01Updates

Every change, dated.

Every fix and every feature we ship, per game, newest first. A game that needed a new build after a patch says so here, with the date.

What is working right now is on the status page. Status

Bones fix

  • Fixed a player staying without bones until a Re-init: his skeleton is read again until every bone is found, so the ESP skeleton, the aimbot bones and the triggerbot hitboxes come back on their own
  • Fixed a player read while he was still spawning keeping no position and no bones for the rest of his life

Visible check fix

  • Visible check (Map collision): hills and terrain block the line of sight again. Since the October 15 patch the ground of the maps was not read, so players behind a hill showed as visible

Game update

  • Updated for the October 15 game patch: players, skeletons, health, weapons, ammo, factions, loot and vehicles work again
  • Vehicle ESP: emplacements (mortars and the other mounted weapons) shown, with their own toggle in Visuals > Vehicles > Emplacements
  • Lua: emplacements are vehicle type 4

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • Loot: one Style choice (Dot, 2D box, Cornered box) with box thickness and rounding
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Wardogs: Visuals reorganized

  • The World tab is split into Loot, Vehicles and Map tabs
  • Loot and vehicles laid out like the player ESP: 2D or cornered box, name and distance on any side
  • New look without a box: a dot on the object with "Name (41m)" just over it
  • The settings of these tabs are back to their defaults once

Line-of-sight visible check through the map's collision

  • Visible check: a player now counts as visible only when a clear line goes from your camera to their head, chest or pelvis through the map's own collision (walls, buildings, terrain, fences, props), like the game's line of sight
  • It drives the ESP visible check and the "Visible only" of the aimbot and the triggerbot
  • Misc > Visibility check: "Map collision" (default) or the previous "Render time". The collision is ready a few seconds after you enter a map; the previous method is used until then

Vehicle and point ESP, lists, ESP preview and menu animations

  • ESP: vehicles (helicopters and ground vehicles, teammate vehicles in their own color, health, fuel, distance)
  • ESP: points of interest (equipment vendors, vehicle vendors, garages, fuel refills, control zone)
  • Misc: Camera sync (Previous frame by default), the ESP is drawn with the camera of the frame on screen and no longer runs ahead of players when you turn fast
  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • Lists: Loot, Vehicles and Points tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Wardogs DMA - Initial release

  • Player ESP: box, skeleton, health, name, held weapon, money and level, distance
  • Visible check (draw visible only or recolor)
  • Loot ESP for dropped items: weapons, bags, medical and ammo, each with its own toggle and color, name and distance
  • Aimbot with bullet velocity and drop prediction read from your weapon, humanization and fluid bone switch
  • Triggerbot on the real hitboxes (head only or full body), bullet flight predicted, fire mode Auto / Tap / Hold from the weapon
  • Recoil control
  • New in-game menu, configs and Lua scripts
Wardogs DMA Cheat Updates & Changelog, elusive