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Update 46 Release Notes

Updated: Apr 1, 2022




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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