
Hotfix 0.49.7.8
Bug Fixes
■ Server crash fixes.
■ Bicycles spawn too close to some safe houses and obstruct construction.
■ A faction upgrading their only sub-region base in a region will result in a contested border.
Hotfix 0.49.7.6
Bug Fixes
■ Vehicles bounce in regions observing high server load.
Hotfix 0.49.7.5
Bug Fixes
■ Surface not suitable check can be circumvented by standing on a Trench Connector.
■ Trench Connectors remain attached after the build site they are connected to expire.
■ Trench Connectors under roads do not self destruct if built without an exposed neighbour.
■ Vehicles can run players over when parked.
■ Legacy reverse behaviour does not kick in until at speed.
Hotfix 0.49.7.3
Bug Fixes
■ High frame rates can cause vehicles to 'hop' around.
■ Vehicle rotation accelerates when adjacent to an object.
■ Only the active tech tier is visible at the Engineering Center.
■ Trench connectors under roads can have Sandbags or Barbed Wire added to them.
Hotfix 0.49.7.1
Changes
■ Improved motorcycle traction.
■ Bunkers attached to other bunkers can no longer be demolished when damaged.
Bug Fixes ■ Sleeping characters cause a server crash when run over.
■ Trenches adjacent to bunkers can not be filled in.
Release Notes
Orange bullet points are new since Dev-Branch.
New Content.
■ 86K-c “Ranseur”
○ Class: Assault Tank
○ Faction: Colonial
○ This evolution of the “Bardiche” is fitted quad-mounted RPG launchers paired with a high-velocity 12.7mm cannon. The “Ranseur” indicates progress in Kraunian design as they continue to leverage outdated equipment to create deadly, modern armour. ■ Gallagher Highwayman Mk. III
○ Class: Cruiser Tank
○ Faction: Warden
○ Colm Gallagher’s engineers designed a variation of the Outlaw that features an independently rotating MG turret sitting atop the main armament of twin anti-tank cannons. What it lacks in raw firepower compared to its older sibling, the Highwayman more than makes up for it with versatility.
New Features.
■ Improved Vehicle Physics.
○ Rear wheel drive and tracked motorized vehicles will see more realistic behaviour when traversing uneven terrain, trenches, and rubble. Charging a tank over several trenches can be performed in an accurate advance that conforms to the shape of the terrain under your treads.
○ Abrupt lag spikes at bridges should no longer throw your truck into the ocean.
○ Fully tracked vehicle controls have an alternative control scheme that can be toggled in the options menu.
■ Localisation has returned and remains a work in progress for the following languages. ○ Chinese.
○ French.
○ German.
○ Portuguese
○ Russian.
○ If you would like to get involved with the localisation process and help improve the quality of our localisation, please see our post about it here
■ Performance improvements for Bunker Bases, Squad GUI, and Weather.
Balance Changes.
■ UV-24 "Icarus" range increased to 40m
■ T8 "Gemini" range increased to 35m
■ T8 "Gemini" inventory/ammo capacity increased from 6 to 12
■ Balfour Rampart 40mm deals 25% less damage against structures (damage vs vehicle is unchanged)
■ All deployed Tripod weapons have 50% more health
■ Field Machine Gun ammo capacity doubled (see bug fixes).
■ Clancy-Raca M4
○ Stability gain rate decreased.
○ Crate size reduced from 5 to 3.
○ Can no longer stand and fire without full cover.
○ Movement speed penalty increased.
○ High velocity reduced to 35%
○ Weapon can no longer fire from Barges or APCs.
■ KRR3-792 Auger
○ Stability gain rate decreased.
○ Refined material cost increased from 15 to 25.
○ Can no longer stand and fire without full cover.
○ Movement speed penalty increased.
○ High velocity reduced to 25%.
○ Weapon can no longer fire from Barges or APCs.
■ Ignifist 30 ○ Time to equip reduced by 20%.
■ 68mm Anti-Tank Cannon ○ Reload time increased by 30%. ■ Booker Storm Rifle Model 838
○ Max range and max effective range increased.
○ Turning speed increased.
○ Movement speed penalty decreased.
■ "Dusk" ce.III
○ Turning speed increased.
○ Movement speed penalty decreased.
■ Catara mo.II
○ Turning speed increased.
○ Movement speed penalty decreased.
■ Aalto Storm Rifle 24
○ Turning speed increased.
○ Movement speed penalty decreased.
■ Clancy Cinder M3
○ Stability gain rate decreased.
○ Maximum range increased.
○ Fire rate increased.
■ KRR2-790 Omen
○ Stability gain rate decreased.
○ Maximum range increased.
Gameplay Changes.
■ Sandbags, Wall (Tier 1), and Firepit build sites are now destroyed when rammed. ■ Keeps' and Outposts' interior are now warm environments.
■ Trench and Bunker build sites can now be demolished by the original builder.
■ Hammer built build sites can now be demolished by the original builder.
■ Demolition can be performed by the original builder without reserving the structure first.
■ Bunker Garrison defences will now leave a bunker husk of equivalent tier when destroyed.
■ Bunker Ramps no longer reduce the repair cost of bunkers.
■ Players can now vault out of craters being filled in with a shovel.
■ Packaging and unpackaging can now be cancelled with player movement like assembly can.
