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Site Changelog

What changed on Wardogs Zone, release by release. Every new drop also gets a post in the Discord's site-updates channel.

v0.48.0

Current

The armory database got a big clean-up, and backpacks now show their real pockets!

Armory database
  • Backpack pages now draw the pockets in their real grid, with the slings beside them
  • Added the game's own descriptions to 39 attachments and 75 ammo types, and its flavor text to over 200 items
  • Items that aren't in the game anymore no longer show up in the database, and their old links lead to the real item where there is one
  • Base spread now shows in the unit the game uses, MRAD (MOA on the SKS and the Deagle)
  • ADS time is now the same number everywhere and shows for every weapon
  • Backpacks now show the slots they hold, the Field Backpack is 12 slots
  • Weights show two decimals, so the Remote Detonator no longer reads 0.0 kg
  • The 4x and 6x scopes now show their zoom and ADS cost in the loadout builder
  • Fixed the GGX 18 being listed as semi automatic only, it fires full auto too
  • Fixed wrong prices on the 155mm shell and three old magazine pages
  • Fixed the flight time, arming delay and suppression of the 155mm and mortar shells
  • The Range Finder, the Monocular, the Infrared Range Finder and the Flares are now under utility items
Vehicles
  • The M113 APC now shows its speed, fuel and seats
  • Hull sections now include the wheels and the APC radar
  • Fixed the crew lines of the AH-6 helicopters and the Humvee machine gun variants
  • The Ural and the Dune Buggy now show their descriptions
  • Fixed the vehicle damage calculator missing the small arms and armor piercing response of the Kodiak, the APC, the Bobcat, the Dune Buggy and the loudspeaker
  • The Ural's flatbed is now its own zone in the vehicle damage calculator
  • The map route planner lists the APC once
  • The Ural Defender [M249] now lists its crew as 1 Driver + 2 Gunners + 2 Passengers

v0.47.0

Snapping in the base builder is a lot more reliable now, and prefabs can be laid in rows!

Base Builder
  • Snapping follows the pointer much more reliably and no longer flickers between two spots
  • Pieces placed on other pieces now need to be fully supported, so a bunker or a CIWS no longer balances on a single Hesco
  • The SAM now fits on top of the recon tower, and so does the CIWS once the top is ringed with Hescos
  • Fixed pieces snapping in underneath others and sinking into the ground
  • Multi place now lays rows of prefabs too
  • Barbed wire, sandbag walls, hedgehogs and recon tents now tilt with the slope they sit on

v0.46.0

The 3D terrain in the base builder and the artillery board got a big overhaul!

3D terrain
  • The ground in the base builder and the artillery 3D view now matches the game's terrain far more closely
  • Hillsides and mountains now show every ridge and gully, no more jagged triangles on steep slopes
  • Fixed the peaks in north-east Bakurani and the deepest ground on Ozeti being cut flat
  • Fixed the wrong ground textures showing up close, grass fields no longer turn into gravel
  • Fixed the jagged, stepped edges along roads, they now follow the road's own line
  • Ground up close is a lot sharper, stones and gravel stand out from the grass round them
  • Finer ground now fades in smoothly instead of popping as you fly around
  • Clicks on the 3D ground land where you point, even on steep slopes

v0.45.0

3D models got a massive upgrade all around the site!

3D models
  • Vehicles, weapons and items now use the game's full detail models, no more jagged edges
  • Armour, helmets, backpacks, magazines, sights, muzzle devices, smoke grenades, keycards, tapes and more now have 3D models, about 190 more items
  • Vehicle paint is a lot sharper up close
  • The spawn APCs now wear their team's colours: red for Valkyra, green for Manticore, blue for Lonestar
  • Textures now come from the current version of the game
  • Vehicle models download a lot faster, the Little Bird is a quarter of what it was
  • Fixed the Kodiak showing up grey instead of black
  • Fixed white patches all over the Little Bird
  • Fixed the mounted machine gun and hatch sitting sideways on the L2A6, SPH-2, Humvee, Kodiak and Ural
  • Fixed the AK74, PKM, BMR-308, SV98, Verba, Scout Rifle TD, the drills and a few attachments wearing textures from other items
  • Fixed the Humvee's and Ural's tyres looking painted, every wheeled vehicle now rolls on real rubber
  • Fixed the large supply crate showing an air vent
Base Builder
  • Pieces now use the game's full detail models: the tall Hesco has its rock fill, the repair station its crates and tools
  • Fixed the Vanguard CIWS missing its gun, every finished emplacement now looks the way the game builds it
  • The world around your base keeps its real shapes: tower stairs, church arches, walls and rocks
  • Vehicles keep their shape up close and draw a lot lighter
  • Fixed the base builder and the base previews crashing on iPhone and iPad
Vehicle damage
  • Fixed the machine gun turret on the Humvee and Kodiak being turned on its side
  • Fixed the rotor, engine and fuel tank zones sitting off the Little Bird and the Z20
  • The Havoc's main rotor zone now covers its whole blade span
Artillery
  • Buildings, walls and rocks in the 3D view keep their real shapes
News & Guides
  • Fixed guides showing no picture when shared on Discord and other sites

v0.44.0

The polishing pass continues all around the site!

Front page
  • Completely reworked!
Base Builder
  • Reworked the top bar, it now stays in one row no matter how narrow the window is
  • New, open, history, save as a copy and the base's name and notes moved into a menu behind the base's name
  • Snap / Grid / Free moved from the top bar into the view
  • Left and right panels can now be collapsed (also with the , and . keys)
  • Removed the bottom bar, totals are now in the base panel and notices show up on the view
  • Fixed the base menu arrow covering the Save button on phones
Loadout planner & Vehicle cargo
  • New "Add items" dialog that shows your backpack, trunk or crate on the left and the items on the right
  • Added right click menus to items and slots (load ammo, rotate, duplicate, swap, remove)
  • Fixed magazines that couldn't be loaded with ammo (Galil 35, MP5, Deagle, M1911, FAL 20, SVD 5, PP-19 and AMP-9 drums)
  • Items that aren't sold in-game (like the MP9 Extended Mag) no longer show up
  • Fixed the cargo list running off the side of the screen on phones
  • Reworked the unlocks section, it now shows the levels needed, how many items still need to be bought and if you are short on cash
  • WARDOG levels now show as WD in the item lists
  • Drag anything between your slots, slings and backpack, it shows the space it takes and R or a right click rotates it mid-drag
  • Weapons, helmets, armor and parachutes can go in the backpack now, and weapons keep their attachments and ammo in there
  • Fixed vests and backpacks fitting inside the backpack, the game doesn't allow it
  • Weapons on slings can now take attachments and ammo
  • Fixed weapons that load rounds directly counting only one round, the MGL-40 now comes with all 6 grenades and weighs 7.1 kg like in game
Artillery
  • 3D view now shows the actual SPH-2 and mortar models
  • Added a visual blast radius
  • Fixed the targets list running over the squad section on shorter screens
TTK rankings
  • Completely reworked!
Gold exchange
  • Today's gold bar price is back and updates every day
  • Reworked the page, the gold market now lists every cosmetic grouped by price with what it costs in cash today
  • Added the change over 30 days next to the day and week
Other
  • Skins in the database now show what they cost in cash at today's gold price
  • Database has loads of new icons and a category overview
  • Community loadout cards are a lot cleaner
  • Server leaderboard fills the whole screen and names finally show properly
  • Pages load faster all over the site
  • The database opens a lot faster, especially on phones
  • Pages that take a moment now show a loading screen and a progress line at the top
  • Added a short fade between pages
  • New icons all over the site: panel headers, buttons, stats and empty lists
  • Fixed small icons showing up too big all over the site
  • Buttons and controls are easier to hit on phones
  • Guides, the Field Manual and the About, Contact, Privacy and Terms pages are easier to read
  • Item info popups no longer open when you tap something on a phone, and no longer stay on screen after the thing they belong to is gone
  • The side menu no longer opens when the mouse just passes over it

v0.43.0

Wardogs Zone now reads in German, French, Spanish, Brazilian Portuguese, Russian, Simplified Chinese and Finnish as well as English, and the flag in the new side menu lets you report anything that looks wrong on the page you're reading. The artillery board's 3D view and the base builder open on a rebuilt 3D world in a few seconds, with every building solid from any distance. The armory now shows each unlock's crest and level, and the Cash & XP calculator draws its events in the game's own marks.

Added
  • Wardogs Zone in eight languages. Every public page now reads in German, French, Spanish, Brazilian Portuguese, Russian, Simplified Chinese and Finnish as well as English, each at its own address (/de/wiki, /fr/database). Item names and game terms read the way your game client prints them, and every language has its own news feed. Pick a language from the globe in the side menu or the list in the footer and the site keeps it; if your browser asks for one of them, an English page offers it once.
  • Report a problem on any page. The flag in the side menu opens a short form for a wrong number, a translation that reads badly or something broken. Select the text first and it goes along with the report. Reports need a Discord or Steam sign-in.
Improved
  • The 3D world, rebuilt. The artillery board's 3D view and the base builder open on the whole map in a few seconds, and the page stays usable while the detail arrives. Buildings keep their shape at any distance and sharpen as you close in. Forests have canopies, walls and roofs wear their own colours, and the sky is daylight blue with haze toward the horizon.
  • Navigation down the left edge. Every tool has its own icon on a slim rail, grouped by what it is for. Rest the pointer on the rail and it opens with every name, or pin it open and the site remembers. Fold away the sections you never use and they stay folded. A tool's own pages, like the community boards and the server leaderboard, fold out under it, and full-height tools fill the whole window. On a phone the same menu slides in from a bar at the top.
  • Unlocks at a glance in the armory. Every gated item's card and table row carries a chip with its lock, the crest of the role that unlocks it (or the WARDOG badge for a career unlock) and the level. An item's page shows the requirement beside the same crest, a full-size lock sits on one line with your sync state, and the Role XP row wears its role's crest.
  • The Cash & XP calculator in the game's own marks. Every family, event and modifier carries the kill feed's and the HUD's art: the skull for a kill, the headshot and team kill marks, the crown for a shutdown, vehicle silhouettes, drills, towers and crates. Events sit on three shelves (Combat, Support, Objective) with what each one pays beside it. Every modifier shows what it adds or takes away, every option shows its payout, and the "Which one" list shows each vehicle, item and structure in its own picture.
  • A compare board that reads at a glance. Every number carries a bar scaled to the best in its row and its difference from a baseline column you pick, green where it is better and red where it is worse. Sections fold away and say what they cover, each stat explains itself on hover, Only differences hides the rows where the picks agree, and the unlock track and XP role wear the game's role crests.
  • Item pictures in search. Ctrl+K shows every item in its own picture.
  • Icons in the game's style. The site's icons are flat, crisp silhouettes like the game's HUD marks. The vehicles, weapons, lock, crosshair and radio mast are the kill feed's own shapes, the rest are drawn to match, and the controls are thin square-cut lines.
  • Skins browse like the armory. Cosmetics filter by type and set from a side rail that counts what each choice leaves, under the same search bar as the database.
Fixed
  • The server leaderboard keeps its header picture while you change the ranking, the window, the sort or the page, and so does match history. A reload still draws a new one.
  • Tools keep the mouse wheel. Zooming or panning the artillery map, the base builder, the map explorer or a 3D model with the wheel or the middle button no longer scrolls the page away. A Reference bar at the foot of each full-height tool takes you down to its guide.
  • Game sync knows when WARDOGS is open. The game refuses to share your progression while it is running, and that was behind most of the "WARDOGS did not answer" messages. Sync now tells you to quit the game, keeps your connection, and takes the reading when you press Refresh now, so you do not sign in with Steam a second time. It also reads accounts that have not played every role or bought an unlock yet.
Removed
  • Tips in the Cash & XP calculator. Tips and bribes are off the event list, which now covers what the game itself pays.

v0.42.0

SPH-2 shells now land where the artillery calculator says, because the mils it gives you follow the shell's own flight, with the sight's RNG reading shown beside them as a check. The armory keeps records with nothing on them out of search, and new About and Contact pages say who runs Wardogs Zone and how to reach the team.

Added
  • About and Contact. Two pages saying who runs Wardogs Zone, what the tools are for and how to reach the people behind them, linked from the footer.
Changed
  • Armory records with nothing to show stay out of search. The game ships parts and shells that carry a name and a class and no other detail, so those pages no longer enter the search index or the sitemap, and they carry no ad. They still open from the database and from any link you already have, and each returns to search on its own once there is something on it to read.
  • Item pages read as themselves. The reference block at the foot of a record dropped the two lines every item repeated, and shows the game's own description where the item has one.
  • Sandbox and test entries are gone from the database. Six leftovers, among them three duplicate 155mm shells and a testing rocket, no longer appear in the armory or in search.
  • Everyday swearing no longer stops a publish. A build, a base, a prefab or a comment can swear about a gun, a map or a bad round and still go up. Insults aimed at another player or a group, slurs and adverts are still refused, and the check that reads your text answers faster than it did.
Fixed
  • SPH-2 shells land where the artillery calculator says. The mils it gives you now follow the shell itself, and they are the number to set. The sight's RNG column reads long on flat shots, so the calculator shows what that column should read once the mils are in, as a check, on Bakurani with the other maps coming soon. The SPH-2 reaches about 2.6 km and can lob a round onto anything past about 220 m, and mortar solutions carry an estimate tag.

v0.41.0

Sync your WARDOGS progression with Steam and see which equipment your account can use. Your private record tracks cash, role XP and unlocks over time.

Added
  • Your progression. Track cash, gold, role levels and XP by season, with graph tooltips and a history of when unlocks were first seen. Unlock history includes item pictures, requirements and catalog prices.
  • Personal unlock status. Small color-coded icons show your unlocks in the database, loadout planner, vehicle cargo and damage tools. TTK rankings can show only weapons you have unlocked.
  • Loadout requirements. See which community loadouts you can equip, which items need a purchase and which need more levels. Hover a role requirement for your current level and the XP still needed.
  • Public role levels. Profiles show all six role levels with their game icons. The progression ladder opens at your own levels.

v0.40.1

The match history on our servers keeps every match apart now, even when the rotation plays the same map twice in a row, so a match can no longer run into the next one and show up hours long. Each match closes the moment its result comes up, with its own length, final scores and winner, and every one of those wins counts on the server leaderboard.

