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Update 63 Release Notes

  • Feb 9
  • 25 min read

Updated: 14 minutes ago

Hotfix 1.63.41.2


Dev Note: The following changes focus on the critical issue of aircraft being too oppressive against players on the ground, especially in frontline regions. These changes are also limited to what is technically feasible in a hotfix patch. This won't be enough to address all of the issues from the community feedback on the first Airborne war. The team is working toward more extensive changes for Update 64.


Gameplay Changes

  • Small Aircraft Engines and Mechanical Parts (both hereby referred to as Small Aircraft Parts in these notes) converted from Extra Large Items to Large Items.

    • Small Aircraft Parts stockpile quantities, such as on the Material Pallet, have been increased to be similar to other Large Items.

    • A stockpile such as a Rooster - Tumblebox is still required to remove parts from the Aircraft, but can then be carried on a player like other Large Items.

    • Small Aircraft Parts are heavy enough to encumber a player.

      • Engineer Uniforms reduce the weight penalty from Small Aircraft Parts.

    • Small Aircraft Parts can now be stored in stockpiles, including the Aircraft Depot.

    • Small Aircraft Parts can now be repackaged at the Aircraft Depot, similar to Pilot Uniforms.

      • Dev Note: These changes do not remove the requirement of needing a stockpile to remove and replace parts from small aircraft. It is specifically to alleviate the challenges of privately storing parts which can now be done at the aircraft depot.

  • Cranes can now move whilst carrying a packaged Aircraft frames.

    • Dev Note: This is a temporary change to ease the challenge of recovering aircraft frames after they have crashed.

  • Heavy Bomber Aircraft cannot drop their payload if travelling at slower than half speed, or lower than 70m in elevation.

    • Dev Note: This change aims to make Bombers less useful for destroying specific ground targets, and makes them more vulnerable to anti-aircraft flak fire. The height should make it both harder to aim, and give the bombs more of a spread before hitting the ground.

  • Border travel cooldown for Aircraft increased to 45 seconds.

    • Dev Note: This change is meant to make it more difficult for aircraft to disengage by ‘border hopping’ back-and-forth in order to lose any pursuing aircraft. This disproportionately benefited bombers, scout planes, and other slower aircraft.


Balance Changes

  • A51 Venti “Daedalus”

    • Added inaccuracy to the MG.

    • Bomber seat reload time increased from 3 to 6s.

      • Dev Note: A full reload and firing cycle is 6.25s, dealing 650 damage.

    • Health increased from 500 to 600

      • Dev Note: This is to address the issue of this aircraft being easier to hit than the Luminary Mk. IV Herald. A longer term solution is being worked on for Update 64.

  • Luminary Mk. IV Herald

    • Added inaccuracy to the MG.

      • Dev Note: For both the A51 Venti “Daedalus” and Luminary Mk. IV Herald we have reduced their accuracy to make it less effective at strafing infantry or open-topped vehicles.

    • Firing duration (time after firing before another shot can be fired) increased from 0.25 to 1.5s.

    • Bomber seat reload time increased from 3 to 4.5s.

      • Dev Note: The increased firing and reload time will make it harder to land both torpedoes on a single target. A full reload and fire cycle is 12 seconds, dealing 1000 damage.

  • Toxot-902 “Blind Silver” and Luminary Mk. II Harbinger Assembly Materials I cost reduced from 200 to 100

  • M925 Austringer Man-O-War Wing and Tail health decreased from 880 to 750

  • Mergo-4 “Myrmidon”

    • Fuselage health decreased from 1650 to 1000

      • Dev Note (edit): This health decrease affects the fuselage part and brings it into parity with other aircraft of its size. It remains one of the hardest parts to destroy on the aircraft and does not affect the aircraft's frame health.

    • Wing and Tail health decreased from 650 to 575

      • Dev Note: Both the M925 Austringer Man-O-War and Mergo-4 “Myrmidon” are being made slightly more vulnerable to interception and AA fire. This goes in tandem with some other gameplay changes meant to make their usage more risky.

  • DAE 5b “Zeal” and Leary AA-70 Bolas

    • Health increased from 1250 to 2650

  • 912 Shrike Rounds damage reduced from 1050 to 950

  • Poseidon and Mercy Small Aircraft Parts stockpile increased from 200 to 400

  • Observation Bunker (Tier 3) now also detects Aircraft Intel.


Bug Fixes

  • Aircraft are not considered to be in the No Drop Zone momentarily after border travel.

  • Localisation for new content is missing.

  • Disconnecting during region travel will reconnect the user in the home region and not the destination region.

  • Region traveling with poor connectivity to foxhole services causes the aircraft to be stuck in an invulnerable air pause when cancelling travel queue.


Hotfix 1.63.40.1


Other Changes

  • Security Fixes

  • Mitigated intermittent moments of server lag.


Hotfix 1.63.39.0


Other Changes

  • Security Fixes


Bug Fixes

  • Aircraft can be "speed limited by surface" after region travel.

  • Rapid dismount of passenger seats of Transport Aircraft may cause the camera to become stuck in place.

  • Foliage ghosts can flicker in dense no man's land.

  • Logs were sometimes spammed due to the presence of a seated tank engineer.


Hotfix 1.63.38.2


Bug Fixes

  • Artillery-damaged tree collisions are taller than expected.

  • Tempest Cannon RA-2 cannot deploy after region travel.

  • Tulka I1.9 White Raven pilot seat is exposed to flak fire.


Hotfix 1.63.38.0


Gameplay Changes

  • Aircraft are now locked to the assembler when assembled.

