

 

Missions

  • Updated prefab for AI Race mission: Wild West Trails
  • Added Finish and Outro camera path elements in the Missions editor for AI Races

 

Virtual Reality

  • Fixed a crash to desktop when using a Varjo VR headset with the native OpenXR support. In addition, if you experience a gray screen when using SteamVR, please update to the latest version of Varjo software

 

AI & Traffic

  • Made further improvements to the respawn logic

 

World Editor

  • Interface: replaced a few icons of the ScriptAI tool for more user-friendly ones

 

Flowgraph Editor

  • Play ScriptAI Recording node: Fixed ScriptAI data not loading if the input string contains an extension

 

Game Engine

  • Resource Checker: Fixed issues with false positives when file extension was missing from texture path

 


 

v0.32.1

(Apr/24, 2024)

 

Vehicles

  • Bruckell Bastion
    • Fixed trunk not opening with Nomi wing
  • Gavril D-Series
    • Added log loads
  • Gavril H-Series
    • Fixed wrong rear load slot name on extended variant
    • Added log loads
  • Gavril T-Series
    • Fixed cement mixer halogen light deformmaterial
  • Hirochi Sunburst
    • Revised steering geometry to avoid over centering effect when reversing at full lock
  • Ibishu BX-Series
    • Added “Drag” skin
    • Updated “Drag (A)” config
    • Added “Old Paint” skin
    • Added “The Malodorous (M)” config
    • Added bash bars and other derby parts
    • Fixed wrong shifter on street tuned config
    • Moved horn slot to dashboard to fix sound location conflict with shifter
    • Fixed typo in radio blanking plate name
    • Fixed no texture odometer on traffic variants
    • Fixed coupe taillights having no collision triangles
    • Fixed non-centered brake discs with drift suspension
    • Fixed literally unplayable ™ bumper trim
  • Trailers
    • Frameless Dump Trailer
      • Fixed typo in Dump Body Hydraulics part name
    • Log Trailer
      • Fixed typo in short trailer config description
  • Props
    • Logs Prop
      • Lowered minimum length allowed in Tuning menu
  • Common
    • Fixed some typos in description of BX-series
    • Added explanation to drift config description about how the mirrored livery is intentional, reflecting (hah) the IRL japanese/drifting culture trend, rather than being a bug

 

Levels

  • West Coast, USA
    • Fixed collision issue in Logistic garage buidling
    • Fixed collision on railway bridge
    • Fixed glass material
  • East Coast, USA
    • Fixed tree eating car
  • Small Island
    • Fixed spiky terrain
  • Common
    • Fixed annotations on all maps

 

UI

  • Fixed an issue that prevented Steam username to be displayed on license plates
  • Fixed mission markers showing sometimes even when the setting was disabled
  • Increased the size of left panel in Garage
  • Improved Options layout to support long titles from localisation
  • Vehicle selector counter now respects Aux checkbox
  • In old vehicle configuration Tuning, Live updates option now saves its state
  • Icon color and size handling improvements
  • New Vehicle Configuration UI
    • Improved numerical order in dropdowns of Parts selector
    • Implemented filtering on Save&Load when entering a name
    • Fixed an error when switches being interactive when disabled
    • Tuning now respects "hideInUI" parameter
    • Live update option now saves its state in Parts selector and Tuning
    • Parts selector UI improved
    • Save&Load thumbnail checkbox now functional
    • Dropdown built-in search now shows "not found" message
    • Tuning now has everything sorted

 

Cameras

  • Crash Camera
    • Fixed camera getting triggered by pooled inactive traffic vehicles
    • Lowered cooldown between two triggers of the crash camera
    • Fixed issue where changing the camera reset the cooldown
    • Fixed broken interaction when recovering vehicle while the crash cam is active

 

Early Preview: Career Mode

  • Fixed several minor localization issues
  • Fixed tutorial out of bounds check not working properly in some cases
  • You can now “give back” trailers when delivering them
  • Improved delivery screens “locked” messages
  • Fixed milestones breaking the game in some cases
  • Improved Progress and Milestone pages visuals
  • Career Branches Landing UI facelift
  • Made branch skill cards look more clickable with mouse pointer
  • Milestones screen adjustments
  • Career Progress landing adjustments
  • Focus and hover styles update for the career Branch Progress Landing

 

Traffic

  • Fixed wrong calculation for minimum respawn distance
  • Small performance improvements

 

Audio

  • Changed muffling values of new i4 1600 and 2000 to 0.33 from 0.25, and re-balanced volumes between the different RPM loops.
  • Reduced volume of “low air pressure alarm”

 

World Editor

  • Added Vehicle Detail Viewer (Window → Experimental → Vehicle detail viewer)

 

Render

  • Fixed rare crash when using Vulkan renderer
  • Improved behaviour of Vulkan renderer during OOM situations (out of memory)
  • Fixed crash when using Vulkan renderer after minimize the game window

 

Jbeam

  • Fixed triangle visualization breaking with “loose tires”

 

Those are the patch notes on May 23 for BeamNG.drive.

Hell Let Loose Update 15 Hotfix 3 Patch Notes May 23

Hell Let Loose has finally released the long-awaited Update 15 on April 25 for Steam PC, PlayStation 5, Xbox Series X|S, as well as cloud streaming services Xbox Cloud Gaming and GeForce Now.

The new map, set in the ruins of the town of Mortain is showcased in this update, while Sainte-Marie-du-Mont receives some changes to its layout and access corridors to capture points.

Aside from the two new Skirmish mode maps in the free update, there’s also a paid DLC in the form of a German Oak Leaf camo pattern for both uniform and field cap.

The complete patch notes for Update 15 as well as its subsequent hotfixes through May 23, are detailed below, in descending order, from latest to oldest:

 

UPDATED May 23

 

 

Update 15 | Hotfix 3 May 23

Hello everyone,
We've just deployed Hotfix 3 to all platforms.

