For a video walkthrough of all the new changes, check out this excellent video of Update 26 from community member I Saw A Bear: Walkthrough
Release Notes
Hotfixes
0.26.22.1 - 0.26.22.6
■ Fixed issue that caused some players to hang on the loading screen when travelling
■ Fixed issue that in rare cases allowed resource mines to produce indefinitely
■ Fixed issue that allowed fuel items to be replenished by adding them to some stockpiles
■ Fixed issue that caused last map intel update time to not update on the map screen
■ Fixed issue that caused map intel radius to not render when viewed from the home region
■ Fixed issue that shows map intel radius (only the circle) to be rendered for enemy intel sources
■ Players are now shown a proper message when they attempt to submit items to a Storage Depot that is full
■ Added option for players to leave the loading screen when travelling if they are having connection issues
■ Improvements to the patching process
Initial Release
New Content
■ Crane
○ A heavy mobile Crane used to lift vehicles and very heavy equipment.
■ Flatbed Truck
○ A heavy shipping vehicle that's used to transport large objects and light vehicles.
■ Freighter
○ A massive shipping vessel that's used to transport large objects and heavy vehicles.
■ Shipping Container
○ A container that can carry large quantities of crates or resources and can be transported by certain vehicles.
■ Production Parts
○ A large crate of parts used to produce vehicles
■ Construction yard
○ An area where certain structures can be built and prepared for shipping.
■ Component Mine
○ An old mine that automatically gathers Components.
■ Fuel Tanker
○ A truck modified to transport large amounts of Fuel.
■ Oil Well
○ An old well that automatically gathers Crude Oil using Fuel.
■ Crude Oil
○ Unprocessed oil that can be refined into valuable fuel.
■ Salvage
○ Salvage that can be recycled into other resources at a Refinery
■ Heavy Explosive Material
○ Resource used for producing heavy explosive weapons.
■ 6x New Garrisoned Houses for the new “Village” theme
■ 8x New map regions
New Persistent World
■ The world has been completely redesigned
■ World is one continuous landscape precisely divided into hexagon shaped regions
■ Port Bases no longer exist
■ Starting conditions (victory towns, starting front line, resource distribution) are completely reconfigurable on a per war basis
■ Resource Field and Mine distribution are randomized every war
■ Immersive border travel
○ Neighbouring region landscape is streamed, allowing you to see the destination area before travelling
○ Travelling experience is more seamless, as a blurred in-game view is now shown instead of a separate load screen
○ Travel mechanic is more robust, resulting in less bugs and issues when traversing between regions
Unified World Map
■ Region and World map have been combined into one continuous unified view
■ Worldwide map intelligence is visible from any region
■ Pans and zooms like “Google Maps”
■ Map features fade in and out dynamically
■ Added new map filter for map location names
Gameplay Changes and Features
■ Advanced Construction Technology
○ When unlocked in the Tech Tree, enables Construction Vehicles to build all defensive structures, and walls
■ Refinery changes
○ Refinery now has a stockpile for holding resources
○ Refinery orders can now be made public, which puts refined materials into the stockpile
○ Refinery can now refine the following resources
• Salvage to Basic Materials, Diesel, and Explosive Materials
• Components to Refined Materials
• Sulfur to Heavy Explosive Material
• Crude Oil to Petrol
• Tech Parts to Upgrade/Research Parts
○ All refine speeds and rates have been updated to reflect the new economy
■ Production Parts
○ Production Parts must be submitted to the Vehicle Factory or Shipyard in order for certain vehicles to be built (they are a replacement for Blueprints)
○ Production Parts are built at the Construction Yard and must be shipped to a destination via Crane/Shipping vehicle
■ Fuel changes
○ Vehicles no longer consume fuel from it’s inventory, but have a fuel tank instead
○ Fuel items (Diesel/Petrol) must be equipped and “used” on the vehicle (like a First Aid Kit) in order to refill it’s tank
■ Resource Field changes
○ Resource fields have new visual designs, layouts, and mechanics
○ Salvage, Component, and Sulfur Nodes all look and work the same way now
○ Fields contains a large quantity of resource nodes
○ Fields eventually deplete and take a significant amount of time to replenish
• Salvage fields take 80-140 minutes to replenish
• Other fields take 6-10 hours to replenish
○ Contains central structures that displays the amount of remaining resources nodes before replenishment is necessary
■ Resource Mine changes
○ Mines are now public structures and not “Factories”
○ Mines now have two fuel tanks (Diesel/Petrol) and will continue to produce resources as long as they are kept fueled
○ Mines are now directly fueled by a Fuel Tanker or by an equipped Fuel item
○ When filled with Petrol, mines produce a higher number of resources per cycle
■ Garrisoned House Tiers
○ Garrisoned Houses can now be upgraded through 3 tiers
• Tier 1 - Reduced armour