Fixed
  • Match history keeps back-to-back matches on one map apart. A rotation that played the same map twice in a row ran those matches together into one row lasting hours, with one win for all of them. Each match now closes when its result comes up, with its own length, final scores and winner.

v0.40.0

The vehicle damage calculator now puts each shot on the surfaces the game itself checks on every wheeled vehicle, so a fuel tank or a wheel takes the hit where it sits. Blasts can land on the ground under or beside a vehicle too. Checked against a player's single-hit tests on a Humvee, its numbers now come out much closer to what they saw in game.

Changed
  • Vehicle damage calculator hits the surfaces the game checks. On the wheeled vehicles a shot now lands on the game's own hit surfaces, so the Humvee's fuel tank sits under the rear seats, each wheel takes its own hits and the engine icon you watch in game is the hull. You can set off blasts on the ground under and beside the vehicle, a round high on the hood or windshield takes a fraction of what the same round does low on a door or the grille, and a hull at its critical line counts as the kill with its fifteen second burn. Checked against a player's single-hit tests on a Humvee, the calculator now lands much closer to what they saw.

v0.39.0

The maps carry the names the game gives them now, and every world in the 3D views stands as the current game builds it. The artillery board can show where a ridge stops your shells before you place a target. On the loadout and base boards, filters narrow what you see and a hover card shows a whole kit before you open it. Each of our servers prints the id the game's Join by ID takes, and the server leaderboard ranks the hours played on each faction.

Added
  • Join by ID on every server page. A server's page prints the id the game's main menu takes under Join by ID, with a copy button beside it, so the server is one paste away without the browser.
  • Faction ladders on the server leaderboard. Three more ladders rank the hours played on Lonestar, Valkyra and Manticore, over all time, this week or today, and a profile shows the time on each faction with the one played most marked.
  • Blocked shots on the artillery board. An experimental layer in the display settings scans the ground around the picked gun and paints red where every arc meets a ridge, amber where only the high arc gets over and grey where no elevation lands, coarse at first and finer as the gun settles, so a battery position can be judged before a target is placed.
  • Vehicle calculator picks the attacker. The board's weapon picker lists the launchers, the rifles by round, the vehicle guns, the artillery and the deployables with their own pictures and a search box, with standard, AP and hollow point rounds under the rifles.
  • Loadout board filters. Filter community builds by your own, by weapon class or one weapon, by weight class and by cost band, and sort by cheapest, priciest or lightest.
  • Hover cards on both boards. Rest on a build or a base to read its whole kit, pack, pieces and numbers before opening it.
  • Levels on every build. Each card and build page shows the class and WARDOG levels the kit asks for.
  • Requires readout. The planner's summary strip shows the class and WARDOG levels a kit needs and the one-time cash to unlock it.
  • Community in the header. Community, Discord and our servers (leaderboard, match history, rules) have their own group and section bar, with the shared loadouts, bases and prefabs linked under them; Learn keeps the Field Manual, News & Guides and Site updates.
  • Simple shading in the base builder. A graphics switch draws every piece with one flat material, for a graphics card that shows a base's shadows and not the base, and the builder flips it on by itself when the card refuses the shaded one.
Changed
  • The server rules live under the servers. The rules page is at wardogs.zone/servers/rules beside the leaderboard and the match history, and the old address sends you there.
  • Every world as the game builds it now. The artillery board's 3D view and the base builder stand on the current game's Zestafona, Bakurani and Ozeti, every building, wall, road and fence of them, where they carried the closed beta's furniture.
  • Bakurani's map picture. The map explorer and the artillery board draw the tactical map the current game ships, with the mountain rock and scree repainted since the closed beta, cut and watermarked again from that build. Ozeti's and Zestafona's pictures came out identical to what the site had and stay.
  • The pack picker shelves. Adding to the pack reads like the buy screen: Equipment with its primaries, secondaries and specialist kit and their parts and magazines, Gear with the five worn slots, Items with tactical, medical, building, recon and vehicle shelves, and loose ammo by calibre, each shelf headed the way the game lists it and sorted by unlock level.
  • Maps carry the game's names. Kavkazi, Europe and North America read Bakurani, Ozeti and Zestafona on every board, and each map carries only its three faction bases and the Control Zone placements a match can roll, so the rotation filter and the bases nobody spawns at are gone.
  • Unlocks on every hover card. An item's card prints the level and cash it unlocks at, with the class glyph on a class unlock, and an attachment's card lists what it does to recoil, spread, aim time, zoom and zeroing and which weapons it fits.
  • Attachment effects in every picker. The gunsmith on a weapon page and the planner's attachment drawer print each part's handling changes beside its name.
  • Compare board rows. Unlock track, level and cost sit on their own rows, every handling number an attachment moves has a row of its own with the better part marked, and the armor covering more of the body reads gold.
  • Grouped equip pickers. Every weapon and specialist item sits under its class heading, lowest unlock level first, with the level it needs printed on each row.
  • Circle from the centre. The artillery board's circle tool starts at the middle and drags the radius, so a ring lands where you put it and stays round.
  • Vehicle picker with pictures. The target vehicle is chosen from a searchable list with each vehicle's art, price and crew, grouped by class.
  • One APC per calculator. The M113 APC SV appears once in the vehicle damage calculator and no longer in the cargo planner.
  • Tidier board bars. Both community boards share one filter bar layout that wraps cleanly on a phone.
Fixed
  • Blocked shots stop at the ring. The scan covers the gun's reach and no further, so no band of dead ground appears outside the range ring.
  • Firing solution in 3D. The azimuth, range and elevation strip stays on screen in the 3D view.
  • The Ural's picture. Item pictures carry a stamp of their own bytes on the address, so a changed picture, the Ural's among them, reaches every browser instead of the copy the network kept.

v0.38.0

The match being played on one of our servers now sits at the top of the match history from its first minute, marked live, with who is ahead and the scores so far. Every table on wardogs.zone with more than one way to read it also sorts from its column headers now, so a leaderboard, a scoreboard or a calculator's table orders itself with one click on a heading instead of a row of buttons.

Added
  • The match being played, on the history. wardogs.zone/servers/matches lists the match in progress on each server at the top from its first minute, marked live, with who is ahead, the scores so far and how long it has run, and it stays on the list once it is over.
Changed
  • Sorting in the column headers. Every table with more than one way to read it now sorts on its column headers, with one arrow showing which way the rows run: the match history and every scoreboard, the server leaderboard, the TTK rankings, the damage calculator's zone table, a weapon page's zone table, an explosive's demolition table, the vehicle calculator's condition table, the gold rate history, your payment history and the armory's table view, where the sort select is gone. A table with an order of its own hands it back on a third click. On a phone the ranked column stays on screen and a select stands in for the hidden headers.
  • Room for the name on a scoreboard. A match's scoreboard gives the player column whatever width the numbers leave, so a name is no longer squeezed.

v0.37.0

Every match on our community servers is now on the site at wardogs.zone/servers/matches, with the result, the final scores and everyone who was on the scoreboard, and the server leaderboard sits in the Learn menu beside it so it is one press away.

Added
  • Match history. wardogs.zone/servers/matches lists every finished match on the servers we run, newest first and per server: the map, who won and by what scores, how long it ran, how many were on and who scored the most. Each match opens to its full scoreboard, with a tile per faction and every player named the way the in-game scoreboard named them, linked to their profile once Steam is connected, the matches from before they connected included.
  • Recent matches on your profile. A profile with Steam connected shows the last few matches that account played on our servers, each one press from its scoreboard.
  • The servers in the menu. Servers, Leaderboard, Match history and Rules are one group under Learn, on the header, the search, the section bar and the footer, so the leaderboard no longer hides behind the servers page.
Fixed
  • Reserved slots reach the server again. The live game build takes a reserved slot through its configuration rather than the routes the panel first spoke, so granting a slot, taking one back and pushing the list answered that the build had no such control. The push now writes the list into the configuration the way the game's own tool does, and the Reserved tab says which road it takes.

v0.36.0

The rules on our community servers now live at wardogs.zone/rules, one numbered list with the date it last changed under it, so you can read them before you join and check back when the last rule says they have moved. There is also a page for the Discord at wardogs.zone/discord, which says what you get in there, how to get in and how many people are on right now, so it is the link to send a friend who has not joined yet.

Added
  • The game server rules. wardogs.zone/rules is the one list of rules for every community server we run, numbered, with the date it last changed under it and where to report a player or have a call looked at again. The servers page, each server's page, the join doorway and the footer all link to it.
  • A page about the Discord. wardogs.zone/discord says what is in the community Discord (squad voice, shared boards, the live server cards, patch alerts, XP for playing, the leaderboard, events, language corners, tickets), how to get in, and how many people are in it right now, with the invite one press away. It is in the Learn menu, the search and the community page.

v0.35.0

Connecting Discord and Steam to your account is now one page, wardogs.zone/link, and it is worth doing: set your Clan Tag to ZONE in the game's settings and every minute you play on our community servers pays Discord XP, on top of what seeding already pays, while your matches take their place on the leaderboard. Your profile tells you which account is still missing, and the armory now shows how long the Adrenaline Pen lasts.

Added
  • Connect your accounts in one place. The new accounts page puts Discord and Steam side by side with a button for whichever one is missing, says what connecting both unlocks, and tells you which tag to wear once they are. Your profile, the front page and the servers pages all point at it.
  • Wear the ZONE clan tag. Set your Clan Tag to ZONE in the game's settings and every minute you play on our servers is counted as tag time on your record, full server or empty. With Discord and Steam both connected it pays Discord XP, on top of what seeding pays.
  • Your profile says what you are missing. With only one of Discord and Steam connected, your own profile lists what the other one unlocks and connects it in a click, and the account menu in the header offers the same.
  • How long the Adrenaline Pen lasts. Its armory page has a new Effect panel with the numbers the game runs on: one shot lasts 60 seconds, and you can give it to a teammate as well as yourself. While it runs, your tactical sprint and hold breath never drain and you count one weight class lighter. The comparison table shows the duration too, and the pen's weight of 0.06 kg, which its page used to leave blank, is filled in.

v0.34.0

The front page now points you at the Wardogs Zone Discord, where squads form most evenings and we organise patch parties and server nights on our community servers. The banner shows how many players are online in there, so you can see whether anyone is around before you join.

Added
  • The Discord on the front page. A banner below the tools shows how many players are online in the Wardogs Zone Discord right now, and one button takes you straight in.

v0.33.1

Wins on the server leaderboard count now. The faction in front when a match ends and the server moves on to its next map takes the win, so the Wins ladder and the wins on your profile start filling from the first match played after this update.

Fixed
  • Wins on the server leaderboard. A match now counts as a win for everyone on the faction in front when it ends and the server moves on to its next map, so the Wins ladder has something to rank and the wins on your profile add up.

v0.33.0

Every match you play on our community servers now counts towards a leaderboard, which ranks kills, K/D, wins, hours, cash earned and the time you spend seeding a server that is short of players. Connect Steam to your account and your record takes a place, with the matches you played before connecting already on it. The armory, the progression board and the cash and XP calculator have moved onto the Early Access build as well, so every price and unlock you read here is the one the game charges you.

Added
  • The server leaderboard. Everyone who plays on our community servers is ranked by kills, K/D, wins, hours, cash earned and the time they spend seeding a server that is short of players, over all time, this week or today. Connect Steam to your account and your record takes a place, with the matches you played before you connected already counted.
  • Your server record on your profile. Once Steam is connected, your profile shows the kills, K/D, hours, matches and wins you have racked up on our servers.
Changed
  • The armory is on the Early Access build. Every price, weight and footprint on the site comes from the build the game shipped with, so what you read here is what the vendor charges you. A Forward Operating Base is $7,500 where it used to be $2,500 and a large hammer is $2,400. A kill now pays $250 rather than $300, which the cash and XP calculator has already taken on board. The 122mm rocket and the pricier 155mm shell both take up more room than they did, and flares fill a two by two space, so a trunk you packed last week may not close this week.
  • The progression board shows the real unlock ladder. Early Access moved a lot of gear between tracks and re-priced most of what it left alone, and every gate and one-time payment on the board is now exactly the one the game asks you for. The L2A6 has moved off the career ladder onto the driver's at level 35, the Havoc joins the pilot ladder at 35 for $500,000, and the driver track now opens with the URAL at level 3 instead of the Kodiak at level 2. On the career ladder the SPH-2 sits at level 90 and the Deagle at 85.
  • The gold exchange stands on its history. No rate has been posted since the tenth of September, so the page shows the record up to that day and says so at the top. The chart, the two week table and the skin prices below it are unchanged.
Fixed
  • Supply crate sales pay the XP the game pays. The cash and XP calculator was still using an older curve for the XP you earn when a teammate buys from your supply crate, and Early Access cut it hard at the low end. A $1 sale now earns you 1 XP where the calculator showed 25, $250 earns 25, and a $1,000 sale earns 200 rather than 250. The cash side of the sale is the same as before.

v0.32.0

The server list tells you the truth about whether a server is up. It used to ask one public port on each server and trust whatever came back, so a server you could happily play on read as offline whenever that single port went quiet. It now asks the server itself, which is the thing that actually knows, and the map and the player count you see come straight from there too.

Fixed
  • A server that is up reads as up. The server list and each server's own page used to ask the public browser port alone, so a server people were playing on showed as offline whenever that port stopped answering. They now ask the server itself, and the map and the headcount come from there as well.

v0.31.0

Every server we run now has a link of its own that hands it straight to your Steam client, so joining is one press from anywhere a steam link cannot go. The page it lands on keeps the address and the browser name in front of you, because a browser that refuses to open Steam should still leave you able to find the server yourself.

Added
  • A link that drops you straight into a server. Every server we run now has a short address of its own, wardogs.zone/join/eu-1, that hands the server to your Steam client the moment the page opens. Share it anywhere a steam link cannot go, which is most places. If your browser refuses to open Steam, and several of them will ask you first, the page is still standing there with the address to copy and the name to look for in the game's own Server Browser.

v0.30.0

Running a server gets the two controls it was missing. You can put a line in front of one player without the whole server reading it, and you can move somebody between factions while the match is running, so three lopsided sides get evened out without anybody waiting for the rotation. The relay panel on the artillery board and the base builder also stops shouting, so the rooms you can open sit in the sidebar instead of filling half of it.

