Hotfix 1.50.22.28
Gameplay Changes
Tempest Cannon RA-2 can no longer fire from the rapid decay zone.
Collision removed from crates on the Large Assembly Factory. This is to make parking (and reserving) large vehicles easier.
Bug Fixes
Gallagher Thornfall MK. VI may shoot its own turret with ARC/RPG when boosting.
Hotfix 1.50.22.26
Gameplay Changes
Neutral structures no longer spread fire
Bug Fixes
Howitzer Garrisons can now return fire against the Tempest Cannon at ranges beyond 400m
EDIT: This was a flat increase to Howitzer Garrison retaliation range to 600m.
A craned packaged Tempest Cannon does not drop onto certain track layouts
Some vehicles are slowed down when they ram build sites without any build progress
World Tracks can be interacted with through Upgrade Mode even though actions cannot be performed on them
Items can be transferred to and from small rail car even when they are disconnected
Selected language is set to system default language after a region server restart
Some vehicles mounts display their seat position twice in the key hint at the bottom left corner of the screen
Gunner seats that require an engineer role don't give any feedback when the player attempts to reload
Hotfix 1.50.22.24
Gameplay Changes
Large Gauge Tracks now have up to 75% chance of not consuming Garrison Supplies when decay is being prevented on them. The chance is higher when there are less Tracks in a region.
NOTE: This is to partially address the feedback around the difficulty of maintaining Tracks. The effort of Garrison Supplies is balanced towards mitigating structure spam and staying within region server technical constraints. These changes are meant to alleviate that effort while staying within those constraints. Further improvements to the user experience for maintaining Tracks will be explored in future updates.
Other Changes
Feedback is now shown when artillery mounted vehicles can't fire immediately after border travelling
Bug Fixes
Track placement at some region borders unintentionally fails
Vehicles without producible Prototypes yield a Prototype Kit at the Engineering Center
Locomotives can unexpectedly collide with the train behind it when reversing when the Tracks they are placed on are curved at specific angles
Hotfix 1.50.22.20
Gameplay Changes
Locomotives can no longer ram vehicles if there are friendly passengers inside them
Artillery mounted vehicles can no longer fire immediately after border travelling
Bug Fixes
Locomotive ramming collisions were too generous
Vehicles do not warm up inside Modification Centers
Cross border tracks can decay if too much time has passed after a server maintenance restart
Track bugs (will be 1-2hrs after patch is rolled out)
Basin Sionnach - Cuttail - Tracks are too far from the Seaport
Howl County - Tracks east of the dam are blocked by environmental objects
Hotfix 1.50.22.16/17
Bug Fixes
HH-d “Peltast” distance control can sometimes become unresponsive after firing
BMS Railtruck assembling an item immediately after opening the UI screen while under high latency can cause the character to be in a stuck animation
NOTE: This fix was originally part of 1.50.22.12 but was reverted. The fix has now been restored.
Diagnostics for network connection errors was not always reporting accurate data
Hotfix 1.50.22.13
Bug Fixes
BMS Linerunner submit actions are not available when right clicking in the inventory
Hotfix 1.50.22.12
Gameplay Changes
Catwalk decay can now be prevented by Maintenance Tunnels
Game Balance
All vehicle mounted artillery weapons can no longer be fired on deployed Barges
Production times at the Large Shell Factory have been increased
120mm increased to 25s
150mm increased to 40s
75mm, 94.5mm, 300mm increased to 60s
NOTE: This is to address the significant overabundance of shells. While this change isn't intended to impact the amount of shells produced (as input resources have not changed), it is intended to require multiple facilities to produce them quickly.