 

  • [15.0] Some skirmish achievements do not progress/unlock despite meeting the criteria after the new 15.0 update
  • [RCON] Admin message pop-up doesn't register the changed keyboard input
    • We have addressed this by exposing the keybind to the Keybindings Menu:
      • Dialog Ok
      • Dialog Cancel
      • Dialog Ignore
    • These by default will be bound to the Y, N & I keys however can be changed to any preference.
  • [Mortain][D6] Walls presents collision issues and physics
  • [Mortain] Birch Tree asset has no bullet collision
  • [Mortain] Birch Tree Asset presents bullet collision on its branches
  • [Mortain] Light tank can become stuck on rubble
  • [Mortain][E5] Player can get stuck if they try to vault over a pile of stones
  • [Mortain] Assets created along a spline are different between the Editor & the client
  • [Mortain] [B3] Player locomotion is hindered by collision on the following assets & locations
    • This should generally fix any instances where you can get hindered / stuck when navigating rubble found across the map.

 

Thank you for your continued support and feedback. Next up, 15.1 - more details coming soon!

 

 

U15 Hotfix 2 | Changelog May 1

Good morning everyone,

We’ve pushed Hotfix 2 on all platforms. This addresses the missing hedgerows in Sainte-Marie-du-Mont and the Admin message pop-up issue:
  • [SMDM] Hedges are missing on the map after Update 15
  • [RCON] Message player pop-up doesn't register required keyboard input

 

U15 on PC comprised some night maps that still need further preparation for release. We have removed:
  • Utah Beach Warfare Night
  • Omaha Beach Warfare Night
  • Hill 400 Warfare Night

 

These maps will launch in future content updates on all platforms when completed.

Thank you!

 

 

Update 15 | Hotfix 1 April 29

Hello everyone,

We hope you're enjoying Update 15 and Mortain! An unintended issue surfaced with last week's update, removing hedgerows from Sainte-Marie-du-Mont. You may have noticed...

The hedges will be reinstated in Hotfix 2, which is due ASAP, alongside a fix for the admin message pop-ups.

For now, please see the changes that have been pushed live in Hotfix 1:
  • [Offensive] Attackers are able to spawn vehicles in inactive HQs
  • [Offensive] Defending commander can not spawn vehicles on two of the Headquarters of the map
  • [XR-064] Unable to send invites to other users
  • [15.0][Mortain] Changing the Texture Quality will crash the game
  • The server name in the top right corner of the Scoreboard will show up as "HLL Server" instead of the actual name on Win10
  • [Offensive] Attackers are able to spawn vehicles in inactive HQs when there is a player in the enemy team
  • [Mortain] All instances of the thin white tree asset are missing collision
  • [Mortain] Collision issue when attempting to enter certain houses while crouched/prone.

 

We'll update you when Hotfix 2 is ready!

 

 

Update 15 is OUT NOW | Dev Brief #200 April 25

Play Mortain today!
Hello everyone,

Update 15 has deployed on all platforms!

This update brings Mortain to Hell Let Loose – a new map and exciting environment to experience for all modes, based on the US defence of the French town of Mortain.

Mortain is our first map release; a significant milestone for us, created and refined with your feedback. Your dedication to Hell Let Loose helps us deliver content that serves an authentic WW2 experience. We’re delighted to see you all jump in and play today!

We’ve also updated Sainte-Marie-du-Mont – increasing overall playable space around the town to produce a better gameplay experience. Delving into these changes below, you can see how we’ve provided more routes in and out of the capture point, creating more viable outpost/garrison options and flanking opportunities.

Two new Skirmish mode maps are now available to play: Mortain and SMdM

Please scroll down for the full changelog and U15 information, including a look at the new German “Oak Leaf” Paid DLC.

 

About Mortain

Mortain sits in a shallow valley – where the US rallied against German troops amid Operation Lüttich. The battle took place in August 1944, in Normandy, France.

Units from the 30th Division, including the 2nd Battalion, 120th Infantry, and two tank destroyer platoons, were dispatched to relieve the 1st Battalion, 18th Infantry. Their directive was to defend the town of Mortain, strategically utilising Hill 314 (also known as MontJoie) as a tactical defensive and overlook position.

During Operation Lüttich the town was destroyed, left in ruins with only a few buildings standing. The destroyed version of the town will be featured in the map.

Offering a plethora of notable locations – both historical and natural – Mortain features themes of contrasting areas throughout. Rock formations permeate the map alongside hilly areas of countryside and farmland.

 

Mortain – New Map

Mortain - Environment Art

It brings the team great pleasure to finally release Update 15 and our new map, Mortain.

Since joining the project, the team at Expression Games have worked with our partners to deliver a map that offers a new and exciting world to experience in Hell Let Loose, while honouring the legacy that Black Matter had left for us.

Being our first map release, we wanted to gather feedback from the community early on, and as previously mentioned in other briefings, we cannot thank you all enough for supporting the PTEs that helped shape this map. Hell Let Loose has one of the most dedicated fanbases within online gaming, and although there have been some challenges bringing it to the standard previous Normandy maps have set, you have been instrumental towards its development and have made us accountable in creating quality gameplay and visuals.

Since the last PTE, the Environment Art team have been focused on fixing as many bugs and visual issues as possible for release, as well as incorporating some new dressing and polish. We have also supported Technical Art in producing some crucial optimisations, within Mortain and in particular textures across the game. We hope that these efforts mean you’ll enjoy the varied terrain and vast forestry of Mortain at its best performance yet.

To read the developer briefing from the PTE, which has additional details about Mortain Environment Art, Level Design and Front End Updates, click here.

