WOC Update Log
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Update 7.0 - More Classy Classes Update - Major Content Update
Release date: TBA
What’s New:
Classes
The following weapon classes have been added:
Infantry
The Infantry is a heavyweight variant of the Assault class, trading its excellent close-quarter combat performance and magazine size for excellent damage and accuracy, whilst maintaining some of it’s great versatility. When it calls for, toss those grenades at unsuspecting enemies while hiding in your Big Bubbler as you reload your weapon.
Statistics
- Weapon: M1 Garand
- Magazine size: 8
- Reload time: 1.95 seconds
- Rate of fire: 4 rounds per second
- Damage: 39
- Sub-weapon: Grenade
- Special: Big Bubbler
Apothecary
A guerrilla warrior turned medicine expert, this is also a variant of the Medic class, more so designed to play a complete supportive role unlike the other 2 medic classes. While it’s weapon might not be the best choice for combat, it does pack a huge punch per bullet, and its poison gas should help with large armies. When your team begins to show signs of severe injury, your General’s Vitamins should boost their health regeneration.
Statistics
- Weapon: OT-38 Revolver
- Magazine size: 5
- Reload time: 2.2 seconds
- Rate of fire: 2 rounds a second
- Damage: 41
- Sub-weapon: Poison Gas
- Special Weapon: General Vitamins
The following classes have received changes to their statistics:
Interceptor
- Increased the general movement speed by approx. 3%
- The AI will have a 3% increase to movement speed when not actively positioning to shoot.
Marksman
- Reduced the time it takes to reload the main weapon by approx. 5% (5.7 from 6 seconds)
Sub-Weapons
The following sub-weapons have received statistical changes:
MedBubble
- Increased the radius at which allies can regenerate health by approx. 8% and increased the bubble size.
Grenade
- Increased the speed at which the grenade travels by roughly 15% of its initial amount.
- Added an explosion sound for when the grenade explodes
Poison Gas
- Increased the speed at which the Poison Gas canister travels by roughly 15% of its initial amount
Maps
- Added a new map: Port Morsby
AI
- For the Enemy AI, removed large amounts of useless or unneeded code to reduce sprite size and improve FPS rates
- For the Friends AI, removed large amounts of useless or unneeded code to reduce sprite size and improve FPS rates.
UI
- Changed the picture of the main menu’s background to serve as promotional art for the update
Bug fixes
- Fixed a bug which caused airstrike bombs to only not explode when spawning on a roof, instead of disappearing like intended
- Fixed a bug which caused the AI to glitch when having a certain number of enemies nearby whilst being near the player and the B point
- Fixed a bug which caused the results screen to appear when a defeat was issued while the defeat chime played at the end of a match
Dev notes are to be released upon update release. This is the games final update for work with the sequel begins.
- Weapon: M1 Garand
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Update 7.0 Releases Tomorrow!
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@sirbots epic
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Update 7.0 is out! A smaller update: 7.1, will be focused mostly on balancing, bug fixes, and quality of life changes.
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@sirbots You might need to save the game to a .sb3 file since I think the servers are down right now
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@notjaldolfyt It’s already saved.
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Update 7.1 - Bug fixes and balancing:
Release date: TBA
Since the target of this update is on bug fixes, each individual category will see bug fixes, instead of all of them being in the bug fixes category
What’s New:
AI
- Reduced the firing sound volume of the Infantry class to be the same as the player.
- Fixed a bug causing the Apothecary class to shoot faster than intended with the Enemy AI.
- Fixed a bug causing the Enemy AI to point at the player when they’re dead or spectating.
Airstrikes
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Reduced the range at which bombs can drop inside the strike zone by approx. 9%.
- The size of the strike zone remains unchanged.
- This is to fix a bug with bombs dropping outside the strike zone.
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Fixed a bug which caused the strike zone circle to freeze on screen when a match ends, and not hide itself as intended.
UI
- Fixed a bug where the message for elimnating an enemy would not disappear when a match ends.