Bug Fixes
Underground Pipes sometimes resets position after attaching to two structures
Track switches visually don't point in the right direction for tracks that end and don't start on the main line
Having an intermediate Train car destroyed while the train is in motion can cause the rear train cars to remain in motion indefinitely
Rycker 4/3-F Wasp Nest destruction animation repeats in a loop
Fuel Containers can be submitted to stockpiles when they are full, resulting in the potential loss of contents
Some Trench Connectors have gaps in their collisions when build a certain way
BMS Holdout aim UI does not accurately reflect firing arc
Aegis Steelbreaker K5a have inconsistent ammo capacities on side mounts
BMS Railtruck submit action can put the interface in a bad state, preventing stockpile submission via crane
BMS Railtruck assembling an item immediately after opening the UI screen while under high latency can cause the character to be in a stuck animation
EDIT: This bug fix was reverted last minute but will resolved in an upcoming hotfix
Liquid production can sometimes get stuck if they buffer to their capacity and production stops
Hotfix 1.50.22.10
Game Balance
Water Bucket effectiveness and area of effect accuracy issues have been resolved, resulting in the following results
Water Bucket area of effect has been increased by an approximate factor of 3x
Water Bucket effectiveness improved by an approximate factor of 3x
Retrieving items with a Fuel Tanker now has the same speed bonus as Trucks
Bug Fixes
Shippables on a Train Flatbed car will be positioned too low on the ground after the train car is destroyed
Facility structures with output pipes will continue to produce even when the liquid has nowhere to go, which can cause unnecessary resources to be expended
Hotfix 1.50.22.8
New Features/Improvements
Pipe contents/volume can now be viewed by pressing E on one end of a pipe
Drain Pipes action has been added to al Pipe types
Removes liquid from all connected and Reserved pipes
Foundations can now be demolished for up to 3 hours after construction
This only works if there are no structures built on top
Shard name now appears on the bottom left corner of the map screen
Players can no longer modify a vehicle at the Modification Center if they are not part of the reserve group (so players don't lose their vehicles by accident)
Facility structures have improved visuals after taking damage
Slightly improved framerate when around stockpiles of rocket ammunition
Game Balance
Water Bucket effectiveness against fire has been increased
Bug Fixes
Players can be set on fire when they are outside of the intended burn range of structures
Players riding in Locomotives can't be shot
Pallets can't be submitted to Storage Depots
Offline players members can't be removed from Squads
Trench Emplacements can't have Barbed Wire modification built on one side
300mm ammunition can be produced even when tech is locked
NOTE: Any existing ammo that has already been produced is acceptable for use
Trains do not ram build sites as expected
Collisions on Material Transfer Station are slightly off when damaged
Modification Center is missing some VFX/SFX
Some Materials from facilities had incorrect textures
Rear train cars switch to the front of the train when backing into an inactive switch
Server can crash under several rare circumstances
O’Brien Warsmith v.215 is missing sound effects when entering the vehicle
Coke has an intended high amount of stockpile value
Tempest Cannon RA-2 has issues turning very tight corners on tracks
Tempest Cannon RA-2 can be clipping other vehicles after border travelling
EDIT: An additional bug fix was included in this release: Emplaced Weapons can't be craned out of Tier 2 and Tier 3 Emplacement Trenches in certain locations in the world.
Hotfix 1.50.22.5
New Features
Music volume can now be controlled separately from the options screen
Optimizations to significantly smooth out the Squad user interface when a shard has a very high number of regiments and players
NOTE: This fixes the severe hitching that some players are experiencing
Optimizations to improve frame rate around Resource Transfer Stations that are full (there are still some performance issues, but we are working to resolve them)
Bug Fixes
BMS Linerunner user interface has the stockpile positioned incorrectly
Oil Silos and some Transfer Station meshes may sometimes become invisible when structures are damaged below a threshold
Submitting a loaded Pallet to a Storage Depot will destroy the items on it
Various item descriptions have errors
Home Region map images do not match the actual map in all cases
The demolish button tooltip sometimes shows the incorrect demolish time
Keyboard rebinding sometimes fails
Squad leader can invite a player even though a Squad has reached it's limit
Initial Release
For an overview on the new features coming in this release, please watch our preview video and read this Dev Blog post.
Facilities
A new and expansive logistics player activity that allows players to construct industrial bases
Materials
Construction Materials
Used in the production of basic structures and vehicles at Facilities.
Higher quality construction materials.
Used in the production of advanced structures and vehicles at Facilities.
Steel Construction Materials
A high end alloy that's used in the most advanced applications at Facilities.
There are a wide variety of new types of materials that can be produced and consumed at Facilities.
Provisional Roads
A temporary road used to enable vehicle access between main roads and remote bases.
Foundations
A foundation for building out areas suitable for Facilities construction.
Foundations come in different sizes and shapes.
Materials Factory
Refines resources into Construction Materials. This factory can be upgraded to produce additional basic materials that are used in a variety of processes at Facilities.
