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Update 65 Release Notes

  • 2 days ago
  • 10 min read

Initial Release


New Content

Items:

  • Flight Mask

    • Faction: Neutral

    • Type: Field Gear

      • A pilot’s mask that wraps around the head and includes a headset which help facilitate communications at high altitudes. This allows pilots to receive critical intelligence updates while flying.

  • Air Raid Siren

    • Faction: Neutral

    • Type: Siren

      • A blaring siren with a distinctive tone that signifies a warning about impending airborne operations.

  • Naval Buoy

    • Faction: Neutral

    • Type: Buoy

      • Material required to build Crespine Netting.

Structures:

  • Crespine Netting

    • Faction: Neutral

    • Type: Torpedo Net

      • A line of netting tethered by anchored Buoys designed to impede torpedoes underwater.

  • Anti-Air Gun

    • Faction: Neutral

    • Type: Anti-Air World Structure

      • An Anti-Air Gun located in strategic areas of the world. The Anti-Air Gun fires three warning shots at enemy Aircraft before beginning accurate fire.


New Features

  • Shift can be held when adding or removing entries from a Factory order to max out the order, or remove all matching entries from an order.

  • Factory and Mass Production Factory order status is now shown on their map tooltips.

  • Items in a Large Ship ammo rack can now be picked up with the Large Item interaction bind (default 'V'). If multiple items are stored in the rack, whatever is being visually displayed is picked up.


Gameplay Changes

  • Limited Duration War Changes

    • The map screen now shows both the standard win condition and the stalemate win condition.

    • A stalemate is now triggered if both Factions have the same amount of victory towns.

    • If both factions have more victory towns than required to cause a stalemate, whichever side has the most victory towns when the war timer elapses is declared the victor.

    • Scorching a victory town with an A0E-9 Rocket now decreases the stalemate win condition threshold.

      • Dev Note: The three above changes are to robustly handle A0E-9 Rocket scorching victory towns.

    • Updated the victory condition text on the Deploy Screen for limited duration and standard wars.

  • SC-3 Aerial Interceptor Array intel gathering changed from a radius around the structure to an aimed gathering operation.

    • The Array now targets an area to collect air intel at a range of 500 to 6000m.

    • The closer the target is to the Array the larger the gathering area will be.

    • Weather events at the Array or at the target will increase the power cost of intel gathering. The Array is not able to operate in the highest intensity storms.

  • Renamed the Large Aircraft intel icon to Logistics Aircraft.

  • Added a new Large Aircraft intel icon for the Heavy Bombers exclusively.

  • Removed the Liason Transmitter. Receiving intel is no longer split between receive ground or air intel.

  • Conqueror lower deck layout tweaked

    • Sonar Operator moved to the fore compartment.

    • Two ammo racks added to the aft compartment.

    • Aft staircase rotated to deposit in the aft compartment rather than the midship.

    • Added a ladder to the midship compartment and removed the aft compartment ladder.

    • Length of both staircases reduced.

    • Engine moved to the centre of the room, creating an additional channel between port and starboard.

    • Midship upper deck doorway widened to allow two players to pass through at a time.

    • Stockpile interaction areas adjusted to not overlap with cannon loading areas.

  • Blacksteele lower deck layout tweaked

    • Two ammo racks added to the midship compartment.

    • One ammo rack removed from the aft compartment.

    • Stockpile interaction areas adjusted to not overlap with cannon loading areas.

  • Large items cannot be held whilst wearing a Paratrooper Uniform.

  • Transport Aircraft Passenger Restriction Additions

    • The Aircraft is unable to take off if any passengers are not wearing a Pilot Uniform or Paratrooper Uniform.

    • The Aircraft is unable to take off if there are more passengers onboard than seats available.

    • Players are unable to change into any Uniform but the Pilot Uniform or Paratrooper Uniform whist on a Transport Aircraft.

    • Weapons can no longer be used whilst on a Transport Aircraft.

  • Added a Refuel button to Fire Suppression Room for Water.

  • Minefields laid by the Bellweather by VAC, and individual mines can now be detected by sonar pings.

  • Rare Metal, Rare Alloys, and Rare Materials can now be reserved and crated at Storage Depots and Seaports.

  • Small Gauge Railway Track demolish window increased from 6 hours to 7 days.

    • Dev Note: This now matches Provisional Roads.


