WARNO
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WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)
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File Size
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5.165 MB
19 Dec, 2024 @ 8:32pm
15 Oct @ 3:34pm
58 Change Notes ( view )

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WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)

In 1 collection by ShadowofChernobyl
Tactical Gameplay Maps
19 items
Description
Special Thanks
@Silver (Playmobill) for introducing me to WARNO modding. Check out his map West Fulda.
@Yokaiste for publicly providing the source code of their mod. Without this, my mod would not be possible.
@Chinofchrist for their mod which served as the inspiration for many of the scaling and gameplay changes made here, as well as assisting me with my mod

Purpose
This mod is an independent fork of Yokaiste's popular Sandbox Mod that aims to change and implement gameplay mechanics meant to provide a more slow and tactical experience than the base game. If you want more realistic engagements while also having additional options to customize your WARNO experience, consider giving this mod a try

Background
I personally prefer to play WARNO slow and methodically, with small groups of units at a time. Unfortunately, vanilla WARNO is not suited for this and doesn't provide much depth to platoon/company level tactics. I decided to create this mod so that tactical gameplay would be more believable and engaging for myself and players like me.



Key Features
Freedom Decks
Available for both NATO and PACT decks. All infantry units have access to all transports in the game, regardless of nation of origin. Created by Yokaiste, author of Yokaiste's Sandbox Mod. The freedom decks are the exact same as you'd see in their mod. I maintain my personal balanced divisions here.

Reduced LOS for Forests
Dense and light forests provide more realistic concealment. Enemies will no longer be able to see you through dense foliage, light forests or treelines

Fuel Consumption
Fuel consumption for all units has been decreased. Units can go 10x further before needing refueling. This is a lot closer to what you'd see in real life

Unit Speed
Ground units have had their speed decreased to 71% of vanilla speeds, but the "On Road" speed boost has been increased by 18%. This does not affect Air or Helo units

Engagement Range
Doubled visual range and engagement range of all vehicle cannons, auto-cannons, Gatling guns, infantry/vehicle rockets, missiles, grenade launchers and small arms weapons. Meant to more accurately reflect IRL ranges and is balanced by the reduced LOS listed above. This does not include artillery. Artillery ranges have been kept the same as vanilla

Stealth Improvements
Overall stealth for all units increased by 20%. Trees and buildings provide more of a stealth bonus. Players can now set up better ambushes with infantry or vehicles.

Auto-Orientation Disabled
Tanks and other ground based vehicles will no longer forcefully orient themselves to the nearest threat, and now allow you to manually orient them to the most relevant threat.

Weaponry Changes
• Projectile speeds increased by 50% to account for engagement range increase
• Increased A-10's GAU-8 burst length from 25 rounds to 125 rounds for more BRRRRRT
• KSM-65 100mm AT Gun was given AA capabilities due to historical precedent
• BMP-2 auto-cannon rate-of-fire increased for realism (3x).
• Artillery suppression effect and effect radius has been increased by 20%. Doubled spread of howitzer/rocket artillery to offset this
• Ground based AA Missiles and Guns have had their "time-to-lock" increased by 3x and "time-to-fire" increased by 2x to mitigate AA spam.
• Increased Smoke Grenade & Satchel Charge range (800m) to reflect that of a grenade launcher. Great for pushing your infantry across long fields
• Increased vehicle smoke launcher ammo count from 1 to 3 and shortened "firing time"
• TOS-1 Buratino range increased to 7km
• Infantry rocket launchers now take longer to aim (2x) and to reload (4x). This was done to make vehicles less vulnerable (Subject to change)

UI Changes
• Increased LOS Tool render distance (8km)
• Unit labels no longer fade away when zoomed in. Makes managing units and targeting enemies easier on maps with realistic terrain/heightmaps

Unit Changes
• Vehicles don't slow down when stunned
• Stun duration increased (8 seconds)
• Infantry take 25% less damage when stunned to simulate going prone
• Helicopters more likely to rout instead of spinning in place when stunned
• Resolute trait buffed by giving it the opposite of Reservist trait de-buffs
• Forward deployment for Field Supply Points (1000m)
• Military Police buff radius increased (3x)
• Jammer range on EW aircraft increased (2x)
• Supply Radius for supply units & Command Aura radius increased (1.5x)
• Supply capacity increased (3x)

Additional Features
• Building ruins provide concealment and can now be entered by infantry
• Doubled income for AG tactical battles

Planned
• Nothing for the time being. This mod is currently in a maintenance phase



Compatibility
Due to the way WARNO was built, and the nature of how its game files are structured, I am unable to make this mod compatible with any other mod which makes changes to the gameplay or the user interface. However, custom maps should work fine alongside this mod. If you encounter a map you believe conflicts with this mod, please report it here

Known Issues
• Penetration values are incorrect in the UI due to scaling changes. No impact on gameplay.