Metalworks Factory
Refines resources into Processed Construction Materials. This factory can be upgraded to produce additional advanced materials that are used in a variety of high end processes at Facilities.
Ammunition Factory
A factory that produces various types of heavy and advanced ammunition.
Pipeline
Transports various types of liquid automatically. Can connect to other types of pipes to form networks.
Pipes can freeze during snow storms.
There are Underground and Overhead variants of this structure.
Pipeline Valve
Controls the rate of flow through a pipeline. Requires a Wrench for adjustment.
Assembly Station
Allows production of a wide variety of vehicles and equipment. Some variants require a base vehicle to be present on the Assembly Station before production can be begin. There are two types of Assembly Stations.
Light Vehicle Assembly Station - Essential vehicles and equipment are produced here.
Heavy Assembly Station - Advanced vehicles like heavy tank classes and trains are produced here.
Field Modification Center
Vehicles can be further upgraded into higher tiers using this Facility. Higher tier vehicles have improved durability.
Stationary Harvester
A stationary harvester that automatically gathers resources at fields using fuel.
Oil Well (Replaces legacy Oil Well)
Extracts Oil from an underground source. Must be built near a Crude Oil Field.
Water Pump
Used to collect Water to be used in Facility recipes. Water Pumps can be placed at any body of water.
Coal Refinery
This Facility refines Coal into other useful materials for the purposes of production and power generation.
Oil Refinery
This Facility refines Oil into other useful materials for the purposes of production and power generation.
Diesel Power Plant
Generates a small amount of power using Diesel as input.
Power Station
This Facility generates a large amount of power using Oil or Coal as inputs.
Power Pole
Used to connect Power Lines together. Up to 4 Power Lines can be attached to a singe pole.
Power Line
Conducts power between two Power Poles.
Transfer Stations
Used for storing materials for transfer into and out of Facilities. The stockpile for this structure can be reserved. There are three types of Transfer Stations
Resource Transfer Stations can store raw resources
Liquid Transfer Stations can store fuels for
Material Transfer Stations can store materials
Fuel Changes
Fuel Tankers have had their fuel holding capacity decreased as a part of the balancing for Power in Facilities. Fuel Tankers no longer stack Fuel items but have had their inventory capacity increased from 2 to 25.
Note: To minimize the impact this change will have on the economy, we have reduced the input requirements of Salvage, Sulfur, and Component mines. As a result it should now be possible to keep these mines fuelled without player interaction for a longer period of time. In addition, all vehicles have had their fuel consumption rates reduced by 50% (meaning vehicles can drive twice as far on a full tank). Lastly, Players will be able to produce Petrol at their facilities and be much more abundant, but will require more effort to move around.
World Resource Mines have had their Diesel consumption greatly reduced to account for the reduction of Fuel transport capabilities. This means that mines will produce the same amount of resources but will need to be refuelled less.
Engine Room Bunker Modifications have had their Diesel consumption halved to account for the reduction of Fuel transport capabilities.
Fuel Containers
Stores a high volume of liquids, supporting a variety of fuel types. Nearby structures or vehicles can be refuelled directly from this container.
Fuel Silo
Stores various types of fuel, including Heavy Oil, Petrol, and Crude Oil.
Maintenance Tunnel
Prevents decay for Facilities and Railway Tracks by providing Garrison Supplies to nearby structures. Garrison Supplies can also be produced on site using Construction Materials.
Catwalks
Catwalks are used as raised walkways above Facilities.
There are three types of Catwalk structures (Stairs, Platform, Bridge) that can connect to form networks.
Fire System
Flamethrowers will be available in handheld and vehicle mounted variants.
Burnt buildings can reach a Blazing state. Once this state is reached surrounding buildings have a chance to catch on fire. The impacted area is influenced by the wind direction.
Accurate Flamethrower bursts on players will set them on fire.
Many of the buildings in the world can be burnt, including Garrison Houses and Bunker Bases. Extinguishing fires can be done by throwing Water on fires with Water Buckets. Water Buckets can be filled from any body of water, including from wells in towns.
Some lighter vehicles can be burnt and destroyed by Flamethrowers.
Vehicle's can be thawed using Flamethrowers.
Willow's Bane Model 845
Class: Flamethrower
Faction: Warden
Named for the unfortunate trees harmed in the development of this highly destructive weapon, the Willow's Bane utilizes flammable chemicals and fires them into a concentrated stream through an open flame. This liquid flame ignites Colonial emplacements and garrisons to route infantry while reducing their defences to a pile of ash.