Added
  • Whisper one player, and move a player between factions. The server control panel gains two controls for the people running a server. A whisper puts a line in front of a single player and nobody else, so a warning about team killing reaches the person it is about without the whole server reading it. Switching a faction moves somebody onto Lonestar, Valkyra or Manticore while the match is running, which is how you even out three lopsided sides without waiting for the rotation. Both are staff controls, the faction move asks a second time before it goes out, and both land in the audit log under the name of whoever pressed them.
Changed
  • The relay panel stops shouting. The rooms you can open in the artillery board and the base builder are drawn smaller and closer together, so a squad channel and a private group fit the sidebar they sit in. A row tells you the name of the room, what kind of room it is and whether it opens by itself, and leaves out the standing you can already see the moment you use it.

v0.29.0

The artillery board and the base builder know who your squad is now, so sitting in your squad's Discord voice channel opens that squad's own board with nobody passing a code around. Our own 100-player server opens with Early Access this evening, and every server page carries the address, a button that hands it to Steam and how full the server is right now.

Added
  • Squad relays with no code to pass around. Sign in with Discord and the artillery board and the base builder already know who your squad is. Sit in a squad voice channel and both boards open onto that squad's own board the moment you load them, with nobody typing a code and nobody sharing a link. A private group gets a board of its own that stays put, so a clan comes back to the same one every evening. You pick which of them opens by itself from the relay panel, and turning it off leaves the boards solo. Whoever runs the room, the voice channel's owner or the group's officers, edits by default and can put anyone else on editing or watching with one click, live. Leave the voice channel or the group and the board closes behind you.
  • The rooms you can open, on your account page. /account lists the squad channel you are sitting in and every private group you are in, with how many people are on each roster and which of them you run.
  • A server's address, and whether anyone is on it. Every server page carries the address to connect to, one click to copy it, and a button that hands it straight to Steam so the game opens on the right server. The card in the server list carries that button too. Both now say how full the server is rather than claiming it is online whatever the truth: the count, the map it is running and whether it is answering at all come from the server itself and refresh while you watch.
  • The Wardogs Zone community server. A new post on News & Guides announces the site's own 100-player WARDOGS server, open from the minute Early Access unlocks on Thursday 10 September: a clock running to it, a Join through Steam button at the top that opens the game on the server, the address beside it to copy, how to find it in the game's server browser, the house rules and where the squads form before the first drop. It hands you on to the server's own page for the settings and the live headcount. Posts can carry a banner under the headline now, and this one does; its share card is the banner too. News & Guides gained a Community category for it.
Changed
  • Discord message links pass the content screens. A build note, a base note, a prefab's notes or a comment may link to a message or a thread on Discord, so a credit can point at the post a build came from. A message link is not an invite and opens nothing for anyone who is not already in that server, so invites stay outside links.

v0.28.1

The TTK rankings carry every gun again. The GGX 17 and the PKM had fallen out of the table because the game leaves their fire rate out, and both shotguns were listing a third shell that only repeated their buckshot.

Fixed
  • The GGX 17 and the PKM are back in the TTK rankings. Both were missing from the table entirely. They are the two guns whose files leave the rate of fire out, and the rankings dropped a gun rather than a column. They rank on damage and shots to kill against every armor tier now, and the clock reads blank where it needs a rate the game does not give.
  • The shotguns list two shells, not three. The M500 and the MP43 each carried a third row that repeated the buckshot exactly, and the armory served a page for a shell no vendor sells. The buckshot and the rifled slug now wear BUCK and SLUG badges, so you can tell them apart at a glance instead of hovering.

v0.28.0

Wardogs Zone runs community game servers now, so each one has a page telling you how it is set up and what to search for in the server browser before you join, and you can take a reserved slot on the EU server to go in ahead of the queue on the evenings it fills up. Underneath that, the fire support board and the base builder both stand on the whole world in three dimensions, with the ground and the towns streaming in around you as you fly across it.

Added
  • The artillery board in three dimensions. A 3D chip on the map strip raises the whole world: the map draped over the game's own landscape heights, every ridge and valley in relief, sharpened from the map's own tile pyramid as the camera comes down. The battery, the targets and their range rings stand on the terrain. The picked target's high and low arcs fly from the gun as the sight would send them, labelled at the apex with the mils and the clock, and a shell rides the high arc on repeat. Every stamp stands on a pillar with its icon hovering at the top, the drill towers and spawn bases are pinned, and a gun, a target or a stamp can be placed, dragged and erased on the terrain itself; the same board, the same relay, so the squad sees it too. Fly with W A S D, rise on Space, descend on Ctrl, hold Shift to go faster; the left button pans (a clean click still places), the right button orbits, the wheel zooms to the cursor and F re-frames the battery. The flight keys are remappable like the rest. Drawing tools stay on the 2D board.
  • A display dialog on the artillery board. Map colour, the layers (grid, control zones, spawns, range rings, relief, roads) and the 3D view's graphics (buildings on or off, quality, the town's draw distance, shared with the base builder's settings) moved off the crowded map strip into one dialog behind a Display button, with a shortcut on the comma key. Every layer keeps its own shortcut.
  • The whole world's buildings, streamed in around the camera. The 3D view no longer stops at the drill towers' town: every building, wall, fence and prop the game places anywhere on a world arrives in cells as the camera comes near and leaves again as it moves on, so the far end of a map is as built up as the middle. The Display dialog's town draw distance sets how far around the camera they stand.
  • The ground streams in at two metres. The 3D view keeps the whole world in view and sharpens it where the camera is: the landscape's own two-metre heights arrive tile by tile around the camera, every other sample a little further out, and the coarse world beyond. A ground detail distance in the Display dialog sets how far that reach goes, the Full quality holds every level of the wider world out two and a half times further, and the town draw distance now goes to 2 km, so a stronger machine can keep more of it.
  • Real ground under the 3D views. Both three-dimensional boards used to drape the tactical map over the landscape, and that map is a picture taken from above: tree canopies and roof tops are painted into it. With real trees and real buildings standing on top, the ground looked like it had trees printed on it. Both now draw the ground itself, made the same way the ground under a base has always been made: the game's own surface tiles blended by its own layer map underfoot, easing out into the landscape's colours with distance, everywhere on the map rather than only on the patch a plan stands on. The map you read stays the map.
  • The base builder has the run of the map. Flying, walking and building used to stop at the edge of the drill compound, which was the edge of everything there was to see. Now that the whole world draws, you cross it, build on it, and the overview climbs to three kilometres so you can look at the map you are working on. A forward position on the far ridge saves and reopens like any other plan. Pieces still may not be stacked into the sky.
  • The pointer lands where you point it, everywhere. Away from the drill compound the ghost used to appear well off to one side of the cursor, because the ground it was aiming at was the compound's own, held flat past its edge. It now reads the landscape actually drawn under the pointer, so a piece goes down where you put it wherever you are.
  • One world on both boards. The base builder used to draw its own kilometre of ground and its own copy of the town inside a world that was drawing the same thing around it, and the join showed however it was dressed: a square of ground, and buildings that simplified on one side of a line and not the other. That second world is gone. The builder now draws the fire support board's world and only that, cut, streamed and simplified by the same rules from the middle of the compound to the far side of the map. The town it streams is what you walk into, climb and open, so the whole map is solid under you rather than one square of it.
  • Bigger writing on the fire support board's 3D view. Gun, target and stamp names were set too small to read at any useful zoom. They are half again as large, on a tighter plate.
  • The base builder stands on the whole map. A plan used to sit on a kilometre of ground with nothing past its edge. Now the rest of the world is there: the landscape runs to the horizon in every direction, sharp under the base and stepping back with distance, and every town, village and industrial yard on the map arrives as the camera comes near it and leaves again as it moves on. The build patch is unchanged, so a plan sits exactly where it did and the ground it stands on is the same ground. The settings menu gained a ground detail distance, and the draw distance now reaches 2 km.
  • Trees look like trees at a distance. The 3D board and the base builder used to swap a far-off tree, hall or fence for a coloured box the size of everything it could possibly contain, which turned a wood into a wall of green blocks. Every one of them is now cut into its own shape: the mesh sliced by height and each slice measured from where its own points actually are, so a tree keeps a thin trunk under a spreading crown and a building keeps its own footprint at every storey. Big things also hold their real geometry much further out, so a hall stays a hall while a shed simplifies.
  • The smallest clutter goes first. How far something draws is now its own size's business instead of one distance for its whole size class. A pebble, a bottle and a sandbag fade out close by while walls, trees and buildings stand to the end of the draw distance, and nothing is drawn at all once it would be a few pixels on screen. Pulling the town draw distance out to 2 km now buys more buildings rather than a field of invisible gravel.
  • The fire-control panel folds. The artillery board's right panel folds to a rail to give the map the width, and Guns, Battery, Targets and Squad relay each fold on their own; the board remembers what you left open.
  • The game's own stamps on the artillery board. The marker tool now carries thirty stamps drawn with WARDOGS' own icons: the tactical map's spotted ring and friendly shield, the ping wheel's attack, defend, overwatch and fortify marks, a sniper, a soldier and a squad, the killfeed's tank, artillery, APC, truck and helicopter silhouettes, the FOB, the drill rig, the L81 mortar, the Talon SAM site and the Vanguard CIWS as the game's map draws them, and every supply the map hands out: ammo, build, fuel, spare parts, medical and the supply drop. The picker lays them out in rows, every stamp takes the ink it was placed with, and the number row still picks the tactical ten.
  • A battery on the artillery board. The board sites up to eight guns now, each numbered like a target and named with a double-click, and any editor moves, re-arms, renames or drops any of them. A gun stays on the board when whoever placed it leaves the relay. The guns panel lists the battery and sites a new gun from a typed X · Y pair, and the picked gun is the one the rings, the readout and every target's solution read from.
  • Editors and viewers on the squad relays. Every artillery board and base builder relay now has two links. The edit link lets a squadmate change the board; the view link only shows it, live, cursor and all. Whoever started the relay holds the host seat and can flip anyone between editor and viewer from the squad list. The seat survives a reload and passes to the longest-standing editor when the host leaves. A viewer on the base builder still walks the pad, pings and talks, and Save still keeps them a copy.
  • Every shot is flown over the ground it crosses. The fire support board used to answer as if the landscape between a gun and its target were not there, so a shot the hill in front eats read exactly like a shot that lands. Each arc is now walked over the terrain it flies above, and the one that meets a ridge is called out with how far short of the target the shell comes down. The two arcs are judged apart, because the high one usually clears the crest the flat one runs into, and choosing between them is what a crew has two of them for. The panel puts the blocked arc in red and names it, the map drops a cross where the shell would land, and a target with no arc left over reads as masked rather than as in range. In the 3D view the line stops at the ridge instead of drawing on through it, and the world's own larger works are checked as well, so a gun tucked in behind a hall is shown running into it.
  • Better labels on the fire support board's 3D view. Every name out there now sits on the site's own frame: a flat dark plate with corner brackets in the mark's colour, the name tracked across the middle and its numbers on a dimmer line beneath. They are drawn at your screen's own pixel density, so the writing is crisp on any panel.
  • Our community servers have a page each. /servers lists every server we run, and each one has its own page with the line to search for in the game's Server Browser and a settings sheet that explains what each setting changes for you. Wardogs Zone EU #1 is the first: a hundred players in Germany, every map in a random rotation, clear weather only, a thirty second Control Zone tick, and neither hardcore nor infantry only switched on.
  • Reserved slots on the community servers. Five euros a month, VAT included, and when a server fills up you go in ahead of everyone who has not got one. It also goes towards what the machines cost to run, which is the reason it is for sale. The slot is reserved for your Steam account, so the page offers Steam sign-in first and puts the connect step right there if you signed in with Discord. Cancel whenever you like and it runs to the end of the month you have paid for. Change your mind inside fourteen days and you get all of it back.
  • An account page of your own. /account gathers what only you can see: the slots you hold, when each renews, which Steam account it belongs to, and every payment you have made with a receipt beside it. Your card, your cancellation and your invoices live on Stripe's own pages, one button away. Your public profile carries a short version of the same, and your card details never touch this site.
  • Terms for the reserved slot. /terms says what a slot is, what happens when you cancel, how refunds work, and what we will not pretend to promise about a server always being up.
  • Website roles, and a badge for them. Two of them to start with. Owner runs the site, Staff can moderate the boards and read the reserved slot rosters, and whichever you hold shows next to your name on your profile. Owner is named in the server itself rather than granted anywhere on the site, so the account that hands out Staff sits outside what it administers and no click can promote anyone past it.
  • A page for handing out Staff. /admin, for the owner. Search anyone by name, handle, account id, Discord id or SteamID64, see the accounts they have connected so two similar names cannot be mixed up, and grant or take back Staff in one click. What each role can do is written beside it.
Changed
  • Flying the builder scales with how far out you are. The overview's WASD speed follows the camera again, and now in free flight too, where it goes by how high you are over the ground. Standing among the Hescos it is a crawl, and a few hundred metres up it crosses a world in under a minute rather than two. Settings keeps the switch: turn Speed follows zoom off and the camera holds one rate wherever it is.
  • One header for the whole site. The tool sidebar is gone, and so is the title bar that sat above every tool. One navigation bar runs across every page now, in the same place and at the same size whether you are reading the Field Manual or plotting a fire mission, and on a tool page a second row under it carries that tool's own pages. The groups are Planners, Database, Maps & Combat, Economy & XP and Learn. On a phone the lot folds into a drawer with a switcher for the tool you are in. Your name in the corner opens an account card with your profile and a log out. Search holds the keyboard while it is open and hands focus back where it came from, and the ESC hint is a close button you can press.
  • A homepage that opens on the base builder. The landing page leads with Crossroads FOB, an example base shown three ways: the overview, the overhead plan with every structure on it, and the base itself in 3D, loaded when you ask for it. Its piece count and supply bill sit on the card. Under that come search, the tools people open most, the whole directory laid out by what you are trying to do, three first steps for anyone who just bought the game, the community boards and the latest from News & Guides.
  • Tools open in the tool. Every calculator, planner and browser starts at its own controls now. The reference writing moved below the working area, where it reads as an article, and the tools that never had any got some, the base builder and the gold exchange among them. The base builder still owns the full height of a desktop screen, and its panels take their natural height on a phone. Field Manual, News & Guides, Community and Site Updates keep their headline at the top and gained a sticky bar linking the four together.
  • Artillery board keys make room for flight. Measure moved from D to B, the spawns toggle from Shift+S to Shift+N and the roads toggle from Shift+D to Shift+H, so W A S D and Shift are free for the 3D view. A key you had remapped yourself stays as you set it.

v0.27.0

The Early Access clock is running. This release times and prices a whole cargo run over the game's real roads, reads every payout off the game's own reward tables, and fits every attachment the way the gunsmith does.