Balance Changes

  • Conqueror and Blacksteele total ammo stockpile capacity increased from 450 to 600

  • Restricted many items from being stored in the Barracks of Large Ships.

  • Added 950-70b Anti-Aircraft Shell to the BMS - Bluefin stockpile.

  • Swallowtail 988/145-2 and G40 "Sagittarii" can now enter Anti-Aircraft mode.

  • E680-S Rudder Lock Minefield depth decreased from 15 to 7m.

  • Added a coal recipe to the Bunker Engine Room.

  • Green Ash quantity per crate reduced from 10 to 5

  • 68A-4 Ronan Fathomer health reduced from 1800 to 1750

    • Dev Note: This reduces the Quillback Torpedo required to kill from 5 to 4 which was originally intended.

  • BMS - Longhook health increased by 25%.

  • Titan and Callahan health increased by 15%.

  • 74b-1 Ronan Gunship and Type C - "Charon" mortar gunner reload time increased from 2 to 3 seconds.

  • 85V-G "Talos" Steel Construction Materials cost increased from 3 to 10

  • Dunne Leatherback 2a health increased from 900 to 1250

    • Dev Note: This value was unintentionally adjusted in Update 63.

  • Aircraft Changes

    • Toxot-902 “Blind Silver” and Luminary Mk. II Harbinger high velocity damage modifier removed.

    • Tulka I1.9 White Raven high velocity modifier reduced from 75 to 25%.

    • V-1 Tzykalia and Tulka P4 Welkinrive health reduced from 15000 to 10000

    • V-5b Pegasus and Rinnspeir Mk. I Zealot reduced from 8300 to 7000

    • Scout Aircraft low velocity modifier increased from 10 to 33%.

    • M925 Austringer Man-O-War health reduced from 10800 to 7000

    • Production Changes

      • Toxot-902 “Blind Silver”, Luminary Mk. II Harbinger, Mergo-4 “Myrmidon”, and Tulka I1.9 White Raven

        • Thermal Shielding cost removed.

        • Production time reduced from 4 to 1 hour.

      • M925 Austringer Man-O-War

        • Thermal Shielding cost removed.

        • Rare Alloys cost reduced from 6 to 4

        • Production time reduced from 4 to 1 hour.

      • V-5b Pegasus and Rinnspeir Mk. I Zealot

        • Rare Alloys cost increased from 4 to 6

        • Production time reduced from 6 to 2 hours.

      • V-1 Tzykalia and Tulka P4 Welkinrive production time reduced from 8 to 4 hours.

      • Aircraft Mechanical Parts (Large)

        • Thermal Shielding cost reduced from 1 to 0

        • Processed Construction Materials cost reduced from 35 to 0

        • Steel Construction Materials cost increased from 0 to 5

      • Aircraft Engine (Large)

        • Thermal Shielding cost reduced from 1 to 0

        • Processed Construction Materials cost reduced from 95 to 0

        • Steel Construction Materials cost increased from 0 to 15

      • Aircraft Mechanical Parts (Large) repair cost

        • Processed Construction Materials cost reduced from 5 to 0

        • Assembly Materials III cost reduced from 5 to 0

        • Thermal Shielding cost increased from 0 to 2

      • Aircraft Engine (Large) repair cost

        • Processed Construction Materials cost reduced from 5 to 0

        • Assembly Materials IV cost reduced from 5 to 0

        • Thermal Shielding cost increased from 0 to 3

      • Aircraft Mechanical Parts (Small) repair cost

        • Processed Construction Materials cost reduced from 1 to 0

        • Assembly Materials III cost reduced from 1 to 0

        • Thermal Shielding cost increased from 0 to 1

      • Aircraft Engine (Small) repair cost

        • Processed Construction Materials cost reduced from 1 to 0

        • Assembly Materials IV cost reduced from 1 to 0

        • Thermal Shielding cost increased from 0 to 2


Map Changes

  • Endless Shore

    • Added a Relic Base to The Evil Eye

      • Moved Observation Tower further north.

      • Airfield moved from The Overland.

      • Dev Note: This Airfield was moved to better war starting conditions, mirroring the Airfield at Terra, Farranac Coast.

  • King's Cage

    • Airfield moved from Eastknife to Scarlethold.

      • Road and Resource Field adjusted to accommodate this change.

      • Dev Note: This Airfield was moved to better war starting conditions, mirroring the Airfield at Weephome, The Clahstra.

