Update 0.43

Update 0.43 was released on April 20th, 2021.

New Content

 * Noble Widow MK. XIV
 * Class: Destroyer Tank
 * Faction: Warden
 * This deadly tank turns predator into prey. A tank Destroyer, the Noble Widow specializes in ambush tactics, waiting for its quarry and striking with destructive high-velocity shells.


 * 85K-a "Spatha"
 * Class: Assault Tank
 * Faction: Colonial
 * The “Spatha” assault tank features a special high velocity 40mm gun turret that is not as well suited to mass-production as its more refined counterpart, the “Falchion.”

New Weapons

 * "Lionclaw" mc.VIII
 * Class: Submachine Gun
 * Faction: Colonial
 * A heavier, modern variation of the Pitch Gun, the Lionclaw performs well as a decent, all-around submachine gun designed as a primary firearm in urban and close-quarters combat operations.
 * No.1 "The Liar" Submachine Gun
 * Class: Submachine Gun
 * Faction: Warden
 * This unique, heavy-duty submachine gun is not very useful on the run, but with careful aim and adequate cover, becomes a razorblade in the night.
 * "Dusk" ce.III
 * Class: Assault Rifle
 * Faction: Colonial
 * This unique assault rifle includes a high-capacity drum magazine designed for sustained rapid fire.
 * Booker Storm Rifle Model 838
 * Class: Assault Rifle
 * Faction: Warden
 * The Booker is a high-impact three-round burst Storm Rifle for those who like to shoot first.
 * Hydra's Whisper
 * Class: Explosive
 * Faction: Colonial
 * This unique demolition tool is a long, metal tube packed with explosives. The Hydra’s Whisper is designed to destroy out-of-reach movement impairing structures and detonate any mines along the length of the tube.
 * BF5 White Ash Flask Grenade
 * Class: Anti-Tank Grenade
 * Faction: Warden
 * An explosive flask used for melting enemy armour. This carefully designed liquid bomb explodes into a dazzling flash of molten debris upon impact.

Gameplay Changes

 * Gun Turrets and AT Garrisons will now counter attack deployed Tripod weapons
 * Firepits can now be built on Seaport decks
 * Radio Backpack transmit function now only works when the player is standing on landscape or a structure
 * Transmission won't work if standing on Barges, rocks or other environment objects
 * Added dedicated key for dropping large items (defaults to V, but can be remapped)
 * Default key for Callout changed to H
 * Default key for Transmit changed to J
 * Ammunition Rooms now provide a Power Connection and can be built inside Storm Cannon grids
 * Landing Ships are now reservable at Storage Depots/Seaports
 * Frontier Bases have been removed from the game
 * NOTE: Border Bases are the new standard way to gain a foothold across contested borders
 * Seaport AI now require the same Base Upgrades as other Garrisoned Houses before it can fire
 * Craters will no longer spawn on roads in urban town areas (e.g Abandoned Ward)
 * Rockets now cause No Man's Land at the target location

Game Balance

 * Storage Depots/Seaports inside logistics towns now start with 30 instead of 10 Trucks at the start of Conquests
 * Field Hospital, Bandages, First Aid Kits, and Trauma Kits no longer require tech
 * All Assault Rifles class weapon production times have been reduced by 20%
 * Improve Shotgun's ability to hit targets at point blank range
 * All L.U.V. variants (both factions) damage mitigation against small arms drastically reduced, but health increased by 125-180% to account for it
 * NOTE: This is to resolve an oversight made in Update 42, which caused L.U.V.s to have tank level mitigation against Light Kinetic Weapons (e.g. SMGs 99% damage mitigated). They are now restored to roughly what they were pre-Update 42
 * All Mortars (vehicle or infantry) long range accuracy increased by 30%
 * Green Ash crate size reduced from 20 to 10
 * Infantry Support Gun rate of fire decreased by an overall 75% (reload time increased%)
 * Mounted Bonesaw MK.3 rate of fire increased by an overall 75% (reload time increased slightly, but the long post fire delay has been removed)
 * Aalto Storm Rifle 24 range reduced by 10%
 * NOTE: Reduction to further contrast this with the other new Assault Rifle
 * All Warden Light Tank class variants rate of fire increased by 10% (reload decreased)
 * HH-d "Peltast" rate of fire decreased by 20%
 * Devitt-Caine MK-IV MMR rate of fire increased by 25%
 * NOTE: Rate of fire slightly slower than HH-d "Peltast"
 * Field AT (both factions) rate of fire increased by 13%
 * Devitt-Caine MK-IV MMR cost reduced from 180 to 150 Refined Materials
 * High Explosive Grenade crate size reduced from 25 to 20
 * War Achievements have been updated as follows
 * Major Offensive: Hold more 75% (instead of 80%) of zones at some point in the war
 * Offensive: Hold more than 60% (instead of 65%) of zones at some point in the war
 * Hold the line: Survive for longer than 1 day when your faction holds less than 25% (instead of 20%) of all zones
 * Last Stand: Survive for longer than 2 days when your faction holds less than 25% (instead of 20%) of all zones
 * Fortified: Survive for longer than 4 days when your faction holds less then 40% (instead of 45) zones