    • Dev Note: This change targets Aircraft being stolen when assembled from the Aircraft Depot. Locked vehicles cannot be submitted by other players to stockpiles.

  • Large Items held by players on Transport Aircraft are now removed shortly after take-off. Players holding Large Items are notified of removal when entering a Transport Aircraft.

    • Dev Note: This is to enforce the intended Large Item restriction on Paratrooper uniforms, which can be currently circumvented through various means.


Other Changes

  • Security fixes.


Bug Fixes

  • Bomber Aircraft struggle to ascend.

    • Dev Note: Adjusted stall threshold. This only influences the threshold at which a stall might occur and has no impact on the manoeuvrability of the Aircraft.

  • The pilot of a Tulka I1.9 White Raven picked up by a Mercy crane can become stuck when repositioned onto the Mercy's deck.

  • Rinnspeir Mk. I Zealot passengers become hidden whilst seated.


Hotfix 1.63.36.1


Bug Fixes

  • Transport Aircraft

    • Parachutes deploy unreliably when jumping out of Transport Aircraft.

    • Rinnspeir Mk. I Zealot rear passenger seats are unable to be exited reliably whilst the Aircraft is airborne.

      • Dev Note: These fixes are a part of our ongoing improvements to both Transport Aircraft to make Paratrooper gameplay more robust.

  • Luminary Mk. II Harbinger stalls and loses control unexpectedly in some rare conditions.

    • Dev Note: Adjusted stall threshold. This only influences the threshold at which a stall might occur and has no impact on the manoeuvrability of the Aircraft.


Hotfix 1.63.35.0


Gameplay Changes

  • Increased the period pilots are given to load after border travelling before a passenger is swapped to the pilot's seat.

  • Build sites cannot be placed whilst moving enemy Aircraft are nearby.

  • Reduced the areas where Aircraft are able to take off.

    • Dev Note: This is intended to address cases where aircraft could circumvent take off restrictions that were in place.

    • Aircraft need to be on a supported surface, such as Runways, roads for Scout Aircraft, or water for Amphibious Aircraft, before being allowed to take off.

    • Added a 5s grace period of being able to take off when moving to an unsupported surface from either a supported surface, or from a flying state.

      • The grace period is ended prematurely if the pilot exits the Aircraft.

  • The throttle of an Aircraft is now set to 0% when border travelling whilst grounded, or in the water.

  • Emplaced weapons produced at the Construction Yard can now be stored in Reserve Stockpiles to be consistent with other Construction Yard shippables.

  • Group Queues

    • Players can now individually exit a Group Queue by dismounting their vehicle and then exiting the queue.

    • Improved queue messages.

      • All members of the Group Queue are notified when the queue is cancelled and by whom.

      • Added a unique message when attempting to exit a Group Queue explaining dismounting will allow the user to exit as an individual.

  • BMS - Class 2 Mobile Auto-Crane and BMS Overseer Sky-Hauler can no longer be entered by enemies.

    • Dev Note: This is intended to address Scout Planes being used as an easy method to bypass AI defenses to get into enemy Cranes in backline regions to lift up packaged assets so AI can destroy the Crane and the costly packaged asset.

Balance Changes

  • Recyling recipe for Aircraft Mechanical Parts (Small) Processed Construction Materials and Assembly Materials III cost reduced from 5 to 1

  • Recycling recipe for Aircraft Engine (Small) Processed Construction Materials and Assembly Materials IV cost reduced from 5 to 1


Other Changes

  • Reduced the noise on some snowy landscape visuals.

  • Enemy Runways are no longer considered suitable surfaces for take-off.


Bug Fixes

  • Aircraft Carriers are missing map icons.

  • Other players are shown as standing regardless of their stance when entering replication range.

  • Mercy

    • The smoke produced by disabled turrets all appear at the center of the ship.

    • Aircraft on the catapults are difficult to refuel by hand.

  • Entering the pilot's seat of an Aircraft that has previously travelled over a border automatically sets the throttle to 100%.

  • The wheels of the A51 Venti “Daedalus” spin whilst stationary on water.

  • Large Ships are not visible from Aircraft at high altitude.

  • The side exhaust smoke VFX of the Cutler Foebreaker are produced from the other tripod mount location when mounted on the BMS Holdout.

  • The Squad Reservation prompt appears erroneously when producing Aircraft Frames at the Large Assembly Station.

  • Aircraft are fully repaired after border travel or on server save load under specific circumstances.

  • Bunkers can be placed too close to Resource Fields, causing resource nodes to spawn in the ground.

  • Occupants cannot exit from Transport Aircraft when the Aircraft is grounded at certain angles.

  • Aircraft Carriers do not gather map intelligence whilst anchored.

  • Transport Aircraft pilots are forced back into the pilot seat if they attempt to exit their aircraft while it is flipped over.

  • If the pilot disconnects while region traveling the aircraft will remain floating and inaccessible on the destination side.

  • Rinnspeir Mk. I Zealot elevator can be stood on.

  • Poseidon left rudder does not animate.


Mag Bug Fixes

  • Linn of Mercy

    • Incorrect landscape materials are being used.

  • Stlican Shelf

    • There is a collision for vehicles that extends above the top deck of the Relic Ship that Aircraft can collide with.


We are actively monitoring bug/feedback channels and working on additional changes and fixes.


Hotfix 1.63.30.0


Gameplay Changes

  • Border travel goes on cooldown for 20s after travelling in an Aircraft.

  • Aircraft now return to level flight if the Pilot's connection is momentarily interrupted.


