Hotfix Update (46.20.13)
■ Optimizations to improve client performance in regions with a lot of Foliage like Umbral Wildwood
Hotfix Update (46.20.11)
General Fixes
■ Optimizations to improve server performance when there are a lot of AI defenses in the map
Bug Fixes
■ Some Town Bases could be upgraded to Tier 3 without a Large Garrison Base Upgrade
■ Very rare server crash could occur when Trenches were built in a very specific way
■ Other security fixes
Hotfix Update (46.20.9)
■ Region zone colours not updating after a server has restarted
■ Added experimental streamer mode
Hotfix Update (46.20.7)
Bug Fixes ■ Under certain conditions bridges can be raised while players are ontop of it.
■ Doors on T2 Engine Rooms would sometimes disappear when upgrading to a T3 Engine Room.
■ Spotlights on Bunker garrisons increase their maximum range at night to slightly further than their maximum range during the day.
Balancing Changes
■ MG Pillboxes have had their armour class reduced. Overall durability should be approx. 33% of previous.
■ AT Pillboxes have had their armour class reduced. Overall durability should be approx. 33% of previous.
■ AT Pillboxes have had their firing rate reduced by approx. 50%.
Hotfix Update 0.46.20.3
Bug Fixes
■ Town Base spawn point causes players to spawn inside each other.
■ Ladders can not be climbed in various locations.
■ Trench Emplacement build sites can not be vaulted out of.
■ Spectator camera is zoomed in.
■ Switching between Soldier and Snow uniforms unstacks ammo.
■ When toggle mode is enabled for sprinting: pressing shift a second time to stop sprinting does not work. ■ Tempest Island: Beaches around The Gale can not be landed by barges.
Release Notes New Content
■ 86K-a “Bardiche”
○ Class: Assault Tank
○ Faction: Colonial
○ Unlike the 85-series, the Bardiche sports a heavier, more durable build and is fitted with a coaxial heavy machinegun along with a powerful, short-barrelled 68mm turret. Modern Kraunian engineering allows for a fast reload, making it an ideal tool to combat enemy armour.
■ Gallagher Outlaw Mk. II
○ Class: Cruiser Tank
○ Faction: Warden
○ Originally designed in response to increasing swarms of Mesean armour, the Outlaw is an exceptionally capable medium tank armed with a long-range 40mm turret and includes a built-in storm rifle support position.
■ The Hangman 757
○ Class: Revolver Rifle
○ Faction: Warden
○ The weapon of choice for pirates and smugglers, its legend is well-earned. With incredibly high stopping power and unique revolver mechanism, the Hangman often plays judge, jury, and executioner.
■ Volta r.I Repeater
○ Class: Heavy Rifle
○ Faction: Colonial
○ An old war Mesean rifle. It boasts high stopping power, but not as accurate as its modern variant. A weapon of legend, the Howling Lions wielded the Volta during their raid on the beaches of Fisherman’s Row.
■ Clancy Cinder M3
○ Class: Long Rifle
○ Faction: Warden
○ The Clancy Cinder is a classic, high-powered long rifle designed for use in mid-to-long range encounters. First deployed with the Hands during a high-risk operation in Acrithia.
■ KRR2-790 Omen
○ Class: Long Rifle
○ Faction: Colonial
○ An older but reliable model of Kraunian long rifle. The Omen is a sturdy, simple weapon best used in long-distance skirmishes.
■ Sampo Auto-Rifle 77
○ Class: Auto Rifle
○ Faction: Warden
○ The precursor to the storm rifle, the Sampo Auto-Rifle, is a mastercraft of its day. With a single shot and automatic fire mode, this versatile rifle may not reach the fire rates of automatic weapons but more than makes up for it with utility.
■ Small Shipping Containers
○ Produced at Construction Yards
○ Performs the same functionality as the old Shipping Containers
○ What you lose in carry capacity you make up for in flexibility as crates can be assembled on open terrain.