Sub-Weapons
The following sub-weapons have received statistical changes
Grenades
- Grenades now explode when in contact with an enemy.
Poison Gas
- Poison Gas canisters now explode when in contact with an enemy.
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Update 7.9 - Bug fix and Balance Patch
Release Date: September 26, 2025
Update 7.1 has been canceled and the changes in that update will be added along side this release, and will instead be a much larger bug fix update.
What’s new:
AI
The AI has received the following technical changes:
- Changed how the AI perceives, identify, and stores the coordinates of target locations. These changes now impact the following behaviors:
* The AI now is less likely to glitch in terms of pointing with multiple targets.
* The rate at which the AI updates target coordinates has been increased by roughly 15%
* The rate at which the AI adjusts it’s aim when pointing at targets has been roughly increased by 20%. The turn speed at which the AI turns to point at it’s target coordinates remains unchanged.
Maps
The following maps have received changes
Port Morsby
- Removed the collision at the boardwalks at the northern side of the map closest to the A point
- Fixed multiple collison issues with the buildings. The walls are now centered on the houses and are no longer offset from each of the buildings
*Fixed Airstrike bombs exploding inside of houses due to collision offset
- Changed how the AI perceives, identify, and stores the coordinates of target locations. These changes now impact the following behaviors:
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Hi @sirbots , I’m thinking of making a game similar to your war game. I posted the sneak peak in one of my forums (https://forum.creaticode.com/topic/1995/sneak-peak-for-my-next-game). Can you tell me if it looks good at first glance? Also, this isn’t a direct copy of your game, I’m using ideas from my previous top down games like Bot Test.
Also, it’s really tricky for me to make detection on enemies. If I make friendly AI units, I may also need help on that. If you are fine with helping me on that as well I would really appreciate it. You are the only one that I know that makes games similar to this.
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@the_true_odst use my targeting system for my bots. It’s hard to explain
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@sirbots I figured out the targeting system (albeit everything does need to be smaller), if you check my sneak peak topic
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Version 8.0 - Abilitative Warfare - Major Content Update
Release Date: Around October
|-Notice, this update is making significant changes to a major mechanic(s). All remixes will be heavily outdated after release-|
What’s New:
Specials
- Removed Specials.
- Abilities are to replace Specials
Abilities
- Added 4 abilities
Abilities
Final Shout - Specific to Assualt
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Increased vision when greatly injured.
- Effect: When below 25 HP, the vision reduction that’s applied will be reduced by 50%
Herbic Blood - specific to Medic
- Boosts health regeneration when not severely injured, and reduces health regeneration otherwise. Increased max health
- Effect: Increased passive health regeneration by approx. 5% above 50HP, and reduces HP reduction when below 50 HP by the same amount. 25% increased max health.
Tiger’s Eye - specific to Marksman
- When eliminating a player, it reduces the reload time of the weapon by a marginal amount permanently, but has a limit.
- Effect: Reduced reload time by 2% per kill, up to a maximum of 20%. Lasts until the player dies.
Confrontation - specific to Support
- Greatly increased maximum HP and reduced movement speed.
- Effect: 50% increased maximum HP. 15% reduced movement speed
AI
- Removed all associated code with Specials across both AI scripts
Development Notes
This update is part one of introducing Abilities, permanent effects unique to each class. These are to replace Specials.
Added 4 specials, one to each of the base 4 classes introduced in the game’s launch.
The next update will focus on adjusting the effects of each of the first 4 abilities and adding the second set of 4.
- Removed Specials.
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@sirbots dude welcome back it’s been so long
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@白刃の亡霊 Yeah, back from collage. Time to fix this game.
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Changes to the 8.0 Changelog:
Tiger’s Eye - Specific to Marksman
- When eliminating a player, gain a tiny amount of HP per kill.
- Effect: Gain 3 HP per elimination
- When eliminating a player, gain a tiny amount of HP per kill.