"Molten Wind" v.II Flame Torch
Class: Flamethrower
Faction: Colonial
Using a deadly mix of flammable gasses and chemical compounds, the "Molten Wind" is the Colonial Legion's most devastating infantry weapon. Employing ancient techniques, Mesean chemists developed a technique to stabilize and weaponize liquid flames, which quickly transform any flammable structure into a raging inferno.
Train System
Track System
Tracks are placed by players via the build menu. Tracks can be manipulated with the right mouse button and the scroll wheel, allowing for players to change the direction and elevation.
Railways can be constructed across region borders by placing Tracks near the region border. The Track will appear on the neighbouring region border.
Train Bridges and Fixed Tracks have been added in strategic locations in the world that player built Tracks can connect to.
IMPORTANT: Train Bridges are currently not destructible but vehicles cannot drive over them.
If Train Cars are closed enough to one another they can be coupled by going between the two Cars and pressing E (or Shift-E if there are multiple usable objects nearby).
Negotiate rail yards with Track branches controlled by switches. Switches are automatically placed a branch is broken off from an existing Track.
There are three classes of tracks: Normal, Small Gauge, Crane.
Normal Gauge Tracks cannot connect to enemy Tracks.
Large Gauge Trains
Large Trains are long-distance locomotives that are used for hauling supplies, vehicles, and other large equipment across the world
BMS Black Bolt
Class: Locomotive
One of the most storied mass-market 0-6-2 locomotives engineered by the Bassett Motor Society, this coal-powered industrial train engine is reliable, tested, and incredibly durable. The Black Bolt’s legacy is unmatched having aided the Bassett Motor Society in supplying countries across the globe.
BMS Rockhold
Class: Container Car
A container car for transporting coal to refuel trains over long-distance trips.
BMS Longrider
Class: Flatbed Car
A flatbed car for transporting large resources and munitions by train over long-distances.
Small Gauge Trains
Small Trains are short-distance locomotives that are efficient for resource collection and material distribution within a Facility.
BMS Mineseeker
Class: Small Train Locomotive
The Mineseeker is the Bassett Motor Society’s mechanized mule. This small 0-4-0 locomotive can haul tonnes of weight over short distances with little overhead. Ideal for a mining operation or short-range supply chains.
BMS Railtruck
Class: Small Container Car
A low profile flatbed car for transporting large resources and munitions over short distances on small gauge tracks.
BMS Linerunner
Class: Small Flatbed Car
A small gauge container car for transporting raw materials.
Tempest Cannon RA-2
Class: Long Range Artillery Car
All the power of a stationary Storm Cannon, but easily relocated via rails. This devastating cannon is capable of levelling enemy fortifications at very large distances.
New Cranes
BMS Foreman Stacker
The Foreman is an all-purpose, no-frills, easy to assemble crane. Perfect for hauling heavy loads in facilities where loading and offloading is commonplace.
BMS Overseer Sky-Hauler
The star of the BMS arsenal of military-grade construction equipment, the Overseer Sky-Hauler makes several tonnes look like a feather, and enjoys a high level of mobility while deployed along heavy-duty rail lines.
New Vehicles
T14 “Vesta” Tankette
Class: Tankette
Faction: Colonial
The first T-class tankette to utilize this sturdier frame and versatile treads, the Vesta also represents the Velian’s first foray into fire weapons. The “Vesta” boasts a light flame turret and ample storage for the additional fuel supply required.
O’Brien v.130 Wild Jack
Class: Armoured Car
Faction: Warden
While the Noble Firebrand Mk. XVII is a deadly flamethrower tank, a more efficient means of employing flame weapons was needed. Enter the Wild Jack. Named for the fiery idols made by children for Dead Harvest, the Wild Jack is a variation of the Highlander.
R-17 “Retiarius” Skirmisher
Class: Truck
Faction: Colonial
A truck fitted with an advanced rocket propulsion rack, the “Retiarius” webs the sky with deadly, screeching rockets shot at a high frequency over long distances. Holds sixteen rockets.