Balance Changes

  • Non-Aircraft 20mm Weapons, such as the DAE 1B-2 "Serra" or 68A-4 Ronan Fathomer

    • Accuracy lost from shooting increased.

    • Rate of accuracy gain whilst not shooting improved.

    • Maximum inaccuracy (size the reticle can bloom to) increased.

      • Dev Note: The ground-to-air AA vehicles and emplacements have been rebalanced as we have fixed issues with their range and damage. See Bug Fixes for more details.

  • Tulka I1.9 White Raven fuel consumption increased by 5%.

  • Toxot-902 “Blind Silver” center of gravity improved.

    • Dev Note: Careful attention was given to the Colonial Fighter's turn rate. The turn rate of the Toxot-902 “Blind Silver” is comparable to the Tulka I1.9 White Raven when both aircraft are travelling at similar speeds.


Other Changes

  • Localisation languages updated.


Bug Fixes

  • Users can become stuck in the Respawn Screen if the region they are returning to is full.

  • The user's position in queue is lost unexpectedly in some cases when border travelling.

  • Tulka I1.9 White Raven high velocity modifier displays as 50% despite being 75%.

  • Poseidon

    • Entering an Aircraft whilst adjacent to the border propels said Aircraft dramatically.

    • Naval turret does not fire at enemy small ships.

    • Aircraft Parts can be stored in its crew stockpile.

      • Dev Note: Aircraft Parts can still be stored in the Hangar Stockpile.

  • Rinnspeir Mk. I Zealot does not pitch down whilst at minimum throttle.

  • Mergo-4 “Myrmidon” reload speed takes 8s rather than the expected 7

  • Mercy

    • Does not repair damaged Aircraft Parts when Repair Nearby Small Aircraft is used.

    • Aircraft cannot be Wrenched whilst on the catapult.

  • Large Ships can store 32000 Warden Aircraft Parts unexpectedly.

  • Rinnspeir Ornitier-Class Gunship

    • Bow turret has no reload SFX.

    • Destroyed visuals are broken.

    • The Blumfield LK205 can be cycled into the cabin area.

  • Strider

    • Players cannot walk through the cabin doorways whilst the boat is turning.

    • The Blumfield LK205 can be cycled into the cabin area.

  • Non-Aircraft 20mm Weapons, such as the Leary Snare Trap 20 or K-81e “Sombre”, drop-off damage at a shorter range than expected whilst in Anti-Aircraft mode.

  • Leary Snare Trap 20 and DAE 1B-2 "Serra" rotation stops if the gunner's camera is too far away from the weapon whilst in Anti-Air mode.

  • Leary AA-70 Bolas and DAE 5b “Zeal”

    • Cannot be Squad Reserved.

    • The player faces the wrong direction whilst reloading.

  • Some Bunker (Tier 1) husk decay times are longer than expected.

  • Some Bunker (Tier 2) husk decay times are shorter than expected.

  • Aircraft can fire weapons and drop payloads in the No Drop Zone.

  • Player Backpacks are left floating in the air when dying under certain conditions in an Aircraft.

  • The AB-8 "Acheron", AB-11 "Doru", and Mulloy LPC do not trigger water mines.

  • Minefield collisions are inaccurate.

  • Submarines do not take damage from E680-S Rudder Lock whilst submerged.

  • Small arms aim assist on players does not snap to players behind cover correctly.

  • Players can stand on the heads of other players.


Map Bug Fixes

  • Fisherman's Row

    • Oceanwatch and Fort Ember beaches do not allow BMS - Aquatipper deployment.

  • Great March

    • A Salvage Field south-east of Sitaria is obscured by foliage.

  • Olavi's Wake

    • There are trees on the road near the border east of Kulkue.


Additional Changes After Dev Branch

  • Shift F tooltip has been added on the GUI for weapon mounts that can swap to AA fire mode.

  • Flight control widget GUI moved to bottom left above the pilot's minimap.


Additional Bug Fixes After Dev Branch

  • Pilots are not subject to weapon restrictions from team damage.

  • Leary Snare Trap 20 and DAE 1B-2 "Serra" rotation speed is out of sync with the fire mode.

  • Mercy and Poseidon aircraft on deck or catapult will visually detach for a moment when the pilot gets out.

  • Poseidon elevator material causes friction slowing aircraft on deck.

  • Mercy 20mm AA gunners are using incorrect MG firing animations.

  • V-5b Pegasus gunner seat can be entered prior to the doors being operable by the co-pilot resulting in him being stuck inside forever.

  • V-5b Pegasus engine vanishes when merely damaged.

  • V-5b Pegasus packaged airframe is untextured.

  • V-1 Tzykalia gunner pitch animation results in clipping.

  • M925 Austringer Man-O-War gunner yaw animation results in clipping.

  • Tulka P4 Welkinrive standing outside near the tail allows the user to see inside.

  • Aircraft Parts are not faction specific on BMS Linerunner or Material Transfer Stations.

  • A51 Venti “Daedalus” and Luminary Mk. IV Herald ammo inventory slot is set to an incorrect ammo.

  • Luminary Mk. IV Herald is unable to pitch down at low speed.

  • Luminary Mk. IV Herald provides ground intelligence.

  • Leary AA-70 Bolas can not be built with any tool.

  • Queue spelling mistake when 2nd in line.

  • Mergo-4 “Myrmidon” clips through the Poseidon deck when on the elevator.

  • Mergo-4 “Myrmidon” wheels clip into terrain.

  • Hitting a spline of Sea Mines destroys all the mines not just the ones that were hit.

  • Quillback Torpedo area of effect penetrates large ship hulls harming occupants.