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@sirbots Additional change to Support: Removed the movement speed nerf and replaced it with increased player size.
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Update 8.0 is out!
Update 8.1 Patch notes will drop later today, with the update following at max the week after!
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Update 8.1 - Abilitive Abilities Pt.2 - Hotfix and Content Update
Release Date: TBA
What’s new:
AI
- For the Friends AI, made it so the Support class is bigger in size as per the Confrontation Ability
- For the Enemy AI, made it so the Support class is bigger in size as per the Confrontation Ability
Abilities
Added 4 new abilities:
Cat And Mouse - Specific to Recon
- Reduced AI detection range at the expense of reduced HP
- Effect: The range at which the AI can detect the player is reduced to 65% of the base range. 20% reduced HP
Warrior - Exclusive to Infantry
- Eliminating enemies adds rounds into the chamber.
- Effect: Each elimination adds 1 round into the chamber.
Steel-minded, exclusive to Interceptor
- Take reduced damage from enemies. Exclude Airstrikes.
- Effect: All damage takes is reduced by 15%. Airstrikes not included.
Hasted Combat - Exclusive to Combat Medic
- Increased bullet speed.
- Effect: Bullets travel 15% faster
The following Abilities have received specification changes
Herbic Blood
- Increased the rate at which health is regenerated an additional 1%
Confrontation
- Slightly reduced size by approximately 8%
Weapon Classes
The following classes have received specification changes
Medic
- Medics now start at 125 HP instead of 100
Support
- Support classes now start at 150 HP instead of 100
Assault
- This class is now selected by default when spawning without selecting a class.
Bug Fixes
- Fixed a bug which caused the AI to not point at the player when the player becomes the AI’s target
- Fixed a bug which caused the player to spawn as a placeholder class when spawning in without selecting a class.
- Fixed a bug which caused Airstrike circle zones to freeze on screen and not render appropriately when a match ends and a Airstrike is in progress and bombs have not dropped,
- Fixed a bug which prevented players from using the assigned reload key-bind to reload their weapon.
- Fixed a bug which caused the reload timer to not disappear when a match ends, and having it appear when loading up the game.
- Fixed a bug which caused enemies to point at the player in Realistic Battles while the player was spectating the match.
Development Notes
This update is focused on adding the next set of abilities, adjusting the AI to also have those abilities applied to them, performing some quality of life changes, and bug fixes.
This update adds 4 new abilities.
For the AI, A change was made so that the ability assigned to the Support class involving it’s increased size is applied.
After performing some battle trials, a small increase in the rate at which Medics can heal when above 50 HP was applied.
For the Support class, it’s size increase due to its ability was reduced to make the likely hood of the AI hitting the player and subsequent opponents less likely.
For the Medic and Support classes, it was made so that they spawn at their maximum possible HP, instead of the benchmark 100 HP. This is done so both of these classes can utilize the benefits of their abilities right away.
For the Assault class, it was made so that this class would be pre selected upon spawning without selecting a class beforehand.
Lastly, multiple bug fixes were made.
The next update will focus on balance and adding the last 2 classes, along with further bug fixes.
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@sirbots Yo I saw you were making a new game; what’s it about?
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@白刃の亡霊 its a rough project. It’s not nothing serious.
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@sirbots Oh I was intrigued
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I am aware of a bug where the Friends AI won’t attack enemies and only point at the B point. This bug will be fixed in a future update.
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Update will be pushed back until the targeting bug is fixed.
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The bug was found and a fix was made. This fix will be part of the 8.1 update.
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Update 8.1 is out! 8.5 Update patch notes will drop later today!
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Update 8.5 - Abilitive Abilities Update Month 3 - Content Update and Balance
Release Date: TBA
What’s new:
AI
- For the Freinds AI, made it so they update their target coordinates faster than before
- For the Enemies AI, made it they update their target coordinates faster than before
Weapon Classes
The following weapon classes have received specification changes
Apothecary
- Reduced the reload time by approximately 10%
- Reduced the interval at which bullets cannot be fired by approximately 17%
Marksman
- Reduced the reload time by approx. 26%
- Increased rate of fire by approx. 13%
- This is so there is not a delay before the weapon can be fired after reloading due to fire rate mechanics.