■ Listening Kit
○ A device used to intercept enemy radio broadcasts transmitted from nearby sources. ○ Works like a portable version of the Intelligence Center that works on local Intel sources
○ Requires a Tripod
■ New Town Bases
○ Replaces the old Town Hall structure
○ Three Town Base variants: Town Center, the School, and the Post Office
○ Unified gameplay with other town structures like Garrisoned/Safe Houses
○ Full interior spaces
○ AI garrison windows
○ Three upgrade Tiers
World Expansion
■ Fourteen new regions seven to the North, seven to the South.
○ New Northern regions from West to East are:
○ Nevish Line
○ Callum's Cape
○ Speaking Woods
○ Basin Sionnach
○ Howl County
○ Clanshead Valley
○ Morgen's Crossing
○ New Southern regions from West to East are:
○ Origin
○ Ash Fields
○ Red River
○ Kalokai
○ Acritia
○ Terminus
○ The Fingers ■ Southern environment set
○ Unique landscape and foliage.
○ New town environments and building style.
○ Four new Garrison Houses.
○ One new Safe House.
Building Update
■ Pillboxes
○ New defensive AI structures replace the now removed Foxholes and Gun Turrets
○ Rifle Pillbox - Fires 7.62mm
○ Machine Gun Pillbox - Fires 12.7mm with a limited firing arc but longer range
○ Anti-Tank Pillbox - Fires 20mm
■ New Bunker/Trench Modifications
○ Bunker Stairs allowing easy access to the roof
○ Bunker Ladder also allowing easy access to the roof
○ Interior Firing Port gives comer and fallback positions if the enemy gets inside
○ Bunker Sandbags gives a secure firing position on the roof while preventing enemies from climbing onto your bunker
○ Trench Sandbags provide ground level cover and prevents enemies from using your Trench against you
■ Barbed Wire Fence
○ Used to prevent enemy infantry movement through an area. This structure is difficult to destroy with conventional weapons and must be dismantled with a Wrench.
■ Foxhole (New PvP version)
○ A simple hole dug into the ground to provide infantry with makeshift cover from enemy fire.
○ Players can easily build this with a shovel
■ Observation Bunker (2x Tiers)
○ A radio bunker that provides intel to friendly units about the surrounding area. Reinforced with wood, it can withstand more punishment than a standard radio tower, and therefore is capable of increased effectiveness.
○ Requires power
○ Tier 2 has greater range than Watchtowers
○ Tier 3 has greater range than Tier 2
■ Observation Bunker (2x Tiers)
■ Intelligence Center
○ A high-tech listening post designed to intercept and decode enemy transmissions. The intelligence Center can target distant locations and will continue to decipher sensitive transmissions over a sustained period.
○ With the same prerequisites for construction as the Storm Cannon
○ Power requirements are exhaustive
○ Disabled during heavy Rain Storms
■ Large Materials building system
○ Sandbags, Tank Traps, Barbed Wire, and the new Barbed Wire Fence are now built with Large Materials but also offer new benefits
○ Structures can be arbitrarily scaled and curved for more custom coverage
○ Such structures can be built on bridges
○ Large Materials are procured from Pallets, which are now available for construction at the Construction Yard and are distributed by Flatbed Truck.
■ New Power system
○ Power is now a finite resource that is produced and consumed in Wattage
○ Engine Rooms produce a certain amount of Wattage when fueled with Diesel
○ Power will distribute power equally to all connected structures within pipe range
○ Bunker Garrison structures now have lights that extend their targeting range at night
■ Tanks can now drive over trenches
○ Trenches no longer collapse when rammed by a vehicle.
○ Tankettes, Scout Tanks, and Landing APC's do not drive over trenches.
■ Bunker and Trench Reservation
○ The original builder of a bunker or trench may "reserve" their structure.
○ Reserved structures can not be upgraded, modified, or attached to except by the original builder or the owning squad.
○ The owning squad is determined by what squad the builder was in when the structure was originally constructed.
○ Structure reservation lasts 48 hours and can be refreshed by the original builder or anyone in the owning squad.
○ Structures that are less than 3 hours old and not concrete may be demolished by the owner or by a member of the owning squad.
■ AI visualized line of sight preview for selected structure build ghosts.
○ The visualized area will be displayed before placing a build site for construction and during structure upgrade.
○ Visualized area represents the AI's maximum range and accounts for physical obstructions including topography and other structures.
○ Temporary obstructions such as vehicles, other players, and concealed structures are not accounted for by the visualized area.