Hotfix 1.63.28.2


Bug Fixes

  • Crashes occur when walking around some areas of Red River.


Map Bug Fixes

  • Some parts of Cannonsmoke, Red River are using incorrect landscape materials.


Hotfix 1.63.28.1


Bug Fixes

  • The inside of the Bulwark cannot be walked on.

  • Weapon stability is not working as expected.


Map Bug Fixes

  • Some terrain in logistics hubs restrict building unexpectedly.

  • Ships sit low in the water in the new Airborne Regions.

  • Tempest Island and Sableport are using incorrect landscape materials.


Initial Release


New Content

  • Vehicles:

    • Luminary Mk. II Harbinger

      • Faction: Warden

      • Type: Fighter Aircraft

        • The backbone of the Alliance Sky Brigade, the Harbinger excels at both strafing ground targets and dogfighting with its twin, front-facing machine guns. Not willing to be outclassed by crude Mesean engineering, Luminary—formerly a northern Caoivish industrial engineering firm—set to work on designing its Mk. I prototype. Sleek, aerodynamic, and so fast it screams, the Harbinger’s design is intended to give the Nevish Alliance a psychological edge on the battlefield as much as it provides air support.

    • Toxot-902 “Blind Silver”

      • Faction: Colonial

      • Type: Fighter Aircraft

        • The Toxot-902 is a modern variant of the first warplane to ever see combat; it tears across battlefields laying down strafing machine gun support but excels in air-to-air dogfights. Easy to manufacture and field in large numbers, “Blind Silvers” often give the impression of a volley of arrows soaring overhead.

    • Tulka P4 Welkinrive

      • Faction: Warden

      • Type: Bomber Aircraft

        • A Nevish bomber that was developed in direct response to a lack of aerial heavy explosive support during Alliance operations. Having been repeatedly waylaid by Tzykalia bombers along the Sorovian coast, it became clear that the Sky Brigade needed to improve their armada. The Brigade commissioned a light and fuel-efficient bomber still capable of deploying catastrophic payloads.

    • V-1 Tzykalia

      • Faction: Colonial

      • Type: Bomber Aircraft

        • A large, deadly bomber capable of delivering high volumes of explosive payloads. While the V-1 Tzykalia requires a proficient bombardier crew, this Velian-made aircraft has an infamous reputation overseas on the Katoma front. Facing minimal air-to-air resistance, a full squadron of Tzykalias led by seasoned captain and ace lodesman Calliope Bibas erased a large Estrellan fortress in the desert region of Sorra Blava off the map. This operation left Alliance presence in the west reeling, furthering Republic ambitions in the region.

    • M925 Austringer Man-O-War

      • Faction: Warden

      • Type: Torpedo Bomber Aircraft

        • The M925 Edellian bomber is the Alliance Sky Brigade’s ace at air-to-sea combat. Featuring twin torpedo bays and a rear-mounted machine gun, the Man-O-War is a veritable threat to any ship’s hull or would-be assailants. The M925's unique capabilities overdelivered, as it was originally conceived as nothing more than a short-range coastal defence bomber. During the M925’s first operation off of the Katoman coast, a small squadron single-handedly sank a Titan. Her crew had no idea how their ship filled with seawater as torpedo after torpedo bored into the underside of her hull.

    • Mergo-4 “Myrmidon”

      • Faction: Colonial

      • Type: Dive Bomber Aircraft

        • This unique dive bomber quickly deposits small payloads with more precision than its larger, less mobile counterparts. Bombing first and asking questions later, “Myrmidons” often lead larger bombing operations. Its effective hit-and-run tactics soften larger targets or clear out emplacements that may pose a threat to less manoeuvrable aircraft or incoming convoys.

    • Rinnspeir Mk. I Zealot

      • Faction: Warden

      • Type: Paratrooper Transport Aircraft

        • A recent addition to the Alliance Sky Brigade, the Zealot is a first-of-its-kind dropship out of Sorovia. Its large fuselage and cargo bay facilitate transporting entire paratrooper units and dropping them into the fray with ease. The Zealot is best paired with escorts, as it doesn’t boast much in the way of firepower, but once it deploys a retinue of Cloudrunners, it circles back to base to load up the next squad.

    • V-5b Pegasus

      • Faction: Colonial

      • Type: Paratrooper Transport Aircraft

        • A handful of these Velian-made aircraft are capable of depositing entire platoons of Colonial paratroopers deep behind Warden lines. In fact, these selfsame paratroopers are feared throughout the north for their commitment to night diving and opening their chute late enough that even an observant enemy might blink and miss their descent. While most paratroopers have a short lifespan, one trio that called themselves “The Furies” successfully completed over one hundred combat jumps into Caoivish territory. It’s believed The Furies are responsible for sabotaging countless Warden operations in the north and played a pivotal role in Legate Thea Maro’s “Operation Sunfall.”

    • Mercy

      • Faction: Warden

      • Type: Aircraft Carrier

        • The Mercy-class carrier, commissioned to aid the Alliance Sky Brigade in combating the rapid deployment of Colonial aircraft, is fitted with several launchpads to rapidly deploy aircraft from any oceanic location. Mercys were designed to be self-sufficient in defending against aerial bombardments and ship-to-ship defence. Originally, this class of ship had a different designation, but Bright Mercy, great-grandfather of Archon Fionn Mercy, had it changed once he’d seen it in person. To this day, the story goes that he fell to his knees and sobbed at the sight of it. “It was akin to witnessing a god.”