Abilities
The following abilities have been added
Always On Target - exclusive to Anchor
- Increased bullet size
- Effect: 25% increased bullet size
Chlorophyll Shells - exclusive to Apothecary
- Reloading the weapon grants a small amount of health.
- Effect: Reloading the weapon heals the player by 8-16 HP
The following abilities have received specification changes
Tiger’s Eye
- Increased the amount of health healed by 33% (3 to 4)
Steel-Minded
- Reduced the damage reduction by approx. 40% (15 to 6)
UI
- In the Battle interface, re-added the health and ammo symbols
- After spawning, a pop up will appear showing your ability for a few seconds.
- Added new cover art for the main menu
- Removed and replaced 2 battle songs
- Replaced the Preparing Match music.
- Removed all tips involving specials when loading a map or preparing a match.
Bug Fixes
None.
Development Notes
This update is focused on adding the last of Abilities, adjusting some weapon statistics to balance out their effect in the absence of specials, improving AI targeting, and multiple audio and visual changes
To make the AI more effective at targeting opponents, the rate at which they reset their targets and search for new ones has increased, and occurs more often in their behavior code.
To the Apothecary class, its reload time was reduced for it to take advantage of its new ability. Additionally, a fire rate buff was also made.
During the after update battle trials, the Marksman lacked performance severely without it’s reload booster. As compensation, a reload time buff was made, along with its rate of fire increased.
For Tiger’s Eye, make so that kills heal more health to further compensate the Marksman for lack of a reload booster.
For Steel Minded, it’s set damage reduction was toned back significantly so damage from Anchors and supports will not be overexcessively mitigated.
Lastly, multiple UI changes were made, including removing some content relating to Specials.
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Update 8.5 is out! 8.6 patch notes will drop later today.
The next update will focus on map and graphical improvements, along with major balancing with weapon classes with the primary focus centered around their abilities.
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Update 8.6 - Resolution Revolution - Content & Balance Update
Release Date: TBA
What’s coming:
Maps
General Changes
- All maps have received graphical improvements
- This change will lead to significantly longer match preparation and loading times overall. General game performance should not be affected.
Weapon Classes
The following weapon classes have received specification changes
Anchor
- Reduced the rate of fire by approx. 13% (0.09 to 0.1004)
Apothecary
- Reduced weapon damage by approx. 2% (50 to 48)
Infantry
- Increased weapon damage by 28%
- Reduced reload time by approx 3% (1.95 to 1.9)
- This is to fix a bug causing a negative reload time to periodically disable weapon reloading. The actual duration is unaffected due to how the mechanic is set up.
Combat Medic
- Reduced rate of fire by approx. 13%
UI
- Rearranged the Spawn menu so that button placement is more organized and will not overlap with other buttons.
Airstrikes
- Reduced the size of the strike zone and the area at which bombs can be dropped by approx. 20%
- Increased the amount of bombs dropped by 2.
- Reduced the explosion size of the bombs by approx. 10%
Bug Fixes
- Fixed a bug where, when using higher end devices, pressing and holding down a gamemode button in the Main Menu would cause the script to prepare and load the match to be run multiple times a second, causing mild lag spikes and in some cases, breaking the game.
Development notes
This update focuses on balancing several mechanics, improving the graphical appearance of maps, and some UI and technical fixes,
After some community feedback, the appearance of the maps have received a graphical overhaul, looking more polished, etc. Buildings have not received these changes yet but are planned in the future. These graphical changes will cause longer match preparation and loading times, but overall game performance shouldn’t be affected.
For the Anchor class, it’s overall rate of fire was reduced since the class has gotten an ability that has improved the weapon’s accuracy.