■ Bunker Infrastructure now provide passive buffs making them useful even after unlocking Base upgrades.
○ Bunk Beds/Lockers/Latrine: Nearby Bunker Bases have a small chance to not consume a Soldier Supply when a player spawns
○ Wash Station/Kitchen/Pantry: Nearby AT and Howitzer Garrisons fire slightly faster
○ Workstation/Computer Module: Nearby Storm Cannons and Intelligence Centers require less power to operate
○ Chalk Board/Radio Station/Strategic Map: Nearby Observation Bunkers can sight targets slightly outside of their detection radius
■ Bunker and Trench modification placement is more flexible
○ Barbed Wire modification can now be build on Trench Connectors.
○ Trench Sandbags and Barbed Wire can fit onto all sides of a Trench, including the ends of a Trench and beside Trench Bridges
■ Bunker modifications can now be added onto Engine Rooms, Bunker Ramps, and Ammo Rooms.
■ Bunker Garrison defenses now have full interior spaces where modifications can be built
■ Bunkers and Trenches will now visually degrade when damaged like tanks do when they lose armour.
■ Engine Room can now be constructed at tier 2
■ Tier 1 Trenches and Trench husks can be filled with a shovel.
■ Bunker Garrison defenses can only be mounted from inside the bunker.
■ Certain Trench Modifications now block other trenches from connecting
■ Trench Connectors updated to reduce terrain holes and increase reliaibility.
Uniforms
■ Players can now equip uniforms, which can change your inventory configuration and provide one or more gameplay benefits
■ Uniforms are produced at Factories and delivered to Base stockpiles in Crates
■ Uniform types
○ Colonial Soldier Uniform - Legionary Fatigues
○ Kinetic weapon ammunition stacks
○ Kinetic weapons have reduced encumbrance
○ Warden Soldier Uniform - Infantry Battledress
○ Kinetic weapon ammunition stacks
○ Kinetic weapons have reduced encumbrance
○ Colonial Medic Uniform - Medic Fatigues
○ Bandages and Blood Plasma stack
○ First Aid Kits and Trauma Kits have reduced encumbrance
○ Warden Medic Uniform - Physician’s Jacket
○ Bandages and Blood Plasma stack
○ First Aid Kits and Trauma Kits have reduced encumbrance
○ Colonial Scout Uniform - Recon Camo
○ High chance of not being detected by enemy intelligence
○ Warden Scout Uniform - Outrider’s Mantle
○ High chance of not being detected by enemy intelligence
○ Low resistance to Snow Storms
○ Colonial Engineer Uniform - Fabri Rucksack
○ All materials have reduced encumbrance
○ Warden Engineer Uniform - Sapper Gear
○ All materials have reduced encumbrance
○ Colonial Snow Uniform - Heavy Topcoat
○ Kinetic weapon ammunition stacks ○ Low resistance to Snow Storms.
○ Warden Snow Uniform - Caoivish Parka
○ Kinetic weapon ammunition stacks
○ High resistance to Snow Storms
○ Colonial Tank Uniform - Tankman’s Coveralls
○ Gas Mask Filters stack
○ Basic Materials have reduced encumbrance
○ Warden Tank Uniform - Padded Boiler Suit
○ Gas Mask Filters stack
○ Basic Materials have reduced encumbrance
○ Colonial Rain Uniform - Legionary’s Oilcoat
○ Kinetic weapon ammunition stacks
○ High resistance to Rain Storms
○ Colonial Grenade Uniform - Grenadier’s Baldric
○ Grenades stack
○ All Grenade have reduced encumbrance
○ Warden Heavy Ammo Uniform - Specialist’s Overcoat
○ Heavy ammunition has reduced encumbrance
Tactical Camera
■ A brand new camera developed from the ground up, offering many new benefits
■ Aiming at the corner of the screen is no longer advantageous (viewing distance is equal in every direction)
■ Camera zooms out/pans far enough that most of the view range can be visible by aiming in the corresponding direction
■ Give players a much broader view of the battlefield, allowing better tactical decisions to be made based on what's visible around them.
■ The Tactical Camera is not available for artillery positions, drivers, and certain vehicle passenger positions.