    • Tulka I1.9 White Raven

      • Faction: Warden

      • Type: Light-Fighter Aircraft

        • This unique Nevish fighter was specially designed to be launched from Mercy-class aircraft carriers, with the flexibility to operate in different environments. Fitted with several front-facing armaments, the White Raven is known to swarm enemy armadas out of nowhere. They soon find themselves careening out of the clouds.

    • Poseidon

      • Faction: Colonial

      • Type: Aircraft Carrier

        • The Poseidon-class Aircraft Carrier represents a masterwork of military might for both the Republic Coastal Legion and the Colonial Aeronautics Corps. This massive vessel rivals even Titan-class battleships in scale. Upon launching the first ever aerial assault in the north, it became clear to the Mesean Senate that the sky was the future of warfare. Republic Command was quick to put concerted effort into further developing the Aeronautics Corps capabilities. Before a single plane marked by a Caoivish flag passed through clouds, the Poseidon had been launched. Following the success of the Poseidon, Combat Magister Curio was stripped of his position, having wasted resources investing in submersibles.

    • Luminary Mk. IV Herald

      • Faction: Warden

      • Type: Scout Aircraft

        • The Mk. IV is a lighter Luminary aircraft designed for high and low-altitude intelligence gathering. Living up to its namesake, the Herald has been instrumental in thwarting several Colonial operations in the west. What it lacks in resilience and firepower, it more than makes up for in flexibility.

    • A51 Venti “Daedalus”

      • Faction: Colonial

      • Type: Scout Aircraft

        • Inspired by passenger seaplanes, the A51 is an extremely proficient scout plane. Dubbed “The Daedalus” by countless crews for its intrepid design, pontoons and foldable wheels give the flexibility to land, refuel, or observe enemy movements under various conditions unrivalled by more conventional aircraft.

    • Bellweather by VAC

      • Faction: Neutral

      • Type: Mine Boat

        • A simple vessel designed to lay out and maintain naval mines. Manufactured by the Venchin Auto Corporation, the Bellweather was originally commissioned by the Wenitan Naval Guard. Sensing further opportunities to profit, VAC began marketing the Bellweather to navies beyond Katoma, finally reaching Caoivish shores.

    • Das Krokodil by VAC

      • Faction: Neutral

      • Type: Light Freighter

        • This deep water Venchin Auto Corporation light freighter is a sturdy vessel that specializes in seaport-to-seaport deliveries. As a deep water ship, Das Krokodil can’t safely reach land-based shipping structures.

    • 68A-4 Ronan Fathomer

      • Faction: Warden

      • Type: Infantry Boat

        • This naval escort ship excels at sea-to-air engagements, providing friendly naval vessels with critical protection from enemy aircraft. The 68-series remains one of Patrick Ronan’s favourite designs. Having been commissioned by the Watchers to aid in coastal investigations, this modification—given the designation A-4—has since eclipsed its forebear’s ubiquity.

    • K-81e “Sombre”

      • Faction: Colonial

      • Type: Infantry Boat

        • The “Sombre” is an escort gunship that excels at deterring air-to-naval aggression. Fitted with paired machine gun turrets and boasting a heavier frame than most vessels of comparable size, this Kraunian-made K81e emerges at a moment’s notice to defend its charge.

    • Rinnspeir Ornitier-Class Gunship

      • Faction: Warden

      • Type: Gunship

        • Known as the “Bounty Hunter of the Sea”, the Ornitier is a deadly ship-to-ship weapons platform. While not as manoeuvrable as smaller vessels, its sturdy frame allows it to take much more punishment. Twin gunwale-mounted cannons provide ample firepower to punch holes in enemy ships, while its bow-mounted RPG launcher ends any chase before it has a chance to begin.

    • Strider

      • Faction: Colonial

      • Type: Gunship

        • A small but sturdy naval weapons platform excelling in ship-to-ship combat. Deadly to both enemy vessels and crew, the Type D comes fitted with starboard and port-facing machine guns alongside bow and stern-facing cannons.

    • 81f-f Ronan Blackguard

      • Faction: Warden

      • Type: Siege Boat

        • A shore-strafing gunship, the Blackguard’s heavy mortar blitz makes short work of coastline bunker networks. Sporting ample storage for mortar shells means a no-frills approach to overall engineering. While the Blackguard may need a nearby escort, it more than makes up for it with pure guile.

    • Type B - “Lucian”

      • Faction: Colonial

      • Type: Siege Boat

        • This shoreline “bunker buster” packs quite the punch to any unfortunately positioned enemy emplacements. The Type B was gifted its colloquial name in jest in response to the discovery that its first-ever captain, Lucian Kelly, once served in the Caoivish Naval Command.

    • Type C - “Charon”

      • Faction: Colonial

      • Type: Gunboat

        • A small, versatile naval jack of all trades. The “Charon” is fitted with a single mortar cannon and two tripod mounts. Effective at both shoreline assaults and hit and run tactics against larger vessels.

  • Structures:

    • Aircraft Assembly

      • Faction: Neutral

      • Type: Large Assembly Station modification

        • An assembly station for producing advanced aircraft frames.

    • Aircraft Crate

      • Faction: Neutral

        • A crate for a packed aircraft frame.

    • Aircraft Maintenance Factory

      • Faction: Neutral

      • Type: Facility Structure

        • A factory for producing and repairing advanced aircraft parts.

    • Aircraft Parts

      • Faction: Colonial exclusives, and Warden exclusives.

        • Parts for different segments of Colonial and Warden aircraft, coming in small and large sizes.

    • Aircraft Depot

      • Faction: Neutral

        • A large building used to store crates, vehicles, shippable structures, and aircraft.