Added
  • The Early Access countdown. A live clock on News & Guides runs to 16:00 UTC on Thursday 10 September, the hour WARDOGS opens on Steam, and turns into a Steam button when it hits zero. The post carries the launch time in fourteen cities and in your own timezone, the download size, what your machine needs, the $100,000 clip contest and where launch night is being run. The launch guide picked up the hour too.
  • Cash & XP calculator. A new calculator under Calculators reads the game's own reward tables: pick a kill, a revive, a vehicle, a delivery, a zone tick or any of two hundred and forty events, set where it happened and who was involved, and read the cash and the role XP with every multiplier on a receipt and the track the XP lands in named beside it. A strip compares the same action outside, in the Control Zone and in the Hot Zone, a slider scales it for the server's head count, an end of match tab runs the placement bonus, and a ledger lists every payout at once.
  • The economy chapter, extended. The Field Manual's cash chapter now carries the Hot Zone streak, how payouts scale with the server's head count, the end of match bonus and what every action pays in XP and to which track, with links into the calculator.
  • Arrange the palette yourself. The grip button above the base builder's pieces opens an arrange mode: every row and every section shows a handle to drag where you want it, or to move with the arrow keys once it has the focus, and the list keeps that order in your browser beside your favourites and your wheel. Done closes the mode and the rows get their full width back; a button at the foot of the list brings back the stock order.
  • Two inventories on every vehicle. The armory now says what a vehicle really carries: a trunk of so many slots, six on a Ural and twenty on a Lakota, where any item takes one slot whatever its size, and on the trucks and the transport helicopters a logistics bed of named slots that crates and pallets pack into by their footprint. The cargo planner loads both the same way. Every trunk class opens now, the Kodiak and the Humvee take one crate and no pallet, the MH-6 a small crate under each side, the Lakota one pallet, and rifle rounds stack to 150 in a trunk.
  • The URAL has its picture. The plain truck's card, its page and the planner show the game's own render instead of a placeholder.
  • Roads on the map. Every world's road network, drawn from the game's own road paint with the bridges joined in: asphalt in gold, the dirt lanes through the villages in orange. A Roads toggle in the map explorer's Display group and a ROADS chip on the artillery board, on Shift+D.
  • The run, timed and priced. The cargo planner ends in a map board that holds nothing but the roads, the drill towers, the bases of the rotation in play and the Control Zone placements it can roll, one of them picked if you like: click where the run starts and where it ends and it finds the fastest way for the vehicle, on the roads where they win and across the fields where they do not, and reads the time off it with the distance, the share on roads, the climb and the fuel. Helicopters fly the straight line with their engine start on top. Every vehicle's launch from standstill is in the time: the wheeled ones integrated from the game's own engine curves, gearing and weights, the tanks and the helicopters estimated until they are timed in play. The map explorer carries the same tool without the pricing.
  • What the drop pays. The cargo planner counts who rides along, every seat but the driver's, less the seats a crate takes when it sits where they would (the rear row of a Kodiak or a Humvee, the MH-6's benches, the Lakota's cabin), and prices the whole drop from the game's own reward tables: the passengers delivered, each crate and pallet set down in the circle, the stock sold at the markup you set, and a pallet's supplies into a friendly FOB, in cash and XP, scaled for the server's head count, with the crates and their stock taken back off the total.
  • What is in the crate, while you fill it. The item picker now carries the container's own grid at the top, the same tiles the planner draws, filling in as you pick, and a click on a tile takes that stack back out, so a load of sandbags is seen rather than guessed.
Changed
  • The Steam group passes the content screens. A build note, a base note or a comment may link the Wardogs Zone Steam group, steamcommunity.com/groups/wardogszone, and the screens let it through while the rest of Steam stays an outside link: an allowed place can now be one page and what sits under it rather than a whole site.
Fixed
  • Attachments that really fit. Every weapon page and the loadout planner now offer only the parts the game's own gunsmith wells admit. The M4 loses the 6-10x scopes and the 90-round drum it never took, the bullpups with a built-in optic keep their magazine well alone, a magazine appears only on the rifles whose well names it, and a sight, a muzzle device or a grip now lists every weapon it fits on its own page. A build that carried a part its gun cannot mount drops that part when it opens.
  • Sideways tiles stay in their cells. A crate lying along a cargo bed, or a rifle stood up in a pack, drew its picture across the cells around it, and the cargo bed grew a scrollbar to hold it. The picture now turns inside its own tile.
  • The MH-6 and the Talon list their hulls. The MH-6's hull, fuel tank, engine and rotor sections and its trunk, and the Talon 9K-SAM's hull, were missing from their armory pages. They are there now.

v0.26.0

Most of this one is the base builder: a base saved in up to five build stages with a picture on its card, New and Open on the toolbar, prefabs reworked on the pad and an M4 in hand on foot. The vehicle damage calculator opens as an early build, the artillery calculator dials like the gun's own sight, and the armory says what one FOB restock loads into each emplacement.

Added
  • Base builder: New and Open. New starts an empty base and Open lists your own saved bases and prefabs. The bases come most recently worked on first, with their pictures, and your own prefabs sit beside them. One press puts either on the pad; whatever was there goes to the local history first. Clear is gone, since New is what it was for.
  • Build stages. A base can be saved in up to five stages, the finished base last. Each stage is a whole plan in build order. Add a stage and it starts as a copy of the one showing, so you can build it on for the next step or take pieces away for the step before. Every stage saves with the base, the base's page shows them as a strip over the plan and the walkthrough, each with its own manifest, and the card says how many there are.
  • Pictures on the base board. Saving a base photographs the pad, and the picture leads on the base's card. It is the same picture a prefab gets, and it shows in the Open list and on the share card too, with the footprint drawing standing in for bases saved before there were pictures.
  • A rifle on foot. Walking a base now puts an M4 in your hands. Right click or F aims down the sight, which narrows the view to the sight's own magnification, so a tower's line of sight can be checked the way it will be used. Settings pick the sight from the game's own optics, iron sights to the 6-10x, and can put the rifle away. The walkthrough on a base's page carries it too.
  • Reworking a prefab. A prefab of your own opens on the pad to be changed and saved again. It comes in from its page or from Open, in its own frame with the build area drawn around it. Change the pieces and Save writes them, a new picture and the words back over the prefab.
  • Name and notes on their own. A base's or a prefab's name and notes can be changed without saving a plan. Its page and the builder's inspector both do it.
  • Vehicle damage calculator. Put rockets, charges, mines, cannon rounds or small arms on any vehicle's 3D model and read what each hit takes off it. The hull, the engine, the fuel tank, the wheels and the rotors are resolved shot after shot. It is an early build and says so on the board: the numbers are estimates and will move as the model is tuned. Every vehicle's page in the armory links to it, and it sits in the sidebar with the other calculators.
  • Emplacement resupply in the armory. The L81 Mortar, Talon, CIWS and Stingray pages say what one FOB restock takes and loads. They show how much the emplacement holds and what an Ammo Supply Pallet turns into: 24 mortar shells, 36 missiles or seven belts for the CIWS. The pallet and the loose supply pages carry the same numbers from the other side, with the cash behind each shell.
  • Ads. One labelled ad can sit at the end of a guide, the foot of an item page and under a published build, base or prefab. Google AdSense serves it, and the tools, the calculators, the builder and the maps carry none. In the EU, the UK and Switzerland Google's consent dialog asks first, and the privacy page has the button that opens it again.
Changed
  • Five thousand pieces a plan. The base builder's ceiling is up from 1,200 pieces to 5,000, on every stage of a base and over a squad relay.
  • The Bremer wall is bare. The barbed wire the model carried on top is gone, which is how the wall stands in the game. The wall now measures 4.5 m tall on the palette and in the stacking rules.
  • The artillery calculator dials like the gun. Elevation now reads as the mils on the gun's own sight, with the range the sight should show for that arc and the flight time beside it. The flight model is fitted to the sight's own range readout, so the numbers match what the gunner sees. The sight ignores the target's height, so the range to dial carries the terrain correction, and the gun's altitude sits beside the solution to check against the sight's ASL. Both guns show their near edge, and the SPH-2's high arc runs the full scale.
  • Every map measures on the same frame. Kavkazi and Europe now count the same 16.4 km across the capture as their coordinates do, so the range between two coordinate pairs is the range the board reports.
  • Fuel tanks are softer on the trucks. Rifle fire into a Kodiak's fuel tank now lands at three times what the hull lets through, a Humvee's at five times and a Ural's at four and a half. The vehicle damage calculator also reads the per-wheel hit locations the patch introduced.
Fixed
  • Building to the edge of the map. A FOB or a piece past 400 m from the centre of a world would not go down, and the click said nothing; on Europe that put every drill tower out of reach. The builder now reaches to the edge of each world's ground, and a piece held past it says so.
  • Restoring a plan drew the old pieces. Bringing a base back from the local history over another base could leave the earlier base's pieces standing where the restored ones belonged, with the manifest saying otherwise. The view now replaces a piece whose kind changed rather than moving the old one into its place.
  • Mounted guns show their ordnance. The L81 Mortar, SPH-2, Havoc and Littlebird pages now carry the Ordnance panel for the shells and rockets they fire, the way a carried launcher's page always has.

v0.25.0

The base builder's real worlds are open to everyone. Pick Kavkazi, Europe or North America and plan on the game's own ground around the drill towers, with the whole compound standing on it. Steam sign-in joins Discord on the hub, the gold exchange shows today's bar rate, the artillery board reads the game's own coordinates, and every weapon page shows all twelve hit zones with the damage curve over range.

Added
  • The real worlds are open. Pick Kavkazi, Europe or North America in the base builder's Ground menu and the plan stands on that world's terrain around its drill towers, the whole compound with it, walkable on foot. Saved bases and prefabs stand on their world in the walkthrough too. Until now the menu was on the beta site only.
  • The artillery board speaks the game's coordinates. The grid and the rulers along the edges now carry the same X and Y the game's tactical map shows, and the cursor reads them out as you move. Your gun and every target have X and Y boxes: type a pair, or paste the line Mark Coordinates puts in the squad chat, and the pin lands there. A copy button hands the pair back in the game's own form, and X jumps to the target boxes.
  • Sign in with Steam. The hub, the base boards and the prefab store now take a Steam sign-in beside the Discord one, and a profile can connect the other account at any time. Connect a sign-in that already has an account of its own and the two become one: every build, base, prefab, comment, vote and bookmark moves across, and nothing is asked twice.
  • Profiles show Steam. A connected profile carries the Steam name, and the owner manages both sign-ins from the same page. Hours in the game are coming soon.
  • The gold exchange. /economy/gold shows what one gold bar costs today, how the rate moved since yesterday and over the week, the full rate history, and every gold market skin priced in cash at today's rate.
  • Weapon pages show every hit zone. The damage panel on a weapon's page now lists all twelve zones with the multiplier the weapon puts on each one, the damage, the shots and the time to kill, beside a figure you can point at, and draws the weapon's damage falloff over range underneath it.
  • The damage calculator draws the range curve. Pick a zone and the board plots the damage to it from the muzzle to the end of the weapon's falloff, with every range where one more round is needed cut, named and measured, so the distance a headshot stays lethal reads straight off the chart. Drag along the curve to move the range.
  • The base builder is on the front page. Right under the armory hero, a section draws a real base plan that stands itself up piece by piece, costed by the builder, beside what the builder does. It is first in the section grid and in the site navigation, where the damage calculator's card and link made room for it; the calculator stays in the sidebar and under Calculators. The page is shorter too: the section grid is a compact directory and two sections that repeated it are gone.
  • Three new backdrops. A winter birch forest outside Moscow, a rain-slick industrial street and a fogbound container port join the field pictures behind the sign-in gate and the page heroes.
Fixed
  • Ranks and titles pass the content check. A base called General Fortress was refused for sounding like an officer. A name cannot make anyone staff, so the screen no longer reads rank or authority into a build name, a base name, a prefab name, a note or a comment.

v0.24.0

Wardogs Zone now runs on BETA 2. Every number on the site comes from the 2 September build: the Z20 Lakota takes the UH-1Y's place, base structures fall to far fewer charges, the Judge and the Deagle show their real damage, and North America's map and terrain are the patch's own. Clip and screenshot links are welcome in build notes and comments, and every 3D model wears the game's real surfaces.