  • Nevish Line:

    • Added a map marker to the island bordering The Gutter.

    • Removed Princefal Coastal Gun.

    • Mistle Shrine

      • Adjusted the landscape to the west, removing the lower western Garrisoned Houses, adjusting the road, and adding a bridge.

      • Added a Naval Base.

      • Replaced the Storage Depot with a Seaport.

      • Relocated the Town Hall to the old Storage Depot location.

      • Adjusted the locations of two Garrisoned Houses in the north-east.

      • Removed north-eastern road.

  • Olavi's Wake

    • Added a new town Iltaku east of Yöohja Relic Base.

    • Added a Naval Base to Iltaku.

    • Relocated logging camp.

  • Palantine Berm:

    • Added a map marker to the island bordering Fisherman's Row.

  • Piper's Enclave:

    • Added a Naval Base to Syrinx Pass

  • Reaver's Pass:

    • Scuttletown

      • Adjusted the mountain ramp north of the town to point west rather than south.

      • Added an additional ramp up the western cliff towards the Resource Field.

      • Expanded the river to the east, creating a new island.

      • Removed Privateer's Bounty Coastal Gun.

      • Town Hall moved east where the Construction Yard was.

      • Construction Yard moved further south.

      • Temple and Safe House locations swapped.

      • Added an Emplacement House to mirror Mistle Shrine, Nevish Line.

      • Added a Naval Base.

  • Sableport:

    • Light's End

      • Added a passage between the elevation at the edge of The Whetstone forest and Lye Fields.

      • Flattened the area north of the Town Hall.

      • Observation tower moved north.

      • Added a Naval Base.

  • Weathered Expanse:

    • Wight Walk

      • Flattened terrain south of the town.

      • Moved the northern beach further inland.

      • Replaced the Storage Depot with a Seaport.

      • Added a Naval Base.

      • Added an Observation Tower.

    • The Weathering Halls

      • Replaced the Seaport with a Storage Depot and dock area.

      • Removed World Tracks.


Other Changes

  • Optimised adjacent region streaming when near the border.

    • Dev Note: This reduces stuttering around borders when adjacent regions are initially loaded.

  • Map tooltip pinning improvements

    • All structures with a map icon can now be pinned.

    • CSV X/Y values adjusted to no longer output commas in some cases.

    • Added an entry to the options menu allowing players to enable or disable exporting empty entries in a stockpile.

  • Added a southern Coastal Gun version to southern Regions.

  • Added restrictions to Reserve Stockpile, disallowing names consisting of unsupported characters, commas, or exclusively spaces.

  • Draw renamed to Stalemate.

  • Improved Large Ship physics calculations.

    • Dev note: This should reduce physics issues that cause erratic Large Ship movement.

  • Updated the warning siren produced by bases that are in the target area of a A0E-9 Rocket.

  • Improved character hands gripping Tripod weapons in Anti-Air mode.

  • Improved 20mm ammo icon quality.

  • Renamed Aircraft Radar Parts to SC-3 Aerial Interceptor Array Parts.


Bug Fixes

General Bugs:

  • Heavily stocked, publicly visible Reserve Stockpiles can reach the replication limit and no longer function properly.

  • Wounded Players

    • Observers of a wounded player see said player crouching when entering replication range.

    • The camera stays zoomed out when become wounded whilst in Binocular Air Mode.

  • Map tooltip pinning

    • Some structures show incorrect information if a structure replaces it in the same location.

    • Some structures export entries to CSV that are not available in said structure's stockpile.

    • Tooltips can be pinned even when no information is available for a structure.

    • Home Region map tooltips can be pinned.

    • Reserve stockpiles with a space between words in the name are displayed with a line break on a pinned tooltip.

  • KRN886-127 Gast Machine Gun and Malone MK.2 cannot be fired from a Bunker Firing Port.

  • There are several animation issues when walking through barbed wire.

  • The No Drop Zone timer can become out of synch between the player and the server in some circumstances, causing the Aircraft to explode with time still on the player's countdown clock.

  • Individually placed mines visibility rules are inconsistent with Minefields.

  • No failure message is shown when attempting to fire a vehicle cannon that is disabled.

  • Adverse weather condition HUD icons are a different size to other HUD icons.

  • Friendly Super Structure map icons are visible in the Secure Map mode.

  • Players are unable to rejoin queue when the Home Region they're in restarts whilst they are in queue.