    • Aircraft Hangar

      • Faction: Neutral

        • A small-scale aircraft production center.

    • Aircraft Runway (Tier 1/2)

      • Faction: Neutral

        • A stable runway that allows aircraft to take off.

    • SC-3 Aerial Interceptor Array

      • Faction: Neutral

      • Type: Super Structure

        • A radar that detects aircraft across a large effective radius and must be built atop a solid foundational hardpoint within bunker systems—for both operational stability and defence. The SC-3 Aerial Interceptor Array, or AIA, uses state-of-the-art technology to emit short radio bursts that provide aerial intelligence to nearby receivers and entrenched anti-aircraft defences.

    • DAE 5b “Zeal”

      • Faction: Colonial

      • Type: Emplaced Anti-Air Cannon

        • A sturdy, stationary cannon for bombarding low-flying enemy aircraft with explosive shells. The DAE 5b anti-aircraft emplacement has become infamous for walls of black smoke its payload leaves behind.

    • Leary AA-70 Bolas

      • Faction: Warden

      • Type: Emplaced Anti-Aircraft Cannon

        • A late entry into the Leary arsenal, the AA-70 Bolas was a direct response to a sudden uptick in Colonial aerial aggression. This emplaced cannon excels equally at both slowing and bringing down enemy aircraft.

    • Infantry Support Gun Pillbox

      • Faction: Neutral

      • Type: Field Defence

        • This reinforced pillbox fires a 30mm support gun at approaching enemy vehicles.

    • E681-B Hullbreaker Minefield

      • Faction: Neutral

      • Type: Sea Minefield

        • A specialized sea minefield that floats near the surface, causing destructive damage to ship hulls.

    • E680-S Rudder Lock Minefield

      • Faction: Neutral

      • Type: Sea Minefield

        • Designed for underwater deployment, Sea Mines detonate upon contact with enemy vessels.

  • Items:

    • Liason Transmitter

      • Faction: Neutral

      • Type: Field Gear

        • Allows receiving map intelligence reports on detected airborne targets.

    • Lodesman’s Lorica

      • Faction: Colonial

      • Type: Colonial Pilot Uniform

        • Standard-issue Colonial Aeronautics Corps lodesman’s uniform. Fashioned for function over form, CAC pilots are protected from external elements while free to execute their duties with efficiency.

    • Aviator’s Raiment

      • Faction: Warden

      • Type: Warden Pilot Uniform

        • A pilot’s overcoat and goggles specially designed for cold-weather flying. Alliance Sky Brigade pilots are amongst the most talented aviators in the world, training from as young as eight years of age to hone their reflexes and strengthen their bones against atmospheric forces. Many won’t make it to adulthood.

    • Paratrooper’s Ruck

      • Faction: Neutral

      • Type: Backpack

        • A paratrooper's basic kit. Includes minimal survival gear to improve weight distribution and account for parachutes.

    • Auster’s Harness

      • Faction: Colonial

      • Type: Colonial Paratrooper Uniform

        • CAC paratrooper’s gear consisting of a sturdy harness clasped over a jumpsuit. Infamous for ruthless aggression, few sights drive true fear into Warden hearts more than Colonial austers dotting the night sky.

    • Cloudrunner’s Vesture

      • Faction: Warden

      • Type: Warden Paratrooper Uniform

        • Typical Alliance Sky Brigade paratrooper’s kit. Cloudrunners were once an elite group of deserting mercenaries with a death wish that, due to their consistent bravery and valour, were integrated into the larger ASB fold.

    • Mark II Raidbreaker

      • Faction: Neutral

      • Type: Bomber Ammo

        • Highly explosive payloads for use with bomber aircraft.

    • 912 Shrike Rounds

      • Faction: Colonial

      • Type: Dive Bomber Ammo

        • Specialized payloads for use with dive bomber aircraft.

    • 950-70b Anti-Aircraft Shell

      • Faction: Neutral

      • Type: Anti-Aircraft Ammo

        • Specially designed rounds for use with anti-aircraft batteries.

    • Quillback Torpedo

      • Faction: Wardens

      • Type: Torpedo

        • Designed as a lightweight version of the Moray Torpedo for mounting on light aircraft.

    • 20mm

      • Faction: Neutral

      • Type: Anti-Air Machine Gun Ammo

        • Standard ammunition for anti-aircraft machine guns.

        • Dev Note: The existing 20mm ammo for Anti-Tank Rifles has been renamed to 14.5mm.

    • E681-B Hullbreaker Mine

      • Faction: Neutral

      • Type: Sea Mine

        • A specialized sea mine that floats near the surface, causing destructive damage to ship hulls.

  • Maps

    • Northern Regions

      • Olavi's Wake

      • Pari Peak

      • Palantine Berm

      • Kuura Strand

      • The Gutter

    • Southern Regions

      • Wresta

      • Ónyx

      • Lykos Isle

      • Tyrant Foothills

      • Piper's Enclave

  • Other

    • Added Foxhole - Supporters Edition. Players with this DLC can change their main menu theme, and can choose to display a supporters badge alongside their username.


New Features

  • Added construction status of a super structure to the Large Structure Foundation UI.

  • Added border queueing as a group for vehicle passengers. If a destination region is full and requires queueing the driver of the vehicle can initiate queueing and travelling for all vehicle passengers.

  • Vehicle Border Travel and Recovery Mode improvements

    • Added logic for assuring there is a pilot for planes after border travelling or re-joining a server in Recovery Mode. If there is no pilot after travel is complete, or Recovery Mode elapses, then another crew member is swapped to the pilot's seat.