During the last Mortain PTE, there was a known issue where aiming down sights caused noticeable discrepancies between LODs across the map, with foliage, in particular, losing shadows or changing silhouette significantly. This is an issue that is present across the game, however, due to the high contrast lighting used in Mortain, this was much more noticeable to the point where this was impacting gameplay, particularly with longer-range weaponry. There was a collaboration between Code, Technical Art and Environment Art to look into this issue, and a fix was finally found and implemented by Gage Griffiths - Senior Programmer at Expression Games.

The fix consists of two console commands that are run when you join a game within Mortain. To keep performance across Xbox Series S/X, PS5 and PC consistent, different values for these commands are set based on the platform.

Firstly, the density of foliage was scaled down slightly across the map. This was fine-tuned to ensure there is not a noticeable loss in visual quality, but enough to where we retain performance. The commands and values we used for this are:

PC - foliage.DensityScale 0.8
Console - foliage.DensityScale 0.65

Secondly, Unreal Engine uses a calculation based on how much of the screen a particular asset takes up, to determine what level of detail that asset renders. When you aim down sight, a tree appears larger on the screen so the game renders a high-detail version of it, but when you stop looking down sights the tree takes up less of the screen so a lower-detail version is rendered instead.

The fix essentially alters the distance from the player where the higher detail foliage would swap to a lower detail asset. These are not exact figures, but as an example, previously a tree may have been 10,000 triangles at 10 metres away, swapping to 5000 triangles at 20 metres. This has shifted so that the tree would still be 10000 triangles at 20 metres away, with the swap to 5000 triangles happening at 40 metres, meaning a tree has to be much further away before the lower detail asset is rendered.

The exact values we set are:

PC - foliage.LODDistanceScale 2
Console - foliage.LODDistanceScale 1.3

The results of our testing are extremely positive, and we hope that if you managed to play Mortain during a previous PTE you will notice that this is a huge improvement from before.

As this is an issue that has been in the game for a long time across all maps, and the results have been promising on Mortain, I can confirm that this is a fix that we are looking to implement across the entire game, which should improve foliage LOD issues on all maps. We are also confident that this would bring huge improvements to some urban maps, in particular, Stalingrad, as a large portion of the map including buildings are technically rendered as foliage, which was a performance-saving technique used by Black Matter.

Due to this being a game-wide change, we want to ensure there is adequate testing and feedback before it’s live across all maps, so Mortain will be the only map in Update 15 to support this change. However, if feedback is positive and the consensus is that assets are ‘popping’ less for players without performance impact, this is something we are eager to implement in a future update for all maps.

We have made every effort to ensure Mortain is ready for release, but if you experience any issues while playing, please don’t hesitate to give feedback through the appropriate discord channels or social media. The team frequently reads comments and shares videos with each other, so if there are any comments or issues you have surrounding the map we want to hear them.

Lastly, I’m pleased to share and hope you enjoy some final renders of Mortain. I’m incredibly proud of what the team has produced, and I hope these images showcase a new benchmark for content in Hell Let Loose going forward.

Ryan Thomason-Jones - Senior Environment Artist, Expression Games

Mortain - Technical Art

The Technical Art team have been fine-tuning the performance around the Mortain town area to accommodate the additional enterable buildings. This was a combination of LOD merging, forced distance culling and removing shadow casters on any object already in shadow. This was to ensure we retained the detail and storytelling of the interiors while reducing the cost of the extra detail.

Throughout the town, the Environment Art team made a wonderful set of modular destroyed building assets, creating a wide variety whilst keeping material and texture costs to a minimum. This, in turn, meant that we had smaller assets, however, this also increased the mesh draw calls, especially with shadow and occlusion checks. To address this as we did not want to create combined render meshes driving up the memory cost and with that texture cost, we created a series of shadow proxy assets that were lower in complexity and limited to one simple shader meaning a single shadow and occlusion call.

Many combinations of walls and buildings benefited from a Hierarchical Instanced Static Meshes pass, similar to that done with buildings in El Alamein (HISM is an instancing method that allows for better memory performance, supports LODs with good asset culling which results in better rendering performance).

On this map, we also limited the use of HLODs (Hierarchical LODs). One of the drawbacks to using HLODs extensively was increased memory overheads. This was limited to the town area and only used for medium-sized buildings.

In addition, the Technical Art team ensured that there were no unnecessary occlusion checks and unique assets, which were not adding to storytelling to save on mesh and texture memory.

To create a believable atmosphere for the destroyed part of town, we had to take into account the amount of dust that would be present in the air. However, adding a large number of dust particle effects can negatively impact performance due to overlapping translucent sprites creating overdraw.

To achieve the desired effect, we decided to create a fog to simulate the presence of thick dust around the buildings. Since using volumetric fog would cover the entire map, we opted for shader-based localized fog volumes instead. By placing a single volume over the destroyed area and adjusting the shader controls, we were able to control the fog's height, density, and colour. This approach helped to achieve the desired effect without the need for a large number of particles.

Although the fog worked well, it lacked movement. To fix this issue, we added a few variations of dust particles. However, we kept these fairly limited and added a couple of shader tricks to improve performance. The main shader trick we used was to scale the sprites down based on the player's distance from the effect, which reduced overdraw. Scaling the sprites down to nothing eliminated any render cost.

We also had to be mindful of when the player walks through the dust particles. Lots of large translucent sprites filling the screen could significantly impact performance. To tackle this problem, we used a similar method as the distance from the player. Only in this instance, we faded the alpha and scaled the particles as you moved through them, reducing the chance of frame drops. Having long sightlines with lots of particles could be costly. However, a combination of optimized VFX with a few shader tricks allowed us to create an area that looked heavy in dust with minimal impact on performance.

Technical Art team, Expression Games

 

Mortain TacMap

 

Sainte-Marie-du-Mont – Map Updates

To coincide with the release of a Control Skirmish mode for Sainte-Marie-du-Mont, we looked into issues commonly brought up about the map as a whole across various community forums. Keeping in mind that the map is a fan favourite we chose to focus solely on the most impactful changes, those being to address the lack of enterable areas within the town and the inaccessible Brécourt Manor courtyard.