Niska-Rycker Mk. IX Skycaller
Class: Half-Track
Faction: Warden
A first of its kind, the Skycaller is a variation of the Niska Motor Carriage with a Rycker designed rocket battery fitted in the rear bed. This unique armoured vehicle quickly fires rockets long distances with ease, and can be rearmed and relocated at the drop of a hat. The Skycaller is the deadly result of combined Nevish and Caoivish engineering.
T14 “Vesta” Tankette
Class: Tankette
Faction: Colonial
The first T-class tankette to utilize this sturdier frame and versatile treads, the Vesta also represents the Velian’s first foray into fire weapons. The “Vesta” boasts a light flame turret and ample storage for the additional fuel supply required.
O’Brien v.130 Wild Jack
Class: Armoured Car
Faction: Warden
While the Noble Firebrand Mk. XVII is a deadly flamethrower tank, a more efficient means of employing flame weapons was needed. Enter the Wild Jack. Named for the fiery idols made by children for Dead Harvest, the Wild Jack is a variation of the Highlander.
H-19 “Vulcan”
Class: Light Tank
Faction: Colonial
This modified “Hatchet” features a reinforced fuel cell fixed to its rear alongside a heavy flamethrower turret. This light tank can launch litres of burning fuel a fair distance, while its crew remains protected behind light armour plating.
Noble Firebrand Mk. XVII
Class: Destroyer Tank
Faction: Warden
In response to the Legion embarking on aggressive northern offensives, the Firebrand is designed to conflagrate and eradicate their garrisons with ease. Built using the aggressive frame of the Widow, the Firebrand is a pure force of nature when paired with a secondary armoured escort.
85V-g "Talos"
Class: Assault Tank
Faction: Colonial
The Talos is a Velian modification to the 85-series, fitted with an oversized 75mm cannon. Knowing that such a heavy cannon would likely not be suitable, the engineers built it to disperse weight in such a manner that the 85-series chassis could bear it.
Gallagher Thornfall Mk. III
Class: Cruiser Tank
Faction: Warden
Armed with a rack of Bonesaw mortar launchers, the Thornfall is designed to launch an indirect mechanized assault on enemy armour. This unique vehicle supports an allied assault and cannot withstand large amounts of punishment.
Lance-36
Class: Battle Tank
Faction: Colonial
A heavy-duty Battle Tank with thick armour plating and destructive firepower. The Lance is fitted with a 75mm turret and a front-facing 12.7mm anti-infantry machine gun. The heavy armour limits top speed, but in exchange it can take a lot of punishment.
Flood Mk. I
Class: Battle Tank
Faction: Warden
A heavy-duty Battle Tank with thick armour plating and destructive firepower. The Flood is fitted with a 75mm turret and a front-facing 12.7mm anti-infantry machine gun. The heavy armour limits top speed, but in exchange it can take a lot of punishment.
O-75b "Ares"
Class: Super Tank
Faction: Colonial
Armed with a dual 75mm turret, the Ares is a lumbering beast. What it lacks in speed and versatility, it more than makes up for with raw destructive power.
Cullen Predator Mk. III
Class: Super Tank
Faction: Warden
This gargantuan beast is the brainchild of Gray Cullen. Once thought impossible, the Predator was Cullen’s idea of how a great ship might operate on land. It boasts two sets of quad-barrelled grenade launches and a heavy-duty 94.5mm forward facing cannon. While limitations of ground-based travel posed certain restrictions on the scope of the project, Cullen wasn’t deterred and made necessary adjustments to meet his vision of the ideal land ship.
Aegis Steelbreaker K5a
Class: Combat Car
Faction: Colonial
Known across the colonies as King of the Rails, this heavily armoured train car is designed to protect and exert dominance over contest rail lines, especially when transporting supplies into contested territory as well as safely transporting infantry. This armoured beast boasts a forward facing cannon, as well as heavy lateral guns.
O’Brien Warsmith v.215
Class: Combat Car
Faction: Warden
In his later years, O’Brien nearly died in an attack on a military passenger train while travelling to Whedon’s Row. In response, he put his team to work designing not only an infantry car that offered powerful protection to any locomotive, but one that just the sight of it would run off all but the most committed of attackers—Namely its thick armour plating and powerful twin turrets.
945g “Stygian Bolt”
Class: Field Gun
Faction: Colonial
The “Stygian Bolt” Heavy Field Gun is fitted with a monstrous 94.5mm cannon paired with heavy angled blast shielding. Inspired by the rows of narrow canyons in their homeland of the Lacrista province, Mesean engineers designed this field weapon to keep its crew as safe from ancillary fire as possible while maintaining forward momentum.