    • Passengers of a vehicle no longer spawn offline characters ("sleepers") outside of the vehicle, instead said passenger is associated with the vehicle and will re-join in their seat.

      • If the vehicle is destroyed before the offline character expires, their inventory items will be in the Vehicle Storage crate.

  • Added toggles for ground and air map intelligence.

  • Added cloud cover to all regions. Cloud intensity increases with weather event intensity.

  • Added an Anti-Air mode to some existing machine guns, such as the DAE 1B-2 "Serra", and the Leary Snare Trap 20 (default bind Shift+F).

  • Binoculars can now toggle to Air Observation Mode (default bind Shift+F).

  • The fuel gauge now changes colour to show when its low on fuel, and flashes when the fuel level is critically low.

  • Added a new regional text chat channel for Air communications. This can be quickly swapped to by typing /a in the text chat.


Gameplay Changes

  • Large Ship Changes

    • Multi-Barrel turrets can now reload multiple shells at once.

    • Large Leaks

      • No longer continue to flood a compartment when patched.

      • When a new leak is taken on within the same compartment, the Large Leak reopens as a normal Leak.

    • Subsystems can now be repaired with Metal Beams by submitting Metal Beams within the turret's interaction area.

      • Turret subsystem chance has been increased accordingly.

  • Tempest Cannon RA-2, Intelligence Center, Weather Station, and Storm Cannon now rotate with A and D rather than with RMB.

  • Cross-Ocean border travel has been disabled.

  • Structures and vehicles have a cooldown for packaging if they have fired recently.

  • BMS - Longhook and BMS - Bluefin

    • Now gather Air intelligence as well as Ground intelligence.

    • Intel range increased from 150 to 350m.


Balance Changes

  • Large Ship Armour Piercing damage mitigation reduced from 93% to 60%.

  • Titan

    • 120mm turret reload time increased from 2 to 4s.

    • 150mm turret reload time increased from 2 to 6s.

    • 40mm turrets converted to 68mm.

  • Callahan

    • 120mm and 150mm turret reload time increased from 3 to 6s.

  • Conqueror

    • 120mm turret reload time increased from 2 to 4s.

      • Dev Note: The above reload time changes are complimented by all barrels being reloaded at once.

    • Bow gun converted from 40mm to 68mm.

    • Now gathers Air intelligence as well as Ground intelligence.

    • Intel range increased from 200 to 250m.

  • Blacksteele

    • 120mm turret reload time increased from 2 to 2.2s.

    • Now gathers Air intelligence as well as Ground intelligence.

    • Intel range increased from 200 to 250m.

  • Nakki 40mm turret converted to 68mm.

  • 74b-1 Ronan Gunship turn speed improved slightly.

  • BMS - Aquatipper and BMS - Ironship Armour Piercing damage mitigation reduced from 50% to 0%.

  • Dry Dock health increased from 4250 to 4650

  • A0E-9 Rocket health increased from 3600 to 5000

  • A0E-9 Rocket Platform health increased from 3600 to 5000

  • Artillery Garrisons

    • Tier 1 retaliation range reduced from 175 to 150m.

    • Tier 2 retaliation range reduced from 600 to 200m.

    • All Tiers have had their structural integrity improved by ~5%.

  • Anti-Tank Rifle Pillbox

    • Construction and repair cost reduced from 85 to 75 Basic Materials.

    • Health reduced from 950 to 800

    • Can now target infantry.

    • Firing rate increased by 50%

    • Damage decreased from 150 to 65

  • Improved the performance of Scout Vehicles whilst encumbered.

  • 74b-1 Ronan Gunship repair cost reduced to 200

  • King Jester - Mk. I-1 and 40-250 "Alekto" Heavy Cannon cost reduced from 1 to 0 Rare Alloys.

  • Added 250mm "Fury" Shell and Shatter Missile to the Factory, and made them available to both Factions.

  • Shatter Missile crate capacity increased from 1 to 5

  • Aalto Storm Rifle 24

    • Weight reduced from 215 to 200

    • Single-Fire mode:

      • Max range increased from 21 to 25m.

      • Max reachability increased from 26 to 35m.

  • Catara mo.II ammo capacity increased from 30 to 40

  • Booker Storm Rifle Model 838

    • Ammo capacity reduced from 36 to 30

    • Maximum inaccuracy increased by ~11%.

    • Stagger bonus removed.

  • "Dusk" ce.III shouldering time reduced from 1 to 0.7 seconds.

  • Tempest Cannon RA-2 Rare Alloys cost reduced from 100 to 35

  • Storm Cannon Rare Alloys cost reduced from 40 to 20

  • E681-B Hullbreaker Mine and 20mm added to Large Ship Storage Holds.

  • Alligator Charge

    • Converted to a Large Item.

    • Damage increased from 400 to 550

    • Weight greatly reduced.

    • Now destroys Wrenchable structures instantly.

    • Cost

      • Basic Materials reduced from 150 to 100

      • Explosive Powder reduced from 160 to 80

    • Crate size reduced from 10 to 5

  • Light Vehicle Shrapnel damage mitigation increased from 40% to 85%.

  • Leary Snare Trap 20 and DAE 1B-2 "Serra" converted to 20mm.


Map Changes

  • Environment visuals have been updated across all three biomes.

  • Added Airfields to many maps in the world.

  • The Clahstra

    • The Treasury Storage Depot replaced with a Seaport.

  • Terminus

    • Added an Emplacement House to Therizó.


Other Changes

  • Added Faction specific rank names. A list of these names can be seen when hovering over you rank in the F1 menu.