Changed
  • Clip and screenshot links are welcome. Build notes, base notes, comments and Discord suggestions used to refuse every outside link. Links to YouTube, Twitch, Kick, Medal, Streamable, Outplayed, TikTok, Imgur, Giphy, Tenor, Gyazo and Discord's own attachments now pass, subdomains included, and staff can allow more without a deploy. Everything else is still an outside link, an address tucked inside an allowed one included.
  • The armory tracks BETA 2. Every number on the site now comes from the 2 September build. The UH-1Y is gone and the Z20 Lakota takes its place at the same $7,400 (and $8,000 with miniguns), with thirteen seats instead of nine, on its vehicle pages, in the cargo planner, on the base builder's palette and in the Pilot unlock ladder. The Scout Backpack dropped to 0.5 kg, the Monocular weighs 0.28 kg, the AMR 50 muzzle brake carries the rifle's name, the 12 gauge ammo boxes wear the slug art, and MusicTape 10 left the shop.
  • Explosives hit base structures far harder. BETA 2 rewrote the structure response table. A Bremer wall now falls to seven C4 charges instead of fifteen, a large Hesco block to four instead of ten and a small one to two instead of five, and the MAAWS and the RPG-7 have rows of their own against every fortification. The demolition panels on the item pages and the C4 counts in the base builder follow.
  • The Judge and the Deagle show their real damage. .45 Colt does 45 and .50 AE does 63 in the damage calculator, the TTK table and on the ammo pages, the closed beta's numbers.
  • Detroit rolls between three Control Zones. The Small Factory placement stays drawn on the map explorer, marked as never rolled, which is how the patch left it, and the Houses circle moved 244 m east.
  • North America's ground is the new one. BETA 2 reshaped North America's landscape and redrew its tactical map. The map explorer and the artillery board's elevation now follow the new ground.
  • Three supporter-pack skins. The faction-logo finishes for the Bushmaster M17S, the KH-2002 and the A-91 sit on their weapon pages and in the skins collection.
Fixed
  • The front page's artillery plot frames the shot again. Its window was a fixed slice of the old tactical map, so once the map was re-cut to the whole capture the battery and the control zones sat outside it and the board drew an empty grid. The window now follows the map data.
  • The base builder stacks the way the game does. Each piece counts its own kind: six small Hesco blocks stand in a column, three large ones do, and a gate or a sandbag on top of a Hesco stack is fine because it is not a Hesco. Nothing builds on a sandbag, a tank trap, a camo net, a station or a defence, which is the game's own rule. A piece snapped beside a stack stands on its own foundation, poured down to the ground when the ground is within 1.7 m and refused when it is not. The palette says how high each piece stacks.
  • Base and prefab pages fit the screen. The plan and the 3D walkthrough on a saved base or a prefab used to grow as tall as their column was wide, which on a desktop ran well past the bottom of the screen. They now stop at most of the screen's height, and the plan sits centred on its grid.
  • Weapon surfaces read right. The 3D models on item pages now take metal and roughness from the channels the game actually packs them in, so polymer furniture stops shining like chrome, steel stops looking like chalk, and every rivet and groove faces the way it was sculpted.
  • Glass and decals on vehicles. Windows draw as glass, and the decal sheets that used to sit over a fuselage as grey plates are gone.
  • Vehicles wear their paint. Each panel is composited from the game's own layer recipe, so a Humvee is dark paint with rubber trim, worn metal and dirt where the artists masked them, the Havoc's hull is slate over black instead of bare white metal, the Humvee's armoured window frames are its interior trim, and the L2A6's gun sits on its turret rather than a metre in front of it.
  • Vehicles carry their guns. The L2A6's roof M249 and hatch, the Humvee's ring turret and the Ural's bed guns were missing from every 3D view; they hang off slots inside other parts, which the assembly now follows the way the game does.
  • The tanks have tracks. The chassis mesh carries the wheels and nothing between them: the game lays a single tread link along a spline round the wheel bones at runtime, and the pipeline now does the same once, so the L2A6, the SPH-2, the Gepard and the spawn vehicles roll on track bands rather than bare road wheels.
  • The gunner's hatch sits on the turret. The L2A6's roof gun, its pintle and the open hatch lid were hung off a socket read from the wrong rig and sank half a metre into the turret. The lid sits on the roof plate now, to the centimetre, with the gun on its pintle above it.
  • Weapon pages only offer attachments the gunsmith really mounts. The game's own weapon-customization model now vets every listed part, which retires seven old magazine entries that shadowed their real replacements. The A91 and TAR-21 get their proper STANAG 30 RND Magazine back in the bargain.
  • Attachment handling numbers come from the game's own wiring. Each part now reads the exact effect the game binds to it, so the Hybrid Grip Pod finally shows its handling panel, a few parts that borrowed a neighbor's numbers show their own (none), and no-change rows no longer clutter the readout.
  • Six sold attachments were hiding from every weapon. The Hybrid Grip Pod, the Slicktap Brake, all three Multi-Caliber Suppressors and the PP-19 50 RND Vityaz Drum now appear where they mount. The Mosin Nagant gets its 20 round extended magazine back too, which shares a display name with the 10 round one and used to lose the coin toss.
  • Magazine lists agree everywhere. A weapon's magazine options, its magazines row and each magazine's own fits line now come from the same source, which also puts the BMR-308's magazine on the BMR-308 instead of the FAL.

v0.23.2

Wardogs Zone now has a tip jar. Everything on the site stays free, and the new Ko-fi link is there for anyone who wants to help cover what it costs to run.

Added
  • Ko-fi link in the footer. It sits with the Discord and Steam links at the bottom of every page. Nothing on the site is gated behind it.

v0.23.1

Removed
  • The Peanut bobblehead. The cosmetics collection no longer carries it.

v0.23.0

The base builder now stands on the game's own ground. Pick a world and plan around the real drill compound, its towers, walls and roads, on foot or in the air. Save the corner you like as a prefab, put it down anywhere as one piece, and publish it to the new Prefab Store.

Added
  • Build on the real map. Pick a world in the builder's Ground menu and plan on the terrain around its drill towers: the game's own heights, its ground surfaces blended underfoot, and the whole compound standing where it stands in the game. Buildings, fences, cranes, containers and roads, close to a hundred thousand placed things per world, walkable on foot. Placement lands on the world's own works, a container roof or a tower's deck, and refuses to stand inside their walls, small litter excepted.
  • The world pushes back on foot. Walls stop you, containers and decks hold you up, and a tower is entered through its door rather than through its wall. The compound is ground to stand on now, not scenery to wade through.
  • Graphics settings. The builder's settings menu grew a Graphics section: three scenery detail levels and a draw distance slider from 75 m to a kilometre. Every placed thing carries three levels of detail and decides for itself, by its own distance from your eye, which to wear: the full mesh close up, a crushed copy in the middle distance, a painted block far out. Small clutter stops drawing before big halls do, and the choice is remembered for next time.
  • The world says when it is still arriving. Picking a ground streams a whole town into the builder, and until now the empty first seconds looked like a missing one. A small readout now rides the bottom of the view: raising the terrain, streaming buildings with a live count, settling, and then it gets out of the way. The saved-base viewers carry it too.
  • Prefabs. Select a few pieces in the base builder, a gatehouse, a mortar pit, a Hesco corner with a crow's nest in it, and save them as one thing. The builder photographs the selection for the card, and from then on the prefab is on the Prefabs shelf of the palette, in your hand like any other piece: it snaps onto a wall by its first piece, turns with Q and E, and every piece in it is judged and billed on its own. Prefabs start private with a share link, and can be published to the new Prefab Store, where anyone can add them to their own palette, vote and comment. Yours can be saved over from the builder, so a design keeps its link while it grows.
  • The build wheel. Hold B and a wheel of seven pieces opens under the pointer; release on one and it is in your hand. A tap pins the wheel open for clicking, the mouse wheel and the arrow keys flip its pages, and the digits pick a slot. It works on foot too, where it reads the mouse as a cursor while it is open. Every page and every slot is yours to set, pieces and prefabs alike, from the new Build wheel entry in settings.
  • Take the piece you are looking at. Point at anything already standing and press T: that buildable goes into your hand, ready to place another. A wall, a vehicle, a world structure, all the same. Hunting the palette for the piece already in front of you is the slow way round, and in a base of two hundred pieces it is how you lose your place.
  • Favourites in the palette. A star on every piece and every prefab pins it to a Favourites group at the top of its list. Kept in this browser.
  • Local history. The pad is written down in your browser every few minutes while you build, and again whenever you leave the page. The new History button opens the roll: a dozen earlier versions with their times and piece counts, one click to put any of them back, and undo to change your mind. Clearing the pad files a copy first. None of it leaves your machine and none of it needs an account, so an evening's work survives a refresh, a crash, and the button you did not mean to press.
  • Private bases. Saving a base now asks whether to publish it, and the box starts unticked: new work is yours alone until you say otherwise. A private base lives off the board, out of profiles and out of the rankings, and travels only by a share link nobody can guess, blocked from search engines and crawlers besides. Publishing is forever, the dialog says so, and keeping a private version of a published base is one "save a copy" away. Everything saved before this choice existed stays published.
  • Favourites. A star on every build and every base, and a Saved filter on both boards to find them again. It is a bookmark rather than a vote: it changes no ranking, and you can keep your own work, because the question it answers is where a thing went rather than whether it was any good.
  • Comments. Both boards carry a thread now. Say what you would change, answer a question about a build order, tell somebody their drill rig is covered. A comment can be removed by whoever wrote it, by whoever owns the page it sits on, or by staff. Private bases have no thread, because they have no audience. Everything typed there goes through the same content screen every published name and note does.
  • Every Control Zone placement, on the map. The game does not fight every match in the same circle: each region rolls one of several placements, and the map explorer now draws them all. Pick a rotation, pick a placement, and the circle lands where the game would put it, named the way the server names it. Kavkazi's Bakurani rolls three, Europe carries five across Madrid and Paris, Detroit rolls four.
  • Only the drills inside count. Each placement covers its own set of drill towers. Focus one and the towers it leaves out fade on the map explorer and the artillery board both, so the board shows the match you are actually about to play. Tower pins now stand on the drills' exact spots too.
  • Control zones on the artillery board. Filter the board to a region and its placements draw as gold rings with their names, ready to be ranged against. A dashed ring is placed in the world and never rolled.
Changed
  • Downvoting is gone. Off the loadout board and off the base board, and it is not coming back. On a board this size the first thing it buried was somebody's first build, and what it measured was never worth that. The score is the upvote count now, so Top still ranks; every downvote already cast has been cleared.
  • Base notes have room for a build order. The limit was eight hundred characters, which is a tweet. A real base is a walkthrough: which FOB goes down first, what the supply order is, which wall to leave until the drill is up. It now runs to six thousand.
  • Nothing floats. A piece needs the ground under it or something that carries weight. Offering a socket high up the side of a tall Hesco no longer stands a wall on a poured tower that exists in no game.
  • Foundations fill the hole they were poured for. A Hesco laid across a slope meets the ground along one edge and hangs over air at the other, and the fill was being measured at the middle of the piece alone, so a wall on a hillside stood over daylight. The concrete now reaches the deepest ground the piece covers, up to the two metres the game's own foundation mesh reaches, and what decides whether a piece is floating is the highest ground under it, which is where it actually touches down.
  • The camera moves at the speed of what is in front of it. Flying, scrolling and dragging used to read their pace off wherever the view was last framed from, so a base picked out from two hundred metres kept those two hundred metres of momentum once WASD had carried you to arm's length of a wall, and one wheel notch went straight through it. All three now measure the world the eye is actually pointed at, and the height over the ground caps them besides.
  • The collision view moved to Shift+B. B opens the build wheel now.
Fixed
  • Towers assemble whole. Two of the game's tower kit meshes share names across folders, and the site export let one overwrite the other. Some towers on the world grounds drew the wrong pieces, scattering floors and trim into the sky above them. Every mesh now ships under its own name and the towers stand the way the game builds them.
  • Nothing hangs in the sky. The game draws its wrecked blocks with a destruction system no mesh export can see, and the rubble dressed onto those invisible floors floated in mid air over the world grounds. Anything standing on nothing is now dropped in the pipeline, and the duplicate scenery the region rotations stack on the same spot goes with it, which also cuts each world's placement count by up to two thirds.
  • The world grounds gained their missing furniture. The game keeps every destructible in a separate representation grid, and the first extraction never saw it, so brick walls stood as bare pillars, fence lines ran post to post with nothing between, and the road bridges had no decks. All of it stands now: walls with their panels, whole fence runs, bridges with decks, rails and barriers, plus the doors, windows and building parts the cooked data kept on blueprint templates. Each world carries around four times the placed scenery it did.
  • World scenery stands where the game stands it. Two extraction bugs could put a placed thing in the wrong spot or draw the wrong thing there outright (a name clash between actors, and a mesh list that shifted when ids burned). Both are fixed at the source, so what you build against is what the game fights over.
  • Smoother ground. The world grounds' height data now steps in centimetres instead of quarter metres, which takes the terracing out of every slope, and the distant ground picture is half again as sharp.
  • The ground lost its grid. Up close the terrain wore a pale lattice at every tile repeat, a few metres apart. The game's ground tiles were packed into one sheet, and past the third level of detail every tile was averaging its neighbour's edge into its own. Each one now wraps against itself.
  • The world's doors open. Around 1,300 hinged doors a world (apartments, containers, garages, fence gates) swing with the door key, away from whoever pushes them, and their collision swings too: a doorway is walkable the moment the leaf is out of it. Frames and the doors the game keeps locked stay put.
  • The world's ladders climb. Every ladder run in the scene is now a climbable shaft, merged across its segments and topped out at the landing it serves, so a drill tower is scaled the way the game means it to be.
  • Feet meet the real geometry. Walking collision used simplified stand-in copies for most of the town, and the holes in those copies were the tiny gaps a body fell through. Every probe now reads the full mesh through a spatial tree, which is both tighter and faster, and the collision view (B) draws the world's own solids around you, ladder shafts in gold.
  • Nothing hides by its pivot. The game models tower floors, crane arms and high walkways far from the point they are placed by, and the board used that point to decide what to draw and what to collide. A tower's interior floor had no footing, and factory walkways vanished from some angles while their railings stayed. Every piece is now measured from where its shape actually is, so it draws, outlines and collides in place.
  • Roads lie on the ground instead of over it. The game's road beds are invisible projection planes that paint asphalt onto the terrain, and the world grounds drew them as the long grey slabs lying across every street. They now paint into the ground the way the game means them to, curve for curve, and what remains a real mesh along a road (guard rails, bridge decks) follows its actual bend in short pieces instead of cutting the corner in one straight stick.
  • Building on the recon tower. A Hesco set on the tower's deck or roof read as floating, because the builder measured what holds a piece up against the whole tower rather than the part under it, and with the rules off it poured a foundation inside the tower. Every part of a placed piece now holds what stands on it, the deck, the roof slope, the top of any wall, and aiming at an upward face lands the piece on it in every snap mode.
  • No foundations with the rules off. Placement collision off (N) now stands down the foundations too: nothing is poured under a piece put down through a wall, and switching the rules back on pours them again.
  • Bushes stopped refusing walls. Brambles, saplings, ivy and leaf litter were solid to the build tool, which put a three-metre no-build circle around a bush you can walk through in the game. They are scenery again, on foot as well as under the hammer.
  • Turning the view no longer breaks looking straight down. Rotating around the point under the cursor used to jitter or lock up as the view came over the top, and the camera could reach the one angle where it has no heading at all and spin. It stops just short now, and leans on the limit rather than sticking to it.
  • The orbit button follows you. Holding the wheel down and flying with WASD kept turning the view around wherever you first pressed it, dragging the picture back towards a base you had already left. It re-picks what is under the cursor as you go.
  • The view stays put. Turning on foot for a long sweep could snap the camera around when the browser reported one impossible mouse jump. Those jumps are now recognized for what they are and ignored.

v0.22.0

The base builder learns the game's own foundations: every pile pours one, the 15 m build limit measures from it, and building on a tower top finally works. Around it, copy and paste, selections you can carry and turn, the game's buildings on the palette, a free flight camera, and a base hub you can filter to your own saves.