Map Changes

 * Updated the landmass in the north of The Moors
 * Added an additional landmass to Fisherman's Row
 * Added an additional landmass to Tempest Island
 * Added an additional landmass to Stonecradle
 * Added new Map Layers to several logistics hubs to support a larger variety of starting conditions

Other Changes

 * Squad & Regiment Map Posts
 * Map post visibility can now be restricited to just your Squad or Regiment
 * Deployment Screens now indicates when a contested region requires reinforcements (is undermanned)
 * Frame rate can now be customized on the options screen, allowing for greater than 60hz
 * Offline characters in the F1 player screen can now be reported again
 * Shard selector UI changes
 * Stockpile logs now support Shippable structures
 * Added animation interpolation system to smooth out turret rotation, crane rotation, etc
 * Optimized map screen frame rate when there are a lot Map Posts
 * Optimizations to region travel to prevent network stalls during large war starts
 * Overall improvement to Trench/Bunker interactions with landscape, resulting in drastically less chance of holes

Bug Fixes

 * Deployment sometimes fails with the message "Spawn point is no longer available" even though the deployment point still exists
 * Vehicles on Barges can't be repaired due to collision detection issues
 * Vehicles can get into a state where players can walk through their collisions
 * Trenches can still cause holes to appear in the landscape with certain layouts
 * Harvester treads are not animated
 * Motorboats can prevent destroyed bridges from being rebuilt
 * Tooltips In The Refinery Flash Intermittently
 * 00MS "Stinger" doesn't Have A Horn
 * Client can in rare cases crash when flag visuals are changed based on wind
 * No "Whooshing" sound when punching air
 * New Drawbridges Missing Animation For Lever Flipping
 * Shipyard Full Repair action can be used to repair land vehicles
 * Kivela Power Wheel 80-1 icon shows a Colonial Motorcycle variant
 * Transmit hotkey remapping reflect in hints
 * Using Binoculars can momentariliy make the player appear somewhere else in the world
 * Ladders for certain bridges can't be climbed after the bridge is built
 * Items get dropped into the water when retrieving from the Seaport with a full inventory
 * Destroyed concrete bridge can be climbable on one side but not the other (neither can be climbed now)
 * Tread animation for in-place rotation is only animating for the driver
 * Fire Pit model is floating when built on slopes
 * One Drawbridge type is missing animation for lever flipping
 * Upgrading a Bunker Corner to Tier 2 will remove the door/firing port modification on the short end
 * Typo in 7.62 ammo description
 * Vehicles that rotate on the spot can rotate into walls, causing physics issues
 * Certain R.P.G. class weapons will clip with Trench walls when standing right next to them
 * Very rare crash can occur when Bunkers are destroyed
 * Graphics flickering can occur on Trenches connected to each other
 * Anti-Tank Mines on roads would sometimes be invisible to players in vehicles
 * Gunners on the Drummond Spitfire 100d are difficult to hit with small arms
 * Map Bugs
 * Endless Shore: Rocks creating unintended high ground
 * Oarbreaker: Freighters getting stuck at seaport
 * Great March: No River collision near The Swan
 * Allod's Bight: Players getting stuck at Mercy's Wail shipyard after submitting
 * Great March: No Safehouse in Sitaria in some Map Layers
 * The Moors: Rocks blocking naval passage in the river
 * Great March: Flatbeds getting stuck in Sitaria
 * Shackled Chasm: Old bridge underneath new bridge
 * Viper Pit: Can get stuck in crevice
 * Drowned Vale: Grass overlaps the road
 * Marban Hollow: Drawbridge ladders Aren't low enough to the water
 * Oarbreaker: Wall blocking access to Factory
 * Oarbreaker: Construction Vehicles/Cranes can't be built on beaches at Integrum

Source

 * Foxhole Website