Gameplay Changes
■ Shipping Container capacity increased by 50% (from 40 to 60 crates), but can now only be unloaded at Storage Depots and Seaports
○ NOTE: Small Shipping Containers now exist to perform the functionality of the old Shipping Containers (i.e. they can be unloaded anywhere)
■ The following Regional Seaports will begin, at war start, with starting crates of supplies: Stonecradle, Allod's Bight, Endless Shore, Farranac Coast. They will begin with:
○ 500 Crates of Rifles
○ 1000 Crates of 7.62mm
○ 500 Soldier Supplies
○ 200 Grenades
○ 500 Basic Materials
○ 50 Trucks
■ Border bases now prevent rapid decay.
■ Ships that linger under bridges will rapidly decay.
Game Balance
■ Garrison House and Town Base High Explosive (artillery) damage mitigation significantly reduced at Tier 1 & Tier 2 (Tier 3 remains the same)
○ NOTE: The net result is that artillery destroys T1/T2 of these structures faster
■ 300mm (Storm Cannon) ammo has been added to the Tech Tree
■ Garrison Supplies and Bunker Supplies production time has been increased to 4 minutes per crate.
○ NOTE: Garrison/Bunker Supplies no longer share a production queue with Soldier Supplies
■ Garrison Supplies and Bunker Supplies crate assembly time has been decreased by -33%.
■ Garrison Supplies and Bunker Supplies item assembly time has been increased.
■ Garrison Supplies and Bunker Supplies are no longer stackable.
■ Soldier Supplies have been moved to the medical category at the Factory.
■ Ammunition maximum stack size has been reduced from 100 to 3 for the default Soldier Uniform.
■ Mortar Shrapnel Shells and Mortar Flare Shells no longer require Mortars to be unlocked to be manufactured.
■ Freighters no longer require technology to be constructed.
■ Freighter top speed has been increased.
■ 300mm Shells now require technology to be manufactured.
■ Players no longer automatically stand up when the shift key is pressed. A movement key must also be received simultaneously before the player will leave their stance
■ 20mm no longer has damage falloff past their maximum effective range.
■ Bunker MG Garrison improvements:
○ Range increased 15%.
○ Damage increased 150%.
○ Firing arc increased from 40 to 45 degrees.
○ Rate of fire decreased -33%.
■ Bunker AT Garrison improvements:
○ Rate of fire increased 15%.
○ Range increased 7%.
○ Retaliation fire range increased from 40m to 50m.
○ Damage decreased 15%.
■ Garrison Houses, Relic Bases, and Seaport AT improvements:
○ Damage against vehicles increased 100% to be consistent with other 20mm weapons.
○ Rate of fire decreased -33%.
■ Garrison House and Safe House damage mitigation improvements:
○ Tier 2: Armour Piercing damage resistance increased from 75% to 85%.
○ Tier 3: Armour Piercing damage resistance increased from 75% to 93%.
■ Cutler Launcher 4 encumbrance decreased 28%.
■ Bonesaw Mark 3 encumbrance decreased 26%.
■ Cremari Mortar encumbrance decreased 40%.
■ Daucus isg.III encumbrance decreased 26%.
■ Daucus isg.III reload time decreased.
■ Tripod encumbrance decreased 26%.
■ Venom c.II 35 encumbrance decreased 28%.
■ Bane 45 encumbrance decreased 6%.
■ Mammon 91-b encumbrance increased 20%.
■ Anti-Tank Sticky Bomb encumbrance decreased 10%.
■ KRR3-792 Auger range increased by 40%.
■ Clancy-Raca M4 range increased by 27%.
■ 40mm shell encumbrance increased 35%.
■ R.P.G shell encumbrance increased 66%.
■ A.T.R.P.G. Indirect Shell encumbrance increased 110%.
■ All mortar shell encumbrance increased 87%.
■ A.T.R.P.G Shell encumbrance increased 110%.
■ Devitt Ironhide Mk. IV changes:
○ Cost Reinforced Materials cost decreased from 160 to 150.
○ Tank Armour Hit Points increased by 5%.
○ Minimum penetration chance increased from 27% to 30%.
○ Hit Points decreased by 13%.