How to Use
1. Subscribe to the mod
2. Enable it in the in-game "mod center" and hit apply
3. Allow your game to restart

Mod out of date?
1. Right-click WARNO in your Steam Library
2. Click Properties
3. Click the Betas tab
4. In the Beta Participation drop-down menu, select the previous version of WARNO
5. Enjoy until the mod updates for the latest version of the game

Links
Bug Reports & Suggestions
News & Updates
Deck Builds
World In Flames + WTO Version
Vanilla Icon Transparency Version


Tags: tactical mod, realism mod, slow gameplay, strategic gameplay, sandbox mod, sandbox realism, Yokaiste’s Sandbox Mod, custom gameplay, realistic combat, tactical realism, extended engagement range, doubled weapon range, realistic weapon mechanics, improved stealth, forest concealment, reduced line of sight, decreased LOS, extended vision range, manual vehicle orientation, no auto-orient, realistic fuel consumption, extended fuel range, slower ground units, reduced unit speed, freedom decks, universal transports, cross-nation units, balanced divisions, stealth improvements, rebalanced AA, increased artillery radius, realistic artillery, unit behavior overhaul, stun mechanics, infantry survivability, supply range increase, command aura boost, military police buffs, EW jammer range, building ruins usable, persistent unit labels, unit visibility tweaks, tactical overhaul.
Popular Discussions View All (5)
56
10 Oct @ 4:55pm
PINNED: Bug Reports & Suggestions
ShadowofChernobyl
20
7 Sep @ 5:01am
Broken Arrow
Ethereal Phoenix
4
14 Feb @ 4:28pm
PINNED: Deck Builds
ShadowofChernobyl
393 Comments
ShadowofChernobyl  [author] 18 Oct @ 5:56pm 
@ПЯТЕРОЧКА

Like @mightyo mentioned, you can assign a keybind to toggle the UI. I do also have a seperate mod that is identical to this except it allows unit names to fade:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3480872833
mightyo 18 Oct @ 2:30pm 
@ПЯТЕРОЧКА posmotri v nastroykah upravlenia ili keyboard tam vnizu mozhno perenaznachit klavishu kotoraya skrivaet UI
ПЯТЕРОЧКА 18 Oct @ 11:49am 
Please add the ability to disable the display of troop icons when zooming in on the map with the mouse wheel. Sometimes you want to create a cinematic shot, but a mountain of troop icons gets in the way. Or you need to spot troops in a forested area, and there are a bunch of different icons of infantry and equipment, this is very detrimental to the gameplay.Please tell me if there's a way to disable this now. Thank you very much in advance. This mod is truly magical!!! Thank you very much.
ShadowofChernobyl  [author] 14 Oct @ 2:38am 
@kartoffelherzog Keyes
This means a lot, and I share this feeling with you :)
kartoffelherzog Keyes 13 Oct @ 9:49pm 
just want to say, thank you for this mod, to me i dont think i can play this game without it
ShadowofChernobyl  [author] 10 Oct @ 4:39pm 
@ColourlessAmoeba
This is a known and commonly reported effect of the 2x range increase that has been a part of the mod since day one. The actual penetration capability has been unchanged and the effect on gameplay is likely not what you think.

WARNO calculates the pen values shown in the armory by finding out what the penetration capability would be at the maximum range for that weapon. Since the max range was doubled, the pen values we're seemingly decreased. However at 500 meters, you will have the same penetration values in Vanilla and in my mod.

[Continued Below]
ShadowofChernobyl  [author] 10 Oct @ 4:39pm 
Since one of my desires for this mod is the lengthening of time that engagements last before one "side" wins, I don't think I will double the penetration values for the tank cannons in order to get their max-range pen values back to what they used to be.

I may on the other hand see if I can adjust the calculation that takes place on the backend so that it checks to see what the penetration value would be at half of the max-range.

I hope this clarifies what is taking place here well. Also thank you for playing the mod :)
ColourlessAmoeba 10 Oct @ 3:36pm 
All tank cannons seemed to be messed up. Almost every single round is somewhere 1-6 pen. The missiles are the only things that can penetrate enemy or friendly armour.
ShadowofChernobyl  [author] 10 Oct @ 10:20am 
@AgNO3
:luv:
AgNO3 10 Oct @ 5:31am 
ty for your work!