When tackling the updates to the town centre in Sainte-Marie-du-Mont, we started by focusing internal playtests on just that space. Utilising feedback from these playtests, along with community sentiment derived from various social media platforms, we were able to help find and improve the key problems on just those areas of the map.

Our biggest focus was on increasing the overall playable space around the town, helping to provide more routes into and out of the capture point. This increase in playable space also lends itself to creating more viable outpost/garrison placement options, and more flanking opportunities for attackers and defenders alike. Within these newly opened spaces, additional enterable buildings were placed to further increase the opportunities for attackers and defenders to seize the capture area around the church.
Sainte-Marie-du-Mont Updates - Before and after, newly opened up spaces
Sainte-Marie-du-Mont Updates – Before and after, newly opened up spaces
The above GIF showcases the reduction in blocking volumes throughout the town centre, in turn showing the extent of the newly opened space. These changes should not only improve navigation throughout the town but also help drastically reduce instances of being stopped from entering an area because of an invisible wall.

The following images show before and after shots of the four main quadrants of the town, North West, North East, South East and South West. The areas captured highlight the largest scale changes to the playable space, with new routes that lead directly into the town.

Kienan Southern - Junior Level Designer, Expression Games

 

Sainte-Marie-du-Mont – Control Skirmish

The set-up for this Control Skirmish mode is focused around the Cattlesheds capture point from Warfare and Offensive, allowing us to capture a nice balance of spaces that should make both infantry and vehicle combat intense.

The bocages surrounding the Cattlesheds provide cover and routes into the capture point and the space within it provides engineers ample opportunity to bolster your team’s defences.

For tanks, the nearby open fields afford the space to bombard the opposition from a distance, or to act as support for the infantry pushing the objective.

Kienan Southern, Junior Level Designer - Expression Games
Sainte-Marie-du-Mont Updates - Town Area, North West
Sainte-Marie-du-Mont Updates – Town Area, North West
Sainte-Marie-du-Mont Updates - Town Area, North East
Sainte-Marie-du-Mont Updates – Town Area, North East
Sainte-Marie-du-Mont Updates - Town Area, South East
Sainte-Marie-du-Mont Updates – Town Area, South East
Sainte-Marie-du-Mont Updates - Town Area, South West
Sainte-Marie-du-Mont Updates – Town Area, South West

 

Oak Leaf [Paid]

Also known as Eichenlaubmuster, this was one of the many types of camouflage patterns used by several divisions within the German forces. Often worn in the autumn, it is unique with its distinct colourisation.

For players, wishing to combine this uniform and match it with headwear of the same pattern, we would recommend using the Leopard Covered M42 helmet, already available, in-game.

Matt White - Creative Director, Expression Games.

 

Update 15.0 Changelog:

  • New Map Mortain - day & overcast variants (This supports Warfare, Offensive & Control Skirmish)
  • New Control Skirmish - Sainte-Marie-du-Mont Skirmish - day, night & rain variants
  • Sainte-Marie-du-Mont Warfare - night variant
  • Mortain Themed Front End Menu
  • German “Oak Leaf” - Paid DLC
  • Muzzle Flash Improvements
    • Added multiple light sources resulting in a more dynamic muzzle flash and physically accurate reflections
  • Additional Nameplate Occlusion Settings
    • A player-requested feature whereby the user can toggle nameplate occlusion on friendly players in their team and/or squad
  • In-Game Store Improvements
    • Implemented a “Purchased” label on any DLC item that has already been redeemed on the player’s account.

 

Bug Fixes:

General
  • [In Game Store] The UI will lose focus if entering and leaving the ‘Featured’ tab
  • [Barracks] Character previews in the ‘Select Your Role’ menu appear too large when playing in ultrawide
  • [Uniforms] The German Africa Corps DAK Uniform has an incorrect belt buckle
  • [Vehicles] The Churchill MkIII gun will clip into the body of the tank if the gun is rotated 180° backwards and depressed to its lowest level while zoomed in
  • [Skirmish] The map key may not be present for certain players
  • [Weapons] The German Satchel placed on the back of the tracks on Stuart M3 ‘Honey’ is not defusable
  • [Field Manual] In the Equipment > Watch tab there is no mention of the Forward Positions.
  • [Field Manual] Incorrect information regarding Recon Vehicles is present in the Vehicles section
  • [Field Manual] In the Equipment > Ammo Boxes tab in the explosive ammo section the rifleman is not mentioned
  • [Field Manual] Small grammatical error present in the Field Manual > Deployment > Spawn Locations
  • [Field Manual] The Forward Position description in the Field Manual says it can't be placed if too close to another Garrison
  • [Field Manual] The summary at the top of the Outpost, Garrison & Forward Position Field Manual page does not mention Forward Positions
  • [Weapons] Weapons that are held with two hands become misaligned with the player's hands in TPP whilst leaning
  • [Locomotion] Dive to prone is playing multiple instances of footsteps during the transition
  • [Weapons] Commonwealth faction weapons have no audio feedback when reloading
  • [Weapons] Animations were not playing correctly when the user performed certain sequences of firing and reloading with the Webley Mk VI Revolver
  • [Console] The 'Skirmish' activity does not appear in 'History of completed activities' following a network disconnection
  • [RCON] Restarting a server also resets the map shuffle option to ‘TRUE’
  • [Vehicles] Destroying a T-70 tank does not award any combat points
  • [Skirmish] "Enemy Forward Position" & "Place Forward Position" tac map markers are only visible to the user that places it
  • [In Game Store] Selected DLC shifts onto the featured DLC by itself when entering
  • [In Game Store] The Uniforms tab is missing localisation in all supported languages
  • [Equipment] TPP Animation for using the Watch is broken on all Factions
  • [Weapons] TPP M1A1 Thompson reload animation causes the character's elbow to twist unnaturally
  • [Console] In-game store does not populate after a suspended user change.
  • [UI] The Back button loses functionality if the menu and the scoreboard are opened at the same time
  • [Uniforms] British helmet names in the Barracks & Loadout screens have historically inaccurate formatting
  • [UI] Grammatical error in the loading screen tip regarding the Ammo Carrier loadout
  • [UI] Kick player prompt remains on screen for the Officer if a player leaves its unit
  • [UI] The Enlist Screen is only showing up to 100 servers

