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