    • An alert is now shown when you are promoted.

    • A global allied alert is shown when someone reaches a distinguished rank.

    • Added rank abbreviations to F1 rank tooltip.

  • The user's cursor is locked to the game viewport when in fullscreen mode.

  • Multiple binds can now use the same input key.

    • Binds can now be reset individually.

  • Gates no longer become translucent whilst closed.

  • Vehicle tooltips now show what fuel a vehicle uses.

  • 20 Nevile Anti-Tank Rifle has been renamed to Nevile Anti-Tank Rifle.

  • 20mm Anti-Tank Rifle ammo has been renamed to 14.5mm

  • Leary Snare Trap 127 has been renamed to Leary Snare Trap 20

  • Improved reliability of offline characters ("sleepers") spawning in some cases.

  • Optimisations:

    • Reduced the number of draw calls in some scenes.

    • Reduced hitching when travelling to a new area with lots of structures nearby.

    • Added LODs to structures and vehicles.

    • General minor performance improvements.

    • Improved server save game logic. This will reduce periodic moments of server lag in some cases.

  • Updated Credits screen.

  • Frequency of high intensity storms (Rainstorms with thunder, and Snowstorms with water freezing) increased slightly.

  • Profanity filter adjusted to resolve some cases of location names being censored.


Bug Fixes

General Bugs

  • The fallback font for unsupported characters does not work in all cases, resulting in some characters being blank.

    • Dev Note: A generic symbol should show when a character is unsupported.

  • Voice Chat unmutes itself after border travel.

  • Stamina can be recovered whilst sprinting in some circumstances.

  • Updated the message displayed when a player is kicked due to a server restart.

  • Wounded players are able to pick up Large Items.

  • Stamina continues to drain if the player begins refuelling a vehicle whilst sprinting.

  • The Buckhorn CCQ-18 is not observed by players who were not nearby as it was equipped.

  • There is a spelling mistake in the title of the Resistance Phase timer on the map screen.

  • Vehicle Event Logs do not note the quantity of items retrieved like other logs do.

  • Foliage is not removed when a server loads a save game in some rare circumstances.

  • Remex Garb does not reduce the encumbrance of Large Materials as the Gentleman's Peacoat does.

  • Stockpiles display an erroneous failure message when attempting to submit a crate that has reached its stockpile limit.


Structure Bugs

  • AI produce no FX when shooting at a build site.

  • Whilst mounted in a Garrisoned House window, aim stability is not reduced whilst aiming at extremities of the firing area.

  • Caoivish Church Garrisoned House ruined state has a stuck spot in it.

  • Facility structures turn into husks when hit by an AEON Rocket.

  • Stationary Harvester (Sulfur) displays with the upgraded version's name in the context menu even whilst un-upgraded.

  • Some structures unintentionally damage nearby vehicles when the structure is destroyed.

  • Stationary Crane operators exit inside of the Stationary Crane if the exit point is obstructed, getting said operator stuck.

  • The connection point of Bunker Corners on the chamfered edge does not count towards being connected to another Bunker in some cases. This could result in Bunkers being unexpectedly split into two when the Bunker piece connected on the chamfered edge is breached.

  • Bunker AI spotlights visually do not turn off if they run out of power during the day until the next night time.

  • Hit registration on Minefields degrades as the number of mines in the field reduces.

  • The Fire Suppression Room cannot be squad reserved.

  • Bunker Corner (Tier 3) chamfered edge trim is visually dry when the structure is wet.

  • A mount spot in the school Town Base variant is not marked with an X.

  • A bicycle can spawn at destroyed Emplacement Houses.

  • Bunker Base Upgrades can be transmitted through Pipelines.

  • The Engine Room can be built on Foundations.

  • Stockpile Logs are cleared if the structure is being upgraded when the server restarts.

  • Trench Intersection husks cannot be rebuilt until fully repaired.

  • Grass is not removed from the centre piece of Super Structures.

  • Trench Intersection (Tier 2) can be filled in with a Shovel.

  • Several world structures are missing subclass text.


Vehicle Bugs

  • Players are unable to exit a vehicle towing a trailer whilst based on the BMS - Aquatipper

  • Land vehicles do not take damage from being submerged in water if they are submerged whilst a server restarts.

  • Some vehicle turrets jitter from the gunner's perspective when the direction of rotation changes.

  • Some vehicle turrets face an invalid direction until they are first used.

  • Tripod weapons mounted on Gunboats have their aimline origin offset from the weapon slightly.

  • Drummond 100a headlight does not rotate with the vehicle's chassis.

  • Balfour Falconer 250mm is missing a full stop in its description.

  • Small Ships pop in to view when mounted in Spotter seats, or Large Ship driver's seats.

  • 86-Ka "Bardiche" turret gunner is called a cannoneer.

  • Dunne Fuelrunner 2d has two rear lights.

  • There is a gap in the water visuals between the doors of the Conqueror

  • AC-b “Trident” propellers point of rotation is visually misaligned.


Map Bug Fixes

  • Some mountains along region borders are missing collisions in various northern maps.

  • Acrithia:

    • There Is a tree obstructing train bridge approach.

  • Deadlands:

    • There is a stuck spot in a rock formation north of Iron's End.

  • Farranac Coast:

    • There is a stuck spot between some rocks north of Macha's Keening

  • Heartlands:

    • There is a tree in the road west of Deeplaw Post.

  • Sableport:

    • The lake north of Creeping Drought does not appear on the map.

  • Weathered Expanse:

    • There are some walls in the roads around Spirit Watch

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