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0.20 Release Notes (Pre-Release)



IMPORTANT: THESE RELEASE NOTES ARE PRELIMINARY AND WILL BE FINALIZED WHEN THE OFFICIAL RELEASE ROLLS OUT ON WED DEC 12th


New Content


■ Battle Tanks (Not available in Dev Branch)

○ Heaviest armor class in the game

○ 5-man crew with the following roles

• Gunner

• MG Gunner

• Engineer (Repair & Ammo loading)

• Driver

• Commander

■ Mortar Emplacement House

○ A fixed Mortar built on top of a house that can be used to directly target and fire at attackers during a siege

■ Safe House

○ Special Garrisoned Houses in towns that act as support bases in the case of a siege

○ Offers 3 Facilities

• Operating Post - Provides a spawn point and a base connection for AI structures.

• Radio Station - Provide map intelligence.

• Artillery Shelter - Structure can only be destroyed from the interior

■ Sandbag Walls

○ A taller and heavier version of the Sandbags structure that can be used to fortify large towns

■ Advanced Ammunition Factory

○ A manufacturing plant for producing advanced ammunition types

■ New Tank Ammunition Types

○ 40mm / 75mm

○ Balanced effectiveness against all targets

○ 40mm / 75mm Shrapnel

○ Anti-personnel shell that shatters into a large number of deadly bullets

○ 40mm / 75mm Armour Piercing

○ Anti-armour shell that is designed to penetrate heavy armour

○ 40mm / 75mm High Explosive

○ Anti-structure shell that detonates a high yield explosive charge on impact

World / Town Revamp


■ Complete design and visual overhaul of the entire world

■ Every town and village in the game has been redesigned

■ Farranac Coast general map layout has been redesigned

■ 3 major town areas - Jade Cove, Abandoned Ward, and Saltbrook Channel


Gameplay Changes and Features


■ New Dynamic Camera system

○ Zooms out when aiming far for a more strategic view of the battlefield

■ New Garrisoned Buildings

○ New building types:

• Lots of new house variations

• Coal Plant

• Train Station

• Windmill

• More!

○ Garrisoned buildings now start as built structures that are neutral

○ Garrisoned buildings now require Town Hall to be claimed before they can be built

○ Garrisoned building “AI” windows can now be mounted by standing in the area marked as ‘X’ in the structure’s interior

○ Destroyed version of Garrisoned buildings now leave behind a husk that can be used for high ground and cover

■ Radio backpack now automatically captures intelligence at the location of the player (similar to how the L.U.V. captures intelligence)

■ Facilities now lose between 5-10 upgrade parts when the owning structure is destroyed

Game Balance


■ Forts no longer contain Garrison Facilities

■ Field Artillery damage mitigation against small explosives increased by 13% so that it's consistent with other lightly armoured vehicles (e.g. Half-Track, Armoured Car, etc)

■ Radio Backpack cost increased from 100 to 150 (to reflect it's new functionality)

■ Light Tanks no longer have a critical spot (but location based forward/side/rear damaged still exists)

■ Additional Forts added to center mainland conquest regions on the vertical borders

■ Mortar Shell no longer requires technology unlock

■ Gun Turret Health increased by ~100%

■ Gun Turret armor now has high mitigation against all damage types including AP and HE

■ Sticky Bomb damage increased by 25%

■ Sticky Bomb now deals Anti-Tank damage type (no armor mitgation on HT, LT, AC, BT)

■ Tank Stop Tech Parts increased from 150 to 450

■ Garrisoned House Tech Parts decreased from 1000 to 600

■ Tank Stop, Garrison House, Metal Wall, and Binoculars locations have been moved on the Tech Tree

■ Anti-Tank Mines removed from game

■ Light Tanks no longer have a critical spot and glancing shots have been removed

Other Changes


■ Visuals for indicating the state of an AI controlled structure have changed

■ When all regions are queued, low pop contested regions are highlighted

■ WarAPI - Added new APIs for casualties and total enlistments

Bug Fixes


■ Players sometimes spawn at an invalid location on the map after travelling to the Home Islands

■ Flash of green light that appears for a moment at dawn and nightfall on snow maps

■ If a player walks away from a vehicle, walks back, and re-enters is, there's a chance their input would get stuck until they relog

■ Entering any vehicle and then entering a CV will cause previous vehicle's icon is persist

■ When mashing Q and E entering a truck, player may enter a state where they can't move

■ Traveling across a region border in a vehicle at night removes the darkness overlay

■ Structures sometimes aren't removed when a build site is invoked, resulting in duplicate structures

■ Townhalls can sometimes drop items inside structure, making them impossible to pickup

■ Player mounted in Foxhole sometimes turns invincible after Foxhole is gone

■ Player can't drive vehicle after triggering "Door blocked" message

■ Non visible characters leave behind footsteps

■ Grenade trajectory doesn't display a red if throwing grenade flush to a wall

■ Player prompt displays 'Upgrade' for FOBs, when it should show '..to use" prompt

■ Cannot leave a squad if your name appears at the bottom of the F1 menu

■ Field Gun Artillery ammo does not appear on the explosives tab in the townhall

■ Endless Shore NE corner, there's a hole in the map boundary allows players to exit the play area

■ Grenade blast marks sometimes appear as pure black decals on Oarbrearker Isles


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