Added
  • Foundations under every pile. WARDOGS lets a piece stand at most 15 m above what founds it, and the builder now enforces the rule the way the game does: a concrete foundation is poured under the first piece of every pile, filling the gap to the ground or the deck it stands on, drawn on the board and counted as the pile's own zero. Build on top of a tower and the budget starts at the tower's deck instead of refusing over ground the pile never stood on. A piece holding another up refuses removal, so a pile can never lose the base its height is measured from.
  • Copy and paste. Ctrl C copies the selection, one piece or a boxful, and Ctrl V puts the copy down where the pointer rests, every relative offset kept. The pasted pieces come up selected, ready to be dragged or turned into place.
  • Filter the base board to yours. A Yours switch joins the base hub's filters when you are signed in, so your own saves stop hiding among everyone else's.
  • A rotation step of your own. The builder's settings choose how far one press of the rotate keys turns, from 45 degrees down to 5.625, and a Grid rotation slider turns the snap grid and its notches together, for maps whose streets run off north.
  • One flying speed, if you want it. The overview's WASD speed follows the zoom by default, faster the further you sit back. A settings switch now pins it to one speed at every zoom.
  • Carry and turn whole selections. A selection is no longer just for deleting: drag any selected piece and the lot slides with it, over the ground and onto it, Q and E turn everything about the selection's own middle, and Alt with the wheel eases it round a degree at a time. One undo puts a carried group straight back. On a shared relay it travels as its own op, so squads see the move land the way you made it.
  • World structures push back on placement. A piece cannot stand inside the drill tower's legs or the church's walls, and still builds through their doorways and on their floors: the buildings you place from the palette meet the ghost exactly as drawn, and refuse it the way your own pieces do. Their decks hold pieces the way the ground does, so a base on a tower top is a base, not a wish.
  • The build square turns with its FOB. Rotate the FOB and its 60 m build area rotates with it, outline, placement checks and spacing rule all agreeing on the same turned square.
  • Snapping learned rotation. Every joint inherits the rotation of what it mates onto: stack onto a hand-turned Hesco and the block above sits square on the block below, whatever angle your last free placement left on the wheel. While snapped, the rotate keys turn in the joint's own quarter notches, relative to the piece under it, so a stack cross-hatches and a door beside a Hesco faces along the wall or across it. Leaving the joint hands your free-mode angle back untouched.
  • Box select. The builder's select tool sweeps now: drag from the overview and everything inside the box is picked up together, outlined in gold, costed in the inspector, and removed in one press. One undo puts the whole boxful back.
  • Put prefab parts back. A part taken out of a prefab can return. Hold the matching piece over the hole in snap mode and it clicks into its old spot, or select the prefab and click any removed part's name in the inspector. Either way the part comes back exactly where it stood, at no extra cost. Placement also stopped treating removed parts as still there, so the space they leave is honestly empty.
  • Orbit around the cursor. A new settings switch pins the overview's middle drag to whatever the pointer rests on, so you turn around the wall you are looking at instead of the middle of the view. Off by default, and remembered like the rest.
  • The game's own buildings on the palette. A World Structures section joins the builder: the drill tower with its drill and canopy, the stone church, a military hangar, a warehouse hall and Europe's diving platform, each lifted whole off the maps with its furniture. They cost nothing and strip to single parts like any prefab, so you can plan a base around the tower you intend to hold. The drill tower arrives whole now: its staircase reaches the building it serves, stands on its own supports and footings, and the scaffolding skirt comes down to the ground. Every placement stays inside saved plans and squad sessions like any other piece.
  • A free flight camera. The builder's settings offer a second overview style: click into the view and the mouse becomes your eyes, WASD flies wherever you look, Space and Shift ride straight up and down, and nothing built stands in your way. The wheel still changes the piece in hand and a click still places it, so you can build from the air the way you build on foot. Orbit stays the default, and the choice is remembered.
  • Turn placement collision off. A settings switch, riding the N key, waves every placement rule through at once: overlap, stacking, the build limit and the FOB's area alike, for the layouts the checker refuses and you want anyway. On, the game's rules hold exactly.
  • A far faster board. The whole builder now draws in a handful of batched calls, where a large base alone used to cost hundreds. Big bases hold their frame rate on machines that used to struggle.
Fixed
  • A door fits beside a Hesco again. The overlap checker read the door's exported frame a few centimetres wider than the piece really is, so the join every wall line uses came up red. Every piece is now held to its own declared bounds, and flush socket joins land the way the game lands them.
  • The world structures stop a body. The palette's towers, halls and the church carried no collision at all on foot. They collide as exactly what you see now: walk the drill tower's stairs, stand on its floors, and enter the hangar through its doors rather than through its walls. Your boots grew soles too: a grated walkway holds you up, holes and all, instead of swallowing you through a gap a few centimetres wide.
  • Crouching no longer drops you through the floor. Standing back up moved the eye and left the feet buried, and the floor probe fell through the block you stood on. The feet stay planted through the change now, and standing up under a low roof keeps you crouched instead of clipping you into it.
  • Jumps meet the ceiling. A jump under a deck used to carry your head clean through it. Rising now stops where the deck starts, the way the ground stops a fall.
  • One drag, one FOB area. The multi place tool judged every copy in a dragged row against the plan alone, so a row of FOBs laid five of them inside each other's exclusion zones. Each copy now counts the row laid before it, and a drag places only what hand placement would allow.
  • The ghost that would not leave. Swapping tools while a heavy piece was still loading could strand its see-through preview at the middle of the pad for good, most often a vehicle. The preview now belongs to exactly one request at a time, and a drag interrupted mid-row cleans up after itself.
  • The door falls at 500. The barrier door's health matches the live game now, and one C4 charge fells it. Its demolition numbers across the site follow.
  • Snap onto a prefab's own walls. The recon tower, the bunker and the game's other Hesco built pieces are one plot each, but the game lets you snap onto the blocks they are made of, the Hescos up on a tower's roof included. The builder reads those same faces now, so a wall clicks onto the tower top the way it does in game instead of finding nothing there.
  • Link to the site's own pages. The content screen used to refuse every address, wardogs.zone included. A build note or base note can now cite any wardogs.zone page, a companion loadout or the calculator it was tuned in. Outside links are still refused.

v0.21.0

The base builder becomes a squad tool: share a relay code and raise one base together, live, with pings, chat and each other in view. Around it, a row-laying multi place tool, prefabs you can take apart, placement that refuses overlaps the way the game does, and demolition numbers across the armory.

Added
  • Build a base together. The base builder joined the squad relay: start a relay, hand the code or the link to your squad, and everyone lays pieces on the same pad live. A ping tool marks a spot for everyone through walls, a small chat sits over the board (on foot, Enter opens it, Enter sends and hands the keys back), a squadmate walking the base on foot stands in everyone's view as a stubby boxy crewmate in their colour, visor and backpack and all, callsign overhead, and undo only ever takes back your own steps. Saving stays personal: the plan on the pad is shared, but each player saves their own copy to their own board, and the owner's base stays the owner's.
  • The multi place tool. Drag a line and the piece in hand is laid along it, joined the way its own sockets join, so one drag raises a whole Hesco wall and one undo takes it back. In snap and grid modes the piece's rotation is the law: the drag picks one of the piece's own four rails, ahead, behind or either side, and only says how far, so a row started on a standing wall continues that wall or doubles it up. Free mode lets the line turn with the drag. The row's count and supply bill read out while you drag.
  • Nothing stands inside anything else. Placement now refuses a piece whose body would sink into a standing one, the same way the game does: body against body, so a door still goes into a doorway, a net still drapes over a wall, flush joins and stacks still join, and a Hesco inside a Hesco goes red. Parked vehicles count too, in both directions.
  • Take a prefab apart. The select tool now picks whole pieces or single parts. Point at one Hesco of a bunker, remove just it, and the rest keeps standing; the piece remembers which parts are gone, in saved bases too, and Restore parts puts them all back.
  • Jump. Space leaves the ground on foot, enough to get onto a Hesco or a crate and not enough to clear a wall. On a ladder the same key climbs.
  • Fine rotation. Hold Alt and turn the wheel to rotate the piece in hand a degree at a notch, for the angles the R key's steps cannot reach.
  • Movement speed sliders. The settings menu grew a Movement section: one slider for how fast the overview camera flies, one for how fast you walk on foot, 25 to 300 percent, remembered for next time.
  • What explosives do to a base. Every explosive's page in the armory grew a Demolition panel: its blast damage and radii, and against every structure on the build wheel, the damage per hit and how many hits bring it down. C4 and IED join the database with their real numbers for the first time, read straight from the game. A door falls to 3 charges of C4, the FOB to 5, and a Bremmer wall shrugs off 14.
  • C4 counts in the base builder. Every piece on the builder's palette says how many C4 charges it takes to destroy it, on the card, in the tooltip and on the selected piece, so a plan can be judged by how it holds up as well as by what it costs.
  • Vehicles rebuilt in full 3D. Every vehicle page now assembles the real thing the way the game does: chassis, cabin, doors, turrets, rotors and all six wheels of the Ural, placed by the game's own assembly data. Military paint, black rubber, dark glass.
  • Park vehicles in your base plan. The base builder's palette grew a Vehicles section: every drivable vehicle at its real size and vendor price, placeable anywhere on the pad to see what fits where. The bill keeps cash and supplies apart, and saved bases keep the motor pool.
  • Bushmaster M17S, Scout Rifle TD and M12G stats. Rate of fire, muzzle velocity and range for the weapons whose stats hid behind another gun's name in the game files.
  • Suggestions in Discord. Put an idea about the server or the site up in #suggestions and it gets published for everyone to vote on, with a thread of its own to argue in. Staff set a status on it and can write a reply that shows on the suggestion itself, so you can see what happened to it.
  • A standing leaderboard. #leaderboard holds the top ten and stays put. Press Browse and you get your own copy nobody else can see: switch between XP, cash and the Zone, look at all time, this week or today, page through it and jump straight to where you stand.
  • Achievements for what you actually do. Messages sent, hours on comms, reactions people give you, events you turn up to, days in a row. Each one pays XP and cash the moment it lands, and lands in #achievements. /achievements shows every one and how far along you are.
  • Parachutes, in the Field Manual. A new chapter on the Traversal slot: how you deploy a canopy and how you cut one mid-air, what the Basic chute will and will not do on the way down, and whether the Sport canopy earns the thousand dollars and nine kilos it asks for.
  • Drill towers, spelled out. The Control Zone chapter now says how a tower is actually taken, that every one of them is needed before the code completes, and that the roofs carry randomised gear worth the exposure.
Fixed
  • The loudspeaker's ladder. The ladder on its tower could not be climbed at all: the climb detection only read material names, the kit carries a generic one, and the rungs ship without a body, so holding forward walked you straight through them. The meshes themselves are read now, a thin solid stands where bodiless rungs do so there is something to lean on, and the climb stops at the platform instead of riding the rails a body's height past it.

v0.20.0

Bases you can come back to. The base builder flies now, the Drill Rig is on the palette, and a plan lives on the board instead of in a link, so you can reopen last week's FOB and keep building on it.

Added
  • Fly the overview. WASD moves the camera across the pad, Space climbs, Shift drops, and Ctrl covers ground fast. Speed follows the zoom, so it feels the same pulled back over the whole base as it does among the Hescos.
  • The Drill Rig. The hot zone's machine, all 20 m of it, at the price the game charges. It goes down inside a control zone and burns fuel supplies while it works, so the ground around it is worth planning before you pay for it.
  • Saved bases. Save a plan to the board at /loadouts/base/hub with a name and notes, and open any base straight back into the builder to keep building on it. Yours saves over itself and keeps its link and its votes; anyone else's opens as a starting point for one of your own. Every base draws its own plan from above, so the board shows you a layout rather than a title.
  • Vote on a base. The same up and down the loadout board has, and the same hot, top and new, with a search across names.
  • Edit a build you already published. Fix the name or the notes in place, or open it in the planner, rework the kit and save back over it. The link and the votes stay where they are, so nobody loses the build they bookmarked.
  • Remap every key. A binding menu on the artillery board and the base builder, two keys per action, filter, per-action reset and reset all. It says when two actions share a key, and remembers your keys in this browser. The help card and every button hint read the same bindings, so what a button says is what the key does.
  • A base survives a refresh. The builder keeps your working plan in this browser whether or not you ever save it to the board.
  • Undo and redo. Undo now steps back through everything you have done rather than only the last piece you put down, including clearing the pad, and redo puts it all back.
  • Walk somebody else's base. Every base page opens on its plan and switches to a view-only 3D view, in the overview or on foot, with fullscreen. Point at anything on the plan to name it, and press a line in the manifest to light up every one of those pieces.
Changed
  • The base builder reads as an editor. The document lives on a real toolbar (save, clear, undo, redo, how pieces land) and the view keeps what acts on the view: the tools along the top, the camera, framing and fullscreen along the bottom. Saving is no longer a button floating in the 3D scene. Totals and whatever just happened moved to a status bar along the bottom, the right panel became an inspector (what the base is, what is in your hand, what you have selected, the manifest), and the shortcut card, key bindings, the build grid and the debug views moved into a settings menu.
  • The tool and the piece in hand agree. Picking up the select or look tool puts down whatever you were holding, so nothing lands by accident, and choosing a buildable while either is up hands you the build tool back.
  • The palette folds up. Each section collapses and carries its own count, so the list of 25 buildables is a few lines when you are only laying walls. Searching opens whatever matched, however you left the sections.
  • Base links are gone, replaced by saved bases. A link could not carry a base anyone had actually finished. Save it instead and share that.
Fixed
  • Bases show up in the mod log, and the embed says which board. A saved base read as a loadout, an edit read as a first publish, and only the first save of a base was reported at all. Every publish and every edit on both boards is on the feed now, because a clean post rewritten into an advert was the obvious way past a feed that only watched first posts.
  • A refused submission says "the notes", not "that notes".
  • Every buildable bills what the build wheel charges. The shipped game packages carry a price list from before the last economy pass, so the planner was quoting the old numbers: a Drill Rig read 2 250 against the wheel's 1 801, and a Hesco block 15 against 13. A saved base is priced from its plan, so an old one shows the new total without being saved again.
  • The Recon Tower is 7.6 m tall, not 3. It, the bunker and the gate never had their size filled in and still carried the one-Hesco-block default, which is the number the planner was reading out.
Security
  • Names and notes are read before they go up. Everything written on either board passes a check for links, slurs and advertising, on the way in and on every edit after. A refusal says so and leaves your build alone, and a moderator sees what was caught.

v0.19.0

The base builder is here. Lay a FOB out in 3D before the match and watch the supply bill add up as you place, then drop to eye height and walk through what you drew.