 

Practice Range
  • The map is unaligned to the out-of-bounds parameters of the tactical map by 10m
  • Garrison cannot be placed in the Practice Range
  • The Half-Track tactical map icon always appears at the far top-left of the map
  • Missing grass foliage in the Practice Range
  • Tank turrets have no audio when moved
  • The scarecrow on the shooting range at the 75-metre mark has its feet sunk into the ground

 

Driel
  • The Driel Skirmish - Day loading screen shows a different game mode name than the other variants

 

El-Alamein
  • [Skirmish] The setup time blocking volume is in the wrong position
  • [E4] Players can use an Airhead to spawn into an inaccessible area

 

Foy
  • Metal SFX and PFX encountered when shooting the dead cows

 

Utah
  • Metal SFX and PFX encountered when shooting the dead cows

 

Purple Heart Lane
  • [C2] Players can drown when crouched in a small body of water

 

SMDM
  • A blocking volume extends into the playable area on the north side of Saint Marie du Mont updates
  • Trees render as large blocks in the distance
  • A specific plane asset is missing player collision
  • The grass is culling at around 40 metres

 

Utah
  • [G6] The player drowns near a hedge

 

Play Update 15

https://store.steampowered.com/app/686810/Hell_Let_Loose

 

Those are all the patch notes up through May 23 for Hell Let Loose.

WARNO Update Patch Notes May 23

 

UPDATED May 23

 

 

Patch notes Release 1.0 (v.122779) May 23

 

Army General

  • 4 new Army General campaigns: Fulda Gap, Airborne Assault, The Left Hook, and Highway 66
  • An idle button has been added in Army General, allowing you to quickly select units to which no orders have been given, as well as quickly see their number. This feature also works in multiplayer.
  • Added an audio option to have Army General NPC audios in English rather than in their native language.

 

Features

  • Game tips added to loading screens
  • Added tooltips detailing the difficulty level of each game mode

 

Operations

  • Some units mistakenly present on the map by default were removed, as intended (Gotterdamerung, Hold Until Relieved, The Kitzingen Ruse, BackhandBlow).
  • Hold Until Relieved : Removal of 2 useless transport units for NATO Alliance.
  • Red Juggernaut : The PACT supply units involved in the optionnal objective no longer beneficiate from an increased resistance, making them killable, either on purpose or by collateral damage.
  • Backhand Blow : Fixed a bug letting units used for FX be usable by the player at the start of the game.

Backhand Blow

    • Starting units already deployed on the battlefield have been removed for both camps, as they should be.

Sledgehammer

    • The reward helicopter granted at the capture of Lohra is now a Mi-24V AT as shown in the outgame deck preview.

 

Tutorials

  • Aviation : Fixed a bug where an objective beacon was wrongfully placed at one corner of the map.

 

Data Fixes

  • Fixed the DESANT. NSV model being a PKM
  • Added MOT.-SCHÜTZEN (Strela) its missing AK
  • Fixed CHASSEURS-PARAS' vet curve on par with other units with same availability

 

Generic

  • Ground autocanon 20mm aiming time raised to 2.5s
  • Ground autocanon 20mm reload time lowered to 2s
  • Ground autocanon 25mm reload time lowered to 2.25s
  • Moral gauge colors start from yellow to black
  • Ruins damage protection values goes to 45%
  • Terrain hint texts and values updated
  • Automatic grenade launcher accuracy +5%; splash + 5%
  • Antitank rockets suppress value raised by 10%
  • AS VAL : ACCURACY STAT PER SHOT 90 => 75
  • AKSU : ACCURACY STAT PER SHOT 70 => 55
  • MAT-49, VZ 61 SKORPION : RELOAD TIME 2 => 1 SEC, +5 ACC STAT ET MOTION
  • UZI RELOAD TIME 3 => 1.5 SEC, +5 ACC STAT, +5 ACC MOTION
  • No terrain protection against HE and AIR ROCKET damages
  • Small caliber MLRS (less than 200mm) reload time raised by 10%
  • Artillery weapons suffer dispersion malus when stressed
  • Shock range raised to 175 m and bonus reduced by 5%
  • IFV trait : range raised to 350, stress shield lowered to 33%
  • TANDEM missile have now +2 AP bonus instead of +1
  • Command ranges increased per xp level
  • Vehicle smoke dispenser ammo cost lowered by 4
  • Gaining an xp level requires -20% experience points to acquire
  • Howitzer minimal range reduced by 15%
  • All howitzer dispersions reduced at max range except guided shells
  • All open top mortar HP lowered to 8
  • All mortar min range reduced by 15%
  • All mortar dispersion at max range reduced
  • Helo autocanon HE raised, reload time reduced
  • New experience table for helos
  • M134 gatling rework (HE raised, range raised, accuracy lowered) + 50% ammo for helos using them
  • MMG for helos have different stats from ground MMG, giving them a higher rate of fire and better range.

