Release Notes
New Content
■ Noble Widow MK. XIV
○ Class: Destroyer Tank
○ Faction: Warden
○ This deadly tank turns predator into prey. A tank Destroyer, the Noble Widow specializes in ambush tactics, waiting for its quarry and striking with destructive high-velocity shells.
■ 85K-a “Spatha”
○ Class: Assault Tank
○ Faction: Colonial
○ The “Spatha” assault tank features a special high velocity 40mm gun turret that is not as well suited to mass-production as its more refined counterpart, the “Falchion.”
New Weapons
■ “Lionclaw” mc.VIII
○ Class: Submachine Gun
○ Faction: Colonial
○ A heavier, modern variation of the Pitch Gun, the Lionclaw performs well as a decent, all-around submachine gun designed as a primary firearm in urban and close-quarters combat operations.
■ No.1 “The Liar” Submachinegun
○ Class: Submachine Gun
○ Faction: Warden
○ This unique, heavy-duty submachine gun is not very useful on the run, but with careful aim and adequate cover, becomes a razorblade in the night.
■ “Dusk” ce.III
○ Class: Assault Rifle
○ Faction: Colonial
○ This unique assault rifle includes a high-capacity drum magazine designed for sustained rapid fire.
■ Booker Storm Rifle Model 838
○ Class: Assault Rifle
○ Faction: Warden
○ The Booker is a high-impact three-round burst Storm Rifle for those who like to shoot first.
■ Hydra’s Whisper
○ Class: Explosive
○ Faction: Colonial
○ This unique demolition tool is a long, metal tube packed with explosives. The Hydra’s Whisper is designed to destroy out-of-reach movement impairing structures and detonate any mines along the length of the tube.
■ BF5 White Ash Flask Grenade
○ Class: Anti-Tank Grenade
○ Faction: Warden
○ An explosive flask used for melting enemy armour. This carefully designed liquid bomb explodes into a dazzling flash of molten debris upon impact.
Gameplay Changes
■ Gun Turrets and AT Garrisons will now counter attack deployed Tripod weapons
■ Firepits can now be built on Seaport decks
■ Radio Backpack transmit function now only works when the player is standing on landscape or a structure
○ Transmission won't work if standing on Barges, rocks or other environment objects
■ Added dedicated key for dropping large items (defaults to V, but can be remapped)
○ Default key for Callout changed to H
○ Default key for Transmit changed to J
■ Ammunition Rooms now provide a Power Connection and can be built inside Storm Cannon grids
■ Landing Ships are now reservable at Storage Depots/Seaports
■ Frontier Bases have been removed from the game
○ NOTE: Border bases are the new standard way to gain a foothold across contested borders
■ Seaport AI now require the same Base Upgrades as other Garrisoned Houses before it can fire
■ Craters will no longer spawn on roads in urban town areas (e.g Abandoned Ward)
■ Rockets now cause No Man's Land at the target location
Game Balance
■ Storage Depots/Seaports inside logistics towns now start with 30 instead of 10 trucks at the start of Conquests
■ Field Hospital, Bandages, First Aid Kits, and Trauma Kits no longer require tech
■ All Assault Rifles class weapon production times have been reduced by 20%
■ Improve Shotgun's ability to hit targets at point blank range
■ All L.U.V. variants (both factions) damage mitigation against small arms drastically reduced, but health increased by 125-180% to account for it
○ NOTE: This is to resolve an oversight made in Update 42, which caused L.U.V.s to have tank level mitigation against Light Kinetic Weapons (e.g. SMGs 99% damage mitigated). They are now restored to roughly what they were pre-Update 42
■ All Mortars (vehicle or infantry) long range accuracy increased by 30%
■ Green Ash crate size reduced from 20 to 10
■ Infantry Support Gun rate of fire decreased by an overall 75% (reload time increased%)
■ Mounted Bonesaw MK.3 rate of fire increased by an overall 75% (reload time increased slightly, but the long post fire delay has been removed)
■ Aalto Storm Rifle 24 range reduced by 10%
○ NOTE: Reduction to further contrast this with the other new Assault Rifle
■ All Warden Light Tank class variants rate of fire increased by 10% (reload decreased)
■ HH-d “Peltast” rate of fire decreased by 20%
■ Devitt-Caine MK-IV MMR rate of fire increased by 25%
○ NOTE: Rate of fire slightly slower than HH-d “Peltast”
■ Field AT (both factions) rate of fire increased by 13%
■ Devitt-Caine MK-IV MMR cost reduced from 180 to 150 Refined Materials
■ High Explosive Grenade crate size reduced from 25 to 20