Added
  • Base builder. Lay a FOB out in 3D at /loadouts/base, with the 24 buildables the game gives you: the FOB itself, the fortifications, the Vanguard CIWS, the Talon 9K-SAM, the L81 mortar and the Stingray, and the support kit, each with the build wheel's own art. Pieces mate on the game's own snap sockets, so two Hesco blocks land 1.5 m apart because that is where the sockets are, and a stack stops where the game stops it: five Hesco blocks, and the sixth turns red. The supply bill and the manifest add up as you build.
  • The base starts at a FOB. Nothing goes down until one does, and everything is built inside the 60 m square it claims. A second FOB extends the base, so long as the two squares do not overlap.
  • Walking your own base. Switch from the overview to on foot and stand in what you drew. Doors and gates swing on their real hinges, the recon tower's ladder can be climbed, and you can walk into a bunker through the doorway the game leaves in it. What stops you is the game's own collision, so camouflage netting lets you through while the poles holding it up do not, and a flag or a decal stops nobody.
  • Sharing a plan. Every base packs into its link, so a squad can open the same layout.
  • Getting around it. Search the buildables, or turn the wheel on foot to change the piece in hand the way you would change a weapon. Walking in hands you the look tool, since the first thing anyone does on foot is look around. Every control carries its key.

v0.18.0

The whole database moves onto the closed beta build. Skins arrive with it, every weapon gains the melee and zeroing numbers we could never read before, and explosive payloads finally have somewhere to live.

Added
  • Skins and cosmetics. All 26 cosmetics across six sets, each with its card art, the set it belongs to and its gold price, collected at /database/skins. A skin repaints one named weapon or vehicle, so that weapon's own page lists the skins that fit it. Bobbleheads and emotes stay in the collection rather than on an item, since a bobblehead bolts into a slot most vehicles have.
  • Ordnance on launcher pages. Every weapon that fires an explosive payload now shows what it throws: direct hit damage, the blast radius, the inner radius that takes the full blast, shell mass and arming delay. The RPG-7's rocket is 110 on a direct hit plus 120 concussion inside a 12 m blast.
  • Melee, zeroing and spread on every weapon. Rifles bash for 35, machine guns and marksman rifles for 40, pistols and SMGs for 20. Weapon entries also list how far the sights zero and the base cone of fire.
Changed
  • Closed beta data. Prices, damage and stats now come from the closed beta build. The MGL-40 went to $6,000 and the FAL to $6,500, the Gepard is off the vendor list, and pistols hit noticeably harder: limb shots went from 1.05x to 1.3x and body shots from 1.0x to 1.05x. The .45 Colt is up to 45 damage and the .50 AE to 63. Buckshot now loses most of its bite against armor.
  • Budget loadout guide. The Overwatch Kit is $16,320 after the FAL's price rise, and the tables in the guide say so.
Fixed
  • AK74 and MP5 3D models. The AK74 was showing a lone magazine, because its rifle mesh never made it out of the extraction and the model picker fell back to whatever else sat in the weapon's folder. Both now render the actual weapon, and 201 items have a model, up from 187. The AT4 shows its launcher tube instead of the rocket, and items that were borrowing an unrelated mesh (the medkit and the resuscitator, which picked up a truck-bed mount) show no 3D rather than the wrong one.

v0.17.0

The Compound Bow draws into the damage calculator with its broadhead arrows and its own hit zones. The site also fails softer now: model views say so when a device cannot run 3D, and blocked browser storage no longer risks a page fault.

Added
  • Compound Bow in the damage calculator. The bow now sits in the weapon picker with its broadhead arrows: 77 base damage, a one shot kill to the head and torso on unarmored targets, and its own hit zone profile. Armor numbers land within a hair of community range tests. The Rambo explosive arrow stays out for now, since its damage comes from the blast rather than the arrowhead.
Fixed
  • Model viewer fallback. Devices that cannot start 3D now get the viewer's unavailable notice right away instead of a loading spinner that never settles.
  • Storage guards. Browsers that block site storage no longer risk a page fault when the sidebar reads its collapsed state or the planner saves your loadout. Everything keeps working, it just is not remembered between visits.

v0.16.0

Your kit steps on the scale. The planner and the hub now read carry weight in the game's own five classes, sprint locks included, and the hub's publish button holds a steadier line against flooding.

Added
  • Weight classes. The loadout planner now reads your carry weight the way the game does. The class name sits beside the kilos, the five step bar fills as your build gets heavier, and hovering the readout opens the full ladder with what your class costs you: speed, jump, sway, ADS time, and from 27 kilos the sprints you lose. The hub speaks the same language: every published build card names its class, and the build page's weight tile opens the same ladder.
  • A steadier publish gate. Publishing to the loadout hub now takes a quick Cloudflare check inside the publish window, holds to two publishes a minute, and asks brand new Discord accounts to wait a week. The privacy page explains the short-lived record that makes the limits work.

v0.15.0

Your levels, your matchups and your search bar. The progression board brings the whole unlock ladder into the browser, any two pieces of gear can now be put side by side, and Ctrl K jumps anywhere on the site. Armor also got honest: hollow point used to read the same number against every vest in the game, and it no longer does, so every kill count on the site moved with it.

Added
  • The progression board. The levels screen, rebuilt for the browser at /progression: the Wardog banner on top, the six class cards under it, and under those the full unlock ladder. Set your class levels and the board sums your career, lights up what is open, marks the next gate on every ladder and totals what the remaining unlocks cost. Every entry links into the database.
  • Compare. Any armory entries side by side at /database/compare: damage, time to kill, handling, protection, speed and price, with the better number marked wherever better has a clear direction. The board grows a column per pick and scrolls sideways when the matchup outgrows the screen. Every item page and every database card carries a Compare link, and the address bar carries your picks so a matchup can be sent as a link.
  • Search everywhere. Press Ctrl K anywhere on the site, or the search button in either bar, and one palette jumps to any tool, database entry, Field Manual chapter or news post. Arrow keys move, Enter opens.
  • Delete your account. Your profile page carries the button that closes it for good: the account, every build you published and every vote you cast, all removed in one press with nothing kept behind. Your Discord account is untouched.
Changed
  • The privacy page covers accounts. It now names the two cookies the sign-in sets and how long each one lasts, what Discord hands over, what publishing a build makes public, and how to have any of it removed. The first-visit notice was reworded to match, the sign-in card says what it stores before you press it, and the app sidebar carries a link to the page.
Fixed
  • Armor tiers now change what your ammo does. A flesh round loses almost everything to a heavy plate, piercing gives up the least of any round, and every tier in between is a real step. Flesh used to read one flat number against every vest in the game, and piercing barely moved from a Level 1 plate to a Level 4. The damage calculator, the TTK rankings, the compare board, every item page and the Discord armory commands all moved with it.
  • .50 caliber meets armor like everything else. The AMR 50 used to read full damage through a Level 4 vest. A heavy plate takes its 65% cut from a .50 the same as from any other round, and the numbers now say so.
  • Piercing rounds scale with the cartridge. How much plate armor piercing meets depends on what it is chambered in: a pistol round gives up the most, a full power rifle round the least. The calculator reads them apart instead of treating every AP round the same.
  • The ammo and armor guides match the calculator again. Every shot count in the ammo guide was re-checked against the corrected model, and the ones that moved were rewritten.

v0.14.0

Accounts land on Wardogs Zone. Sign in with Discord, publish your kits to a public hub, vote on everyone else's, and take a rank in the community server that pays you to show up. The maps opened up too: every world ships its full 16 km with the real terrain under it, and artillery now flies its shells through air across the rise between gun and target.

Added
  • A real category tree in the database. The filter panel is now a map of the whole armory: Weapons, Attachments, Ammunition, Equipment and Vehicles, each opening into its classes with live counts. Assault rifles, muzzle devices, magazines, armor, helicopters, every shelf is one click, several stack at once, and the selection rides in the link so you can send someone straight to a shelf.
  • Real unlock levels and prices on every item. Each entry now shows the level that puts it in the shop, career or class, and the one-time payment it takes once you are there. The AK74 reads Infantry 3 and $10,000, the Havoc reads Pilot 35 and $500,000, and gear without a gate simply shows its price. The armory commands in Discord carry the same readout.
  • The whole map, edge to edge. Every world now ships the full 16 km the game captures, where it used to stop at the box the towers sit in. The mountains, the back country and the ground your convoy crosses to get there are all on the board. It still opens framed on the fighting, so nothing moved; there is simply more map when you pull back.
  • Topography. A new TOPO layer draws the terrain the game actually built: elevation shading, hillshade and 10 m contours, on the map explorer and the artillery board. The ruler reports the rise between its two points, and every zone card carries its altitude.
  • Artillery reads the ground. Firing solutions now use the real height difference between your gun and the target, so a shoot from the valley onto a ridge is not the same firing data as a shoot across the flat. The card shows the target's altitude and the rise to it.
  • The Loadout Hub. Publish a kit from the planner and it lands on a public board at /loadouts/hub, sorted by what the community rates. Open any build straight back into the planner, filter by role, and search by name.
  • Sign in with Discord. One click, no password. It unlocks publishing, voting and a profile at /u/<name> that collects your builds and the score they have earned.
  • Voting. Every published build carries a score. One vote each, press the same arrow again to take it back.
  • Sling slots in the planner. Wear a Gunner or Arsenal pack and its slings show up under it, one row each. A sling carries anything the buy screen sells into a weapon slot: every rifle, every sidearm, and the whole specialist shelf, so an RPG, a drill, the Halligan bar or a defibrillator all hang off one. It goes on bare: a slung gun takes no sight, no magazine and no loaded round, so those rows have no attachment grid. Swap to a pack with fewer slings and the planner says what came off.
  • Armory commands in Discord. /weapon, /ammo, /vehicle and /item answer with a stat card and a link to the full entry. /ttk ranks a gun against every armor tier. /build pulls a published loadout off the hub. All of them autocomplete against real item names.
  • The FPS Games Show write-up. BULKHEAD is running its own FPS showcase on 3 September and WARDOGS has a slot in it, a week out from Early Access. The post carries the start time in your timezone, the full sixteen-game bill and why the show exists at all. It is on the Discord calendar as an event too.
  • The Early Access launch guide. One page for the tenth of September: when WARDOGS unlocks, what the two editions cost, what is in the box on day one, and our read on who should buy at the door. It picks up the unlock hour the moment BULKHEAD posts one.
  • Moderation on the hub. Build names and notes pass a language screen before they publish, and links are refused outright. A refusal names the field so you know what to fix. Every build that lands is also reported to the moderators on Discord the moment it goes up.
  • Mortars now have a minimum range. The L81's tube only comes down so far, and past the elevation that throws a shell furthest, every extra degree lands it shorter. The closest it can drop a round is about 120 m, so the board draws that dead circle in red around the gun and a target inside it reads "too close" rather than handing you an elevation that will never work. The SPH-2 depresses under level and reaches anything from the muzzle out, so it keeps a single ring. The gun panel lists both edges.
  • Wardogs get paid. Talking in the community Discord earns XP and cash, and every level moves you up a named rank from Recruit to WARDOG that you wear as a real role. Wallets open at $10,000, the same balance the game hands a new career. /rank says where you stand, /leaderboard sorts the server by XP or by wallet.
  • A vendor in Discord. /vendor opens a shop inside one message: every purchasable weapon and all four armor tiers, priced off the same unlock ladder the site publishes. Your own faction's recruit rifle is free. /equip puts what you own on your record.
  • Service records. /profile draws your card: rank, faction stripe, the guns and armor you have equipped, your medals and your Zone wins.
  • Voice channels of your own. /voice buy sells a named channel, $30,000 a month or $750,000 outright. /voice extend banks up to 90 days and /voice upgrade raises the user cap as the squad grows.
  • The Zone. One channel in the Discord holds a contested point. Deploy for your faction and it runs hot for 15 minutes. Every 10 minutes the board pays everyone standing on it and scores whichever faction holds the most ground, double while the point is hot. First to 100 takes the game, the board posts the top five contributors, and a fresh one opens right after.
Changed
  • TTK starts at the trigger pull. Time to kill now adds the round's flight to your range on top of the follow-up shots. A sniper's one-shot kill stops reading as instant: a Mosin chest shot at 300 m reads the 0.35 s the bullet spends in the air. Set a range in the TTK rankings and slower rounds pay for the trip, so the order shifts with distance. The damage calculator prints the flight time under its range slider.
  • Item pages put the numbers first. The picture moved into a compact side rail with the price and unlock beside it, and the readouts take the width that freed up. Spec sheets now run two columns, so the whole entry fits on screen with far less scrolling.
  • One Database entry in the sidebar. The app sidebar carries a single Database link now and the category tree inside the page does the browsing, so the same list is never in two places.
  • The updates page is now the Site Changelog. Same release history, a name that says what it is.
  • The artillery calculator names the mortar too. Its title covers the SPH-2 and the L81, so looking for either one finds it.
  • A calmer address bar on the damage calculator. It waits for you to change something before it rewrites the URL, and it writes once you let go of the range slider instead of on every tick.
  • The role list reads as a dossier. Roles in the Discord now sit under RANK, CLASS, REGION, FACTION and LANGUAGE headers, so a profile reads as sections instead of one long pile.
Fixed
  • Weapon pages stop offering slots the gunsmith does not have. The loadout builder and the planner used to hang barrels, stocks, handguards and grips on every weapon, none of which the game lets you swap. Now a weapon shows only what its gunsmith really offers: the Galil reads sight, muzzle, underbarrel and magazine, the GGX pistols a slide optic and their magazines, and the MP43 just its shells. The full optic set also arrived, so the Kobra, the holographics and the prism scopes finally show up on the rifles that mount them.
  • The L81 mortar was shooting three times too far. Its stats record reads 800 m/s, which is a tank gun's figure, and flying that gave the buildable mortar 2.9 km of reach: further than the 155mm howitzer parked next to it. The board now covers roughly 120 m to 700 m for the mortar, which is the ground a mortar actually holds, and every elevation and flight time on it moved with the fix.
  • The artillery board was drawing the wrong picture. Map images sit behind a long edge cache, so when the boards moved to the full 16 km capture the old crop kept being served under the new coordinates. Every pin landed somewhere else in the world: range read 64% long on Kavkazi, bearings skewed on Europe, and the altitude under your gun came off a spot up to 3 km away. Map files now carry a fingerprint of their own contents in the URL, so a rebuilt map can never be answered with a stale one again.
  • Both firing arcs, and only the ones the barrel reaches. The card used to print the high arc alone, even where the gun could not elevate that far. It now shows the low arc and the high arc side by side with their flight times, and leaves out whichever the barrel cannot physically make. A close target on the SPH-2 is a flat shot, and the mortar is steep every time.
  • Artillery flies its shells through air. Elevation, time of flight and the range ring all come off a simulated trajectory now, so the SPH-2 reads the 2.7 km it really covers instead of 10 km, and a 2.4 km shot on the high arc reads 31 seconds instead of 61. Both guns, every target, terrain included.
  • Armory links preview again. Drop a weapon, vehicle or any other entry into Discord and its stat card shows up right away instead of hanging on a spinner.
  • Backpacks open the pockets they open in game. Every pack was read off the vendor's own grid diagram, so the planner lays out what you will actually carry. The Field Backpack opens three 2×2 pouches for 12 slots where it used to show 9. The Assault Backpack gets its 3×5 main compartment flanked by two 1×3 side pockets, 21 slots in all. The Pouch splits into three 1×2 pouches, which is why a wide item never goes in. The Arsenal Backpack holds 4×6 like the Ruck and the Gunner do, and the sling slots that separate the three are called out where you pick them. The Halftrack Backpack and the Medium Backpack + Sling are held back from the picker until we have looked at them in game, rather than shown with a grid we would be guessing at.
Removed
  • The progression pages. The skill trees and Black Market unlock trees they showed were datamined layouts for a system the game does not run, and wrong is worse than missing. The real ladder, career and class levels with their unlock costs, now sits on every item page instead.

v0.13.0

Two new tools. Every world now opens as a real map you can read, with the Control Zone, the towers and everything inside a faction base drawn where they actually sit, and a ruler for the distance between any two of them. Progression lays out all six XP roles and the three Black Market trees. Ten new guides land alongside them, every kill number checked against the damage calculator.