• Tier 2 - Increased armour
• Tier 3 - Increased armour, fires AT Rifle shots at vehicles
○ Tier 2/3 can only be built if House is connected to a Tier 2/3 Town Base
■ Refinery/Factory/Storage Depot/Ammo Factory must now be faction claimed before they can be used
○ Stockpile is decimated by 50% when structure is rebuilt by the other faction
○ Facilities are destroyed when structure is rebuilt by the other faction
■ Facilities
○ Facilities no longer lose Upgrade Parts when they are destroyed and rebuilt by the same faction
○ All bases now use Operating Posts and Radio Facilities
○ Operating Post is no longer required for spawning or downloading map intel
■ Win Condition
○ To claim a town towards the victory condition, a Civic Center Facility must be built
○ Upgrading town bases to Tier 3 is no longer required
○ If the majority of towns/regions in the world are claimed by one side without the win condition triggering, there will be a chance of an uprising at a town of the dominant faction
• This is to prevent one side from pushing the other completely out of the world instead of triggering the win condition
■ All resource gather rates have changed
■ Scrap is no longer a resource in the game (it has been replaced by Salvage)
■ Drawbridges now have ladders on both sides, enabling water logistics players to activate them during water supply runs
■ Storage Depot now has a vehicle wing that can store vehicles
■ Blueprint mechanic is no longer in the game (they are replaced by Production Parts)
■ Certain vehicles now get a speed bonus if their inventories are empty (Truck, L.U.V., Flatbed Truck, Barge, and Freighter)
■ Rocket is now directly fueled by a Fuel Tanker or by an equipped Fuel item
■ Tech Center has been removed and the Tech Tree is now accessible from any Town Base
Game Balance
■ Important Note: The entire economy has changed, so many changes listed here are not relevant in the context of the game prior to update 26
■ Buildable Structure costs
○ Bunker changed from 120 to 75 Refined Materials
○ Gun Turret changed from 70 Refined Materials to 80 Basic Materials
○ Gun Nest changed from 50 Refined Materials to 100 Basic Materials
○ Keep changed from 400 Refined Materials to 300 Basic Materials
○ Town Hall changed from 200 Refined Materials to 200 Basic Materials
○ Outpost changed from 100 Refined Materials to 100 Basic Materials
○ Tank Trap changed from 15 Refined Materials to 25 Basic Materials
■ Item Costs
○ All Light Tank and Battle Tank ammo costs have been updated and now require Heavy Explosive Materials
○ All items that previously required Blueprints to produce no longer require them
○ All items that previously required Blueprints to produce have had their costs slightly adjusted to account for this
■ Starting conditions
○ Starter town base stockpiles now contain more items than before
○ Starter town Storage Depots start with 10 Trucks each
○ Starter town logistics structure facilities now start built
■ Facilities
○ All facility costs for Refineries and Factories have been reduced to 20 Upgrade Parts and no longer increase as each facility is upgraded
○ All Ammo Factory facility costs have been reduced to 25
○ Town Base
• Small Garrison Facility cost changed to 25 Upgrade Parts
• Large Garrison Facility cost changed to 50 Upgrade Parts
• Civic Center cost changed to 25 Upgrade Parts
• Advanced Mining Facility cost changed to 15 Upgrade Parts
■ Water Vehicles
○ Barge speed increased by 25%
○ Landing Ship speed increased by 25%
○ Gunboat speed increased by 25%
■ Garrison Camp health decreased by 50%
■ Garrison Base health increased by 50%
■ Town Hall health increased by 50%
■ Fortress Wall health increased by 50%
■ Bunker health increased by 50% and now fires AT Rifle shots at vehicles
■ Damage required to disable a truck has been increased by 50% (making it far more durable)
■ Retrieving items from a Cargo ship is now 100% faster
■ Soldier Supply production time has been reduced by 33%
■ Garrisoned Supplies production time has been reduced by 50%
■ Positions of Fort and Metal Wall have been swapped in the Tech Tree
■ Town Base & Fort map intelligence detection radius increased by 50%
■ All vehicles that previously required Refined Materials to build at the vehicle factory now require Basic Materials instead (at the same cost)
■ Armoured Car, Half-Track, Light Tank, and Battle Tank inventory size reduced by 1 since they no longer require a Fuel slot
■ Sulfur now requires a Sledge Hammer to gather
■ Resource Mines are no longer part of the Tech Tree
■ Salvage (previously Scrap) encumbrance has been significantly reduced
■ Classic Salvage Mines (Upgrade Part) have been removed from the game
Other Changes
■ Cargo Ship has been renamed to Landing Ship
■ Many help tooltips have been updated to reflect the latest changes in the game
■ Home regions have been updated to reflect the latest changes in the game
■ WarAPI has been updated to support the new world map and icons
Bug Fixes
■ Large water vehicles can clip through Bridges (not Draw Bridges)
■ Vehicles can sometimes travel to land after border travelling
■ Drivers of a vehicle sometimes stop receiving map intel after border travelling
■ Forts can activate defenses on nearby Garrisoned houses