 

Nato forces

 

USA

  • Increased AVENGER's Stinger missile's aim time from 1 to 2
  • M1047 LAV : Price increased 75 to 100, Base Availability decreased 4 to 3
  • M150 : Price increased 35 to 40, Base Availability increased 4 to 5
  • M1A1 ACAV : Price increased 270 to 290
  • M1A1 ABRAMS : Price increased 260 to 270
  • M2A2 BRADLEY IFV : Price decreased 85 to 80
  • M551 ACAV : Price increased 80 to 100, Base Availability decreased 6 to 4
  • M551 TTS SHERIDAN CP : Price increased 105 to 130
  • M551 TTS SHERIDAN : Price increased 75 to 100, Base Availability decreased 8 to 6
  • AH-6F LITTLE BIRD : Stabilizer decreased 3% to 2%, weapon Range increased 1025m to 1200m, Suppress damage increased 7 to 30
  • OH-58C Scout : Stabilizer decreased 3% to 2%, weapon Range increased 1025m to 1200m, Suppress damage increased 7 to 30
  • UH-60A BLACKHAWK : weapon Range increased 1025m to 1200m, Helicopter weapon Range increased 874m to 1025m
  • UH-60A CO : weapon Range increased 1025m to 1200m, Helicopter weapon Range increased 874m to 1025m
  • A-10A [RKT] : Price increased 180 to 200
  • F-15E STRIKE EAGLE : Price decreased 350 to 330
  • F-16CG [LGB] : Price increased 230 to 265, Base Availability decreased 2 to 1
  • F-16C [AA] : Price increased 205 to 210
  • F-16C [AA2] : Price increased 170 to 185
  • F-16C [AT] : Price increased 230 to 235
  • F-16C [CLU] : Price increased 230 to 235
  • F-16C [HE] : Price increased 230 to 235
  • F-16C [NPLM] : Price increased 230 to 235
  • F-16C [SEAD] : Price increased 265 to 270
  • F-4E PHANTOM II [CLU] : Base Availability decreased 3 to 2
  • F-4E PHANTOM II [HE] : Base Availability decreased 3 to 2
  • F-4E PHANTOM II [NPLM] : Base Availability decreased 3 to 2
  • AERO-RIFLE LDR. : Price increased 75 to 85
  • AIRBORNE : Price increased 60 to 70
  • I-TOW : Base Availability decreased 6 to 5
  • M2HB 12,7mm renamed AB M2HB 12,7mm
  • AB M1025 HUMVEE TOW : Price increased 75 to 85
  • M1025 HUMVEE TOW : Price increased 70 to 80
  • M113A3 ACAV : Price decreased 60 to 55

11TH ARM. CAVALRY REGT.

    • F-16CG [LGB] : cards increased 1 to 2, Veterancy locked

24TH INFANTRY DIVISION (MECH.)

    • I-TOW : Fixed Veterancy ratio
    • F-4E PHANTOM II [HE] : Fixed Veterancy ratio
    • F-4E PHANTOM II [NPLM] : Fixed Veterancy ratio
    • M150 : Fixed Veterancy ratio

3RD ARMORED DIVISION

    • I-TOW : Fixed Veterancy ratio
    • F-4E PHANTOM II [CLU] : Fixed Veterancy ratio
    • F-4E PHANTOM II [HE] : Fixed Veterancy ratio
    • F-4E PHANTOM II [NPLM] : Fixed Veterancy ratio
    • M150 : Fixed Veterancy ratio

82ND AIRBORNE DIVISION

    • F-16CG [LGB] : cards increased 1 to 2, Veterancy locked
    • M1047 LAV : Fixed Veterancy ratio

8TH INFANTRY DIVISION (MECH.)

    • I-TOW : Fixed Veterancy ratio
    • M150 : Fixed Veterancy ratio

 

United Kingdom

  • LYNX AH.1 [RKT] can't be sold back anymore
  • LYNX AH.7 FITOW : Price decreased 120 to 100, Suppress damage increased 198 to 312
  • LYNX AH.1 [RKT] : Price increased 65 to 80
  • AIRMOBILE : Price increased 60 to 65
  • AIRMOBILE GUN GROUP : Base Availability decreased 8 to 7
  • AIRMOBILE PIONEERS : Price increased 60 to 65, Base Availability decreased 8 to 7
  • TERRIERS PIONEERS : Price decreased 45 to 40
  • SAS PATROL : Base Availability decreased 6 to 4
  • AIRMOBILE SCOUTS : Base Availability decreased 7 to 5
  • M107A2 175mm : Price decreased 240 to 230
  • FV511 WARRIOR ICV : Price decreased 110 to 100
  • ROVER 101FC SUPPLY : Price decreased 25 to 20
  • SAXON renamed AT105 SAXON
  • JAVELIN LML : Price decreased 55 to 50

1ST ARMOURED DIVISION

    • Added WARRIOR APPLIQUE

2ND INFANTRY DIVISION

    • AIRMOBILE GUN GROUP : Fixed Veterancy ratio
    • AIRMOBILE PIONEERS : Fixed Veterancy ratio
    • Added FV601 SALADIN
    • Added FV603 SARACEN

 

Federal Republic of Germany (Bundesrepublik Deutschland)

  • BGS split between 5-man full MP-5 patrol BGS STREIFE (with 11th ACR) and BGS retaining the 9-man organization, but now with 3x MP-5, 5x G3 & 1x MG-3 (with TKS). BEWARE: make sure to reload them and/or their transport in your deck.
  • TORNADO IDS [AT] : Price increased 230 to 240
  • TORNADO IDS [CLU] : Price increased 230 to 240
  • TORNADO IDS [HE] : Price increased 230 to 240
  • B.G.S. renamed B.G.S. STREIFE
  • B.G.S. STREIFE : Price decreased 30 to 20
  • PIONIER (Armbrust) : Price increased 40 to 45
  • PIONIER FÜH. : Stabilizer increased 20% to 25%
  • PIONIER (Flam) : Stabilizer increased 20% to 25%
  • RESERVE PIONIER : Stabilizer increased 20% to 25%
  • FLIEGERFAUST : Stabilizer increased 20% to 25%
  • TPz FUCHS MILAN : Price increased 25 to 30