Balfour Stockade 75mm
Class: Field Gun
Faction: Warden
This robust field cannon not only allows infantry to fire heavy 75mm shells with ease, but it provides state-of-the-art curved blast shielding for maximum protection from crossfire.
New Emplacements
DAE 1b-2 “Serra”
Faction: Colonial
Built like a saw blade, the DAE 1b-2 emplacement gun is fitted with three cascading machine gun turrets. What the Serra lacks in power, it makes up for in sheer rate of fire for a weapon of its size.
Huber Starbreaker 94.5mm
Faction: Warden
Built to compliment other free-standing artillery pieces, the emplaced Huber Starbreaker launches 94.5mm shells over very long distances. A necessary tool for infantry to knock back armoured Colonial advances.
DAE 2a-1 “Ruptura”
Faction: Colonial
Not to be outdone by its counterparts, the 2a-1 “Ruptura” is fitted with a 75mm cannon. Designed to aid in holding ground for longer durations, the “Ruptura” is a strong, efficient anti-armour tool.
DAE 1o-3 “Polybolos”
Faction: Colonial
To combat Caoivish ingenuity, the Meseans developed their own indirect RPG propulsion system. Dual launchers are fitted on a large emplacement platform to maximize coverage in an established position, rather than being relegated to a guerrilla warfare tool.
DAE 3b-2 “Hades’ Net”
Faction: Colonial
The DAE 3b-2 fires rockets over long distances from a safe, emplaced position. This unique weapon was given its name due to the screams heard across the battlefield during its first deployment, with some referring to the barrage as a “web of death.”
Other New Content
Fuel Container
Faction: Neutral
Stores various types of fuel including Heavy Oil, Petrol, and Crude Oil.
Water Bucket
Produced at the Factory and used to put out fires
Can be refilled at bodies of water or wells
Can also be refilled using Water resource item
Storage Rooms (repurposed from Ammunition Room)
Can store a wider variety of Large Items including: Metal Beams, Sandbags, Barbed Wire, Tripods, Tripod Weapons, Artillery Shells, and other ammo types.
Gameplay Changes
New Resources
Coal fields have been added and Oil fields have been reworked. Both resource types are used in Facilities production and power generation.
Gravel
Resource used for building Roads and Foundations.
Refined at logistics towns Refineries using Coal.
Damaged Components
Damaged Components that can be salvaged into Components at Facilities.
Damaged Components can provide a continual source of Components even when their respective fields are depleted
Material Pallets are now constructed empty at the Construction Yards or Facilities.
Material Pallets now serve the role of transporting Facility Materials and heavy ordinance.
Small Shipping Containers have been removed from the game.
Note: When we shipped Entrenched a year ago the Small Shipping Container was added (and the Shipping Container 50% capacity was increased) as a temporary solution to a transport problem that we had always intended to resolve with trains. Now that we’re finally here, the Small Shipping Container is being removed (but the Shipping Container buff is remaining). Pallets will instead be used to make direct deliveries from player facilities to the frontline. This will include certain hard-to-move items such as 120mm, 150mm, 250mm, and 300mm Ammo types, as well as some new ones. For more details on this decision please read the Devblog
Sandbag, Metal Beam, and Barbed Wire materials can no longer be produced at the Construction Yard. Players will instead be able to produce them at Facilities or at logistics town Factories.
These crates can then be submitted to material pallets for easier transport.
Bunker base add-ons cost Sandbag, Barbed Wire, and Metal Beam materials again.
The old Crude Oil has been removed from the game as it has been replaced with the Oil item.
Vehicles can now be upgraded at the Field Modification Center.
Note that their increased durability improvements have changed
Tier 2 vehicles are 10% more durable than base vehicles
Tier 3 vehicles are 20% more durable than base vehicles
ARC/RPG ammunition can now be produced by Colonials.
12.7 Anti Infantry Flak Gun is now a Warden specific emplaced weapon.
68mm Anti-Tank Cannon is now a Warden specific emplaced weapon.
The Balfour Rampart 40mm has been replaced with the Balfour Rampart 68mm.
The 68-45 "Smelter" has been replaced with the 40-45 "Smelter".