■ Passive Squad members can now lock and unlock squad claimed vehicles.
■ Passive Squad members now contribute to the required number of members to reserve a Storm Cannon, Intelligence Center, or Ammo Room.
■ Contested borders can no longer be prevented indefinitely by deliberately ignoring a factions last main spawn point.
■ Trench and Bunker husks will slow most vehicles attempting to cross over them.
■ Tripods can now be deployed in trench barbed wire.
Map Changes.
■ Additional environmental set pieces have been added.
Other Changes.
■ Regional chat tab added to the chat window.
■ All Light Tank variants have been reduced in size by about 10%.
■ S shaped bunkers are no longer eligible for Storm Cannon or Intelligence Center construction. ■ Engineering Center information tooltip no longer mentions researching higher research levels. ■ Crane hook rotation controls are now communicated to users operating a deployed crane.
■ Bunker Ramps can now be built or upgraded by hammering the open space the structure occupies.
■ The following Code of Conduct rule has been updated. The new addition has been underlined.
○ Do not exploit bugs, modify the game client, or use external tools to gain an unfair advantage.
○ This rule now encompasses things such as input broadcasting tools.
■ The Code of Conduct has been added to the website here ■ Bandages will now stem bleeding at the end of the animation.
Bug Fixes.
■ Crash when observing a bunker in a bugged state.
■ Regions' war times are not in sync. ■ Weapon ammo count desync between server and client causes a ghost round to occupy the magazine.
■ Held item state desync between server and client causes the player to hold an invisible weapon.
■ Player rotation desync between server and client causes the player to face 90 degrees to their right.
■ An audio deadlock prevents the application from closing on exit.
■ When a Squad Leader is inviting multiple players to his squad only the first player to accept their invite can join.
■ The available squads list is not reset when a war ends.
■ The second player manning the emplaced artillery does not die when it is destroyed.
■ Field Machine Guns will consume two rounds for every one round fired.
■ Player activity logs do not reset at the start of a new war.
■ Weapon impact sounds will play twice when impacting objects.
■ Some bunker types can not be repaired from outside.
■ Concealment is provided to players in trenches when they are adjacent to bushes. ■ Garrison House window's tier 2 wood material is applied to all tiers.
■ Garrison House window's will force the player to walk after leaving the firing position in some locations.
■ Barn Garrison House material will fail to load and show as a glowing yellow during snow storms.
■ The Howitzer Garrison can be constructed into an obstructing vehicle.
■ Bridge approach support pillars at the start of the guard rail have no collision.
■ Cutler Foebreaker has a typo when mounted.
■ A player standing up in a trench can stop a tank driving over them.
■ Environmental assets fail to render to the player at the edge of the players screen.
■ Devitt Mk. III track animation rotates the wrong way.
■ Gallagher Outlaw Mk. II drive wheel animation is not a complete loop.
■ Gallagher Outlaw Mk. II driver vision port has nothing behind it.
■ Engineering Center Wall research options state that walls can be wrenched.
■ APC's rear passenger area can not be entered immediately after building the vehicle.
■ The smoke effect from disabled vehicles flickers when rotating the camera.
■ Neutral Safe Houses at war start may be interacted with a vehicle: allowing access to their stockpile.
■ SMGs' aiming lines do not accurately communicate the effective range of the weapon.
■ The Keep is not protected from friendly fire damage
■ Listening Kits may be buried in trenches.
■ Walls built proximal to a road may become invincible.
■ Cancelling item assembly after the source container is filled will destroy the item.
■ Bunker ramps can be constructed adjacent to Storm Cannon build sites.
■ Mounting an Emplacement will launch an obstructing player into the air.
■ Trench connectors can be connected to a reserved structure.
Map Bug Fixes.
■ Fisherman's Row: A terrain spike is present near the border of Oarbreaker Isles.
■ Callahan's Passage: A rock west of Solas Gorge has no collision.
■ Deadlands: A fence is floating south of Sun's Hollow. ■ Deadlands: A rock has no collision adjacent to the border of Callahan's Passage. ■ Deadlands: There is a hole the players can fall into adjacent to the bridge west of Brine Glen.
■ Deadlands: The players can get stuck in the rocks south of Brine Glen.
■ Drowned Vale: A pile of logs will get the player stuck in The Baths.
■ Acrithia: Terrain flickering near the border of Kalokai
■ Endless Shore: Floating pottery at Saltbrook Channel Seaport. ■ Endless Shore: The players walk under the terrain north of Brackish Point at the map edge.
■ Tempest Island: Floating barrels west of Alchimio Estate ■ Umbral Wildwood: A tree is floating south of Stray.
■ Reaching Trail: A stump is floating north of Fort Mac Conaill.
■ Reaching Trail: Dwyerstown emplacement house is blocked by a tree.
■ Reaching Trail: Terrain is forming hard edges along the border with The Moors.
■ Godcrofts: The rocks north of Skodio have a spot players can get stuck in.
■ Westgate: Vine ladder in The Gallows kicks you off at the top. ■ Westgate: In Longstone the Refinery and the Factory are overlapping.
■ Terminus: Terrain flickering along most of the border with Shackled Chasm.
■ Callum's Cape: A chimney adjacent to an eastern Safe House is blocking access to a bicycle.
■ Warden Home Region: Colonial emblem is present on some banners.