Added
  • The map, with layers. Every world opens on its own board at /maps. Towers, settlements, industry and terrain switch on and off, a search flies you to any zone, and a ruler reads the distance and bearing between two points.
  • Everything that sits on the ground. The Control Zone as the circle the match is fought inside, a kilometre across. Tower pins on the towers in play. Faction bases in their own colours, holding their 480 m safe zone, garage vendor and spawn vehicle terminal.
  • Progression. All six XP roles with every skill each one unlocks, and the three Black Market trees in order. Item pages show where a piece sits on its tree.
  • Ten new guides. How to call artillery, which round to buy, how armor works, AK74 against M4, the best weapon in every class, three loadouts by budget, how to spend your first $10,000, what each vehicle is for, and how WARDOGS compares to Battlefield and to Squad.
Changed
  • Loadout guides now price a whole kit with a packed-out bag, which is what the vendor actually charges: the magazine, the rounds in it, a backpack, spare magazines and bandages, with no cell left empty. A loaded 30 round AK magazine on armor piercing is $155, and a stack of five bandages is $1,000. The entry kit runs 20 round magazines so the free Pouch carries six of them. Binoculars sit in the specialist slot, the pricier kits carry a parachute, and every kit opens in the planner from a link.
Fixed
  • Shared loadout links open the kit again. Opening a #l= link could land you on an empty planner, because the link was read and cleared before the planner had finished starting up.
  • Dragging the map from inside a zone no longer sticks to the cursor. The drag is released whatever you started it on, and letting go of the mouse always ends it.
  • Corrected the AMP-9 and Mosin Nagant numbers in the early game weapons guide. The AMP-9 needs five chest hits rather than four, seven through Level 1 armor rather than six, and three on flesh rounds rather than two. The Mosin's one-shot chest kill is the upper chest, and the mid chest takes two.

v0.12.0

A new front page, and a loadout planner that keeps up with you. The landing page runs a live armory terminal with a real firing solution plotted across Kavkazi. The planner walks you from rifle to magazine to round in one trip, and anything you drag on the artillery board now stays where you dropped it.

Added
  • The pack picker leads with what fits your gun. A Recommended tab opens first, holding the magazines your equipped weapons take and the rounds they chamber, both marked in gold. Under those sit the bandage, resuscitator, frag and first aid kit almost every loadout carries. The Ammunition tab is sorted the same way.
  • Spare magazines in one click. Once a magazine has its round picked, an Add another button drops an identical loaded copy into the pack and keeps a running count of how many are in there.
  • Keys for the planner. With a pack item selected, DEL removes it, R turns it and D copies it. A opens the pack picker, 1 to 3 jump to the weapon slots, and DEL on a gear slot strips it. The list sits under the pack grid.
  • A search box on the damage calculator's weapon list. It matches names, calibers and weapon classes, so typing "sniper" narrows it to five.
Changed
  • Setting up a weapon takes one trip. Pick a rifle and the planner walks you on to its magazine, then to the round that fills it. Close the panel at any point to stop there.
  • Every picker opens with the caret already in its search box. Type a few letters, press Enter, and the top match is taken.
  • The landing page pulls its weight. The hero frame is a working armory terminal, walking a rail of six weapon classes with each one's real rate, velocity, range and weight. Underneath it two rails of the armory run past, and every weapon on them opens its entry.
  • A firing solution on the front page. A vector plot of the Kavkazi control zones carries a shot from a battery to a tower, solved by the same ballistics the artillery calculator runs on.
  • Sections arrive as you reach them. Headings wipe in, cards rise in sequence and the counters spin up. Wide screens get a page index down the right edge. A reduced-motion setting turns all of it off.
Fixed
  • The gun position drags. Take hold of your gun with the Gun Position tool and it follows the cursor instead of snapping to wherever you pressed. Place a new one and keep the button down to slide it into place before you let go.
  • Everything lands where you drop it. Guns, targets, markers and labels hold the spot you grabbed them by, and they settle exactly where the cursor was when you released.

v0.11.0

A guide to making money, and a correction to a lot of numbers we had wrong. Every payout in the Field Manual now matches what the game actually pays you, and News & Guides has found its voice ahead of the beta weekend.

Added
  • The money guide. What every earning method in WARDOGS actually pays, from flying passengers into the circle to the distance curve behind five figure sniper kills, plus the four rules that quietly cut your payout.
  • Blog posts announce to Discord. npm run announce:post posts a new article to the site-updates channel with its share card, section and read time, and refuses to run before the post is live on the site.
Changed
  • News & Guides has a voice. Every post now reads as two players talking to one, so the guides say what we would actually buy and why we changed our minds. All three existing posts were rewritten in it.
  • The beta briefing has the zone right. The Control Zone holds still all match. The Hot Zone inside it is the circle that drifts, and it is where the scoring and the money concentrate.
Fixed
  • Every payout on the site is now the one you actually get. The Field Manual had been quoting a retired set of numbers for zone income, revives, drill towers, the magnet and vehicle kills. Presence pays $160 a tick in the Control Zone and $320 in the Hot Zone, a Hot Zone revive is $1,600, an attack helicopter is $9,000 and an artillery tank is $14,000.
  • Revives get worse the more you pick up the same player. Roughly a quarter off each time, so a defib that opened at $1,200 comes back nearer $900.
  • Two payouts nobody was told about. Entering the Control Zone pays $250, and flying survivors back to the safe zone pays a Round Trip bonus of $250 a head with a floor of three.

v0.10.0

Wardogs Zone starts publishing. News & Guides is a new section for playtest dates, patch coverage and meta writing, opening with the closed beta window and a guide to the weapons winning early lobbies.

Added
  • News & Guides. A new section at /news for game news, meta guides and the bigger site drops. Every post carries its share card, an RSS feed sits at /news/rss.xml, and the latest two land on the front page.
  • The closed beta, dated. When the servers open and close in six timezones, the two ways in, and what to set up before Friday.
  • The early game meta. Five weapons carrying early lobbies, what each one kills in a single shot, and which round to load. Every weapon links straight to its database entry and to the damage calculator with that round already picked.
Fixed
  • Shared damage calculator links restore the whole scenario. Armor and range travel in the link now, the same way the weapon and round already did.

v0.9.3

The artillery board's map art now carries the site's name. Two smaller things ride along: the damage calculator's empty armor slots show what belongs in them, and the browser tab finally wears the Wardogs Zone crest.

Changed
  • The map art carries the site's name. A light scatter of wardogs.zone rides on the artillery board's terrain, at every zoom level.
  • Empty armor slots show their gear. No helmet and no body armor in the damage calculator wear the same slot icons the loadout planner uses.
Fixed
  • The browser tab wears the crest. Every app icon, favicon included, is built from the Wardogs Zone emblem.

v0.9.2

The scoring animation finishes its polish pass, and the Field Manual index stops advertising a rule the guides no longer teach.

Changed
  • A contested tick reads gold. The bar and its label turn gold while two factions are level, instead of the alarm red they used to carry.
Fixed
  • The Field Manual index matches its chapters. The economy card no longer promises a per-life $10,000, and the progression and damage cards say what those chapters actually cover now.

v0.9.1

A calmer, clearer version of the Control Zone scoring animation.

Changed
  • Calmer scoring animation. It runs at a readable pace now, the operators move smoothly between positions, and each faction shows one clear headcount instead of the arithmetic behind it.
  • Clearer tick bar. Taller, fills smoothly, and carries the colour and name of whichever faction is about to take the point. It turns red and says so while the factions are level.
Fixed
  • Cash becomes Gold Bars at the end of a season. The progression chapter says so again, and the economy chapter points at it.

v0.9.0

The Field Manual gets its numbers straight, and the Control Zone chapter gets an animation that shows you exactly how a point is scored.

Added
  • Scoring animation. Watch presence, the Hot Zone doubling and the contested hold play out on a live board in the Control Zone chapter.
  • Field Manual in the top navigation. One tap from anywhere on the site.
Improved
  • Search listings. Every page states its canonical address, and item pages carry product and breadcrumb data for search results.
Fixed
  • The Control Zone does not move. The Hot Zone does, and the chapter now says so. The score tick is 22 seconds, not the 10 to 15 that gets repeated everywhere.
  • Cash is one balance, not two. There is no per-life $10,000 and no separate banked pot. You start your career with $10,000 and it persists from there.
  • The gun matters as much as the round. Two rifles in the same caliber can hit very differently, and the armor chapter now shows the Mosin Nagant against the SVD.
  • The armory is open earlier than the guide claimed. Every weapon class is available from the start, and Level 1 to Level 4 Armor are protection tiers rather than rank requirements.
  • Real payout numbers. Kills, revives, zone income, the drill magnet and the end-of-match refund all carry their actual values now.
  • Navigation fits tablets. The header no longer scrolls sideways between phone and desktop widths.

v0.8.0

The Field Manual opens its first four chapters, and every armory link you share now unfurls into a proper card.

Added
  • Field Manual. Four chapters to start: The Control Zone, Classes and Progression, Armor Ammo and Time to Kill, and Cash and The Economy. Plain words, real numbers, linked straight to the tools that prove them.
  • Share cards. Paste any database link in Discord and it shows a card: item art, class, price and the headline stats.

v0.7.0

Wardogs Zone now numbers its releases. The version sits in the app footer, the full log lives at /updates, and every new drop gets a post on the Discord.

Added
  • Updates page. Every release, dated and grouped, right here at /updates. The version number in the footer and sidebar links straight to it.
  • Privacy page. What the site keeps and what it never sees, in plain words. A small one-time notice points to it.
  • Discord release feed. New versions post to the site-updates channel on the Discord. Grab the update ping role in choose-your-roles for an alert.
  • Install to home screen. Add the site to a phone home screen and it opens like an app, emblem icon and all.
Improved
  • Better search listings. Every section now describes itself properly to search engines, and the site carries structured data they can read.

v0.6.1

Fixed
  • The site fits phones again. The top navigation stopped overflowing narrow screens and the landing page lays out cleanly on a phone.

v0.6.0

The artillery board grows up. Sharper maps, a guided first session, and a layout that works one-handed on a phone.

Added
  • Field training. A three step walkthrough on the artillery board. Set the gun, drop a target, read the numbers.
Improved
  • Sharper maps. The artillery map streams full resolution tiles as you zoom, so grid squares stay crisp at any height.
  • Artillery on phones. The board, tool rail and readouts rework themselves for small screens.
  • Cargo grids match the game. Trunk and crate layouts in the vehicle planner line up with what you see in the lobby.
  • More TTK columns. Extra sortable columns in the TTK rankings table.

v0.5.0

Squad boards learn who is on them, and the whole site gets faster.

Added
  • Presence on the relay. A shared artillery board shows who is on it, and a leaver's guns clear off the map instead of going stale.
Improved
  • Faster art. Item icons and map images cache properly, so pages stop re-downloading art you have already seen.
  • Calculator artwork. The calculators picked up proper art and the planner slot icons read cleaner.
Fixed
  • Squad relay polish. Rejoining a live board is smoother and leaving cleans up after itself.

v0.4.0

Vehicles get the full intel treatment, from trunk grids to armor response.

Added
  • Vehicle Cargo Planner. Load crates and pallets into any trunk and read the manifest cost as you go.
  • Vehicle intel. Speed, fuel, seats, hull sections, trunk class and how each vehicle answers small arms fire, on every vehicle page.
  • Gunsmith stat readout. Attachments show what they change. The stat bars on a weapon page move as you fit parts.
  • Vehicle 3D models. Full vehicles render in the model viewer, turrets and all.

v0.3.0

Fire support goes live.

Added
  • Artillery Calculator. The real tactical map with your gun on it. Place the battery, stack targets, read azimuth and range.
  • Live squad relay. Start a board, share the code, and every joiner sees the same guns, targets and drawings in real time.
  • Region filter. Spawn markers follow the region rotation, so the board matches what the server is running.
Fixed
  • Marker picker. Choosing a marker type on the board works reliably.

v0.2.0

Numbers for the gunfight.

Added
  • Damage Calculator. Shots to kill and time to kill for every weapon, per hit zone. Set the range, dress the target in armor, read the numbers.
  • TTK Rankings. Every weapon in one sortable table, ranked by how fast it drops a target.

v0.1.0

The first public build of Wardogs Zone.

Added
  • Armory Database. Every weapon, attachment, round, vehicle and piece of gear in WARDOGS, searchable, with stats and prices.
  • Loadout Planner. Build the whole kit before you deploy. Slots, storage, weight and cost totaled as you go.
  • Item pages. Full stats per item, linked ammunition and magazines, and a 3D viewer where a model exists.
  • The field terminal look. A dark tactical interface built to feel like the game's own UI.
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