For the Apothecary class, its damage was toned back due to it’s previous buff in reload time and fire rate, and to prevent this class from being too powerful due to the aforementioned.
For the Infantry class, its damage was increased significantly to allow it to better use its ability. In past battle trials, the overall conclusion was similar to that of the Marksman: It lacked severely without it’s special. Thus, it has better combat efficiently as well as being able to use its ability effectively.
Additionally, the Infantry’s previous reload time created a bug which, in specific situations, would cause the mechanic to break due to the reload time going into the negatives. Thus, it increased slightly to fix this bug. Due to how the system works, it’s reload time is not actually decreased and will still function the same as before.
For the Combat Medic, it’s rate of fire was also reduced for similar reasons to the Anchor in terms of accuracy.
For the UI, the button layout was adjusted to allow for neater and more organized placement of the Class selection screen.
For Airstirkes, the strike zone size is reduced given how little results airstrikes can achieve over large areas of open space. Furthermore, it was made so that more bombs can drop inside the strike zone. Lastly, for balancing reasons, the explosion size of the bombs are reduced. Overall, airstrikes will be more deadly.
Lastly, a bug fix was made to prevent the game from breaking on high end devices due to buttons in the main menu being run several times a second on one click.
The next update will focus on adding weather mechanics.
- All maps have received graphical improvements
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There was a mistake regarding the Anchor’s rate of fire when comparing the 8.5 version to the 8.6 patch notes. The actual fire rate was 1 round per 0.06 seconds. This will be raised to 0.08 seconds instead of the aforementioned value.
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Update 8.6 is out and battle trials have begun. 9.0 patch notes will release later today
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9.0 Patch notes are being pushed back until further notice due to indecision from battle trials results.
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Update 9.0 - Non-Realistic Weather Pt.1 - Content and Hotfix Update
Release Date: TBA
What’s new:
AI
- For both AI sprites, fixed a bug where sometimes the code which makes the bots shoot while moving and shoot while standing still would run at the same time, effectively doubling fire rate.
UI
- Made more changes to the Class selection screen involving the teammate selection overlapping with class selection buttons.
- Added additional information regarding points earned and loss through eliminations to the appropriate Gamemodes.
- Added a realistic battle variant of Operations to the gamemode information while the map loads.
Gamemodes
The following Gamemodes have received specification changes
Operations
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Now available in the Realistic Battle Gamemodes rotation with the following rule modifications:
Defending Team: -
Defending Team Victory Condition: Must eliminate the entire opposing force.
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Defending Team Losing Condition: Enemy team earns 70 tickets or Defending Team is eliminated.
Attacking Team
- Attacking Team Victory Condition: Eliminate the defending force or earn 70 tickets.
- Attacking Team Losing Condition: Entire team is eliminated.
Frontlines
- In non-Realistic Battles, capture points can now be contested with the same rules as those in Realistic Battles
Conquest
- In non-Realistic Battles, capture points can now be contested with the same rules as those in Realistic Battles.
Realistic Battles
- After every match, the player count will also be randomly determined before every match for increased repeatability. The player count will also be displayed when the map is loading.
Technical Changes
- Added code for the weather system
Weapon Classes
The following weapon classes have received specification changes
Anchor
- Fixed incorrect fire rate values from the previous patch.
Bug Fixes
- Fixed a bug in non-realistic battles where the incorrect voice-lines would play.
- Fixed a 2nd bug in non-realistic battle mods where having the player, an ally, and enemy on the same capture point causing severe performance issues.
- Fixed a bug where respawning during the victory Theme would cause the score HUD to overlap with the results screen.
- Fixed a bug in non-realistic battles where respawning after dying would still show the name of the bot which killed the player,
Development Notes
This update is targeted at improving non-realistic battle modes, making all gamemode available to Realistic battles, making it so realistic battles are more random each match, and UI fixes.
Not much dev notes here given how simple everything is.