TERRITORIALKOMMANDO SÜD

    • Added B.G.S.
    • Removed B.G.S. STREIFE

 

France

  • AMX-30 B : Price decreased 90 to 85
  • ERC-90 SAGAIE PC : Price increased 110 to 140
  • ERC-90 SAGAIE : Price increased 90 to 110
  • ERC-90 SAGAIE RECO : Price increased 110 to 120
  • JAGUAR [SEAD] : Price increased 185 to 205
  • JAGUAR [SEAD2] : Price increased 205 to 215
  • MIRAGE F1 CT [LGB] : Price increased 240 to 265
  • PRÉVÔTÉ : Stabilizer increased 30% to 35%
  • M2HB 12,7mm renamed AB M2HB 12,7mm
  • DRAGON-PARAS : Price decreased 80 to 75
  • CHASSEURS-PARAS : Price decreased 60 to 55, Base Availability increased 9 to 10, trait Shock removed
  • LÉGIONNAIRES-PARAS : Price increased 70 to 80, Base Availability increased 5 to 6
  • RÉSERVISTES : Stabilizer increased 30% to 35%
  • SAPEURS (Flam.) : Stabilizer increased 30% to 35%
  • PARA. SAS : Price increased 70 to 75
  • AMX AuF1 : Price decreased 260 to 230
  • VLRA PMB : Price increased 55 to 60
  • AML-60-12 : Price increased 35 to 40
  • AML-90 : Price increased 70 to 80
  • VAB MILAN : Price increased 30 to 35
  • VBL MILAN : Price increased 60 to 70
  • VBL RECO : Price increased 30 to 35, Base Availability decreased 6 to 5
  • VLRA 20mm : Price increased 40 to 50

11E DIVISION PARACHUTISTE

    • CHASSEURS-PARAS : cards decreased 4 to 2, base Veterancy changed from 0 to 1
    • LÉGIONNAIRES-PARAS : Fixed Veterancy ratio
    • CMDT SAPEURS-PARAS : cards increased 1 to 4
    • VBL RECO : Fixed Veterancy ratio
    • Added PARAS-MARINE
    • Removed RÉSERVISTES

5E DIVISION BLINDEE

    • VBL RECO : Fixed Veterancy ratio

 

Belgium

  • F-16A [AA] : Price increased 150 to 155

 

Pact forces

  • Increased MOT.-SCHÜTZEN (Metis)'s missiles loadout from 4 to 6, on par with other Metis-armed squads
  • Added MOT.-SCHÜTZEN (Metis) its second RPK, on par with other MOT.-SCHÜTZEN
  • Added MOT.-SCHÜTZEN (SVD) its second RPK, on par with other MOT.-SCHÜTZEN
  • Added MOT.-SCHÜTZEN (Strela) its second RPK, on par with other MOT.-SCHÜTZEN
  • Replaced KDA's RPG-7 with a RPG-2
  • Increased ZPU-4's aim time from 1 to 2s

 

USSR (СССР)

  • BMP-1P : Price increased 35 to 40
  • BMP-1PG : Price increased 40 to 45
  • T-64B : Price increased 235 to 240
  • T-64BV : Price increased 250 to 255
  • T-80BV IZD. 29 : Price increased 270 to 275
  • T-80BV : Price increased 260 to 265
  • T-80U : Price increased 305 to 310
  • Mi-24D DESANT : Stabilizer increased 3% to 15%
  • Mi-24K : Stabilizer increased 3% to 15%
  • Mi-24V [AA] : Stabilizer increased 3% to 15%
  • Mi-24V [AT] : Stabilizer increased 3% to 15%
  • Mi-24V [RKT] : Stabilizer increased 3% to 15%
  • Mi-24V [AA2] : Stabilizer increased 3% to 15%
  • Mi-8MTV [RKT] : Price decreased 130 to 125, Base Availability increased 0 to 1
  • Mi-8MT ESKORTNIY : Price decreased 140 to 135
  • Mi-8MT [RKT 1] : Price decreased 110 to 100
  • Mi-8MT [RKT 2] : Price decreased 120 to 110
  • Mi-8MT [RKT 3] : Price decreased 120 to 110
  • Mi-8T [RKT] : Base Availability increased 0 to 2
  • MiG-27K [LGB] : Price increased 240 to 265
  • MiG-29 [AA] : Price increased 210 to 220
  • MiG-29 [AA3] : Price decreased 220 to 210
  • SPETSGRUPPA "A" : Stabilizer increased 30% to 35%
  • FAGOT : Price increased 45 to 50
  • DESANT. FAGOT : Price increased 50 to 55
  • DESANT. KOM. (DSh) renamed DSh. KOM.
  • DESANTNIKI (DSh) renamed DSh. (RPG-7)
  • RAZVEDKA (DSh) renamed DSh. MOT. RAZEDKA
  • DSh. MOT. RAZEDKA : Price decreased 60 to 55
  • SPETSNAZ G.R.U. renamed SPETSNAZ GRU
  • SPETSRAZVEDKA : trait Airborne removed
  • SNAYPERI SPETSNAZ renamed SPETSNAZ SNAYPERI
  • AFGANTSY renamed DESANT. AFGANTSY
  • 2S23 NONA-SVK 120mm : Price increased 95 to 110
  • 2S5 GIATSINT-S : Price decreased 260 to 230
  • 2B9 VASILEK : Price increased 45 to 60
  • DESANT. 2B9 VASILEK : Price increased 50 to 65
  • MT-LB VASILEK : Price increased 60 to 80
  • 2A45M Sprut-B : Price increased 75 to 80
  • DESANT. D-44 85mm : Price increased 50 to 55
  • MT-12 Rapira 100mm : Price decreased 80 to 75
  • BRDM-2 : Price increased 30 to 35, Base Availability decreased 6 to 5
  • BELOZOR : Base Availability increased 0 to 3
  • DESANT. UAZ-3151 SPG9 renamed SPADO. UAZ-3151 SPG9
  • GAZ-66 ZU-23-2 : Price increased 45 to 50
  • MT-LB STRELA-10M3 : Price increased 125 to 135
  • 9K33M3 OSA-AKM : Base Availability increased 4 to 5
  • 2K22 TUNGUSKA : Price decreased 155 to 135

119-Y ODT. TANK. POLK

    • BRDM-2 : Fixed Veterancy ratio

27-YA GV. MOTOSTRELK. DIV.