■ War Achievements have been updated as follows
○ Major Offensive: Hold more 75% (instead of 80%) of zones at some point in the war
○ Offensive: Hold more than 60% (instead of 65%) of zones at some point in the war
○ Hold the line: Survive for longer than 1 day when your faction holds less than 25% (instead of 20%) of all zones
○ Last Stand: Survive for longer than 2 days when your faction holds less than 25% (instead of 20%) of all zones
○ Fortified: Survive for longer than 4 days when your faction holds less then 40% (instead of 45) zones
Map Changes
■ Updated the landmass in the north of The Moors
■ Added an additional landmass to Fisherman's Row
■ Added an additional landmass to Tempest Island
■ Added an additional landmass to Stonecradle
■ Added new Map Layers to several logistics hubs to support a larger variety of starting conditions
Other Changes
■ Squad & Regiment Map Posts
○ Map post visibility can now be restricited to just your Squad or Regiment
■ Deployment Screens now indicates when a contested region requires reinforcements (is undermanned)
■ Frame rate can now be customized on the options screen, allowing for greater than 60hz
■ Offline characters in the F1 player screen can now be reported again
■ Shard selector UI changes
■ Stockpile logs now support Shippable structures
■ Added animation interpolation system to smooth out turret rotation, crane rotation, etc
■ Optimized map screen frame rate when there are a lot Map Posts
■ Optimizations to region travel to prevent network stalls during large war starts
■ Overall improvement to Trench/Bunker interactions with landscape, resulting in drastically less chance of holes
Bug Fixes
■ Deployment sometimes fails with the message "Spawn point is no longer available" even though the deployment point still exists
■ Vehicles on Barges can't be repaired due to collision detection issues
■ Vehicles can get into a state where players can walk through their collisions
■ Trenches can still cause holes to appear in the landscape with certain layouts
■ Harvester treads are not animated
■ Motorboats can prevent destroyed bridges from being rebuilt
■ Tooltips In The Refinery Flash Intermittently
■ 00MS "Stinger" doesn't Have A Horn
■ Client can in rare cases crash when flag visuals are changed based on wind
■ No "Whooshing" sound when punching air
■ New Drawbridges Missing Animation For Lever Flipping
■ Shipyard Full Repair action can be used to repair land vehicles
■ Kivela Power Wheel 80-1 icon shows a Colonial Motorcycle variant
■ Transmit hotkey remapping reflect in hints
■ Using Binoculars can momentariliy make the player appear somewhere else in the world
■ Ladders for certain bridges can't be climbed after the bridge is built
■ Items get dropped into the water when retrieving from the Seaport with a full inventory
■ Destroyed concrete bridge can be climbable on one side but not the other (neither can be climbed now)
■ Tread animation for in-place rotation is only animating for the driver
■ Fire Pit model is floating when built on slopes
■ One Drawbridge type is missing animation for lever flipping
■ Upgrading a Bunker Corner to Tier 2 will remove the door/firing port modification on the short end
■ Typo in 7.62 ammo description
■ Vehicles that rotate on the spot can rotate into walls, causing physics issues
■ Certain R.P.G. class weapons will clip with Trench walls when standing right next to them
■ Very rare crash can occur when Bunkers are destroyed
■ Graphics flickering can occur on Trenches connected to each other
■ Anti-Tank Mines on roads would sometimes be invisible to players in vehicles
■ Gunners on the Drummond Spitfire 100d are difficult to hit with small arms
■ Map Bugs
○ Endless Shore: Rocks creating unintended high ground
○ Oarbreaker: Freighters getting stuck at seaport
○ Great March: No River collision near The Swan
○ Allod's Bight: Players getting stuck at Mercy's Wail shipyard after submitting
○ Great March: No Safehouse in Sitaria in some Map Layers
○ The Moors: Rocks blocking naval passage in the river
○ Great March: Flatbeds getting stuck in Sitaria
○ Shackled Chasm: Old bridge underneath new bridge
○ Viper Pit: Can get stuck in crevice
○ Drowned Vale: Grass overlaps the road
○ Marban Hollow: Drawbridge ladders Aren't low enough to the water
○ Oarbreaker: Wall blocking access to Factory
○ Oarbreaker: Construction Vehicles/Cranes can't be built on beaches at Integrum