■ Tier 3 Engine rooms structural integrity has been increased by 20%.
■ Flatbed Truck and Halftracks increased torque which will increase uphill speed.
■ Trench Connector excavation cost increased from 112 to 115.
■ Rocket launch codes now take 15 minutes to gather instead of 10.
Map Changes
■ Fisherman's Row: Eidolo Refinery has been relocated somewhere else in town.
■ Stonecradle: Bucker Sound Seaport moved to North coast.
■ Allod's Bight: Mercy's Wail Seaport moved to South coast.
■ Farranac Coast: Victa Seaport moved to Jade Cove.
■ Endless Shores: Wellchurch Seaport moved to Saltbrook Channel.
■ Bushes that provide soldiers concealment have been added to Northern regions.
■ Stonecradle: added names to new peninsula.
■ Oarkbreaker and Fisherman's Row opened up the Eastern ocean border to create an unobstructed waterway.
■ Godcrofts: extended cliffs to the landmass bordering Morgen's Crossing
■ Endless Shore: Relocated Seaport to North shore.
■ Farranac Coast: Mara bridge updated. Added default storage depot to Victa.
■ Silk Farms: Stone arch removed on the river.
Other Changes
■ Stockpiles have been organized.
○ Weapons are now consistently located near the ammo type(s) they're associated with.
○ Hammer has been added to the utility category.
■ Options screen now has reset defaults button.
■ Keyboard configuration now supports the modifiers Shift, Ctrl, and Alt.
■ Pipes are now visible in upgrade mode, not when alt is held down.
■ Ctrl key now allows players to view the second floor of Bunkers and other structures
■ Build menu has been pruned of options not available for the tool held. For example the Encampment has been removed from the hammer's build menu.
■ Shippables and Vehicles assembled while in a crane should start selected for the crane operator
■ New support button that initiates an interface for reporting server and other issues
■ Text chat SFX has been removed.
■ Support button has been added to the main menu and escape menu. Clicking on this button will allow players to quickly report connection issues and code of conduct violations.
■ Structural Integrity information is now provided on the bunker upgrade window.
■ Player report confirmation is now shown in a dialog instead of in the chat window
Bug Fixes
■ Tracked vehicles on a barge will have their treads spin for no reason when the barge turns.
■ Rapid Decay Zone text missing near neutral Border Bases.
■ Safe Houses do not give commend notifications when supplied.
■ AT mines fail to deploy frequently.
■ Snowy bushes exist in various warm environments such as the Colonial Home Region.
■ Map intelligence update notification is not present when interacting with a base or observing the map screen time and date panel.
■ 7.92mm Ammo mentions light machine guns.
■ Tank commanders can drop items with the hatch open.
■ Resource mines mention advanced mining facilities in the help panel.
■ In some cases rock collision does not match the asset.
■ Players can run while crouched.
■ Bunker Corners have a typo on the build menu.
■ Trench build sites can be tricked allowing construction on steep terrain.
■ Trench bridges can be constructed on T junctions
■ Bunker Garrison defense build sites turn neutral after a server restart.
■ Upgrading a bunker destroys the doorway.
■ Mountain collision has invisible walls. ■ Ignifists and other items stack in player inventory.
■ Players head poking out of the pillbox.
■ Pillbox firing point doesn't match the tracers.
■ Mortar benefits from tactical camera.
■ Client name tags reduce FPS.
■ Foxholes can not be filled.
■ Trenches with modifications can not be filled.
■ Binoculars view range is set too low.
■ Map bugs.
○ Great March: tree on road in Sitaria.
○ Callahans Passage: a hole players get stuck in near Solas Gorge
○ Fisherman's Row: a rock on the border of Oarbreaker Isles with no collision.
○ Fisherman's Row: The Emplacement House's ladder (mortar house) in The Three Sisters can not be climbed.
○ Tempest Island: floating wheelbarrow on chicken nugget island.
○ Drowned Vale: North of The Baths there's a hole players can not escape.
○ Umbral Wildwood: players can walk underwater near Stray's South bridge.
○ Farranac Coast: two Storage Depots in Victa. ○ Howl County: Road terrain does not give a speed buff.
○ Clanshead Valley: Mountain can be driven inside.
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