    • BRDM-2 : Fixed Veterancy ratio

35-YA OG DESANTNO-SHTURMOVAYA BRIG.

    • BRDM-2 : Fixed Veterancy ratio
    • DESANT. AFGANTSY : Fixed Veterancy ratio

39-YA GV. MOTOSTRELK. DIV.

    • BRDM-2 : Fixed Veterancy ratio
    • 9K33M3 OSA-AKM : Fixed Veterancy ratio

6-YA OG MOTOSTRELK. BRIG.

    • BRDM-2 : Fixed Veterancy ratio
    • MiG-21bis [RKT2] : Fixed Veterancy ratio

79-YA GV. TANK. DIV.

    • BRDM-2 : Fixed Veterancy ratio
    • 9K33M3 OSA-AKM : Fixed Veterancy ratio

 

German Democratic Republic (Deutsche Demokratische Republik)

  • SPz BMP-1P : Price increased 35 to 40
  • T-72M1K : Base Availability increased 0 to 1
  • Mi-2URN : Price increased 50 to 60
  • Mi-24D [AA] : Stabilizer increased 3% to 15%
  • Mi-24D [AT] : Stabilizer increased 3% to 15%
  • Mi-24D [AT 2] : Stabilizer increased 3% to 15%
  • Mi-8TB : Price decreased 125 to 115
  • Mi-8TV [RKT 1] : Price decreased 110 to 100
  • Mi-8TV [RKT 2] : Price decreased 120 to 110
  • Mi-8MT [UPK] : Price decreased 115 to 110
  • MiG-21bis [CLU] : Price increased 185 to 215
  • MiG-21bis [RKT2] : Base Availability increased 2 to 3
  • MiG-29A [AA] : Price increased 210 to 220
  • PALR FAGOT : Price increased 45 to 50
  • Fs-PALR FAGOT : Price increased 50 to 55
  • MOT. GRENZER : Price increased 20 to 25
  • WACH. PANZERJÄGER : Price increased 50 to 55, Base Availability increased 6 to 8, Stabilizer increased 30% to 35%
  • K.d.A. SCHÜTZEN. : Price decreased 45 to 35
  • MILITÄRSTREIFEN : Stabilizer increased 30% to 35%
  • RESERVISTEN : Base Availability decreased 12 to 10
  • WACH. AUFK. : Price increased 55 to 60, Base Availability increased 4 to 6
  • SICHERUNGS : Price increased 35 to 40
  • Fs. SCHARFSCHÜTZE : Stabilizer increased 30% to 35%
  • VOPOS FÜH. : Stabilizer increased 30% to 35%
  • VOPOS : Stabilizer increased 30% to 35%
  • WACHSCHÜTZEN FÜH. : Price increased 95 to 100, Base Availability increased 2 to 3, Stabilizer increased 30% to 35%
  • WACHSCHÜTZEN (RPO) : Price increased 45 to 50, Base Availability increased 4 to 6
  • WACHSCHÜTZEN : Price increased 45 to 50, Base Availability increased 4 to 6
  • WACHSCHÜTZEN (STOSS) : Price increased 40 to 45, Base Availability increased 4 to 6, Stabilizer increased 30% to 35%
  • PaK D-44 85mm : Price increased 45 to 50
  • PaK MT-12 100mm : Price decreased 80 to 75
  • PaK ZiS-2 57mm : Price increased 35 to 40
  • SPW-40P2 : Price increased 30 to 35, Base Availability decreased 6 to 5
  • SPW-40P2 MALYUTKA-P : Price increased 40 to 50
  • BTR-60PU renamed SPW-60PU
  • BTR-60PB renamed SPW-60PB
  • 9K33M3 OSA-AKM : Base Availability increased 4 to 5
  • Fla-SFL 57-2 : Price decreased 70 to 55

4. MOT.-SCHÜTZEN-DIVISION

    • SPW-40P2 : Fixed Veterancy ratio

7. PANZERDIVISION

    • SPW-40P2 : Fixed Veterancy ratio

K.d.A. BEZIRK ERFURT

    • Replaced the MOT.-SCHÜTZEN with proper MOT.-SCHÜTZEN (BTR) --> needs to be reloaded to your deck
    • SPW-40P2 : Fixed Veterancy ratio
    • MiG-21bis [RKT2] : Fixed Veterancy ratio
    • 9K33M3 OSA-AKM : Fixed Veterancy ratio
    • Added MOT.-SCHÜTZEN (BTR)
    • Removed MOT.-SCHÜTZEN

BERLINER GRUPPIERUNG

    • SPW-40P2 : Fixed Veterancy ratio
    • MOT.-SCHÜTZEN (BTR) : cards increased 2 to 3
    • MOT.-SCHÜTZEN (Strela) : cards increased 1 to 2
    • WACHSCHÜTZEN FÜH. : Fixed Veterancy ratio
    • Added SPW-40P2 MALYUTKA-P
    • Add one 2-pts HEL slot
    • Add one 1-pt INF slot
    • Changed one 2-pts LOG slot into one 1-pt
    • Changed one 3-pts AIR slot into one 2-pts
    • Changed one 3-pts TNK slot into one 1-pt

 

Those are the patch notes on May 23 for WARNO.

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