Some team structures have a new action button that allows players to flag them for Disruptive placement. Structures that have been flagged by enough unique players will be vulnerable to friendly fire damage.
Most vehicle variants are now produced at Facilities (Vehicle Assembly Station)
Vehicle variants no longer require tech tree unlocks, but instead will require a base vehicle for production (the base vehicle is still bound by the tech tree)
Radio backpack code transmission no longer works if there are vehicles or other obstacles blocking it from above
Encampments (Forward Bases) no longer upgrade into higher tiers
NOTE: Higher tier Forward Bases were part of a legacy set of Early Access content (like Gun Turrets, Sunken Pillboxes, etc were) that have been superceded by Bunker Bases and are thus being retired.
Balance Changes
Base vehicles have had their material cost reduced to account for the additional requirements to produce variants at Facilities
T3 "Xiphos" refined material cost reduced from 40 to 25.
T12 "Actaeon" Tankette refined material cost reduced from 50 to 35.
H5 "Hatchet" refined material cost reduced from 135 to 115.
85K-b "Falchion" refined material cost reduced from 165 to 135.
AA-2 "Battering Ram" refined material cost reduced from 30 to 20.
O'brien V. 110 refined material cost reduced from 35 to 25.
King Spire MK-I refined material cost reduced from 80 to 70.
Devitt Mk. III refined material cost reduced from 140 to 120.
Silverhand - Mk. IV refined material cost reduced from 170 to 155.
Gallagher Outlaw Mk. II refined material cost reduced from 165 to 155.
NOTE: This note was mistakenly added and did not come to the live game. The Outlaw cost remains at 165 refined materials.
Balfour Wolfhound 40mm refined material cost reduced from 30 to 20.
Collins Cannon 68mm refined material cost reduced from 30 to 20.
Small arms changes
Cutler Launcher 4 refined material cost increased from 15 to 35.
20 Nevile Anti-Tank Rifle crate size reduced from 5 to 3.
BF5 White Ash Flash Grenade
Crate size reduced from 15 to 10.
Explosive material cost reduced from 40 to 30.
Bane 45 encumbrance reduced from 50% to 45%
Hydra's Whisper damage increased by 40%.
Item/Economy changes
Petrol
Petrol cans now hold 50 litres of fuel.
To accommodate for the above change, assembling Petrol yields two cans.
All world resource mines have had their production output and cycle times increased by four times. This amounts to refuelling four times less often.
All world resource mines now consume petrol two times faster.
Engine Room fuel consumption rate reduced by 50%.
Pallets are now produced at Construction Yards or Facilities.
Barbed Wire, Sandbags and Metal Beams are no longer constructed as pallets at the Construction Yard but instead as crates in Factories or as individual items at facilities.
300mm Rounds are no longer produced at Factories and are instead made at Facilities
Vehicle balance
All vehicles have had their fuel consumption rates halved.
RR-3 "Stolon" Tanker and Dunne Fuelrunner 2d
Inventory no longer stacks items.
Inventory size increased from 2 to 25
Off-road speed has increased by 75%
T5 "Percuito"
Ammo increased from 8 to 10.
Off-road speed has been improved.
Overall speed has been decreased slightly.
Gallagher Highwayman Mk. III maximum inaccuracy (maximum size the reticle can bloom to) has been decreased.
Field Machine Gun costs reduced from 25 to 20 Refined Materials.
Pallet health increased by 100%
Other Changes
Vehicle subsystem status icons are now red when disabled.
Vehicle tread marks on the ground will colour match bombardment devastation and snowstorms.
New music added to the main menu, home regions, and for victory and defeat.
The build menu can now be opened without a building tool.
The build menu has been broken down into tabs for improved organization.
Monument Parks in Home Regions removed
Bug Fixes
If two barges deploy their ramps overlapping each other they will obstruct each other from raising their ramps.
Upgrading an Emplacement Trench with a deployed emplacement will no longer provide buffs to that emplacement unless it's deployed again.
Firepits can not be constructed on Seaports (again).
86K-C "Ranseur" RPG aim line persists when opening the commander hatch.
Silverhand MK. IV 68mm gunner turret recoil animation does not play.
85K-B "Falchion 40mm turret recoil animation does not play.
Many map bugs were fixed through the process of changing them to support Tracks and Coastal Guns.