  • Reservable crates do not show up on the Crate Transfer Station's map tooltip.

  • World Resource Mine map tooltip displays the wrong resources under rare circumstances.

  • Map Post removal feedback is no longer displayed after a few weeks into a War.

  • Picking up a Wounded Soldier whilst wearing a Pilot or Paratrooper Uniform causes said Wounded Soldier to float over the player's shoulder.


Structure Bugs:

  • Pillboxes do not fade-in when entering line of sight.

  • Trench Intersection

    • Placement can become desynched between the player and the server, allowing the placement of Trench Intersections that cannot be walked through on some sides.

    • Is not impacted by high quantity proximal structure restrictions.

  • The Coastal Gun has inaccurate collisions.

  • Train Bridges are missing destroyed material visuals on the centre of the bridge.

  • Reserved structures can be demolished by anyone if the claiming Squad is disbanded.

  • Bunker Corners can cause small holes in the terrain, partially lowering the player into the landscape.

  • Entering the Leary AA-70 Bolas and DAE 5b “Zeal” sometimes causes the cursor to snap to the bottom of the screen.

  • Trench (Tier 2) build site is missing wall visuals on a side connected to another Trench.

  • Sign Post Faction emblem disappears after the builder has been offline for some time.

  • Forks cannot be made from the Small Guage Railway Track (Foundation).

  • Resource Mines do not have stockpile logs.

  • Aircraft Depot has a light source located incorrectly.

  • Storage Depots, Seaports, and Aircraft Depots can be accessed from excessive distances under specific circumstances.


Vehicle Bugs:

  • Large Ships are able to anchor even if they gain a leak whilst the anchor is dropping.

  • T3 "Xiphos", T5 "Percuito", and T8 "Gemini" have veterancy camo on their wheels.

  • Crew members in the interior of a ship are not protected from their own ship's direct-fire explosions if the explosion is nearby.

  • H-10 "Pelekys" barrel is extended further forward than expected.

  • A59 Venti “Perdix” clips into the deck of the Poseidon when assembled from its stockpile.

  • A51 Venti “Daedalus” and Luminary Mk. VI Emissary can fly faster than expected if the pilot has low FPS.

  • Luminary Mk. VI Emissary struggles to take off.

  • Large Ship Armour Piercing Damage mitigation is 60% rather than the expected 75%.

  • Train occupants are not put back into their seat after a server restarts.

  • Entering a train after logging in sometimes visually puts the player and said train at the centre of the Region momentarily.

  • The lights on the BMS Black Bolt don't turn on when the driver seat is occupied.

  • 86K-c "Ranseur" description states it fires AP/RPG.

  • The hatches on the BMS Holdout do not appear in their correct state when viewed from a distance.

  • O-75B "Ares" and Cullen Predator MK. III do not trigger land mines.

  • BMS Holdout hatches visually break when observed from a distance.

  • Lamentum mm.IV mounted on the 74b-1 Ronan Gunship aims at extreme angles whilst in Anti-Air mode.


Map Bug Fixes

  • Some trees have incorrect devastated visuals.

  • Deadlands:

    • The ground clips through the Aircraft Depot at The Pits.

  • Endless Shore:

    • A beach west of Tuatha Watchpost does not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • Fisherman's Row:

    • A beach near Hangman's Court does not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • Godcrofts:

    • Multiple beaches do not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • Kuura Strand:

    • There is a large hole along the cliff rocks north-west of Faden Point.

  • Stema Landing:

    • The beach near The Wane does not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • Stonecradle:

    • The beach near The Dais does not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • The Clahstra:

    • A mountain north of The Four Pillars has no collisions.

    • Multiple beaches do not allow BMS - Grouper construction or BMS - Aquatipper deployment.

    • The cranes at the Treasury seaport can belong to the incorrect faction on war start.

  • The Fingers:

    • The beaches around Grisly Refuge do not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • The Gutter:

    • A rail connection west of Lost Kaivo cannot be connected to.

  • The Oarbreaker Isles:

    • Multiple beaches do not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • Origin:

    • There is a stuckspot on the west side of Cado beach.

  • Piper's Enclave:

    • There is a stuck spot behind the Lyterius Safe House.

  • Umbral Wildwood:

    • Multiple beaches do not allow BMS - Grouper construction or BMS - Aquatipper deployment.

  • Weathered Expanse:

    • A road north of Crow's Nest cares not for the snow.


 
 
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